I'm working on tranime slop series before the AI leaves me under a bridge eating garbage or something, pic related is my OC, her name is kiru, kiru is a 22 year old girl or around that range, she's just another loser with no boyfriend and virgin like you and me anon.it has more story than that but in general it will be comedy shorts where she lives somewhat traumatic and funny experiences, it's like a lolcow or something, it sounds kind of boring but I think it will work, anyway this thread will be to show my progress and receive criticism or death threats or maybe everything will ignore me I don't know.
>>1008165kiru please come back and keep working on this before the AI slop takes over this is the most sovl thing I've ever seen in my entire life and the only reason I visit this basket weaving forum. I'll literally give you money
>>1009069Click on the "show only selected" icon, get onlybtracks for objects you select. Also lock attributes you don't use to avoid useless kyes, also look into how the character keying set works. This'll all massively reduce the number of tracks you need to deal with
>>1019725I'm still working on it doe, I haven't talked much here because of pajeet AI spam, but when I finish I'll make a thread, I already have 6 minutes of animation and just need 3 more to finishI don't really care how good the AI gets, there will still be a market for traditional artists and I feel like I have a good story so I'll keep going, thx for the support, I thought this thread had been archived a long time ago lol
>>1019853You’re right. Even if AI gets incredibly good, you still need to have a great taste to come up with stuff worth looking at… and that’s what AI retards lack. They’ll just always produce boring/mid garbage, no matter how "good" AI gets. Love your work, keep it up, some of the most outstanding stuff I’ve seen lately.
>>1008165Hey anon, I'm in my once-a-year bout of being interested in 3d so my mandatory browse of this board did commence and this thread made me passionate enough to post here for the second time. You seem to be doing well so this encouragement may not be needed but there are some bitter posters further up and I must say please never listen to them, I truly want to see this project come to fruition. Idk if the thread subject is just a joke, but I think I just relate as my own projects are the only thing keeping me from kms. I think I'm just typing up such motivation as I know how easily discouraged suicidal people can be and I really want to see you able to finish this. I love kiru!
For fellow anons interested in this stuff, ArcSys have collated all their presentations (in Japanese) on achieving their unique character style including skinning, rigging and rendering on this central “Academy” page.https://www.arcsystemworks.jp/academy/
>>1018433For a 2D games everything will be sprites 99% of the time. You can use assetripper, create a new unity project and open that in the editor.
>>1018438yeah i know, i'm specifically talking about the dust cloud he's picking up under him. i wanna export that, not the character models themselves>>1018441that's the gimmick, it's 3d but looks 2d
>>1018098https://youtu.be/0GyaYoV6Dls?si=jFh1DXHOqh-BfwA-Here's a really great video on the Shader setup in Unreal, even goes through the textures and assets.Great stuff, could probably apply it to a lot of different styles too
>>1018098This is like a decade old. Long story short: it's more about artistry and less about the technology.A 3D only artist trying to recreate the 2D look is impossible. It's like an Olympic cyclist trying to become a Nascar driver.ArcSystem Works have decades of 2D animation experience, this is why they were able to pull it off so well. It's the same with that Arcane show. The artists working on it had decades of 2D animation experience.2D is like a language. If you're not fluent in it then you'll never ever be mistaken for a native speaker.
>>1018099>>1018103Some of those slides were translated years ago https://archive.org/details/GGXrd-design-docs
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
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.
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 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
Whats the best way to make a wrap like this in Blender? It need it to be tiling and matching, so it can be arraymeshed infinitelyMy method so far was:Cylinder > delete one poly column on each side so you have 4 separate pieces left > simple deform: twist on Z > duplicate and twist the same amount but other way -- but this doesnt solve the issue of how parts need to go under and above each other without having to go in and do it manuallyAlready looked at youtube for inspiration, but no actual solutions found
>>1019957>>1019958both retarded niggerheads learn sibstance designer
>>1019978OP clearly wants it to be an actual accurate 3d weave you dweeb, and no displacing your shitty seamless texture is not the same
>>1019984You can do the same with a tile normal map + AO on it you retarded nigger
>>1019985What part of "3d modelled weave" did your indian monkey brain not understand?
>>1019984Starting with a flat plane and stitching it into a cylinder should work with geometry too.Excellent use for geometry nodes. Create a mesh line first, move every two consecutive vertices up, then down. Convert to curve, curve to mesh with the profile for the wave.Then duplicate with instance on curve interleaved in one direction then the other. Do the same for the perpendicular direction.Then rotate 45deg. and cut it into a square again.Use trigonometry (atan2) to roll it into a cylinder.