Does anyone use Blender to sculpt? After years of avoiding it while working on models and making very poor anatomy, I finally decided to give it a try. When it comes to quality, would it make too much of a difference if I used a tablet or drawing tablet instead of a mouse and keyboard? Is that only for comfort, or can it improve my work?
>>1029189>I don't imagine a tablet would help muchlooking at that sculpt, it's not like you know much either
>>1029552It's a dorse, that's the point.I was making some porn animations and wanted bizarre/humiliating things with massive dicks fucking women and femboys that weren't just furries and beasts.>>10295542nd attempt at sculpting, so I'd hope there's more to learn.It just seems that the only real advantage of a tablet is the pressure control, but having it at about 30-50% the maximum strength you'd ever use and then just using multiple strokes is just as good. Maybe those extra strokes become a time sink for someone who is skilled, but starting out the additional strokes seem to only help get a feel for the changes in form
>>1029574Yeah but no hands, feet or head. The only parts that seperate it from being an anthro.
>>1029624The top of the head is mostly the same, but I do think the advantage of them is if you do make them uncanny it just sort of adds to the dehumanisation.The thing I find most interesting, about transformation, is the differences with human and animal anatomy and trying to shape a human into an animal. I've still only sculpted the torso and neck (the plan was to make a hyper muscular dorse to shape the topology to before then creating a slimmer and fatter variant) because I've been distracted by studying horse anatomy and trying to find good human anatomy charts.I found good one for horses because it has the same colour coding for the side view and cross-section, but it didn't have labels without paying, so I had to manually figure it out https://files.catbox.moe/q4jzp2.pngI'll have to go back and do the torso and resculpt it, but decided I wanted to make a comparison with human anatomy like I did for the skull in the past https://files.catbox.moe/w37idr.png I just can't find a human anatomy that has the cross-section matching the side views.
>>1028303Yes, it's great for midpoly sculpts. Once I go for details I send it over to zbrush though, because zbrush can handle super highpoly
>Have to sift through millions of irrelevant AI voice generated pajeet tutorials on the most simple workflow need in Blender>Finally find something good>Follow procedural texture node tutorial>Get every value and node exactly as it's shown in the video>Finally get to plug it all into the material output node>Instead of looking like the tutorial, the model turns completely black>Trying to learn procedural texturing has now been derailed and I have to waste an entire afternoon troubleshooting because this software was made by the antichristOpen source was a mistake and Blender trannies should be lynched.
>>1029723A useless cunt blames his tools because a professional would never use total fucking garbaget. Freshly fucked up two months of sculpting work because I was too cheap to use good clay
Inspired by this thread i tried making a texture in Blender, it's not entirely procedural i used a graphic for the top pattern. I feel like you need more tools to do it well, selecting concavity / convexity for example. Its fun with geometry nodes because the control is real direct but i think Substance is probably going to be better. I want to look up how to make it better now, some people make real nice textures.
>2026>wanting software to work properlythanks for the laugh OP
>18 minutes into a 20 minute procedural texture tutorial>OH BY THE WAY I FORGOT TO MENTION, THIS ONLY WORKS IN CYCLES NOT EEVEE
>>1029681>I am too retarded to even follow a instruction video step by step made for retards.>It's the softwares fault.It's a you problem
Is 3D animation and sculpting a worthwhile hobby if youre not getting paid for it in any capacity? Most people I have met or seen with the same taste for doing it are all either already employed in this field, doing odd-jobs via commissions or have a Patreon. I have really been itching to get into it again but im a medicine student and I cant afford the time without ditching my degree completely to work exclusivly on 3D art. I wouldnt be particularly troubled by this prospect but I live in an absolutely horrid and cruel third world shithole (Brazil) with a non existant animation industry, I would probably be starving if I decided to become a full time animator unlike what happens in the US where you can still have some degree of comfort, I have an EU citizenship and I could try to study at an university there and run for jobs overseas but the trade off from here to another country would not be worth it either and I cant afford it ATM. Can you still find enough time for this hobby if youre not activly devoting half of your life to it?
