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When starting out in 3D, is it better to finish as many models as you can (or projects if you'd like to call them that way) and keep adding more sophisticated technologies and techniques as you learn them or is it better to just polish one model and keep adding stuff to it as you learn? I come from a 2D background and when it comes to drawing quantity is king, you should be drawing every day as much as you can. Is it the same for 3D? I would've posted this in a SQTDDTOT but there's no such thread at the moment (you can use this thread for that, if you'd like)
>>
>>994000
In the early days starting over and completing small projects can be wise to get repetition in to grow familiar with techniques
but once you start becoming proficient in 3D you can iterate on models in a way you really don't do on a 2D piece.

My character models I use today for example is a 'Ship of Theseus' that traces their origins back well over a decade but with every instance
I set out to improve some part of them that I feel have issues and can be improved. Because geometry/topology is so reusable you will reshape and
recycle portions of earlier projects and spend all your available time perfecting the weakest aspect of what was already there.
>>
>>994002
>Because geometry/topology is so reusable you will reshape and
recycle portions of earlier projects and spend all your available time perfecting the weakest aspect of what was already there.
That's something I immediately noticed, my first instinct when modeling the hands for a second character model was to just copy and paste the ones from my first one and just adjust them applying what I know now
>>
I'm doing game dev with pre-rendered cutscenes, and it's been going okay, but I'm really struggling to render things with my budget APU and I've always had stuttering just using the interface honestly.

>16x2 RAM
>AM4 socket
>solid power supply

What's a decent budget card and CPU to shoot for purely for doing 3DCG right now (the APU can't support a GPU)? Looking for best cost efficiency, I can save some of my autism euro if I need to, but I've never even owned a GPU before so I don't really know what I'm doing here.
>>
>>994422
I've made the conclusion that I'm just too poor I'll have to keep doing 3D with my APU wish me luck /3/.
>>
>>994000
I will not install it, fuck houdini.
>>
>>994466
ngmi
>>
>>994466
What do you need to use houdini for anyway?
>>
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surely there are cracks out there for programs like substance painter, marvelous designer, jangafx etc? all these subscription models are so jewish. I can't bring myself to paying for any of it
>>
>>994548
I want to do simulations and stuff-
>>
>>994708
The poorfags in Russia used to rally behind cracking this shit but now funny shirtless spook man is cleansing their whole demographic to die so now there's no market for it. Get to cracking them yourself I guess.
>>
>>994773
truth.
>>
Who knows where I can find architectural plans for famous buildings to use as references?
>>
>>994820
https://www.bibliocad.com/search/?term=PARTHENON
>>
>>994821
Thats pretty good, thanks
>>
I'm wanting to update/maintain a config for blender that I like using because it hasn't been updated in like a year.
I really don't know where to start I have very beginner knowledge of coding but I figured it be a fun thing to try and learn. if someone would mind pointing me in the right direction of where to start with this I'd really appreciate it

https://github.com/HEAVYPOLY/HEAVYPOLY_Blender
this is the config btw
>>
Bros I need the courses and tutorials from Rebelway. They are charging ridiculous prices ($300-$800+) and I can't find them anywhere
>>
>>994000
Is blender 4.2 worth getting or should I stick with 4.1? I'm used to 4.1 now and they have changed a fuck ton of stuff in 4.2 I've read.
>>
>>994836
If it works in blender 4.0 it should be fine to use without updating. Why do you think it needs updating?
>>
>>995069
>Is blender worth getting
no.
>>
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>>995068
here are the ones on cgpeers
all of them are on bilibili but you gotta watch in 360p unless you wanna give the ccp your id

rutracker has a few:
https://rutracker.org/forum/tracker.php?nm=rebelway

i'm sure you can find the rest on the list from other places too.
>>
>>995069
I'm still fairly new, but it didn't really get in the way of my workflow. The basics haven't changed that much.

Addons would be the thing most likely to stand in your way, so if you have eleventy billion addons, you might want to wait. If you don't use many, check to make sure they still work (i don't think this broke much)

Other than that, it's mostly just going to be a few instances of "where the fuck did they move that thing to?"

