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Did sfm set back 2010s animators years? (kinda ignore pic)
37 replies and 2 images omitted. Click here to view.
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File: Myepicsfm.mp4 (3.76 MB, 1882x1080)
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any tips guys?
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>>1014830
This is true.
I had a channel in the mid-2010s primarily centered around FNaF SFMs because it was the channel I wanted to build, but peers outpaced me in the sense they were forcing themselves into the, at the time, extremely popular hyper-tism niches like "music videos" and "funny moments" type of content that simply didn't require the same tact or skill to make them look particularly impressive or high quality, but most importantly they captured as many views as possible through this genre. They of which garnered way more visibility in the tens of millions.
Kinda killed most of my motivation to continue making the content I was, which generally took the setting more seriously.
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>>1028992
boring honestly but I'm glad you're having fun
>>
>>1014631
As a mid-2010s SFM kid, it absolutely set me back years being stuck on the Source Engine as opposed to fully learning C4D, Maya, or Blender. ADHD brain is no joke.
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>>1014631
No it did the opposite.

File: glassware set.png (2.32 MB, 1920x1080)
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did this a while back wanted to share, how bad or good is it
4 replies omitted. Click here to view.
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>>1031564
It's Incredibly meh
Not worth sharing
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I like it, makes me want to touch the bumps
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>>1031564
What does the pitcher look like from the inside, when you turn it around? I'm interested in the handle. Looks okay in the teapot.
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>>1031564
Try rendering it using different render engines
https://www.youtube.com/watch?v=uajO2_WZ4Ck
>>
>>1031564
It's good enough to fool my eye. I probably wouldn't guess it's 3D, unless you pointed it out. However, the way the cast shadows transition from hard edge to soft edge seems a little to abrupt. But I'm no expert on shadows.

File: wagie wagie.png (204 KB, 1856x1374)
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all that knowledge and skill you need to accumulate, just to get pennies on the dollar? WTF?
52 replies and 7 images omitted. Click here to view.
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>>1022522
It's always been exploitative like that.
There are just more people doing it, making it even worse.
>>
>>1027794
>I got nothing against immigrants
You better start becoming a bit more racist anon. Just wait until all those "immigrants" take over the HR hiring space. You'll never get your foot in the door.
>I got nothing against immigrants
Literal empathetic suicide
>>
>>1022284
>12% make 100K+
>19% make 80k+
>31% make 60k+
>49% make 40k+
assuming they're not counting income from other jobs this is actually not bad. Just like playing roulette I have a nearly 50/50 shot of making more than my minimum wage job. BET IT ALL ANONS GO FOR IT HAVE FUN GRIND AND HUSTLE THAT ART CAREER
>>
you guys have JOBS? HOW?
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>>1030700
Not bad? But how much work are they putting into it, physical and mental? How many hours of their life?

File: videoframe_0.png (1.79 MB, 1920x1080)
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https://studio.blender.org/training/facial-rigging/
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File: kid_rigging1.png (1.15 MB, 1498x845)
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Wrong frame lol
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bump
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>>1026627
search for "blender rigging" on sanet(dot)st
It's the first link, I was looking for it too ;)
>>
>>1026627
No one has these expensive devices. There can never be a course for it.

What's a good place to go and find someone who can do good low poly art
1 reply omitted. Click here to view.
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>>1031297
xitter/bluesky
start following the lowpoly people, see who they follow and what they repost, browse around, they're often looking for work

and maybe the polycount lowpoly thread. it's just about dead now, but you still get some decent stuff from time to time. I suspect you can go further back and find people who would still be open for lowpoly work
https://polycount.com/discussion/41232/low-poly-art/p289#latest
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>>1031359
this made me blush a little, honestly.
thanks anon
>>
>>1031297
What are you looking for, commissions or tutorials?
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>>1031297
the gay bar
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>>1031573
danger! danger! high voltage!

I'd still consider myself a beginner, even though I've been modeling for about a year. I wanted to ask for tips on modeling "vag" and "pen". More specifically, what's considered good topology for them without adding unnecessary mesh density?

I have a decent understanding of topology in general, but I have no experience with "vag" or "pen" topology, so I'd really appreciate any guidance, topology references, or learning resources. If anyone knows good tutorials or can point me toward resources for creating models intended for NSFW animation, I'd love to learn.