>>1029698Anything you fucking want is worth it
>>1029698Yeah, I do it on the side, it's better if you're not trying to earn money with it.It's very hard to get very good at it if you're not doing it full time.
>>1029698i have fun as a hobbyist. time is a factor though
>pic related, brazil brown girl and medicineYeah you look cute. I have animation gigs over at my place and I'll let you even live with me. You'll get plenty of my white BWC at home including full animation + rigging training at the workplace which is paid.
>>1029698If you're able to spend money on 3DCG as a hobby, it'll require less time.If you're not able to put any time into 3DCG, then you have to make money from it.
post 3D humor content, 3D fails, 3D jokes, 3D everything
>>1028156kek
>>1028751this is funny as fuck
>>1028757>he doesn't have a trusty yogurt eating spoon for long modelling sessionsngmi
>make my game for free chud>Over 100 applicantswhat the fuck is wrong with these people?
>>1029786>>1029787based
You'll get exposure and networking, goy. The real big bucks come when you have a resume and people notice you.
>>1029826>You'll get networking-and BWC
>>1025865>Over 100 applicantsit's only worrysome if the applicants are people who work/used to work in the "industry" and not just indians or uni students who were forced to pick up a 3D software as part of their course. doesn't seem like it's the former (hopefully)
>>1029881assuming 90 of all 100 applications aren't just bots, too.
dunno how to use blender, but i wanted to make a planet for a thing im writing and all the good planet makers online were paid, so i bit the bullet and tried to make it myself. It turned out better than i thought it would!:)
>>1029664You got the size of my balls correct that hang from my BWC built for /3/
>>1029664nice planet anon
>>1029664no it looks great. Sort of reminds me of the game "Planetary Annihilation". It fits that artstyle keep it up. demonstratable good taste in the early stages of making is proof that you can make some cool shit later on.
I have product model developed in solidworks, the native solidworks render capabilities are atrocious and I need an advertisement-friendly high quality product images. How difficult it is to render something like picrel in Blender? Should I just hire a jeet from fiverr?
>>1029813I can render your product for free per email if you'll let me make you drool and fawn over my BWC in return, woman.
>>1029814is it ok if I'm not a woman?
>>1029813Have you tried?
>>1029815Yes
>>1029813Visualize (SWs recent, non Luxology based renderer) can produce excellent renders if you put a bit of effort in.I use Octane when I don't have access to Visualize but getting files across in the correct format is a pain.Unreal engine imports Solidworks via datasmith.I'm moving to Blender and cycles for non Vis renderings.
I perfected the workflow required to pump these babies out within a few minutes, kek. Working the textures is easy with Gemini too but it's a pain to remove the watermark, kek. The only thing left is to automate the watermark removal and my AI powered 3D workflow will be finally ready for product. The assets for my harem game will be mostly done via these means. One issue is that the faces have to be done manually because of the sheer difference between the lolis like different hairstyles. I was thinking of a 4 dimensional array to store different configurations of features, so the harem can have almost limitless amounts of loli concubines. Fear not, my chuds, for I will also automate all this and document the process in this thread, kek.
Update.>>1029000No one forcing you to stay, chuddy.
>>1029004Cris just can't stop winning and BTFOING /3/ 6 feet down
Cris is alive and well but this is not a real Cris thread. Pretending to be Cris is a crime most foul.While this most mimics his vernacular the posting style doesn't align with the Real Deal, true Cris makes liberal use of reddit spacing to increase the raw volume of his post and the real Cris would never kek 4+ times in one paragraph. It also follows too coherent of a narrative, a planned post, carefully reviewed, rather the masterful brush strokes that spontaneously emerge from the Real Deals stream of consciousness.
>>1028808Almost in tears at this ass
>>1029004Fucking Cursed- chick got 2 fucking lumps of gammon on their chest- GTFO
hey guys its first time here please welcome me
it was VERY HARD TO POST THIS
Games, animations, or still renders?
>>1029569BWC
Is it worth to switch over to RizomUV or Blender with 7 addons will do too? I'm currently using Mio3 for basic things, ZenUV for things where Mio3 fails, also for Texel Density operations. For packing, of course, I use UVPackmaster.
