this is zombo.com and you are welcome
WHY YHE FUCK MY PEEPEE HARD
>>1017954What's zombo.com?
>>1017984THIS is Zombocom.
I want to start, did the Grant Abbitt tutorial with a funny planet, I want to make anime girls like 90% of the people here, what tutorial should I do next? Because I'm kinda lost on what to do now, and I don't want to skip any basics
>>1017954I don't know a thing about 3D modeling but I'm curious to how a modeler would make the sheared paper fuzz effect for this character.What I would guess is that the model at its default has no shearing effect whatsoever, but then the modeler "draws" over the perimeter of the body. That drawn portion then turns invisible, thus creating the effect.
>>1017986What is THIS?!
>>1018002Pretty much, it's called an alpha mask
>>1018007Thank you.
I'm working on a small 3D game and I'm looking for a 3D artist that is good with cute, chibbi like characters, or med to low polygon.are there any specific places to look for someone i can hire besides fiverr? should i just go through art station and message the best fit?
>>1018079Do the Jonathan Blow strat. Make programmer assets that looks dogshit but are rich in aesthetics, colors, dynamics that convey an abstract notation. He completed 90% of the game with programmer art, at that point he can hire an artist for cheap because he is not paying him to iterate along the game. He is also reducing the mental load on the artist because all he needs to do is design assets that fits a particular game, instead of general purpose thingy.
>>1018081The game is very small in scope, and I've got a 2D artist that will make concept and reference art for the 3D characters
>>1017999Unfortunately, there's not a great (free) all-in-one tutorial for what you want. Even the paid tutorials out there are a bit spotty in terms of quality. Blender isn't an industry standard, so there's just not the same catalog of tutorials from veteran artists. But you can assemble the basics from a variety of different tutorials. Long-ass Anime Character Modeling tutorial by Shion Mgr. Shows how to do everything you want but explains zero. Before you dig into this, look at the other videos rec'd below. The lack of narration means you're being tossed into the deep end of the pool.https://www.youtube.com/playlist?list=PLMm8HzG93ERWeZr38chiheDy_4qy-cYPmDikko's Modeling For Animation. Not the full series -- he does a very slow "warts and all" approach where he fusses over everything, which can be overwhelming for a beginner. But the first video, and the first ~10 minutes of the second video function as a good introduction to the "big picture" conceptual aspects of character modeling, not just for animation. That'll help you avoid some early pitfalls. https://www.youtube.com/watch?v=01WQlMD7dskThe best anime head modeling is in Japanese, but it's at least subtitled in English. Since you're just starting out, keep in mind you can easily reuse/mod an existing base mesh for a body, but faces generally need to be done fresh each time just because they're so individualistic. The head then gets joined to the body. https://www.youtube.com/watch?v=uUqQw6VpFP8This one isn't bad either:https://www.youtube.com/watch?v=fQZ7TEdFdMUI don't especially love 2AM, but in terms of free options he at least explains some of his design choices and how to replicate them.https://www.youtube.com/@2amgoodnight/videosFinally, as a general word of advice, don't neglect non-anime character modeling tutorials. Outside some aspects of the face modeling, like the eyes and nose, the human body is basically the same whether realistic or cartoony.
How is Learn Squared? Has anyone tried any courses there? Saw the trailer for "Advanced Vehicle Design" last night and it looks really appealing. Instructing artist seems to have some legit credentials.
>>1018206Same anon. I ended up buying it after further consideration. I'll start it today, and maybe in a few days post here to let others know my impressions. Would still be interested in hearing of others' experiences, regardless.
How long did it take you to learn 3D and actually be employable? I´m at it since August of 2021 and my work is generic. Obviously I didn´t turbosperg for 4 years.. I can make chars at pic rel level. Thing is once I get to wrinkles and other shit I have no idea, for texturing I´m also meh at it. I use Blender and Substance painter. Do people actually spend a shitload of time learning 3D?. Seems to have the lowest ROI on earth, a fucking dishwasher in a restaurant has a higher ROI on time vs income. If you can´t sculpt a human (competently) from sphere don´t reply to me.
>>1018222I'd fuck the blue one
>>1018222You're not going to find a job you faggot. the industry is in a massive recession, hiring is frozen and entry level jobs don't exist anymore.
>>1018222After 4 years of sculpting and still being unable to produce near AAA quality characters you simply won't compete with the hundreds of laid off senior artists with decades of experience under their belts all desperately fighting over the two bread crumbs. I left off the another hundreds of entry level applicants here. It's either you're the top 5% with a killer portfolio, or you won't even get an interview in the first place.
how can I model something like this? can you link me some tutorials in blender for a beginner? what is this pseudo 2d style called?
>>1018251>near AAA qualityI can produce demon souls era stuff..But all that I see on artstation are photorealism fags getting the likes and everyone and everything else sucking cocks. I wouldn´t give 5 fucks if I worked on phone games.Just A job would be fine. But everything is dead.>It's either you're the top 5% with a killer portfolio, or you won't even get an interview in the first place.Yes, is this shit normal and will it be normal forever, or what the fuck?
