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File: metalheart.png (2.16 MB, 1280x1005)
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What does /3/ think about the Metalheart aesthetic?
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>>
>>983192
I like this, but that could just be nostalgia.
>>
>>983192
it reminds me of my childhood so I don't like it
even without factoring in my father beating me Matrix gave me nightmares
>>
Reminds me of pictures that show up when you search the word "future" on Google
>>
>>983192
Reminds me of 2007.
>>
>>983192
Would be kino if it weren't just random shapes. To me an aesthetic is something that is applied to a shape or concept, not the shape/concept itself. So the early 2000's sci fi cool colors, the simulated scan lines, flowing lines, reflective surfaces, etc. to me are an aesthetic, whereas the random shapes are not.

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>the secret to making low poly waifus is literally just having 10 years of drawing background and tracing over your drawings with vertices and cleaning them up after
yet another win for 2d
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>>985531
You’re only liking the looks not the better opportunities and practice of low poly models. Did you really think Captcom would ever allow to spend alots of money on a game that would sell less. No, they won’t and it’s why you people won’t get one.
>>
>>985544
>*a lot of money
FTFY, be sure to check your grammar before talking shit
>>
>>985544
>You only like the aesthetic, not the ease of use and clarity
You what now? Crapcom wont release a low poly thing because just like every other infested AAA they are incapable of taking any risks or making anything thats not ultra normie realism graphics tm.
>>
>>984946
great
>>
>>984946
Not really?
I've seen enough of dudes doing all kinds of stuff without tracing over 2d.
Just look at this dude for example, he basically polymodels in sculpting mode and the process looks pretty organic and the result is pretty good:
https://www.youtube.com/watch?v=AN0sQZmJnqo

I am relatively new to blender, so its not the best thing in the world
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>>984672
No. Your pipes will remain unfixed
>>
She cute. Keep working and focus on the process, not the results
>>
>>984668
good
>>
Good.
>>
>>984668
that looks great. I like the style a lot.

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New Bimbo Muse just dropped.
https://youtu.be/T-VSbVlDuZ8

Gooning to my Bimbo Muse wife while downloading CC.
>buy an ad
Sorry, already donated my savings to Bimbo Muse. God I love Bimbo Muse.
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>ronPerlmanCat.jpg
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>>985151
good
>>
>>985151
ok bimbo muse. i might check you out later
>>
>>985164
>her
>>
>>985240
If you have problems with importing animation then you mess up the process. This is why no one sells animations or animated models, the game engines works in different modes of operation. You should never assume you only need to animate, coding is also part of the job.

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Hey anons, I'll be away from my PC for quite awhile and will have just my phone with limited internet. I've been trying to learn sculpting aswell as traditional 3d. I was just wondering if there was anything I could read or educational videos I could download to study while I'm away. I know the best practice is just doing it, but I'd like to keep 3d on my mind if possible. I already plan on practicing my 2D art skills. Pic semi related, a WIP from over a year ago (not many pics saved on my phone)
>>
There are loads of books for whatever software you're using, presumably blender by your picrel, but also traditional art tutorials; lighting, scene composition, colour theory, anatomy, traditional sculpture etc, for 3d a functional knowledge of maths, especially geometry is useful for obvious practical reasons, but also to help visualise your process mentally, find some vids on YT and use a downloader or download pdfs of said books
>>
>>988914
Only boomers not use blender. Simple as.
>>
>>988905
You might as well read the anatomy for sculptors, it can't hurt
https://archive.org/details/anatomyforscuptors
>>
>>988914
I guess outside of >>988948 I'm having a hard time finding pdfs/free versions. It makes sense since most tutorials are in video format though.

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How can you achieve the effect seen in games like Honkai Star Rail where characters' hair is semi-transparent, allowing their eyes to be visible?
Example pic
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>>988858
It's never a easy solution, huh?
Aside from me crying, do you think someone could do this in like maya or some other tool like that? I'm guessing you'd have to write your own custom rendering engine to achieve the same results. Either that or use some custom shading.
>>
>>988864
It can be done in Maya, your over thinking on the basic principles for lighting and shading. https://www.youtube.com/watch?v=j_x4sHWZqvg&t=574
>>
>>988864
There's no need for an entire offline renderer. Most rendering engines allow GLSL/OSL shaders
>>
>>988776
Since eevee doesn't have depth buffer manipulation in the default distribution blender users usually do this by making the front of the hair marginally transparent and the eyes death ray emissive. Emissive materials are generally used as a way to force shadeless looking materials in PBR scenarios.
>>
>>988776
Go learn japanese then read the many japanese books on this very technique Now go kys.

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So I am only a day old diving into Blender after 3 years of trying 3DS Max with no progress which is more of a skill issue on my end.

I am specifically wanting to model cars. I have something started but am not too happy with the outcome of the doors. I am starting with blueprints but still getting to grips with pretty much everything else.