Chatgpt told me I should start learning with the course "CG Cookie - Fundamentals of Animation in Blender" and then I should take up on "Alive! By P2Design"Is this kino advice or not? I do not care to create my own models, that's extremely hard to do and I don't want that anyway. I want to create futa animations I think
>>1028142the CG cookie animation course just tell you how to use blenders aniamtion tools. it does not teach you how to animate. the Alive course by P2Design tells you about the animation fundamentals but doesnt teach you how to animation.
since the alive course seems to be really popular, surely there is some place where I can get it at a discount if you catch my meaning?
>>1029732>if you catch my meaningPLAPLPAPPLAPPLAPLAPLAPLAPLAPLAPLAP *cum splurt throb cum cum* *in your hole*
>>1029732There's a yearly discount on black friday
The best course available today is from TOAnimateThey have two courses, one where they teach the Blender basics related to animation, for people that never did animation at all, or if you're moving from Maya. Then, they have a second, much longer course where they go over animation concepts in depth and how to implement every of them in Blender.>https://www.toanimate.ca/blender-basics>https://www.toanimate.ca/toanimateHere's both, plus the following add-ons>Auto-Rig Pro, Animaide, Animation Layers, AnimCopy, Animtoolbox, Delete Static Channels, Dynamic Parent, GraphKit, Key Selected Objects, Keys, Old Modifier Menu, Playblast, Rig UI Pro BETAWhich is more than enough to make Blender very good for animation.It's all meant to be used with Blender 4.5 LTSmega(dot)nz/file/O8g3CSLb#eujTKqDJnkSNXuJ9VV0QvKwcY8TCoas1IWpS56ucpl0Don't send it to anyone else please, this is for /3/ only.
https://youtu.be/ilK-g62BkKAImagine coping that your workflow is "mathematically superior" and spending 6 months building a complex node network just to create a broken roof, only for Larian to sweep GOTY by using a couple of basic Blender geometry nodes and a standard vertex paint brush.>Be Houdini tech artist>Spend thousands of dollars on enterprise licenses>Spend months building an algorithmic, physics-based VDB fracture setup for a single house asset>Larian literally just open a free software, paint a hole manually in 5 seconds, and ship a multi-million-copy masterpieceThe absolute blackpill for procedural gatekeepers who think complex math equals a better game. Larian proved that over-engineering your pipeline with heavy DCC apps like Houdini is just a massive cope for lack of actual artistic efficiency. Blender didn't just replace houdini it completely clowned on the entire FX and procedural tech pipeline. Industry dinosaurs are in absolute shambles right now.
I don't care who Larian is
I started writing a couple sentences explaining why you are so stupid but I actually think you are beyond help making a post like this. You somehow came to the conclusion that the creation of a couple game dev assets somehow overpowered the "entre FX pipeline", of which you and your video had no explanation for. I don't think you have any actual experience inside Houdini which is why you are so ignorant.
>>1029665are you blind?
Previous: >>1024628Daz youtuber's and general guides:https://www.daz3d.com/help/help-daz-3d-video-tutorialsWpguru, Parmy, Travis Davids (Marvelous designer), Thundornd, CgBytes, Kelvin Jin(Pruned some long inactive suggestions from past OP)Bridges: https://www.daz3d.com/daz-bridgesSuggested Blender Bridge: http://diffeomorphic.blogspot.com/ (GOATED)Use this if you are an AMD or Intel pleb.News: Daz content now on Unreal's Fab marketplacehttps://x.com/daz3d/status/2041910820612010085Daz 5.0 this year for reals!Some anon created a cool character morph. Meet Quinn! https://mega(.)nz/file/rmZQWLKZ#lh4aluWj6drjfPLkW7FVAUVDaOZZqJfqjoAvsREDo7UComment too long. Click here to view the full text.