>>1018258It's normal. There is an oversaturation of talent, and there are not enough jobs for everybody. Outsourcing to a Chinese or Indian who can do AAA stuff for 10x cheaper your cost is the trend among studios. There are common mass layoffs every half a year with up to hundreds of employees being released and every single one of them fights over the three job offers in a region. Even seniors with 20 years in the industry aren't immune to it. Ubisoft in Sydney recently closed and laid off 300 of its employees. It's an extremely unstable, dying industry with no job security at all, shit pay and overwork, with fierce competitiveness so I've no idea why you're still chasing le gamedev career. Creative careers unfortunately have it the worst. Just keep 3D as a hobby and get a real job with a valueable degree.
>>1018261>Outsourcing to a Chinese or Indian who can do AAA stuff for 10x cheaper your cost is the trend among studios.I live in a european shithole, namely Spain, I´m 5x cheaper than some fag in california. >Ubisoft in Sydney >UbisoftTheir entire company is dying. This is not a serious example.>le gamedev career.Have no interest in doing dev shit. I just want to model for money. Even if its for shitty gacha scam games.
>>1018256>what is this pseudo 2d style called?It's called "stylized", and you want to use "unlit" materials so it looks flat like that
>>1018269thanks mate
>>1018263It's not only Ubisoft. Sony, Playstation and numerous other studios are suffering from the same fate. It's globally. Visit Reddit and you'll find plenty of anecdotes from ex-employees about how grim this career is Shitty gacha scam games and low tier indies will pay you 2€ an hour salary terribly below what an skilled artist should make. What's so difficult about getting a normal job? I'm an eurofag, work in electrical engineering and earn 25 euros an hour which gives me a comfy live and pays the bills with an vacation. 3D is just a hobby and a freelancing thing to me. I'm pretty happy without having to worry about finances or getting laid off.
>>1018277>earn 25 euros an hourYeah, in the Netherlands or someshit with 1000 euro rents. >What's so difficult about getting a normal job?Had a normal job, can´t stand the fucking subhumans that work the normal job.Devolved into a shitshow or the work ammount increased with no compensation in every single shithole I worked at. Even worked in a place that got sold off and the new management went: "OK, so now you work 10 hours a day minimum, no overtime pay, normal rates, fuck you".
>>1017954i just want do do simple animations using a claymation style i just tried the Clay Doh addon and is perfect, now i just want to know how to model simple shit, characters, not as complex as Savannahxyz but maybe like this
>>1018284Honestly, if you get to that level, you can easily do Savannahxyz-level models. Much of her models' appearance is in the shaders.
Let's pretend i'm stuck with all these faces. How do I consistently curve them in Blender?
how do I add a pussy to a basemesh
>>1018311subdivision you little nigger faggotpost brown feet now
>>1018317that's not very curved, it's still boxy
>>1018320remove the edges in the middle you little stinky nigger push them outwards
>>1018321You can't remove the edges because>Let's pretend i'm stuck with all these faces.
>>1018323this is the dumbest and most retarded scenario you just came up with no wonder you're brown skinned
>>1018324>in stupid questions thread>sees a stupid question>surprisedpikachu.pngsurely curving a bunch of existing surfaces in a consistent and precise manner can't be that hard? it feels like a feature that should exist
>>1018326yes we're in stupid questions thread, not in a 20 iq nigger mysteries thread delete the fucking edges in the middle and do the fucking parts of the car seperately, not all in one object
>>1018327>delete the fucking edges in the middlemaking some surfaces non-existent is sidestepping the point of how do you curve a bunch of existing surfacesit's not about the car, the car is just something to look at as an example of a curved objectit's about having an object with lots of faces, and wanting to put more curves in that objectLike, let's say if I already have a curved car, but want to put even more curves in it that has to be precise/match up to certain measurements. How do you precisely curve something with a lot of existing faces?
>>1018331>has to be precise/match up to certain measurementsYou shouldn't be using polygonal modeling, that's a task for parametric modeling like CADAt best you can shrinkwrap modifier
>>1018311If you REALLY have to do this in such a retarded way, you'll look into the settings of proportional editing.If you are willing to be a little less retarded, you'll make a second model with either sculpting or subdiv modelling and shrinkwrap the unnecessarily elaborate model to the well-made one.
There used to be a site that had rigged animated models on it that you could download for free. It had quite a few with preset poses and animations and things. I'm not doing a good job of explaining it, but does anyone know which one it is? The base models were this weird blue/turquoise or a pink/rose sort of shading. The other models were things like zombies, cops, random people, no particular style to speak of because they were all different.I'm like 90% certain it was a website that makes mocap suits and things, a pretty popular one. Clearly I've been out of the loop for the last 18 months so I can't remember much of anything.
