Hi everyone! This is my first complete modeling project after about a week of learning Blender. I decided to make a retro PC.I modeled the PC, keyboard, and mouse and also tried working with materials, lighting, camera placement, and Eevee rendering.I'm still very new to Blender, and I feel like the final render looks a bit dull/flat.Could you give me some feedback on why it looks dull and what I should learn or change to improve the lighting, materials, and overall render?
>>1031606Yeah that's right, I forget about NPR colour management settings now it is much better but still learning how to use lighting and materials colour shaders.
>>1031466i know nothing other than i've used 'puter way too much over the years, my thoughts are you've made good progress for learning in a week, at this stage you should consider texture/bump mapping to allow the object to look like a real-world object, and now would be the time to get the proportions perfected (cable, keycaps) so the objects also appear more like real objects. a bumpy plastic texture for the case, glass for the screen, no cartoonish proportions, rubbery flaccid coiled for the cables and it will be looking a lot more real. figure out what common office lighting was for the era and dial in the lighting characteristics to match the color temperature.
>>1031798there are any websites which have high collection of pbr textures to download free? most sites have small amount textures only
it's dull because it is soulless dont know what to say it lacks the creative spiritwas it made by AI?
>>1032046Lacks creative spirit? Can you be more specific!
>working on GN particle system>fucking around with point distribution>accidentally set gap between points to 0.01m>blender kills itself>do quick math>realize I accidentally made a solid cube of 8 million data points>close program to recover>forgot to saveI am a fucking genius.
nice
>8 million data pointsthat's not even that many
Similar to /ic/'s /dbag/ thread, should we have one for /3/? For courses, addons and whatever else. I know us 3D freaks can be hoarders.Thought popped into my head after seeing the Godot & unity shader bibles, but $50 in this economy is a joke. Similar stuff maybe could go in a tech art general if there's any others here?
not sure what site is good for file hosting these days but here's the flippednormals skin kit, hopefully it works it's missing the zbrush installation video but it should be easy enough to figure out. they also work with Nomad since it's just image files flippednormals.com/collections/tools/products/flippednormals-skin-kitlitter.catbox.moe/1d0cuakf55364q4j.zip
No. Enough fucking "learning" threads. Post your fucking models.
>>1031357I do post my models but get ignored.
>>1031357>1031357alright help me out here
>>1032095Sorry but posting a barely begun WIP isn't it either. Surely you realize the advice at the stage is "work on the damn thing"
Vintage and OC is welcomePrevious thread: >>1021812
>>1032057
>>1032058
>>1032059
>>1032060Now the thread should be at the image limit. I'll go make a new thread sometime soon.
New thread:>>1032068>>1032068>>1032068
This is my first 3d face so far. ( with tutorial ) Any opinions ?
>>1032005Finish it before asking. It's worthless for feedback at that stage.
You spent more time installing software than making this.
Who else likes chicken gun
'EDORA 'IPPIN MOTH'FUCK'R
>>1031233It's alright. Like a bootleg killer bean.
Reminder: Subscriptions SUCK!Have a 3Ds Max/Maya question? recently started a project? Or simply want to complain about Maya crashing?Previous thread: >>
Reading this thread and seeing everyone not know how to search for torrents is really fucking sad. When did everyone forget how to go to ext or TPB, look up the software, then sort by highest seeders? Is this thread full off paid copyright trolls trying to get people to pay for software that has been cracked a million times?
has anyone used the autodesk game engine? apparently darktide is written in it. that game looks fucking good. is it super expensive so indies can't use it or what?
>>1031675enjoy your keylogger with botted seeders
>>1031776yeah using torrents before crypto was one thing, but it's a different age where they will either be stealing ur accounts and if u don't have any will being mining shitcoins on ur hardware
>>1029620jojojojojojojojojojo
Previous >>1025688Big Cat edition>NEWS: 5.2 is out
>>1032496>Tried to search for tutorial on youtube but all I found are something like "Baking from many materials and many textures to a single material"Just do that. Very likely it's exactly what you need.
