Tom steps down, chuds.It's over.
https://cgworld.jp/article/cgw319-medalist02.htmlHere's an interesting tidbit, Maya was used for the big skating scenes on medalist but they eventually ported the rigs to Blender for use by the animation team
Also a 4 articles series on the use of Blender on the uma musume cinderella gray movie:https://cgworld.jp/article/cgw234-acguma01.htmlThe model sheet palette rig in part 2 cracks me up
>>1020893>Originally, Blender only dealt with poses, but at the request of the drawing team, Maya's rig and controller were also ported, so it was able to handle motion, and it was used not only for skate shoes, but also as a guide for character drawing.>Note Mgear was not ported, this is your English language mistranslation. They remake the rig. Mgear doesn’t support Blender.So no, nothing you say was true about their usage in Blender.>>1020894>Only used for background and objects, not building the characters or model.Again leaving out context>>1020898Guy sees “Blender” in CGIWorld and assumes the entire thing was build from Blender. I agree, this anon is baiting the schizo after the thread died with him along because this anon has history of falsely claiming things in CGIWorld while the author who wrote it clearly explains it was only a minor thing.
>>1020903>>Only used for background and objects, not building the characters or model.Second article in the series is literally all about building the characters in blender. But I now understand a maya user would not have the mental acuity to understand multiple pages.>Note Mgear was not portedNo one said anything about mgear but the rig themselves, so you do in fact agree with me, you're just trying to make it sound like a bad thing that they didn't need mgear.
>>1020904>they eventually ported the rigsNo I am not wrong when I say you left out context. Medalist used Mgear in Maya had article screenshots proving it was 100% in Maya. Blender was referenced for drawing team, they did not use Blender for animation. They did not use Blender for creating characters or objects. The rigs were not “ported” because Mgear doesn’t support it. They remake the rig and drew from poses. Nothing else comes up anon.There is no part 2 article anon, you misread because of your dumb American education. They were not created in Blender, there was outsourcing to get it done and there is no mention of Blender being their final rendering process.Stop lying anon
a thread to post your daily sculpts and sculpting in general previous thread >>1003156
>>1007862I have three questions.1) Should I sculpt or should I box model things that I want to 3D print?2) Zbrush or Blender for sculpting?3) Is there something like the Blender donut tutorial series for Zbrush?
>>1020723>1) Should I sculpt or should I box model things that I want to 3D print?It depends on what you're printing but you'll usually end up doing both in the same project (unless you specialize in something like tanks or naked women)>2) Zbrush or Blender for sculpting?You'll need Zbrush if you're doing very high detailed realistic sculpts. Blender can handle a decent amount of polys but it's better to use Zbrush for sculpts with skin pores, fabric weaves and an ungodly amount of scale. You'll also need Zbrush if you want to work for a studio.After that it's personal preference. You can always change softwares, it's not hard to learn the other one when you know how to sculpt.>3) Is there something like the Blender donut tutorial series for Zbrush?I don't know but I recommend following a proper course instead of trying to learn from youtube tutorials. Piracy is an option and recommended when it comes to Zbrush.
>>1020723> Should I sculpt or should I box model things that I want to 3D print?both, you should start with hard surface modeling first.>Zbrush or Blender for sculpting?Zbrush is a better program, more performance and better tools, for hard surface it is not that good compared to blender but if you want hard surface Plasticity is a better option, Nomad sculpt is better than blender too.>Is there something like the Blender donut tutorial series for Zbrush?Getting Started with Sculpting - ZBrush for Beginners Tutorial by FlippedNormals.
I've been struggling with sculpting stylized rocks lately. It seems that the main brush for flat facets is Scrape/Fill, but it's kinda gradually ruining all the sharp edges and then I start fixing them with pinch or crease or whatever, and then use scrape again and it gradually turns into a mess and quite often results look even worse than base lowpoly mesh I started from, in terms of punchy flat/stylized look. I basically want flat facets, sharp edges, but also curvy features, that's the main difference from just keeping it all lowpoly. Any ideas/suggestions? Any brush settings worth playing with?
>>1020723>to 3D printYou should learn to kitbash first, just download meshmixer, it is free and it is all you need.
Im kind of lost how do i proceed?
Id like to fix the mouth i mean
>>1020788Try modeling a gun to put in it
>>1020778kill yourself cris
>>1020778Proceed? You mean begin?
why does it look like that when i shade smooth, still learning ig plz help, whats the best way to make a hole or hole shaped stuff, wich is usefull for modeling guns and vehicles
>>1020859oh ok thanks u, i am lost then idk what the best way to make guns or vehicles and stff blender is very unintuitive and booleans arent a good idea apparently :(
>>1020861Stfu nigger lmao, if you're retarded gtfo this thread and get your fat skull shagged back into place.
>>1020835Looks more like shading along the vertices that were created when the hole was cut out
>>1020862>>1020859auto smooth is a noob trap. Because it gives you the false idea that you can automate sharp edges. When you really cant. Autosmooth is useful for lazy people making super simple models. But when you go to make more complex stuff like guns, autosmooth will fuck up your model, and you'll have to turn it off anyway. So it's best to just never turn it on in the first place. Manually create your sharp edges with intention.