What program to pirate since blender sucks ass
>>1018458what do you want to do/make?
is there a program that lets me draw with a mouse or stylus instead of just manipulating shapes?
>>1018459bang bang
>>1018507Any program with a sculpt mode
>>1018509Isn't that just manipulating shapes albeit with denser mesh? I thought he meant something like grease pencil.
>>1018510If he means something like that he's on the wrong board, and/or MS paint is the answer
Does anyanon know a good tutorial about how to model clothing? Preferably for either Maya or Blender. Doesn't matter if it's a paid tutorial.
>>1017954How long would it take to learn Blender's basics and be decent at motion graphics and vfx as someone coming from Maya? I also learn fast thoughtbeit>VHRGN
>www.youtube.com/watch?v=cHXVNd1LCOghow to render this stylee
>>1018580Impossible to say. Both of those are lifelong pursuits so find tutorials of things you want to do and follow alongIt's very shortcut heavy so it's mainly memorizing. Open a notepad file and take notes of videos, practice every day
>>1018514thats what i meant but no i am not talking ms paint or something i could do on my phone. I want to be able to draw not sculpt. I would Like draw a frame or skelton and wrap it with a skin and then maybe be able to manipulate that
how do you bake water on blender
>>1017954Whats considered the best piratable or free blender courses? I know some basics but I wanna really delve into it.Other resources are also welcome.
>>1018645Type whatever subject you're interested in on youtube.
What are my options for auto UV unwrap solutions if I just want to get into painting ASAP
>>1018646Ofc anon. But sometimes I like courses so I don't leave holes in my knowledge.Also some youtubers can be really shitty.If you know of any exceptional ones then I'm open for that too.
>>1018647Blender's default is good
>>1018647If you're painting something that simple just unwrap it right bro, there's no need to take any shortcuts
>>1018666Huh?
>>1017954I used slider type tools to design an OC the way I used to with morphs in DS, I like the results, trained a LoRA but my end goal is to create a character head morph from the results. What tools for blender or DS don't suck shit or should I just manually sculpt using these gens as reference?
>>1018507so wrong board or any app that has sculpt those are the options thats all the help this board can offer?
in /3DCG is there something like a Course Thread where paid courses are shared like in /ic?
>>1018715the anime thread has a lot of that
>>1017982did you grow up with adventure time?
>>1018323press O to enable proportional editingmove shit aroundscroll wheel changes the amount of influence
>>1018550Wouldn't you be better off getting Marvelous Designer? I have it, I can't use it for shit, but it sounds like the kind of thing you want.
why does my text look like this...... my actual dont have shitty edges like this.... im rendering with cycles what do :(
>>1018820nevermind i fixed it, it was because i had my sun's strength set to 10000
Is it possible to "port" DAZ and Virt A Mate models into blender/zbrush and turn them into figures
Hello guys. I have an idea for an animation i wanna do thats helldivers related (yeah yeah, im reddit, whatever) using some assets from the HD armory archive and whatnot but i gotta make a custom model for the eagle 1 pilot since theres not a decent one that exists and is public. I dont character model and know that crap is unironically a cultivated skill so I'm thinking of maybe making and ripping a metahuman out of UE and then learning marvelous designer to try to make the outfit. I have never done any UE or MD stuff before but have some experience tooling around in blender for like 150 hours. I am good at learning softwares and whatnotTLDR; with no experience but decent talent, is making and exporting a metahuman and then making an outfit in MD and then using it in blender a realistic task as a relative noob? Im not saying i think its gonna be a piece of cake i just think i could probably do it with 40 hours and youtube. any suggestions or things i should know?no this isnt for goonslop
Hey Lads, in Substance Painter:How the FUCK do you get the 3D and 2D viewports to show two different shaders at the same time?This is a screenshot from a video tutorial. The presenter has PBRmetal+alpha on the left and PBRmetal on the right.Grok has no idea and all the texture frens I'm speaking to didn't even know it was possible.
>>1018873Also, my bad, I should have screenshotted his entire window for clarity.
How do I make a bone controller move other bones depending on the angle of a bone that always points to the camera? It seems hard to quantify the angle. Like if I wanted to make an eye follow the camera around a head.
I'm very new to blender, I've made a couple donuts in the past and wanted to try making a can. The actual model I made is pretty good if I say so myself, although I'm having an issue with the face of the can. I wanted to put the monster design onto the can but for whatever reason it won't reach up to the top lip of the can so it just looks odd. I've tried using a different face and re-selecting the vertices and applying them but it still won't work. It's a shame as while I could redo it (which I probably will anyways) I would still like to have my first can be as good as I can possibly make it. What now? Picrel
>>1018903Here is another angle I tried with the other face
>>1018903Looks like you're using generated coordinates for the label instead of UV. Look up UV unwrapping if you want fine control over textures on a mesh.