>>1032509That's overcomplicated for me.
>>1032510Baking is very useful, you'll have to learn it anyway. Does your model have multiple UVs, or your materials have different roughness settings?
>>1032511I don't even know what is UV.I don't want to be a pro Blender. I just want a quick optimize for lower draw calls for better performance in Unity.
New>>1032629
This is a Coffee_machine model I've been working on. I've tried shading it, but I just can't seem to get it right, it always ends up looking like a toy or flat. Any advice or feedback on blender procedure, material nodes, or examples to make it look more realistic in Eveee render, it would be greatly appreciated.
>>1031651Update???
>>1031651So, the obvious thing is no subsurface to round over the edges. Looks like there might be a slight bevel but it's not enough where it is right now. Right now it's like, 90's background prop tier. The basic shape is fine, but there aren't enough interesting (or functional) details. Take a look at how coffee machines look in real life and look deeper than just the silhouette.It doesn't need to be COMPLETELY faithful, but more than you've got nowAs far as the render itself is concerned. In Eevee you should turn on raytracing to turn on ambient occlusion, models always look flat without it. >render properties -> raytracingPicrel shows left with default and right with eevee's raytracing enabled.
>>1031651sus
>>1031668eevee has ao now.>>1031672in what way is eevee not realtime? for something like op, it should render at 60 fps easily on modest hardware.
>>1031651
opinions on gaussian splats
source independent realisation of 3d gaussian nativecharacter.
>>1030965333333333333333
>>1031609What if this... but so low poly that a gaussian splat of it looks like pixel art?Wouldnt it be ridiculously light on resources too?
>>1031892
>>1031893
I tried blender when I was like 12. Found it way too messy and whilst stylised... ugly.Upon further thought it's trannywear and also just seems like it's the choice for terminally online people. I want to use a software that cool older industry guys would use. I feel that there would be less junk tutorials and resources to shift through too.15 years later, I am fluent in Rhino3D- but that's CAD. So naturally I want to learn a polygon based modeller with the most similar workflow... I heard this might be 3dsMAX? I haven't tried it, but I mainly work on Linux/Mac so having to boot up windows just for 3dsMAX is unattractive.MODO. What's the consensus? From my research it's pretty based and I just just loaded up the 10 year license . I only want to make some spaceship concept models as a hobbyist. I want to enjoy it too. Modo seems like a good fit or?
>>1029901nobody rebooted it like lightwave?
>>1029966>>1029934What do you mean nobody uses nurbs anymore? That's all I use. All I know is rhino & it's great. Poly is icky.Plasticity is tempting.
I have been at this for over 20 years, it slowly became my career and I have made every stereotypical mistake you could imagine. Stuff that would make you question my intelligence. If I could give my 17-26yo self one piece of advice: Just get stuck in; pick something decent and go to town.For the kind of guy who is fascinated by 3d, there seems to be pitfall for the pursuit of the ideal, which in any other occupation this would be a positive, in this niche; it is death. Blender/Rhino/CAD/Zbrush, cut your teeth on one and stick to it, solve your own problems, learn the language and symbols Companies use to navigate complex geometric tasks. And when you break the barrier between beginner to amateur, you will *get* it, and you will do it faster and easier than you could have imagined. Remember: calm and happy, with 1 program and simple tutorials, some a few minutes a day, a few hours a week. That's all you need.
>>1030067i'll take your advice as a 26 year old. I am beginner/intermediate in Rhino, but wanted to learn a polybased software because I want to try concept modelling. The problem is that spreading too wide (as you say) seems like the wrong idea. Rhino is also not the most suitable for concept vehicles and scifi assets, its better at fabrication and architecture. But I will stick to it, and just get good.
>>1029854>Upon further thought it's trannywear and also just seems like it's the choice for terminally online people.Please for the love of GOD tell me you're underagedb&. I cannot fathom an adult man talking like this.