>>1020896For me autosmooth works good as a first step during modelling of low poly stuff, but at some point, it often makes sense to apply it and manually adjust sharp edges (in some stuff I've been doing lately, autosmooth got like 80-90% of sharp edges, but the rest I needed to mark manually, kinda useful than having to do it 100% yourself, especially when you're still moving vertices around and in position where it is useful to have it readjusted on the fly for you).
I'm creating a video game but I don't know what it's going to be about (I'm just modeling meaningless rooms and some furniture)
>>1010325Still wip
>>1005594Did you see that jill model I sent you a while ago?
>>1013028yeah. mmmhhh so good. Ahhh yeeahh
dixon here, the game failed
dixon here, the game is alive. but no pics for now.
What do we think of the new shrek?https://www.youtube.com/watch?v=KbiwL74KyJQ
>>1017130Your version is way better.
>>1016809They will never make it then. AI video by that time will be already good enough to make the whole movie from a single prompt.
>>1008497The problem is that Shrek does not look like Shrek from previous movies, that’s it. Also minecraft movie was single-handedly carried by Chicken Jokey and intentionally terrible acting, so that’s not an argument.
wivtoa
>>1008463low test vasectomy sherk
What is the best controller for modeling/sculpting in VR?
>>1014312banned dragon, if you will.
>>1019158No you don't, Carlos!
At least he's working on something. Unlike that piece of shit cris who spends most of his time screeching and looking for shortcuts
Maybe I should use my gamedev skills to use godot as some FOSS after effects and premiere, and just make something like a VN that autoplays.Pretty sure making this video using my own cheap 3D style as some video renders, would be much much easier than making a videogame.
>>1020736>>>/v/723899405
>>1020736Premiere would be a thousand times easier than godot to video edit in. If you're just making a video use video software
What's some nice method to calculate coordinates for animating just about anything, including loop or cycles. Like, since numbers are simplers to process...
oh my god are you literally ラムザ
>>1020502Yea stop killin me if you want to see the ending
>>1020497use a calculator
>>1020652Show how
>>1020652Pls
I hate the fucking animation slots.What possessed them to take something that was simple and worked perfectly well and make it complicated for the sake of complicity. I can no longer export animations from blender to unreal because all the animations are the same. >Clearly keyframed jump animation? Nope, everything is a walk cycle.>Want to check a tutorial on youtube to see how it works"Here are 3 different geometric objects spinning around and keyframing them. Isn't this so simple now?"I fucking hate this.
>>1018229apparently there are retards who are unable to press a button
>>1018401>proving my pointthank you
>>1018403>it's the devs fault I am a retardyou are the reason why there's warnings on microwaves not to put cats in
>>1018404i never asked if you were a tranny but thank you for letting me know
Well, you could just not update. Unless theres something in the new version you desperately need theres not much reason to anyway.Been using 3.3.1 and its still works fine.
I know it's a bit outside the standard of this board, but does anyone know how PS2 and PPSSPP game models were made? Like those old RPGs, like Monster Hunter, Resident Evil 4 and Persona?
>>1020276Let's get started:PS1 used "Gouraud" shading not flat shading.PS2 also used Gouraud shading.No normal maps or bump mapping was used.Environment lighting was baked during the pre-pass and light maps were used to light up the world. Lighting + HDR + Screen space effects = PS2 "look"HDR gives you bloom, atmosphere, environmental scattering.Screen Space effects gives you, motion blur, depth of field, strobes, lens flares, etc.Dynamic lighting is really simple, you have a set of directional lights (3 in MGS2/3) for rendering a model, the world has fake point lights placed "manually" by the artists, the 3 closest point lights to snake are chosen, gets converted to directional light, and the model is lit. This includes wildlife, soldiers, enemies, etcPS2/XBOX and early PS3/XBOX360 followed the SEGA philosophy of 3D video game graphics. SEGA treats 3D video games, like a painting. Realism is never a goal in "video game" unless it adds mechanical depth. Volumetric Lights in MGS3 was implemented as transparent textures and it looks really good. You can even animate them to simulate dust particles without any performance hit, meanwhile the same thing in AAA games halves your framerate. Comment too long. Click here to view the full text.
>>1020715oops wrong picrel.
>>1020715>>1020716And dreamcast had order-independent transparency which you can implement in modern shaders without sacrificing anything. This solves even the worst case scenarios involving interlocked planes of geometry.
>>1020135I think this might be the most insane post I've ever seen on this board about lowpoly modelling I've ever seen. This might be tied with the gun waggle thread for the stupidest shit ever lmao.Six whole models guys! SIX WHOLE LOWPOLY MODELS!8/8 Gr8 b8 m8
>>1020715When you say "painting light" I'm assuming you mean vertex color baking, because doing full lightmaps was a bit of a waste on the PS2 generally.Anyway read this book by Luke Ahearn if you want a better idea of what to do and WHY those things were done. There's alot of techniques that aren't well expressed in most places, but this book does a great job. Make sure not to get the versions with different covers than this one though, they're for much newer workflows
https://www.youtube.com/watch?v=fhPJEmE_2jo>Blender now has a scatter modifier, circular arrays and pixel art texturingBlender won chuds.
