Say I want to make a 3D model of a girl I know and replace Tifa with her in FF7R. What would be the easiest method (meaning easiest to learn and fastest overall) to that end?
DONT DO ITit's super creepy, and if you show her it she won't be happy
>>1020418/3/ is the natural habitat of mouthbreathing sweaty incels and the mentally ill, what did you expect?
>>1020068get a configurable base mesh, customize to reference, or 3D scan herthen hire her to do facial expression acting and motion capture for gestures with a motion capture studio, create hair, clothing, and put that in the gameit's what Kojima doesthat's why stephanie joostenis in MGS V and why Dakota fanning is in Walking Simulator 2Also similar was done for Ellen Page in Beyond Two SoulsStep 1 = obtain money
>>10204243D scanning... now we're talking. Sounds very difficult though... would AI-based photo analysis also work?Mocap built into the game game so isn't needed (have you seen the mod that turns Sephiroth into Jessie?). I mean the method for turning a model into a game character for FF7R is known... question is how to create it in the first place. Photo digitization probably first step then. What would I use for that?
Stop helping indians with their creepy shit
>>992897
Still modeling the clothes/shoes, but now I took a break to try learning how to rig the dress.
>>1017914now show her polys
>>1019445She has around 25k triangles at the moment.Currently working on her shoes.
Meanwhile I've also made an upgraded Placeholder-chan model based on the new Alice model.
>>1017914>my name is not important
What are the bare minimum primitives required to model anything? What are the operations? Stuff like Extrude, Bevel, NURBS, etc Is there a glossary or resource that lists every single primitive and actions that can be performed on them?
>>1019988>>1017954
>>1019988>Is there a glossary or resourcePress F1
>>1019988That's a sculpted model you dumb fucking faggot. Did you seriously think humans are made in CAD software?
This is my first attempt at a Megaman Legends style character for a game I'm working on.I'm redoing the jacket/torso but if anyone has tips on the face or anything in general I'd really appreciate it.I'm having a real hard time deciding if I'm being too hard or not hard enough on myself with the turn out but it feels like something is slightly off.
First attempt at a teacher, I'm not really happy with it.Suggestions are appreciated.
>>1019530All of the characters have a dead-eyed stare, but it is most pronounced on this one here. They look like dolls staring into space. This is because you have a tad too much white space around the iris. If you look at the eyes of the characters in megaman legends, you will see that they avoid the soulless gaze by reducing the prominence of the sclera around the iris.
>>1019544I think you're right, I tried going for another style here but I think they might possibly be even worse.The hairstyle also has to go, my concept art just does not translate whatsoever with the flat shading.I'll give it another shot soon.
This is the updated version, I think it's much MUCH better.Still far from perfect but in all honesty the amount of close up face time these characters get will be pretty low.
Got some more level design done and a new dialogue box.
>some guy wants someone to help fix his model>dudes been whining about it for days>decide to volunteer>he sends the model to me>mesh is very broken>tons of unessessary vertices and faces>merge and delete some>fix the normals so the lighting on it isnt fucked>retexture and fix the UVs>send it back to him>"does this look better?">"uh... I dont see a difference, how about next time just let me do it myself"I fucking hate people
>>1018729>I fucking hate peopleMe too, but I wish I didn't because I can't do everything by myself I guess I have to find the right people, somehow
>>1018729This is why you don't trust randoms on the internet. But you have a good heart. Protect it. >I fucking hate peoplewell you're a people too and you're nice and you're not SO fucking special so it's safe to assume there are other nice people out there.
>>1018729I know why you did it for free and that's validation. Don't dude, these people will pump and dump you, if you got the skills make them pay for them, the person you spoke to in particular sounds underage, lots of little young shits around, those are the worst
>>1018756Hint hint Janny
>>1018738>i cried
>have the drive to do something>open blender>stare at cube while alt tabbing back to other shit>drive slowly melts away>eventually do nothing and close blenderhow do you fight it bros? i used to spend hours learning and practicing, now its all gone
>>1017471its possible to lose interest on an old interest retard. move on.