From Solidworks and Visualize Saw someone's design on GrabCAD and remade it, so not a true original, but the mechanism would actually work.Can you give me some feedback?
Made a tutorial about an aesthetic that might come in handy if you are trying to make a game but are having workload issues.https://www.youtube.com/watch?v=jjSpRPgmx4o
>>1029828Sneed
>>1029818cool
I was hoping it was the same duck I remembered from years ago dishing out shitposts mixed with legit good advice. Bless you brother.
Third tutorial about soft masking, deformation panel using inflation for more realistic results, and quick hair creation.>>1030174Get ready to remember.
https://m.youtube.com/watch?v=3bwMBq-PbXU
Hi, I'd like to procedurally generate models of some things I like, both larger things like diverse terrain, landscapes and geology that can look like anything in the real world and maybe even fantasy, but also smaller things like vehicles, architecture and mechanical stuff. I love seeing the different shapes, sizes and colours of these things and I want to become good enough that I can create something beautiful with them.However, at this moment I know almost nothing about modelling and what programs and methods to choose, they each have their technical details and applications that I can't parse. I fear that I will miss something that would work better for what I want or choose the wrong thing and only finding that it won't work after dumping a lot of effort and time in it. My only experience is playing around with some toys that model just by manipulating basic shapes with codeblocks. This was very inefficient so I want to stop fucking around and get serious. Eventually, I'd like to make a game or something like that with these models, so I will also have extra constraints and I'll have to choose something that can work well with Unity or maybe another engine.The problem, and the reason I come to you, is that I am mentally retarded so things like UV mapping and defining triangles frighten me. They also seem incredibly time-consuming when combined with procedural generation and I'd really like to be able to make something that is at least decent as fast as possible. I will learn the harder stuff eventually and I'll start with it if it's necessary, but right now I'd really like something more "high level" and easier to use. Could you please give me an overview of what methods exist for this kind of thing so that I can understand what options I have and what would work best for me?
>>1031665Yeah, I was overwhelmed by all the videos that people can put out about this, but that's what I'm going to do.>>1031698>Uhhh... Good luck... 'as a start'...Yeah, you're right, that's too much detail just for a start, but I feel like at least the general shape, the bigger elements and a simple linkage system on the wheels should be doable.>no need to boolean themWhat would happen if I needed to make a hole in a certain shape?>>1031694I don't know exactly how to express myself, rules that, based on certain parameters, like length, height or vehicle type, would generate a model that has those attributes with some variation in it's shape.
>>1031706>certain parameters, like length, height or vehicle typethese arent even enough to change the shape of the vehicle. you cant describe the rules, so you cant possibly write a program using it.
>>1031712There would be way more parameters that would imply cutting, combining, transforming shapes and other things like this. The program itself isn't the problem though, if I can't write it then that's that, I'll try something simpler.
>>1031706>What would happen if I needed to make a hole in a certain shape?you wouldn't. You could create the shape with a hole in the first place, you could put together multiple shapes in a way that forms a hole.But as I said before: just start, instead of talking about it vaguely and half baked. I assume you'll quickly start having problems to talk about instead of grand ideas
>>1031717cut where nigga? i dont give a fuck if you can or cannot cut, you dont know WHY a car is car-shaped, so how are you gonna tell a computer where to make the cuts?
Houdini 22 EditionHoudini is fun and easy!Pick up a free apprentice version today:https://www.sidefx.com/download/Previous: >>996209
>>1030676Oh Look NO CGIhttps://www.youtube.com/watch?v=5pTZZH2ZEBQ
>>1031456That's just /3/ in general. Houdini is pretty specialized, but I think there's some Anons that know what they're talking about. I wish this general was more active. It's a cool piece of software, but you don't often see people sharing their stuff like you do in other threads.
>>1031687in houdini world you're either an fx monkey making generic slop, or you know what you're doing and you're immediately identifiable because you're one of like 1000 people on earth like that
Is there a rigify equivalent for houdini?
>>1031710apex auto rig builder, but it doesn't include the skeleton creation step