But unless you need some of the new hotness, you can just wait if you're anxious.
>>
>>995069
Always update, it's easier to stay up to date rather than having to play catch up with several versions.
>>
Is increasing the sculpt's resolution the best way to deal with jagged seams like in this deep crease? Using blender 4.1. Thanks in advance.
>>
>>995167
Woops.
>>
I can has cool pics and/or info on 32 bits float workflow examples of any CGI software?
>>
>>994000
You should start with a CAD program actually. Get AutoCAD, learn perspectives. Do an object with different types of view, side, front, back, isometric, learn what snaps are for and then move to Revit and then 3DS Max if you can.

Blender is trash. Don't use that.
>>
I want to start posing game models, do people usually load the whole map and cut out a section for posing or do they take a screenshot and super impose their models in? backgrounds and scale kinda escape me so thats partly what i hope to learn
>>
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I'm making a series of 3D maps, this one in particular is about location, number and type of car-related accidents in an area.

I want to make a map where the higher the cylinder; the higher the amount of accidents represented. Due to me being in a peepeepoopoo third world shithole I cannot just download the map in a format that allows me to do GIS wizardry to locate and edit my volumes, instead I am only given an image. I've used this image as reference to trace where accidents happen and made a map manually by just copy-pasting cylinders and filling in their height one-by-one. I now need to do the same three more times for each type of accident

I know this is stupid and slow and want to know how can I input data. I've seen methods where you use an UV map to control the location and characteristics of a mesh or group of meshes, but the maps I'm given are low quality and have too manny details to be useful without a lot of editing. Since I already located where every single mesh will be I would like to embed each one with metadata and maybe toggle which biy of data is expressed thought height

I only learn new features as I need them, so just knowing what i should look up is enough
>>
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>>995276
The maps I'm given look like this
I can only turn off the layer with the heat map, but not the background, so I'm not too sure that a geometry node liked to an UV map will be possible
>>
>>995276
This can be done in 3ds max using a simple script.

If you have max I can write a script that does what you want.
>>
Is it cheating if I steal a part I'm having trouble with from someone else's model? I adjusted and retopoed it to suit my needs but I'm not sure...
>>
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anyone knows why my null bone doesnt have any effect in blockbench?
>>
>>995561
Is it cheating if you copy someone else's book report and change a couple of sentences? Does it feel good and save you time?

It's an ethical dilemma whether you value your book report to be a reflection of you or is cool with it fraudulently being perceived as such by your audience. Only you can make that call violator.
>>
>>995766
I ended up making peace with it because this entire field is based upon ship upon ship of Thesseus
>>
>>995561
I think you're cheating yourself of a good exercise, but if it's not an exercise and it's production work then there's no such thing as cheating
>>
I want to make a small Unreal Game to get the hang of it. Thought it would be cool to make some preset face parts (nose, eyes, etc) in Blender or ZBrush to scroll through. From the way I see it everything would have to be modularized as much as possible. How can that best be achieved? I'm not concerned about animation as of currently. Just the general process.
pic unrelated
>>
how do you guys get over that "anxiety/fear" feeling you get when you think of starting a project? be it animation or whatever, i just cant seem to ever put my ideas into work because of this feeling
>>
newfaggot here
what's the go to place to pirat- uhh download random 8k textures and materials?
>>
I'm trying to figure out how to do wiggle bones without relying on gimmicks like addons. So far I've figured out that three (well, four) types of behaviour are necessary for what I want to do:
- The wiggle itself: this can be done with damped track constraints on the previous bone on the chain
- FK controls: this can be done by duplicating each bone with the damped track constraint in the chain and giving them a copy rotation constraint targeted on each deformation bone
- Collision: this can be achieved with physics simulation but that sort of defeats the purpose of using damped track constraints and FK. I still haven't figured out how achieve this
- (optional) IK controls: I think it would be neat to control the appendages that need wiggle with IK but I'd like to figure out the first three points first+