Is there a place to pirate, I mean borrow paid rigs?
>in the parent file the character and accessories are in seperate blocks and can be moved in sync>append, link or copy paste the data from there into another blend file, they move all retarded.what the fuck, i'm pissing shitting and crying right now. if i had hair left i'd be tearing it out. i fucking hate software>you have mistyped the captchaAAAAAAAAA
>>1018924open3dlab, smutbase
>>1018972Basically to be sure everything's gonna work you should make a top level collection that's gonna contain every collection or objectthat's needed by the rig. Then that collection is what you append or (preferably) link. That'll make sure everything's imported as a coherent whole and no dependency is broken
How can I use the gyro in my PS5 Dualsense controller to simulate a handheld camera in Blender or Maya or 3DS Max?
How do I make my Blender grease pencil PNG renders not look like absolute dog shit?
>>1019139Post one so that we may know what problem you're encountering
Trying to make some ducts for my pc. For photogrammetry, should I use video stills or photos? I only have access to a shitty 2019 phone for imaging. Or should I go to diy?
>>1019164You mean 3D printing? The fuck are you talking about, use a pair of calipers like a normal person
Should I become a tech artist as a total noob in 3d art and coding?
>fa/tg/uy hereI want to modify a head STL.It is wearing a gas mask, but it has exposed ears. I want to deform the ears so that they register as "balaclava ear bumps."What's the best way to go about accomplishing that in Blender?
>>1019216Edit the mesh>>1019213You're a credit to the stupid questions thread. Good work!
>Thinking I got better I come to the question thread to maybe answer some questions>Can't answer anyDunning Kruger
>>1019220>you're a credit to the stupid questions thread. Good work.So I guess "No" then?
>>1019222Do you want to? If you so, then yes. You say you're a noob, not necessarily an incompetent.But if you're asking here, your motivation is obviously in question. If you want to learn technical art yet know nothing about it, presumably there's something you must find interesting enough that you're willing to go past those hurdles, but then you wouldn't be asking. Tl;dr learn a thing if you want to, not because a board told you to
>Download FBX file>Import FBX file>Nothing happens>Neither imports the FBX nor gives any kind of error messageWhat do bros? I've never had this problem before?
>>1019227Share the fbx
>>1019230The one I downloaded or the site I downloaded it from? I don't know the best place to upload the one I downloaded to. I just got it from mixamo.You somehow reminded me though that you have to choose a specific FBX (binary, ascii etc) and I think I just left it as whichever one it gives you first. Although when I looked it up it says blender prefers FBX binary so I don't know what the problem is because that's the one I downloaded.
>>1019227Maybe your fbx is corrupted, try loading it in a different program?
So, I'm working on sculpting and was wondering how long it takes to learn animating on Blender or SFM. I'm curious how the folks who makes NSFW SFM or Blender animations got so good. Of course there isn't much adult courses available easily like other stuff.I'm also curious to know if there are any places to get Unity or Blender compatible Sex Animations.
>>1019256Regarding adult courses, start with animenyan: https://x.com/animenyan6His discord has plenty of courses and advices, specifically focused on getting your fuckloop going. The aco 3d animation thread also has a copy of the links>>>/aco/8943088People got so good through practice. Like, look at Shonzo (not a porn animator, a vtuber maker), there's rarely a day when he isn't working on a model so obviously he's better than someone who only does it once in a blue moon. There's a lot of things you internalize and put into your muscle memory when you practice regularly, and so everything gets faster and you can practice more and so on.But also, once you get going, paid courses can really make a lot of difference, they'll take you through the grind and level you up fast. Earlier this year I bought the AOER2 rigging course and it took like three months of doing it every evening but it really taught me a billion things, and I have no doubt his animation course is gonna be a similar boost.
>>1018261>Just keep 3D as a hobbyWhy would you do 3D modeling as a hobby? I never understand this.
>>1019348>why would you have an interesting thing as a hobby, how crazy!
>>1019353You could be using your skill to do industry work. Why shit out a model for no use? You hobbyists don't deserve your skillsets.
>>1019353>how dare you have real dreams and not become a slave
>>1018258>Started "marketing myself" by "getting my name out there">Which was basically sending emails to about 5 companies before I got bored>Heard back from 4 of them>Priced myself out immediately because I didn't know what the fuck I was talking about
>>1019360Other way round, the industry doesn't deserve my skillset
i know how to modeling but not rigging and weight painting, realistically how long does it take to master rigging and weight painting? 3 months non stop?