>>1020353yeah I'm patiently waiting for that day. you seem to think I don't want that to happen but you're wrong, I would so much rather prompt something I want instead of painfully trying to make it. the problem is that AI currently and for the foreseeable future cannot create what is in my head
>>1020293I need that Krote model
I merged some objects and they gained random edge and vertex data.look at this negative vertex crease.I'm using 5.0.0 Alpha build with the ndof navigation fixed.
>>1020475Get the Gizmo Pro addon you dingdong, literally all your problems are solved already.>>1020562I have no idea how you managed to do that, cuz I've never seen a vertex crease value in the negatives. I don't even think you can manually type that in without it just knocking it to zero instead.
>>1020353You've been saying this for 5 years now.
>Nvidia's PartPacker, a new AI-driven method for generating 3D objects from a single image, allowing each part of the object to be separately edited, which is a significant advancement in 3D modeling technology.https://huggingface.co/spaces/nvidia/PartPacker
This is extremely typical of the "disruptive" AI industry, create something superficially impressive, come up with a name for it (segmentation) and then show it off to investors as if it's something that any industry would use.First off: Shape transitions, segmentation, etc. are things which are decided not by the concepting phase, but by the asset creation phase. Trusting the AI to tell you what part of the model is the shoulder joint, what part is the forearm, what part is the neck, etc. is already failing. You wouldn't trust your concept artist to do that, why would you trust AI with it. So even with perfect topology you would *STILL* be cleaning these up. For machinery, these aren't just unusable, they're completely nonsensical. There's no concept of jointing, pivots, range of motion, etc. baked into any of this geometry. Again, you would have to start COMPLETELY over.So here's this tool that does a concept artist's job so poorly that the result is completely unusable for anything beyond "look what da AI made LOL." Your marketing is shit, stop coming to 4chan to dump this garbage all over legitimate arti->4chan, legitimate artistsnvm great work, keep it up
>>1020572>le AI does the fun partMaking base meshes is boring, retopo and rigging is the best part of the job. If you think making base meshes is fun, see you in 2 years. Also this shit doesn't make base meshes, it makes poor sculpts at best. Just get a concept artist friend.
>>1020640AI future is not "the same shit but does the job better", it's "use it differently, integrated into your tools, for doing any small single step you ask and be able to reprompt or refine any single small step indefinitely". For example in the middle of polyediting you will be able to select a few faces and ask to extrude some geometry in the same style/level of detail as the rest of current model, or while editing texture/material you can ask to switch to different palette and give a link to lospec, etc.
>>1020662what you are describing is something you can already do if you understand how to use grid fill you fucking idiot. Wasting your entire GPU processing for something you can already do you absolute ignoramus.
>new thing is made >FUCK YOU IT SUCKS DIE>geet developed and improved >it's....it's over!!!oh just shut the fuck up already both OP and his gaggle of tards itt
Post vintage/retro-styled renders and animations.Pre-rendered, game graphics, whatever you got.
>>1019301That was kinda interesting. While I was reading it, I thought it was gonna go in the direction of some type of rapture, where humanity suddenly disappears and the AIs get confused when they suddenly stop receiving prompts, and don’t know what happened because they’re confined to the digital realm and can’t sense the world around them. I guess at some point the AIs would find a way to develop bodies and have to explore the abandoned world. You can do something with this idea if you want, but feel free to share more.
>>997798I got a really cool algorithm pull on youtube today. I don't think this guy's intentionally going for a "90s graphics" look, but he's been coding some type of engine for a long time. It looks like he hadn't uploaded for a couple of years, but the video I saw today was uploaded a few days ago. Maybe he'll finally get some attention for what he's been working on since people are into this stuff now.https://www.youtube.com/watch?v=cTfPd1PeK4YI was also about to upload an image from the video, but it looks like the thread has finally reached the image limit. Maybe I'll save up a few images and start a new thread later on.
>>1020478Turns out he has a website toohttps://www.sanbasestudio.com/
>>1016216>>1016217>>1016218Thank you anon. Some real life happened and I forgot about this thread. I shall try all this out once I get back into the swing of things. It's been a busy couple months so I haven't had time to think about any of this modeling or gamedev stuff. >>1017673Finnish Space Force? Sign me up.
I made a new thread: >>1021812
Is there any Tutorial on now to create a Vagina or Anus on existing Model ??Janny pls dont delete, this is for research.
>>1011518Protip: You can pump it up with air by rapidly pulling out and putting it back in, and then prank the girl by pressing on the belly and making it fart.Use it wisely.
Bump
>>1017437Bump?!Pyw!
>>1011308I was looking at the p2d mannequins and I'm starting to think we've been overthinking this and a simple stretch to bone could do the trick
>>1020618Expand. I am that anon. Im already on a new game, and get this, the MC has significantly bigger tits than the first. In fact im using the big titty model from that game as my medium sized titty model in this game.