How could I get a setup that achieves the first three points?
>>
>>996192
Stop using social media.
>>
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Is there a way in Blender to space these vertices evenly, or would i have to just remake the entire model
>>
>>996516
With my limited knowledge I would try going into sculpt mode and using the slide relax tool while holding shift
>>
>>994708

aHR0cHM6Ly9ydXRyYWNrZXIub3JnL2ZvcnVtL3RyYWNrZXIucGhwP25tPXN1YnN0YW5jZSUyMHBhaW50ZXI=

aHR0cHM6Ly93MTQubW9ua3J1cy53cy9zZWFyY2gvbGFiZWwvU3Vic3RhbmNl
>>
I'm trying to bake a texture but it comes out black, any ideas?
>>
>>996589
I've figured it out, it's cause there's shader to rgb node in my procedural texture
>>
>>994000
anyone know where i can pirate solidworks? preferably the 2022 version, but i'm not too picky
>>
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How much, approximately, would it cost me to commission someone to do textures for my model? I can provide a fully rigged model + ref sheet (drawn)
I can sculpt, I can model, I can rig too but I'm hopeless at textures..
>It varies by
I'm just looking for a ballpark figure
>>
>>996804
If you've done that much work already why not just learn how to texture yourself? you could try and bridge the skill gap with flat colors + a toon shader
>>
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>>996804
Strange, you can´t into texture? What software are you working on?
>>
>>996816
Stop posting garbage aislop
>>
>>996804
>I'm just looking for a ballpark figure
Sorry bro, you said it yourself.
>It varies by
>>
something about the blender community really irks me but I don't know what other software to use if I need a lot of beginner help & tutorials. maya? max?
>>
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Are there any good tutorials for Maya scripting and specifically creating plugins for Maya? I may or may not try to create a one (specifically an implementation of the Diamond-Square-Algorithm) as my bachelor's thesis, and the only resources I found are one Youtube playlist that doesn't explain everything I need and a 10 year old reddit thread.
>>
>>994000
what software should i learn if i want to create game-ready characters like the ones in nintendo games, including rigging them and animating them
not going to get into realistic since that's just not my style
i was told zbrush will be the core for modelling the character
other tools would focus on re-topologizing, unwrapping, texturing, and baking
i don't know if i should re-learn blender since i used to work on it like a couple years ago and haven't gotten back to it since
i would also like any tutorial recommendations that show how a concept is converted from its 2d design to the finalized 3d asset, ready to be put into a game engine
>>
>>996887
use what you want, every software has beginner-level tutorials
>>
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I'm going to retopo this model manually. Is it better to do with and try to preserve the muscle structure (with more verts where the muscles crease) or better to just go over the whole thing as if there weren't there. Either way I'm still going to make a normal map from this, just not sure if the retopologized mesh should also have visible muscles.
>>
>>997235
Thanks bitch
I already have all the detail I want on the high-poly. I'll just go over the abs flatly though I guess it'll still preserve some detail because of shrinkwrap but make specific loops for the pecs. Figure if I really want more detail later then just multires + sculpt

captha: HR0VMJ
>>
>>997235
>>997290
stop swearing you seem extremely insecure
>>
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Question: I'm finished rigging a model and adding all the rig widgets and everything, it's ready for animation.
I want to create animations for a game I'm making in Unity 3D, but I just wanna know, am I supposed to create a new project and import everything I've made onto there and just make animations in it, or should I make animations in the same project? How does it work?