>>1017471AI actually helps with motivation, because you can just ask stuff you want, it will get some of the stuff you asked for right, but then there will always be small parts here and there you will need to figure out youself even just to understand how to reprompt, and you will be way more willing to study that than jumping on a huge mountain of neverending tutorials without narrow focus. The problem is that AI only works like that for programming/devops currently, for 3d it's way behind.
>>1017471EZ af nigga. It's called unplugging the ethernet cable & wifi antenna to your computer. Download KoboldCPP and use $MODEL_OF_THE_MONTH to replace google.
>>1017471>how do you fight it bros?My knowing the truth: it's not about "drive", it's about you not know what the fuck you're doing.Learn.
>>1017471If you have to force yourself to learn a skill you aren't going to make it. The hard truth
How would I go with painting my own normal map from scratch? Experimenting with a better workflow than the traditional baking here.
>>1019789>Imagine trying to retopologize in base BlenderI still retopo in default blender, but I only need to retopo manually once every two months on average I would probably get retopoflow or something if I needed to do it daily >SoftwrapThat looks trippy and I don't like that they're charging 40 bucks for a better shrinkwrap and a grab brush
>>1019789>>1019790Yes goy, pay 60€ per addon for every basic feature that you need for it to work properly
>>1019791i can go onto github or the built-in addon browser and get my features for free
>>1019557Damn thats a good ideaIve been messing with some 2.5D, this comes in handy, thx
>>1019553>painting my own normal map from scratch>better workflow than the traditional bakinglmao noHere's what you actually meant to say:>I can't sculpt and I can't model, so instead of learning I'll try to reinvent the wheel and do retarded shit
Some of you might have noticed using Decimate in Planar mode with low angles produces quite tasty results a bit reminiscent of handpainted edge highlights. But also they're often a bit glitchy and the resulting geometry is absolute mess. Did anyone figured out a way to use it practically? I tried baking the normals and it kinda works but it also loses some of the punch. Are there any Blender alternatives to Planar Decimate that do something like this but better? I've only seen something similar in Substance Painter's filters/masks.
Idk if that's the effect you're after but that's what I'd use.
>>1020362That's a bit different I think, but that's a cool idea, thanks. Definitely gonna find some use for this as well. Planar Decimate kinda tend to create narrow flat planes on originally rounded edges that look like handpainted edges.
I've seen a lot of people dislike it. But there is no need to hate it. Blender is an alright little utility buddy. It's not the best at anything, though it's a great helper. Personally I only use it to clean up models post CAD modeling, store my hp and lp's in seperate collections, and it's simply great for that. I like Blender.
I think the most valid complaint about booleans is how slow it is especially for geometry nodes. I don't know if it's still as slow as before.
>>1020231the manifold operator is very fast, but only works on manifold geometry and you don't always make make manifold objects with geo nodes5.0 is debuting some SDF nodes which could be great for boolean operations in geo nodes
I attempted to learn blender about 3-4 years ago but gave up after the anvil free tutorial. I even spent money on a computer because I thought a cheap laptop can't handle animation. I couldn't stand the fucking TE-TRANNY-GONAL POLYGON rule! it must be four sided or else the colors won't fit FUCK YOU! no wonder it's for free, because how else would you get people to use it?does anybody know a modeling program that uses triangle mesh in stead of 4 sided mesh? I think that the problem would be solved with a mesh made of triangles, it would be so much easier and logical.
>>1020235Is that really the best bait you can come up with? This is sad
People use Blender because there's lots of info on it.
I think blender was created to keep the bewannabes from real 3d artist and professional. Real artist use any tool at is disposal.
>>1014293>something is free and open source>the people who make it put in the bare minimum of consideration when it comes to making it actually useableit's like nobody has any respect for digital art and how it has transformed our culture
>>1015096>fruity loops>unabletonGet on my level, kid
>>1015096huh? did protools get cheaper or something? historically protools was the overpriced bs that everyone thought they had to use. logic is like $200. that's really cheap for a fully featured daw.
I'm heavily experienced in Blender and using Blender for a professional pipeline, but I've seen some people in and out of this thread saying that Maya in particular is good for animation. Animation is something I've struggled with "improving my pace" on in Blender, can anyone with experience in both software actually explain why Maya would provide some benefits? I'm considering adding it to my pipeline, in Blender animation tasks beyond rigging feel far, far too "manual," and the interface makes it very clumsy to use poses, templates, share animations between assets, animate two different armatures to "react" to each (wrestling, machinery, etc.) Would Maya provide substantial benefits in these areas? Is it worth the cost?
