all that knowledge and skill you need to accumulate, just to get pennies on the dollar? WTF?
>>1022522It's always been exploitative like that.There are just more people doing it, making it even worse.
>>1027794>I got nothing against immigrantsYou 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 immigrantsLiteral 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?
>>1030700Not bad? But how much work are they putting into it, physical and mental? How many hours of their life?
https://studio.blender.org/training/facial-rigging/
Wrong frame lol
bump
>>1026627search for "blender rigging" on sanet(dot)stIt's the first link, I was looking for it too ;)
>>1026627No one has these expensive devices. There can never be a course for it.
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
>>1031450topology 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.
>>1031450You already have a thread there you goddamn spammer>>1031351
>>1031525exept 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?
>>1030938what course and [spoiler]where does one download courses outside of cgpersia which only hosts on 20kb/s hosters
>>1030846you can make a metal strut in literally anything in 2 seconds bro wtf
>>1030846yes 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.
>>1031374Show 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.
>>1031024Cool. You almost figured out my point.
It's unironically over. AI can make better topology than 99.9% of /3/.
>>1028576what do you think it's using dumb chud.
>>1025855this is the most useless case I've seen. just use faceform or metahuman.
>>1025855Looks like shit. AI will never be good.
>>1027821unironically 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
>>1025864What do you think over half the internet's traffic is, anon?
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?
bump for trace paperactually wait what the term they are using these days information modelling environments of something?>
>>1031016BIM. 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.
>>1031021no, 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
>>1031021I 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?
>>1031414whats 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.
everytime i try it doesent work and twistszig zaggely, instead of doing what those mug tutorials show where it creates a smoothhandle
>>1031377ignore my lack of spaces, my keyboard is broken and im poor :(
>>1031377works4meyour mesh is fucked somehow
You want to use a different interpolation mode. Use `blend surface` instead of `blend path` and it should just work.
>>1031382yes this worked thanks allot man
have u tried using professional 3d modeling software?
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
>>1031351also decided to mess around, looks maybe overdesigned idk
>>1031351last spam, idk if i wanna change it more
>>1031351By extruding
>>1031356yes but the pivots and orientations tranforms r quite odd rn and i did this probs sub optimally
>>1031351>>1031352>>1031353All 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 websitehttps://leafgreensolutions.com/shop/hvacequipment/under-garage-door-seal-exhaust-smoke-laser-duct-shroud/I just want the STL files
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.
>>1029525Yeah 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.
>>1028160Hot
>>1028160Teach me how to 3d model a pussy like that on an existing model please.
>>1028365hhhnnnnngggg
>>1031053step 1: get pussy in real life
today i have created this majestic creature in blenderhis name is timothyhe is friendly (im not sure)
cool, i created this guy today, his name is armorman
In his latest series for Blender 5.0, he teaches you how to make this mug.But at some point in the video, he attempts to make the bottom of the mug, but fails to first apply the solidify modifier before using the extrude tool, which causes an indent to form on the inside at the bottom of the mug (pic related)When he notices it, he quickly pans away the camera, and doesn't even address the problem, even though everyone who follows the video will end up with the same result.This dude has been using blender for 22 years, but can't even model a mug.
>>1027603Find artists that create work that is similar to what you want to create. You then backwards engineer their workflow by looking at the tools they use. You can also ask them what their process is, and if they have paid/free tutorials. They will most likely answer as most people are happy to share their knowledge. You then study on your own. Do a bunch of very small experimental projects until you are confident you have acquired the skill and can implement it on bigger projects.The hardest part is really just knowing what you want to make, and not just changing your mind half-way through the process of learning once the "illusion of magic" is gone.
>>1028826Ok then show me your tools and workflow. You are required to teach me.
>>1024194It's stupid to call idiot to a very experienced guy like Blender Guru, specially while still being a beginner.
blender guru is a retard
>>1024192>This dude has been using blender for 22 years, but can't even model a mug.
It only took me 2 years to figure out how to take my 2023 pixel art workflow and turn it into HD anime renders.Pretty happy with this.
IT'S BEEN 3 FUCKING YEARS GET A NEW FUCKING JOKEI JUST RETURNED TO THIS GODFORSAKEN SITE AND THIS SHIT IS THE FIRST THING I FUCKING SEEFUCK OFF
>>1029101Sounds like you need my BWC to calm down. I'll stretch your bussy good.
>>>1029101>Sounds like you need my BWC to calm down. I'll stretch your bussy good.
>>1025602Whenever I think my art is bad and I'm about to cry I look at some of cris' work. It's therapeutic seeing my progression versus his
How many years has it been?
imagine beign this guy right now
>>1027625>I used to place hundreds of lights by handDoes anyone have his portfolio?
>>1027615https://www.artstation.com/artwork/JbVxAKek he is a grifter and a faker.
>>1031198>https://www.artstation.com/artwork/JbVxAget help
>>1030960This guy gets it. AI is good and bad at various things as it mostly depends on the data. If there is lots of data around for what you want to train, then your model will be very good at that task, but if you want your AI model to be superhuman in a task you need to have a task with verifiable reward, and 3D to some extent is that. You can have a picture of a thing, then picture of the same thing from multiple angles and then you make it generate the thing until all the photos from those angles match the model. Idk how it could do superhuman topology, but this method is how AI became so good at math and chess.
>>1030970I agree, I think a lot of people think that AI is a zero sum game and that every single ai asset is an asset that would have been made by a human, but to your point, if an indie dev or animator doesn't have the time to make a fire extinguisher, or the money to hire an indian to make a fire extinguisher, and has a style incongruous with all of the fire extinguishers on the Unreal store, they're either going to use ai or simply not add a fire extinguisher.
This is my current skill as of July 2.Small improvements over time, makes me closer to making fappable 3D anime girls.
>>1030911you are a cris enjoyer and don't know about /agdg/ on /vg/?
>>1030911it's so sad that cris only got the recognition and appreciation he deserved after he died. many such casesa lesson to us all. say something nice about a fellow anon's art while you have the chance
>>1030911he's been spamming 4chan for over 10 years
>>1030031Wow. I was last in here several years ago and you actually have improved. Arguably you've doubled your skill in the same time frame an ordinary artist would. Your rate of progression is actually normal; you just started ~4 magnitudes behind everyone else so it took you until now to appear as this wasn't your first honest attempt.
Chris? You ok? It was rough in Cali. Hope you and your family are safe.