If anyone has good vids on where to go on making animations from here, let me know. I don't need any advanced stuff, just simple and fast tutorials or guides that explain the crucial foundation so I can explore on my own a bit and find new vids that help.
>>
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>>994000
how to configure wretched array into randomly assorted lines (this is for making a bunch of pipes, scribbled edges have been added to show desired result)

I don't want to use geometry nodes unless I absolutely have to
>>
>>994708
m0nkey has a good crack on adobe products (which includes substance painter)
>>
>>997210
actually it's somewhat of a hybrid between digital media and computer science, we learned very little about games.
>>
What did I do to cause this? Some of my planes are Dark when the standard is Light. I'm in Solid mode in Viewport Shading, so it should not textures or lighting. Checked the Normals and did not seem like it.
>>
>>996516
Not an expert on this topic. But I think that's what the remesh modifier is for.
https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/remesh.html

That should clean it up a good deal, but if you need it to be entirely clean, you'll need to learn how to retopologize.
>>
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Is there a way to make triggerable animations? I have a car with lots of openable panels and doors (usually parented to an empty that acts as a pivot), how can I have separated animations for each doors (empties) that I can trigger separately?
>>
>>998374
I don't know much about animation, but is that not what "actions" are for? If I remember correctly, you can sort of contain animations in blocks. Think of them as the animation equivalent of an object. Everything contained within an action works independently, and you can move the actions around and tell them how and when to get triggered.
https://docs.blender.org/manual/en/latest/animation/actions.html

I don't know much more than that. So you'll have to search up actions or NLA(Nonlinear animation) to learn more.
>>
Both are good approaches
>>
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Where/How can i learn shaders in blender?

I am looking for an extensive resource.
From what i have gathered, shaders heavily rely on applying math.
I DO have mathematical knowledge, i know what's a sine/cosine/tangent/cotangent and how these trigonometric functions are graphed.
Same with arcsine, arccosine, arctangent and arccotangent, i know what they are and how these trigonometric functions are graphed.
I guess my problem is that i have no practical knowledge of how to use them.
If you asked me to use an arctangent in a shading workflow i would draw a blank, because i don't know a practical application for it, just what it is an it's function graph.
Math classes focus mostly on theory and solving equations while blender is all about practical application.

If any blender shading expert could help, it would be most appreciated.
>>
>>998676
"Expert"? Around these parts? Nah. However, the CGMatter guy knows a lot. His tutorials are fast. Just pause to follow along. https://www.youtube.com/watch?v=HDBZ7CwlfIs
>>
What's with this bot that bumped every thread? Does this happened a lot in this board?
>>
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for the love of god someone who uses fusion360 help me, I'm about to blow my brains out

I can't delete any nested shapes in sketches and I just get these red lines. I click the rectangle I don't want and hit delete but nothing happens.

My goal is to use loft to make a duct out of the outer rims of some shapes that I offset but loft just makes a complete solid out of the outermost shapes and I don't know why
>>
>>998723
That was exactly the tutorial i was watching before posting.
I got the gist of most but some parts like using inverse functions and vectors in 3d space confused me a little.
>>
>>998733
I can't help you with inverse functions. But I can tell you this: shaders are all about making the pixels on screen change colors via math. There are a million different ways to achieve this. But it pretty much boils down to defining how close points are. It's all distances, distances, distances.
I'm still pretty much an amateur, but I'm starting to get the hang of things. And what I do, is I visualize points in a 3D space. It's kind of hard, because I don't have the best ability to visualize. But I manage. It also helps to sketch out points on paper.

Do you have any models? You can use geometry to help you see vectors in 3D space. I'm not sure how much I should explain, because I don't know what you know.
>>
>>998725
i was about to ask the same thing, idk if its a bot, schizo, or weirdo
>>
how do i start learning maya?
i am pretty much a noob with blender, but i can at least understand the workflow and it feels easier to model stuff in blender thanks to the hotkeys
it seems maya has a completely different workflow
>>
>>994708
Private trackers.

>>994773
Boring /pol/troon failed at derailing a thread.
>>
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Bro why is my lighting so shit in EEVEE nobody else has lighting that looks this pixelated and scuffed.
>>
>>994708
i downloaded stuff from filecr, and never connect that pc to the internet
i dont know if it will still somehow damage my pc desu
>>
>>994000
How hard is it to make a coomer vn in renpy using blender renders and perhaps animations? Is there a way to do it in engine or do you just kinda slap in images and videos
>>
>>999150
I've been playing a game exactly like this in recent months.
There are free versions which are basically full but released with few weeks delay compared to patrons.
You can download it and research how it's structured and see how that looks like in game.
It's called "Waifu Slut School".
>>
>>999055
the voxel resolution of your volume is too low
>>
Can you make any money making low poly stuff?