>>1014293I'm curious what things you've been having trouble with in Godot. My team has been working in Godot for 2000+ hours and we've been able to achieve parity with virtually any "major" Unity feature, with some expected (but solved) difficulties in minor areas like optimization and rendering.
How do i merge vertices together?
>>1019996the search is F3
>>1019997I dont get it man
>>1019996press m
>>1020001thanks man
>>1019999F3 and write merge
This shit can't even generate cars for 3D blueprints, what are y'all worried about?All of the AI today is 90% marketing and 10% functionality, most it can do is generate some references for you to use or retopologize if fine with the result
>>1020056>worriedim not, this is just a hobby to me>should i be thoughmaybe. AI is shit now, but its stronger and older than you think. even before neural networks these kinds of systems and algorithms have been tweening and easing animations in 2d for over a decade now. Its easy to ignore little things like the automatic edge detection on your magic wand in photoshop, but how much of the work are you actually in control of using one click to pick all those unmatching pixels? do you know how retopo works, or how an automatic UV unwrap figures out where to put the islands?that car looks like shit because they're trying to make a magic want that poofs a car from nothing, but if i were developing the tools i would be looking at something like a smart edge fixer or model symmetrizer, and when you have enough of those tools all chained together...maybe we'll never get there, or maybe its easier than we think and we'll get there in a year. but if we do, and its anything like how 2d is used right now...
>>1020056Reminder that AI videos used to look like absolute comical shit that blended eyeballs together and made all limbs look like spaghetti before OpenAI accounted Sora 1. With AI it is 90% unpredictable, you can have a thing that you think it will never automate, or that the results are so bad it will take another decade, and then BOOM, some lab made model that blows your entire life journey out of water. The only 10% certainty we have is that all impressive and scary AI advancements had to have at least one dogshit model before that as a proof of concept. You need AI that can get second place at math Olympiad before you get AI that can solve the millennium problem. You need a clumsy robot that can finally fold clothes properly before you get robot that can replace all trades. You need LLM that works as Stack Overflow replacement before you have AI agent that makes 99% of programmer obsolete. And this dogshit that people keep posting here, that makes kind of impressive looking high poly models that are textured terribly and have to be remodeled for proper retopology are the proof of concept AI 3D generators. This whole jobby is 1 breakthrough away from going the way of 2D animation with Sora 2.
>>1020061>do you know how retopo works, or how an automatic UV unwrap figures out where to put the islandsI do and they're not neural networks or any of that AI shit.>>1020065>just two more weeks bro I promise, burn another 5 billion $ please brolaughable
>>1020072by the way AI now uses 2% of world's electricity, ain't that concerning, at least to someone?
>>1020056There's like five other AI threads you can go to for that shit, you waste of blender cubes
If you ever feel bad about yourself, just look at picrel. Even better, staple it on a wall.
I guess it belongs on /3/Here is a model I madehttps://files.catbox.moe/gsuruh.glb
>>1019915Based
>>1019915imagine being in public and say this when you see children
>>1019959>4chan loser>being in public
>>1019971kekeven /3/ has bantz
i am following cg tracks tutorial, just one more hour and this project is done hows it look so far, any tps what to do next? i wanna learn guns, mechas, vehicles, etc, where do i go from here?
>>1020022In your last thread, i drew you a step by step diagram of how to make exactly what you asked and you shit on it because it wasnt a video.
>>1020033not helpful at all
>>1020033i didnt shit on it i saved the image but i need more aplicable ways and demostration wdym shat on it??
>>1020007thats literally all the tips you need. do what you want, lliterally, open blender, find a reference, draw one or imagine it in your head and try making it in 3d. run into a problem - look up solution on the internet. run into too many problems? take a course or follow a different tutorial. look up progress videos of industry pros making shit you wanna make and see how they do it. theres literally no other advice to be given here other than quit being a retard and stop shitting up the board with pointless threads when theres an actual help thread
>>1020052i hope you find peace one day friend, one day it will reach you