Any advice is greatly appreciated. Thanks!
5 replies omitted. Click here to view.
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>>1030954
>Good topology for genitals
It's a cylinder and the other is a negative space cylinder shape. Take a guess what good topology looks like here.
>>
I put it like this to avoid getting my thread taken down since 3DCG is not within the NSFW category
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>>1030982
lol
>>
>>1030954
It depends on what type you're trying to do (innie vs outie) but the principle of 3 insets is still the same. One inset for the labia, one inset within that for the clitorial hood, another for the opening itself. You can even add the urethra if you want, but that could just be textured in IMO.

Whatever you do, don't be a lazy smutbase third worlder.
>>
i hear actually getting pussy in real life helps

"anon what are you doing down there?"

"babe your lips need a retopo or i am not seeing the edge loops right"

File: Untitled.png (2.29 MB, 1080x1920)
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i wanted to do this little jammer thingie from one of my favorite childhood games, how did i do? im happy at least i got off my ass and did something instead of being a zombie doom scrolling or being a wage slave, well any tips, what do i do next, how do i improve?

i kinda wanna do uvs and textures and nodes material to finish it, how should i proceed, thanks !

Stay strong bros
>>
File: Screenshot (354).png (1.35 MB, 1920x1080)
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>>1031450
topology and data
>>
Trying to evaluate how good a model is is hard without knowing the use case.
If it's just renders then you could go totally nuts, bevelling every corner. Modelling scratches and other extreme details.
If it's for a real time rendering environment, like a game. Then the big trick is to make it look good despite a lack of detail.
It looks ready for textures.
>>
>>1031450
You already have a thread there you goddamn spammer
>>1031351
>>
>>1031525
exept that was for legs, maybe try reading and u will see its completly different

If I wanted to create industrial environments for games, like the Grid areas in Armored Core 6, should I go with traditional 3D software or something more CAD oriented like Plasticity?
9 replies and 1 image omitted. Click here to view.
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>>1030938
what course and [spoiler]where does one download courses outside of cgpersia which only hosts on 20kb/s hosters
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>>1030846
you can make a metal strut in literally anything in 2 seconds bro wtf
>>
>>1030846
yes for OPs screenshot you would never need to leave maya/blender to make that. But I wouldn't discount cad completely for those who like to design crazy industrial/sci fi shit with bizarre booleans. Key word is design though.
>>
>>1031374
Show me your craziest cad design and I'll replicate it in 3d with half the effort because I won't have to follow the rules you did.
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>>1031024
Cool. You almost figured out my point.

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It's unironically over. AI can make better topology than 99.9% of /3/.
78 replies and 10 images omitted. Click here to view.
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>>1028576
what do you think it's using dumb chud.
>>
>>1025855
this is the most useless case I've seen. just use faceform or metahuman.
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>>1025855
Looks like shit. AI will never be good.
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>>1027821
unironically what are you using to do this? I want to animate my blender renders for fun and I've found it so frustrating to try and get something that just works
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>>1025864
What do you think over half the internet's traffic is, anon?

File: hq720.jpg (62 KB, 686x386)
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im planing on getting a building technology and mep certs, and learning the shit out of revit to get some autodesk certs, and looking for bim jobs, i just dont see myself living from 3d animu waifus all my life bros.
any of you oldfags that are still here have any experience going out through this route?
6 replies and 1 image omitted. Click here to view.
>>
bump for trace paper

actually wait what the term they are using these days information modelling environments of something?>
>>
>>1031016
BIM. Building Information Modeling.

You're not just drawing the 2D plans for a building and presenting them to a client. You have to show how everything is going to fit together, and I mean everything.

Unless you're designing a simple backyard shed, you're going to need to know how they are built, how to model them, and how to show the less obvious parts of a building.
>>
>>1031021
no, not bim, theres a new phrase going round, that seemed kinda interesting as it made the information exchange/database kinda its own thing... cant remember it tho
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>>1031021
I was thinking about pursuing architectural visualization but this path seems more futureproof given the Ai and Fiverr 3rd world slaves saturating the market. What would you recommend I start with as someone with zero experience with the architecture/construction industry?
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>>1031414
whats your goal? getting a job in the industry? if so, go read some job descriptions. youre gonna need to know your software, then know constructions, then know how the trades interact, then know how trades coordinate with the software.

ideally youd have real work construciton document coordination experience. also, if youi went the viz route, youd have to have an artistic side. but if you have no knowledge, no art, you can still get work as a basic tech who's job is doing instructions and keeping the files clean.