I seem to like doing it
>>
>>999211
Only thing I can think of is just comissions, maybe advertise on dnd subreddits? Making ocs and such, I doubt people would care about lowpoly smut/nswf so probably not that. Or solo/indie gamedev but that's obviously a whole different thing, lowpoly ps1 nostalgiabait is a trendy one if you can master it
>>
>>998409
>Nonlinear animation
Cool I didn't know this was the term, I'll look into it.
>>
>>994000
Trying to make a hair braid mesh (downloaded from sketchfab) behaving like cloth in UE5.4, but when I do cloth paint the hair mesh falls apart because even though it's one object, it's also made of 700 smaller pieces not connected to each other, so cloth simulation is applied to every single mesh piece individually. I tried to reconnect them in Blender using Bool tool union, but half of those pieces vanished, and I just wasted a whole day trying to get hundreds of pieces joined in a single mesh/object.
Is there a simple way to resolve this? Do I need to do some sort of a remesh (never done it before)?
>>
Does this board have a searchable archive yet now, and if it doesn't, why not?
>>
>>1000148
https://warosu.org/3/
>>
posted my stupid question in the wrong thread >>1000253
>>
What is this? Why does it do this?
I'm using the quickrename bar to rename a selection. Normally it should rename everything and add a number in order of my selection. I use "select hierarchy" extensively to rename joint chains.
It not only doesnt rename every object on the first try but it never gets the order right. If I try to select things in a new order to compensate it does something different.
It was not doing it in my previous version of maya 2018, but it is not ever since i switched to 2025.
>>
>>1000300
The answer is: No. There is no special advantage or disadvantage to be had keeping files together or apart. An SSD is going to load and save data much faster than an HDD. The only advantage would be having both the program and your files on SSDs, but it wouldnt matter if it was the same one or not.
>>
>>999557
instead of a cloth sim, bind the braid to a joint chain and run a dynamic simulation on that.
>>
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This isn't a 3D modeling question but more of an art and archive question for tutorials
I'm struggling to find a privated art video that was released twice, once with bad audio and a 2nd time with fixed audio
The Art of Blending 2D with 3D in 'Tales of TMNT'
https://www.youtube.com/watch?v=HNDje1kO_kA
The Art of Blending 2D with 3D in 'Tales of TMNT'
https://www.youtube.com/watch?v=hqJ5lJKdvY8
Pic related was the thumbnale
Does anybody have it, and if not, are there any torrenting sites where the likelihood of finding the vid would work? I tried Wayback and some alternatives but they failed at saving the vid
>>
I need to upscale a video file for my game from very small to full HD. Vinci supersample is showing extremely marginal improvements in all their tutorial videos for it and its behind a paywall too. I pretty much need to 8x upscale
>>
>>1000503
The current technology can't do that.
And how is that related to 3D?
>>
>>1000540
My game is 3d, this is running in a video texture. Surely you dont imply that texturing is not /3/ ?!
>>
>>1000503
if you haven't updated to resolve 19, they did update the scaling including nvidia options
other commercial option is the topaz video stuff
then there's:
https://openmodeldb.info/?t=video-frame
>>
>>1000546
i am on resolve 19. Super scaling is locked behind a big paywall. Topaz is behind an even bigger paywall. These are dark times.
>>
>>1000547
there are ladders for both paywalls if you know where to look. the topaz stuff you have to be careful with, resolve is taken care of by the most trusted group in the audio scene.
>>
>>1000548
>wall
>ladder
clever, anon. However, I have way too much at stake to install any medicine on this machine
>>
Not a question and I haven't been on this board in months. I just wanted to say that I hate retopology with all my heart. That is all.
>>
>>1000552
fair enough, have a look at the open models stuff.
i think the animefags primarily use that stuff.
>>
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Any recommended courses for Character Modeling? Specifically for games.
I feel like I'm kinda okay with the polygon/sculpting, but I need help with Textures, UVs, Weight Paint/Rigging and physics stuff like hair/gravity.