>>10193793 months will get you solid groundwork, to master it you'll need to practice more, especially weight painting
>>1019382alright, time to grind i guess
>>1019384That being said you'll really see the benefits of the initial learning, I took three months to go through a rigging course but then I did the next rig, equivalent to the later half of the course, in two days
a model i acquired doesn't have texture image files, and relies soley on in engine shading, but i want to use it outside of blender. so i tried baking the textures. and while i did succeed they are low res and slightly blurry despite setting the output to 1024x1024px. I know very little of blender and this was my first time baking a texture. i baked it through cycles.if anyone could help, that would be great.also is that amount of shading settings (top of image) excessive, or normal for shading?
right is in blender, and left is baked skin texture
Hi /3/, my classmate can't install blender. No matter the version he tries to install, it keeps failing after showing two error codes, 2502 and 2503. He tried everything Google told him to try already. Know what might be the problem?
>>1019448Maybe try to install it from Steam. If there are some missing libraries on the system that application needs, Steam is pretty good at making sure to install them beforehands.
>>1019448You don't have permission to install, so install from steam or use the zip version
>>1019448He doesn't have permission on the /temp/ folder that's the problem
>>1019449>>1019450Thanks anons, installing from Steam worked
Will anons be using the art board on 8ch*n club? Seems like it allows 2D and 3D which is....interesting...
>>1017954where to get plugins for free
>>1019472>clubIs that a new site or are you talking about one of the two existing 8s?
When it comes to Blender, what's the best tutorial for learning nodes? Either "intro" or "comprehensive" is fine. I don't really know where to begin.
>>1017954In Blender, how do I make it so that certain bones in my rig are only visible when I need to tweak them specifically? I don't want them hidden, because I know I will need to adjust them at some point, just not most of the time.I remember Blender had "layers" before but I never got to the point where I needed to know how it worked before.Additionally, when creating corrective shapekeys/blendshapes for character animations, is it best practice to animate everything first, then go through and create corrective shapekeys after the fact, or do it before you even start animating?
>>1017954can you change the angle of a normal map? i have an old model that i baked normals to, but i want to change the uv, only the high poly model was deleted years ago. is there a way to bake the normals from one low poly model to the new one that has a different uv set entirely? i'm talking limbs are in different directions than the old one entirely.
>>1019525turns out, yes i can and this is super common. if anyone wants to know, someone mentions it here https://polycount.com/discussion/211269/solved-transfer-normal-maps-from-low-poly-to-low-poly-correctly-or-transfer-normals-from-map.for me, i used xnormal. put your old mesh in the "high definition meshes" tab, and your old normal map in the "base texture to bake" section, and next to it tick "base texture is a tangent space normal map". for your new mesh, add it to the "low definition meshes" tab, and tick "highpoly normals override tangent space". in your baking options, set your renderer to "default bucket renderer", for bucket size, whatever works on your cpu, i did 512. for "maps to render" only pick "bake base texture".
What's a good place to find people I can commission for low poly art?
https://www.reddit.com/r/anime/comments/sfz98k/demonstration_of_the_automorph_technique_employed/Does anyone know how to pull this off?
>>1019656-Rig your face so it can be easily deformed and features moved around. These days it's face rig 101-Animate a camera rotating around the face, front to side, at a constant angular speed-Animate the face itself so that it looks correct during the whole camera movement (although really, you prolly just need three frames, front-3/4-side). You might add corrective blend shapes or not.-rename that action as face_deform or whateverAdd a control bone in the head pointing wherever your camera started, likely forward-add to all the bones you used an action constraint set to 'before original' and using the face deform, drive it with the horizontal rotation of the control bone-do the same with vertical camera movement if necessary and drive it with the vertical rotation of the control bone.So now when you rotate the bone, the face deforms accordingly and you can constrain it to track the camera
maya or blender for game asset creation
Where do you pirate blender addons?I'm looking for Machine tools/ HardOps/Boxcutter/Meshmachine
>>1019665WHichever you are most comfortable with>>1019669try /wsr/
>>1019669vfxmed
>>1019657Thank you!
WOW this shit is hard. what tutorials would you recommend for this skill level?
>>1019746Can you be more specific?
>>1019746You should learn sub-d workflow/modeling techniques. They apply to any kind of modeling, you can take them back to low/mid poly stuff. I can tell you don't know what the inset function is because of some of the ngonsThis guy teaches great techniques, playlist isn't in order though. The chess pieces have a lot to learn from, the text topology is good to learn from but you don't need to watch past the first or second since it's repetitive.https://www.youtube.com/playlist?list=PLoSyNsQF2hFBk6_lEES7IYlEdEt3ihB-f
>>1019746that looks more like a bidet that a portapotiealso what software icon is that between unity and paint in the taskbar
Any decent sources/collections for unique 3D inspo?Finding people that can translate to 3D while still maintaining a level of uniqueness is really hard
Regarding Substance Painter, what are the best 3rd Party asset collections?
>>1018263wendy has Daz3d quality face
So uhh how much do good animu models sell for usually? I have absolutely zero experience in commissioning so I'm completely out of touch with market prices.