File: Screenshot (320).png (445 KB, 1920x1080)
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everytime i try it doesent work and twistszig zaggely, instead of doing what those mug tutorials show where it creates a smoothhandle
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>>1031377ignore my lack of spaces, my keyboard is broken and im poor :(
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>>1031377
works4me
your mesh is fucked somehow
>>
You want to use a different interpolation mode. Use `blend surface` instead of `blend path` and it should just work.
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File: Screenshot (322).png (489 KB, 1920x1080)
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>>1031382
yes this worked thanks allot man
>>
have u tried using professional 3d modeling software?

File: Screenshot (311).png (856 KB, 1920x1080)
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im wondering if this method is good, i dont wanna make them exactly the same, but im wondering howaccurate u could make them, im still new so unsure what the best method fo modelling is
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File: Screenshot (314).png (900 KB, 1920x1080)
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>>1031351
also decided to mess around, looks maybe overdesigned idk
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File: Screenshot (316).png (834 KB, 1920x1080)
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>>1031351
last spam, idk if i wanna change it more
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>>1031351
By extruding
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>>1031356
yes but the pivots and orientations tranforms r quite odd rn and i did this probs sub optimally
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>>1031351
>>1031352
>>1031353
All of these look fine, so there's no problem with whatever approach you're using.
It's Blender, so of course there are many ways to model such a thing.
You could simply start with a cube, scale it until it is long and thin, put some edge loops around it, select a ring of faces, extrude that, inset some faces, extrude them in a bit, and so on. I suspect this is what you did. It's the simplest and most intuitive method. Then set the rotation to the end which pivots, rotate until it is at the right angle and put it in place. Add an array, as you have done, and it's good to go.
A slightly more advanced workflow would be to use a load of modifiers. That's less destructive. You could use a boolean to cut the feet, so that they adjust to fit whatever angle you place them at. Or add a tiny bevel for realism (no real edge is totally sharp).
An even more complex approach is to use geometry nodes. This isn't actually much harder than using a stack of modifiers, although it can seem intimidating at first. Your workflow might be similar to the poly modelling approach of starting with a cube, scaling, extruding, etc. but instead of acting directly on the mesh, you add nodes for each operation. This is far more procedural, allowing you to change parameters on the fly.
Whichever method you use, you also need to make stylistic choices. Do you care if it is physically possible for the legs to fold neatly against the rest of the device? Do you want to show the mechanism which extends, retracts, and locks the legs in place? Is it meant to be realistic? What does that even mean to you? You might make a very 'realistic' model with plausible mechanical details, and then use a totally unrealistic shader to render it like a line drawing. It might be plausible in terms of its mechanics, but cartoonish in proportions. Or superficially 'realist' in style, but lacking in actual coherent logic to the design.

Anyone have or know where to get these STL files?
>>
Here is the website

https://leafgreensolutions.com/shop/hvacequipment/under-garage-door-seal-exhaust-smoke-laser-duct-shroud/

I just want the STL files

File: mmuullttiibboobbss.png (325 KB, 603x732)
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How would you rig multiple breasts along the torso? With the spine twisting and bending. Especially the ones that are near the crotch, given how they will disappear when the model bends over (I also need to find how to make the belly bulge when doing that) or get buried in the pelvis when the torso rotates.
I tried a combination of Copy Rotation, Copy Location, but I'm a beginner.
I'm doing this in blender btw.
20 replies and 4 images omitted. Click here to view.
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>>1029525
Yeah in an ideal world breasts would be animated with a physics simulation but unfortunately we don't live in an ideal world and that is not always possible.
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>>1028160
Hot
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>>1028160
Teach me how to 3d model a pussy like that on an existing model please.
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>>1028365
hhhnnnnngggg
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>>1031053
step 1: get pussy in real life

File: timothy.jpg (109 KB, 335x578)
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today i have created this majestic creature in blender

his name is timothy

he is friendly (im not sure)
>>
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cool, i created this guy today, his name is armorman


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