I'm using Blender now but I'm cool with learning Substance Painter since I heard it's closer to Photoshop (I'm an artist/painter)
>>
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Bros, how hard is it to get a entry level job in animation right now? I'm about to finish a course in game animation and I'm not sure if I should keep going onto another shorter course that would just be reiterating on body mechanics again or risk wasting time rotting at home while getting ghosted from HR depts.
>>
>>1000939
group up with other students you jive with and just make a game. Do not get "a job" in the "games industry". None of the greats did that.
>>
>>1000939
its going to be very hard unless you live in the right area
>>
Somehow I messed things up, I can't just snap, scale, or rotate to an axis. Resetting to factory settings fixes it, so something I toggled fucked it. How do I fix without resetting all settings?
>>
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>>994000
>Finally get out of my 3D block after ~half a year (Used to pump out stuff practically every half a week before)
>Been working on an animation project and actually making good progress for like 2 weeks now
>No problem whatsoever, project going swimmingly well
>Scared shitless this entire time that i will lose my mojo for a year or more again and possibly before i finish it, even if i don't feel like stopping right now, because i didn't feel any burnout back then either
how the fuck do i stop this shit
>>
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i love 3d modelling, i'm pretty good at it, i want to make models and get better, but for some reason i can't motivate myself to just sit the fuck down in front of my computer and open my modelling program. why is this happening? i have plenty of motivation to do chores but not something i find fun?
>>
Which 3d modeling program is the most intuitive? I don't particularly care about flexibility. I want to make one specific thing repeatedly: n64-styled low poly models that use textures sparingly and have a lot of flat colors faces.

I tried Blender. It was bad but tolerable for a while but when I got to UV unwrapping and texturing, I clicked on the fill tool, tried to fill one of the boxes on the unwrap, and instead of the fill tool filling in the clearly marked box it filled the entire unwrap. I googled around for a bit to see if there was an unintuitive way to make the fill tool fill a box on the unwrap texture instead of dyeing the entire model a single color and it looked like the answer was "no" which left me wondering what miniscule edge case that tool could even address.

Everything except modeling with primitives felt like pulling teeth and I needed tutorials for things that should have been as simple as "click on tool, use tool," so Blender is clearly not the program that I want for this. What is the correct program for people who aren't 3d modelers to rapidly produce low-quality 3d models?

>>1000503
That's trivial, just use this: https://github.com/k4yt3x/video2x
>>
>>1001357
I've never trusted blender with texturing. I'm always using a combination of blender and Photoshop.
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>>1001408
I don't trust blender with anything at this point. I was trying to subdivide an edge exactly in half and it turns out it can't even do that! You can divide an edge but you have to eyeball where you're placing the new vertex. The slightest misplacement is going to look like shit when the whole model is 12 faces. Unbearably bad software for this.
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>>1001409
i'm barely a blender user and you can do this, anon
if you're inserting an edgeloop (ctrl+r) lmb once to go into the slidey mode, then right click and it'tll drop it at 50%. if you're using the knife tool, holding shift will snap to the midpoint.
modelling in maya is a bit simpler, but i don't know if it's more intuitive. if you want to be comfortable with the modelling tools in any program you just have to blindly do a few tutorials. there's no way around it.
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>>1001410
Every single answer I found on google said that this wasn't possible. Needing 5 inputs to do something so basic is pretty awful so I still don't think Blender's what I'm looking for.