>>1019814eh, 0yen to 5000yen if you sell it on nips sites
>>1019814You'd get a better answer if you showed us one of those good anime models I prefer taking commissions, at least I know the model will sell and the buyer is willing to pay well since it's order-made
>>1019814Prolly worth having a look at vgen and searching for similar quality to yours to get an idea of common rates
>>1019817I'm new so I don't have a finished model aside from something made in Vroid and a retopology base mesh I worked on Rather than judging my work I was wondering more if there was like some sort of universal standard go off of. If a good topology even matters or if people will pay the same for bad topology Vroid models as one with quads, or like how much a rig + shapekey expressions increases the price>>1019819Oh thanks, I didn't know that site existed
>>1019820>rigfwiw indians on fiverr charge about 50 for a basic rigjob, double or more for including facial rigs. Also why are those toes so fucking dense, are you doing footfag porn?
>>1019823That's not bad considering how easy basic rigs are to make with rigify or whatever. I'm not unless it's secretly profitable or something
do any of you giga niggers remember a 3D animation (posted on /v/ I think, some years ago) that was of some grotesque Lovecraftian monster pulling a 4chan anon out the screen via his post and then stomping on him? it was kino
>>1018081This is great advice
>>1019665BlenderMaya is better for rigging/animation, but not really set up for proper non-destructive modeling workflows
>>1018263You can get into visualization jobs. I fell for the gamedev meme too, now I work with realtime apps that display furniture. Theres other industries than gamedev that need realtime 3d models or renderings. After all, you do need a 3d artist to check, correct and implement all those cheap outsourced models after all.Look for industries that arent gaming but need regular 3d output on a regular basis (f.e. an online 3d configurator for products, etc)CAT-based industries are also an option, but its too dry for my liking
>>1019828Do you know any jobs that need 3d animation that's not advertising?
>>1019825I remember this, looked like it was made with some old software
>>1019833I mean yeah, tons, any type of video involving moving 3D objects will need a 3D animator behind them
>>1019825>>1019834
Sup anonsI'm getting started on 3D modeling aiming to make printed collectibles (starting with FDM and upgrading to resin later).I know zbrush has always been the go-to for most high-res sculptures, but since Blender keeps getting better and better, I wanted to know if I can get "started" there and not limit my sculpts (aside from my current lack of knowledge).I know some people start a piece on zbrush and then move it to Blender, but to be honest, the UI is so shit that I'm wondering if it's really worth it, or if Blender's already good enough to do everything.
>>1019846If your computer is decent and you're mainly doing anime-style figures, then you can do everything in blender
>>1019850I do want to make some anime figures, sure, but I don't want it to be the only thing.I'd like to make some cartoonish stuff as well (like taking someone's photo and turn into something like picrel), or take a famous character and turn into those knitted versions, but I'm not aiming for hyper-realistic characters, that's for sure.
>>1017954how do I merge these panels so the shape is solid and doesn't have internal geometry?
What is the proper topology to make this stay sharp after subdivision. You could go extremely dense with edge loops, but that's retarded. I've tried all kinds of beveling and creasing and I just can't get it. There's always visible distortions and warping. I've been totally filtered by the most simple thing.
>>1019851You'll be fine with Blender so feel free to use it if you prefer it over Zbrush (unless you're on a budget laptop, Zbrush runs much better on low specs hardware).
>>1019860>I've tried all kinds of beveling and creasing and I just can't get itthat doesn't work for you? just edge creasesfor the boundary of the grid go to your subdivision modifier /advanced/Boundary Smooth/Keep Corners
>>1019860There are two ways I know of, the second way is worse for this instance but works in other cases like bevels on the outside of an object since it doesn't mess up the topo.1. The first is insetting and adding holding loops with loop cut. Start with insetting twice then move the inner faces down. Then add loop cuts (ctrl+R) with Even (E) enabled and flip (F) the edge to the target side if you have to. It helps to mark the control loops as a seam or add them to a vertex group with ctrl+G so you can select them again later. Then add the 2 holding loops for the top and bottom of the sloping face.I recommend these tutorials and the chess pieces. Around 10:50 into the chessboard tut is the more relevant bit but you should watch the rest and his other videos. Even and Flipped are important to know about for loop cutshttps://www.youtube.com/watch?v=PeK6-6Ob8ZUPic related is subd 1 and all quads, move the edges in to get sharper.You must know that you need 3 control points to define the sharpness of the subd curve, hence the edges we want to control the sharpness of have a red control loop on either side of it.2. Bad way that requires more cleanup: Mark the inset face ring and outer ring edges with a 1.0 edge bevel weight, add bevel modifier with segments=2 and profile>superellipse>shape=1.0. Apply bevel modifier, clear all edge bevel weights, and use J to join up the ngons into quads and have an awful mess.
>>1019868>>1019895Thank you, both. I probably should have been a bit more specific with what I wanted. I had lost my patience last night, so my posting quality was not very good, and I apologize for that.Pic rel is the topo I ended up settling on. It's a bit more dense that I want, but it deforms just about perfectly under subdivision. The creases on the corners and bottom edges are 1.0, and the creases on the cut itself is 0.8. Sharp enough to result in a beveled surface, but soft enough to not be razor sharp. These will be floor tiles for my scene.