What tips can you give an absolute noob when it comes to modelling?
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>>976621
One piece of advice off the top of my head? Don't use Subsurface Modifier. It just turns your models into blobby pieces of shit, I never understood the general praise for it, there are some situations when it's quite useful but I see many people utilizing it as a be-all-end-all and I just diagree with them entirely, the use cases I found for it weren't that many

>>976622
If this is your work I don't think it's a good technique the one you're using, what I would do instead is model the whole chassis from the get-go rather than each individual piece one by one, and THEN separate individual pieces where needed. The Inset Faces function is also quite handy, for instance to model the glass parts
>>
>>985208
Learn topology and edge crease, subdiv is perfect for hard surface.
>>
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(temporarily moved back to 3ds max)
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>>976621
bump
>>
>>976621
Welcome home

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I do illustrations like pic rel with the mesh tool in illustrator but it's extremely laborious and takes far too much time to flesh out one idea. I also hate illustrator's workflow, if you make one mistake you have to retrace your steps and it just chews up more time.

My illustration style may as well be 3d at this point but would it be easier in 3d? The mesh structure is practically the same, and lighting would be way easier.

Pic rel not my art I just dont want to dox myself by posting real art.
>>
>>986048
A lot of things are probably a lot easier to do with 3D tools at that point.
Haven't touched illustrator in decades but back then doing 2D vector looking stuff in max was a lot easier past the very basics.
animation, sliding pivots having all the animation constraints ability to key and animate materials and UV's etc.

Using a 3D app for vector 2D back then gave you a lot of additional functionality and ease of use.
Can't speak to illustrator as it exist today as I haven't touched it since probably ~98.
>>
>>986048
please stop the cringe bro please

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I'm building a free web-based MMD player for 3D glasses and would like to display some random scenes when no other content is selected. Would someone provide some free models, motion, or music files? Credits will be given.
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>>984646
Where can I dl them models for free?
>>
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>>984646
https://nikke-en.com/art.html?active_tab=1867

go wild buddy
>>
>>984945
That is not true. In the first place the artist is the owner of his creation even though he uses open source software. This is also the case if the author offers the files for free download. What I need are models and animations that are explicitly released for free and for every usage by the creator. For example by including an open source license text like the CC0 licence.
>>
>>985615
We were talking about getting the model, not the legal or technical aspects. Read next time.
>>
>>984646
I see

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I've been using SourceFilmmaker over the past year to make a voiced-acted visual novel. It's called "Please Fur My Wife" and Pizza Girl is one of the heroines that you can date.

There's a demo out and you can see a few completed SFW scenes at youtube.com/@chadchan3d

The game's premise is that you're one of the last humans in a world of furries. This was an NTR fetish parody game (still is) but it's growing into a story about furries vs humans.
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>>
>>988760
What do you want me to fix?
I'm not op you faggot
>>
>>988719
>My hope is that the experience of conquering furry waifus will be better than the sum of the parts.
Cris mentality.
>>
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>>988809
>>
>>988809
Cris won.
>>
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>>988846
He did.

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ive made some shape keys for a half-life 2 model to make it more customizable but, now I want to know how to make my own head model, is there any good tutorials for a beginner that only knows how to animate other models and make slight edits to models on how to make a face?
>>
>>985016
https://www.youtube.com/watch?v=-QoLorR9qpY
>>
>>985016
no

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https://github.com/Rackneh/WindingOrderFixerTool

I'm also working on a VR port
>>
>>985563
thank you

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When did you realise this software is for women?

For me it was when I was looking up guides and all the comments were about making clothes for their Sims.
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>>
>>987936
When I got it I thought "Cool I can make soldier uniforms n stuff"
but then I found myself studying actual clothing design principles and techniques. I never even made anything cool in the end :(
>>
>>988313
It took me like a week from getting the software to make outfits for characters to me staring at women's outfits and thinking
>Oh that's an interesting princess seam on your blouse
>>
>>987936
>Playing dress up with virtual girls is female
No fuck you and fuck our boomer parents which still peddled that stuff.
I wish I had to get to play with dolls as a kid, but no it all was about ingraining into the young minds that "though shall not touch the women"
>>
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>>987936
>>987945
>>987962
>>987976
>>987991
>>988000
>>988001
>>988003
>>988284
Time to learn Houdini
>>
>>987945
CLO3D

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How to make good 3d anime model?
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>>988141
For starters, it is NOT low poly.
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>>988144
Post your donut or gtfo
>>
>>988141
Use shape keys for certain camera angles. The anime look is not realistic with how 3d works, so the best you can do is play tricks
>>
>>988705
What's this monstrosity and where can i get it?
>>
>>988141 by paying me $5000

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Will drawing out the polygons help sculpt my models?
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>>
>>988692
>These lines aren't drawn randomly
Then you don't have a fucking idea of topology anon
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>>988707
Ok, thanks for the help.
>>
>>988710
I'm helping you, if you want to draw usable topology, it needs to work like topology, and those breasts would not work.
Maybe if you are modelling in nurbs.
>>
>>988704
when i draw image planes sometimes ill draw topilogical lines on them. not usually. in the development of half-life 2 they drew wire frames in the human model's faces before photographing them for inage planes.
its not a totally stupid idea but its for image planes not for dynamically posed figures.
>>
>>988688
god i need to work on my garyc client


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