I guess I'll try Maya. I don't mind doing tutorials to learn things, but spending 2 hours googling what should be simple and basic tasks to come up with 0 answers only to find out the simple and basic task is locked behind 4 buttons and a menu instead of a single button has convinced me Blender is not the right tool for this.
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I have a project I want to post here, but I cant because then I can't post it to socials. What is the cure for this?
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>>1001493
have a side project that you post here but not on your socials
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>>1001497
I started posting my main project to socials and when the upvotes and likes came in, it was something else. I actually got feedback that was really really valuable too
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>>1001493
The cure is to realize you can post it here and also to socials.
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>>1001506
I would no longer be anon. I'm getting a lot of likes and comments on what i post, a lot of visibility if you will
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>>1001507
>I would no longer be anon
Yes, and?
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>>1001508
What do you mean yes and ? I dont want to get banned from my socials for associating with this place
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>>1001509
You won't be. Nobody cares about 4chan anymore.
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>>1001510
you don't know what you are talking about
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>>1001509
Don't listen to that other guy, 4chan is still "that pedo site" to normalfags. You have to suck it up and just not share it.
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>>1001509
Professionals post on /ic/ sometimes, and some artists have come from there and gone to work in the industry. That place is more of a cesspool than /3/ and still nobody cares, life goes on. If people ask, ignore them. If they push you, you can say you just really needed critique. Better to just keep ignoring them though.

Just don't say problematic things while youre posting your work.
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After doing unwrap why face ended up on two separate UV islands? I thought with seams like that it should be a single island?
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>>1001598
sometimes it's just better to UV project certain areas if the model is low poly enough.
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if I'm skinning a character, does it matter if a certain bone's influence on a certain vertex is left at, for example, 0.5, with no other bone influencing that vertex? will the influence get treated as 0.5 or 1?
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>>1001603
Is it possible to UV project just the face and have other stuff unwrapped normally in the same mesh?
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>>1001617
Nvm, I'm retarded it was super easy.
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>>1001598
>>1001603
Btw I figured out why that happened: this is a model after applying mirror modifier, turns out it leaves a lot of internal geometry between two sides of the body. That in turn broke UV islands because they propagated through internal geometry. When I pressed L while hovering a face face it selected half of the body. After deleting all internal geometry it works as expected.
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I used MagicUV to have shared UVs on shoes, but now I have some kind of weird bleeding in the wrong direction. Any idea why the bleeding on the left happens like that? It's supposed to be the same UV as on the right. I used copy-paste UV from MagicUV. Any idea how to fix this? I mean bleeding should happen near grey area and not on the opposite side of face that doesn't even have neighboring grey pixels.
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>>1001663
Omg, I was randomly messing with MagicUV and pressed "Transfer UV", it asked to select two faces, I selected those with bleeding on the right side, used copy, and pasted on corresponding faces on the left and it fixed the issue. Have no idea what's going on but I'm kinda happy it works.
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>>1001664
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>>1001663
>>1001664
>>1001666
Update. Using Transfer UV like that is wrong and breaks mesh, it's not supposed to be used within the same mesh, it's for transferring UVs between meshes. Nevertheless I found solution by just randomly messing around because it's impossible to google it. The solution is doing flip+rotate in regular Copy UV.
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>>1001493
the reason you cant do both is because social media is full of actualy psychopaths who will hurt you if they knew you merely browsed 4chan.
The cure is to realize that THAT is why normie social media is cancer and 4chan is good.
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>>1001676
Stop choosing to hang out with psychopaths and this isn't a problem.
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>>1001689
BINGO
log off normie social media where all the psychos are, and only post on 4chan.
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What has happened to the 3d industry, /3/? Is it over?
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>>1001676
How good / bad is reddit for getting crits? It seems like everyone is an armchair pro over there with 30 years of experience but sometimes the work I do see posted is a tired retread, same with Blender Artists
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There any good tutorials on shading? Or on how to set up a scene?
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is there a tutorial how to properly import and merge files in blender? coming from Maya it seems to me like a completely dysfunctional clusterfuck whenever I want to have a file with more than one character
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>>1002074
>completely dysfunctional clusterfuck
Yeah that's called using Blender
>>
if I want to get into sculpting are there good tablets under $200? Or cheaper if possible, just so I can start feeling it out and then splurge on one of the actual nice ones if I'm vibing.
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>>1002122
/ic/ has a general for drawing tablets, check there.
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Where is a good start point if I want (long term) to learn how to make models of amigurumi and animate them? a bit like yoshis woolly world. I know blender basics, but I've never done any sculpting or rigging, and would appreciate some direction.
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>>1002122
It's probably too late but I don't know if the wacum schizo is still alive there, wacom is a good brand (for screenless tablets at least) but chinkshit is pretty comparable at a much more affordable price range. Ignore anyone who dismisses chinese tablets just because they're chinese and endlessly sucks wacom's cock, but of course do your own research as well.
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>>1002364
I've been looking at used actually, I haven't committed to a purchase yet but seeing the medium intuous being pretty cheap I was just going to go with that
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>>1002401
Intuos is breddy good on a discount and will last you a good while.
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>>1002122
Bought an Intuos CTH-480/small 9-ish years ago for 70-ish quid, still the only thing I've ever used lol. Don't over think it
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What are the factors that will help me judge how "heavy" an asset I make for a video game is?
Should I be judging face counts? Or vertices?
What about all the different maps and their sizes? (texture, normal, specular, etc.)
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how do i model like arcane
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>>1002625
I don't think the modeling is anything special I feel like just learning to model basic stuff should get you 80% of the way there, it's the animation and lighting
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I'm not sure what I'm doing.
How many materials I should have in Blender for one (1) character model before I export it to substance painter? This is for a game asset.