>>1019902And under subdivision. I know there are some minor distortions on the tile joints. This probably wouldn't happen if the verts weren't merged. I might look into fixing this, but the position and FOV of my camera, along with the material I plan to apply to these tiles will make those distortions invisible, so it's not a big priority for me. It's the little cuts that matter.
>>1019902I avoid using creases completely because of having to export to other programs or for other people. With bevels and support loops, you don't need to use them so you get proper rendering and deformation. When you combine creasing and dense geo then it results in unpredictable results and artifacts like you have.You could spread those edges further apart and it might reduce it, but you're wasting edges and not using them to support the cuts. You're not using the edges to support the cuts or the corners of the tile.Either clear the creases and actually use the edges, or remove the edges and rely on the creases. >>1019903I would just use a normal map for that and leave it a flat tile. Model the hi poly version, bake the normal for the low poly, and use a flat surface tile in the scene.
>>1019903Depending on what you're doing and the context, you don't always have to use subdivision You could have manually bevelled those edges if it's for an animation or render (please don't use subd floor tiles for a game)
>>1019909>I avoid using creases completely because of having to export to other programs or for other peopleThe scene I'm working on will never leave Blender. It's meant strictly for something prerendered and small in scope. I think the rest of your post is worth considering, though. The floor probably isn't final, but I don't want to get stuck in the weeds with it, either. It looks perfectly fine in the test renders that have the camera position, lighting, etc... the final scene will likely have.>I would just use a normal map for that and leave it a flat tileI'm not sure that this is actually worth the time, honestly. The scene this is being used in is a room that's like 6x15m, and even then, I don't think these particular tiles will have 100% coverage of the floor. The scene is very small in it's scale, and not for real-time rendering.>>1019914>You could have manually bevelled those edges if it's for an animation or renderI'll experiment with this as I continue working on the scene. I agree with the other anon that the floor could still benefit from some refining.>(please don't use subd floor tiles for a game)Never. It's for a static, prerendered scene. The floor takes up a somewhat large part of the composition, so I want to make sure it looks good.
How do I get better at making objects look imperfect and worn out? My models look too perfect
>>1019962Look at worn out objects and replicate what you see.
>>1018873weird, looks like alpha BLEND has that behavior but alpha test will show opacity in both viewports
>>1019962You dont need to, AI will teplace your job soon
>>1018903It's hard to say without seeing the UV map or your shader node setup.
>>1019962Edge wear, scrape/polish brush, grunge albedo and roughness masks, color variation, nothing mysterious about it
>>1017954 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?
>>1019991The actual primitives are add or remove vertex, edge face, everything else is built from that
how would i go about making an instant transmission effect in blender(or better yet an addon that can do it)
>>1020044Gonna have to give an example
How the fuck do I rig a tongue
>>1020058What do you mean how, just download some free rigs and see how people do it.
>>1017954Does anyone here know maybe what groups I could join to offer my 3D skills to work together with someone on some game dev project or something like that? I used to hang around game dev discord servers where 3DCG was needed from time to time, but it does not seem to yield much these days, maybe there are better groups out there?
>>1020076the internet's not a nice place like it used to be, at least that's how it's been feeling latelyyou could try >>1019308 if you like the style
>>1020085No, pic is unrelated, I was just asking where I could ask to work with someone, collab or some shit for money.
>>1020058https://www.youtube.com/watch?v=k6Rd6HC8PPg
How do I know if my character's UV and topology isn't shit? I'm making humanoid characters with weird proportions but I always struggle with that.Also, I have polygroups for the character, like torso, pelvis, legs, arms, hands, etc. This makes separated UV coordinates, but sometimes I see the entire mesh as a single UV group.No idea which one is better.
>>1020076They're working with me, Ranjeet
>>1020101Pajeet, your workflow is absolutely retarded
I'm starting out and don't know ANYTHING about 3D modelling. My goal is to make a face as good as pic related (on purely technical level not aesthetic). That's all.What videos or guides should I consume to get started?
>>1020117Flipped Normal is having a sale on some beginner courses, that should be enough https://flippednormals.com/product/rise-of-the-character-artist-blender-flipbox-62485
>>1020117>skilless zoomer le start outer with zero patience, burned dopamine receptors and needs a quick 5 minute bussin' tutorial how to do X in blender fast, vibe modeling
>>1020117By actually learning to draw. The character you posted was conceived in the concept art, the rest is just monotonous conversion to digital.
>>1020122Yo I ain't paying for shit fuck you
>>1020130>broke nigger can't afford $50Pirate them then
>>1020132>not wanting to waste money on things you don't need means you are brokeConsoomerretardbro...