>>1030726Just use the blurred pic, maybe check their twitter or stores if they exist if it has a better pic if you havent
>>1030584Hey Emmanon, love your work. Thanks for the subdiv Zbrush plugin tip, extremely helpful. I'm very curious and I'd like to know what motivates you to do the types of scenes you do. Why Emma? Why zombies or similar creatures? You have obviously reached a high level with your compositions, how was that process for you? how did it start? I could ask you a million questions as your work really interests me. Have a nice day
>>1030790>Thanks for the subdiv Zbrush plugin tip, extremely helpful.Yeah its great.>I could ask you a million questions as your work really interests me. well if you got a million questions then you can just send me a DM on pixiv. I do not really post pictures on there anymore due to the censorship but I check my messages on the usr Data Mining
>load t-shirt model and pick material preset>renders shiny as fuck, check surface settings>(4) Lighting Model - PlasticSome of these content creators are real jokesters.
>>1030829renderhub is literally the wild west of daz storefronts, anything goes there
please someone know how to export a 3d custom girl file and how to import it into unity
>>1029616NTA but OP asked a specific question and this video is apparently about how to get a random character mesh you can already edit, into vrc.3d custom girl is a niche japanese porn game from nearly 20 years ago. Well, more of a character creator and poser than a game. Its modding scene was nearly entirely japanese and the game used its own 3d format for meshes, and what little there was of the english modding scene died with hongfire, so english info on it isn't all that available.The hard part is just getting the model into a modeling program as the meshes are stored in the snowflake .tso format. Last time I fiddled with the game was probably 10 years ago, and from what I know OP has 2 options:-The easiest is probably hunting down the 3dcg->mmd converter and use that, then use the mmd_tools plugin in blender to open the result. I think the converter works on 3dcg character hardsaves (green background) directly. The converter may do some undesirable things adapting the rig to mmd standards, so if that happens you'll have to undo that if it matters.-Otherwise if you want to get 3dcg meshes into blender directly, the most accessible way that I'm aware of that actually preserves the skinning is an ancient blender plugin for blender 2.49b specifically. Assuming you have a character hardsave, there are utilities to extract the .tso files used in the character from the hardsave image. Then you just import them into that old blender version with the plugin, save the file, and open the file you just saved in an actually recent blender version for the actual editing. Note that each tso file stores the entire character rig, so you'd have to reparent the meshes to use a single one. The blender plugin and the hardsave extractor were available on those japanese mod uploaders, I think the only way you can access most of them now is probably through ancient 3dcg mod archive torrents. Can't tell you the exact mod filenames as I nuked all my 3dcg shit many years ago.
>>1029623>3d custom girlOh well never heard of it lmao, I thought it was OP being not all that knowledgeable about 3D and using baby language. Now we have here a completely autistic software from 300 years ago with a magic file format you can't open anything with except with niches.
>>1029625Yeah it's not exactly common knowledge, illusion games were the hottest shit back then, at least in the english speaking part of the internet. Not to say there wasn't a several thousand page general 3dcg thread (if I remember right) on hongfire, as despite being niche it was still one of the bigger "games" because it had a LOT of mods to play with. You can probably find a lot of old posts on deviantart for it as well, the community there was (is?) big on making donut steel OCs, and you could do a lot with all those mods.Actually OP might have another crazy option, if he can find the blender plugin (or the 3dcg->mmd converter if the source can be found somewhere, but I doubt it is), he can probably feed the code to some AI and force it to adapt it into a usable script on modern blender. The tso spec probably can't be found directly online, but it can be inferred from the plugin's source. The script would still be not completely trivial as tso files stored everything necessary for a particular mesh: textures, the particular shader programs used for materials from the selection of programs in the main shader mod, the rig (despite the game outright crashing if you tried to load a non-standard rig ingame) in addition to the raw mesh data. But I guess the shader can be dropped, and images are easily handled as packed image data in blender without having to actually write anything to a file, I think it's doable.
>>1029577Welp...
>>1029623thank you anon
Hey, /3/How would I go about recreating how the divider from dead space is rigged?It's always puzzle me how a single enemy can be many in an skinning and animation sense
>>1029640No one invited you here, chimpy nigger with low quality genetics
>>1029643>chimp chimp chimp, ooga boogaquiet down monkey
>>1029644That's what I told your mother last night when I dicked her down
>>1029650this thread is now my toilet.
>>1029604Tfw have to go to the /3/ discord just for information I miss old 3