>>1020123>skillessNo shit, I literally said I'm a novice, mr obvious.>fastLiterally where in my post did I mention I wanted it all "zoomerfast"? Are you trying to project something?
what do blender users do instead of substance painter? i honestly don't have a problem paying for maya indie or zbrush, but $250 a year for substance painter just pisses me off too much for some reason, and since we all know blender users are extremely cheap, i'm going to assume they have some shitty but workable freeware hobbyware substance painter like shit they use?
>>1020130The guy making the tutorials is called Niko and he's top tier, he has many free videos on youtube where he makes characters from start to finish.He's a really chill dude and I learned a lot from him.
>>1020138>things u don't needu literally just said u need tutorials cuz u suck tho?
>>1020142I need tutorials because I'm a literal beginner, basement dweller. How the fuck is your reading comprehension so poor?
>>1020143And who the fuck recommends a $50 guide to a newbie? Like, are you fr? I was expecting you to link me a youtube video or something. God you are fucking useless >>1020142
>>1020144You said you want to make a face as good as your ref and are a noob, then yes, the easiest way to level up fast is to pay for a course. Obviously if you had to come and ask here instead of just trying means you don't have the drive to reach that level just from free vids you didn't even google
>>1020144You must be over the age of 18 to post here.
>>1020147>Says the samefagging noreadingcomprehension fool who casually throws racial slurs like the socially inept manchild he is.Lmao. Can't get anymore childish than that.
>>1020144Dude university books are way more expensive. You can either learn the free way or you can learn the great way and as someone who 99% of the time has always gotten everything for free, the few times I've paid for courses have been 100% worth it.As I've said before, Niko is a top tier teacher so why not check his free videos about the subject (SpeedChar on youtube) and if you think "I'm really learning with this guy" you can try the 50 bucks version.I personally haven't bought his courses but when I was learning Zbrush he was really helpful (this was before he moved to Blender).
if i'm working on a low poly model, and i want to add fingers or eyeholes, what do you think is the best way to do that without having ugly loops going all over the place and adding lots of faces?
>>1020172Learning to model normal things first. These are basic concepts of edge flow and insetting
What the fuck is NURBS, Polygonal Mesh, Subdivision surfaces? Is it something I have to care about?
>>1020247Yeah, and it'll only take you like 3 minutes of reading, or even listening to a goddamn fucking youtube video, to learn about the basic building blocks that are gonna drive your entire creative endeavors if you're actually trying to make 3d stuff and not just asking asshole level questions
>>1020248So listen me out, When I import a cube, subdivide it into a 3x3 using the property window, and extrude the middle square outwards, am I using NURBS? Polygonal Mesh? or Subdivision Surface? The cube is a polygonal mesh (or is it?) is the subdivisions in the property window a separate thing from subdivision surfaces?
>>1020249>>1020247Fine. Meshes are points and flat polygons. The virtual origami mankind chose to represent complex 3d objects in a very intuitive way.Nurbs are curves represented by their first three derivatives, aka "points with handles". If you've ever used the curve tool in a drawing program you know the type. They work for surfaces too. They may be somewhat intuitive in 2d but in 3d they're a pain in the ass, also you can't really render them without turning them into polygons. Thus...Subdivision surfaces are a technique to subdivide polygon meshes recursively to make curves, allowing the roundness of nurbs with the intuitive handling of meshes. You wanna make characters, you'll encounter those.Your subdivided cube is not a subdivision surface but just, like, look through the most super basic blender modeling tutorial and you'll figure out why. /3/'s big pal Donut Guy goes through this for example, and you don't wanna be here and show /3/ you know less than Donut Guy
>>1020250Okay, so from my external research it seems like NURBs is a dying breed, because SubDivision surfaces does everything better.Anything polygonal modeling can do, SubDivs can do. But we mostly work with Polygons and use SubDiv operations on it to auto-generate smoothing. Is this good enough?
>>1020251It's not a school exam. What's good enough is you putting the knowledge to use
>>1020172look up edge reduction
Do you guys use basemodels to start from or do you build up bodies and stuff from scratch?
>>1020265after starting from scratch over 15 times, I'm going to make a basemesh for my next character and keep tweaking it moving forwardI think starting from scratch is a valuable learning experience, but it's not an effective exercise after a certain point
Any advice for tackling the foliage in this art? Regular leaf cards seem suicide inducing and I'm a retard when it comes to speedtree.
I know it's an impossible question, but might as well ask:Anon who posted this last week on /v/, if you're lurking please reply.Would like to contact (You) if possible. We're in need of a character modeler and your art style and and description meets all our needs, thus we'd like to commission a few models.https://arch.b4k.dev/v/thread/722875868/#722882754
with regards to retopology, I understand that having a quad based mesh is important for animating/posing, what is to stop me from just retopologizing the joints,hands,head,etc. , and just using decimate or whatever for everything elsewould this not work or are there more reasons to retopologize the whole model that im unaware of