I have one material called "body" that all goes onto one UV layout and covers textures for the entire area below the character's neck, clothes and all. I have another for the hair because I made it extremely fluffy. I have one final material for the whole head. So that's 3 materials, 3 UV layouts, 3 texture sets in substance painter..?
I'm just worried because I've been told too many materials is very bad for a game model in Unity
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>>1002625
you learn to paint, the majority of the backgrounds and objects in season 2 are painted planes
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>>1002122
wacom is the safer bet, but huion and xppen tablets are fairly solid nowadays.
you do get what you pay for though.
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>>994000
blender newbie. my render isn't updating to match the viewport. ive swapped engines, removed materials, unchecked 'sequencer' from post processing, and restarted
idk i dont understand.
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The symmetry option does not appear in the avatar I downloaded, I am planning to make clothes for a game but the symmetry does not appear, I am not downloading from the mirror.
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I've got an array of curves, how do I deform them to fit the shape?
Shrinkwrap works but it flattens the curves
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>>1002929
in this scenario you're better off deleting your curves and remaking them by duplicating an edge and converting it from mesh to curve
otherwise you would use a mesh deform or lattice deform modifier with a shrinkwrap on the lattice/mesh
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Trying to find software that can generate a 3D model based on another 3D model, I know the system is called "GAN" but so far I have not found anything that can do this, does it exist at a retail level?
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Can anyone please explain me the Quixel Megascans situation?
I am not entirely sure what's going on, but it seems they are offering about 18,000 free HQ textures now and will become paid at the start of 2025?
I am not sure what limitations exist or how the whole thing works.
>>
the zbrush crack didn´t work...
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How do I design these "3D puzzle"? Should I design it in 3D first and later project it on flat surface? How to do that?
https://youtu.be/Jlu1xYYJiYY?si=e61lUGqPrlcpepwW
https://youtu.be/wjjnsxKqaGM?si=wO_Mn8puih8m9uEz
https://youtu.be/yAP4xpg0nzg?si=Q9uWe__4lT_oh33I
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>>1003154
it "worked". You just have malware on your machine and no zbrush, as whoever made the fix intended. Say goodbye to your accounts, including financial
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>>994000
What's the most efficient way to start a basic character model? Extruding cubes? a Hodgepodge of different meshes merged together? Re-topology will obviously be useful, but im trying to avoid sculpting and tweaking for a while until I feel confident enough with the basics, but that could just be my naiveté talking.
I started about a week ago with blender, went through a few tutorials to get a feel for the program, but all of them focus on architecture. While that's useful, I want to focus on honing my skill on making rigged characters. I can draw well enough, but being able to work in 3D would be a godsend
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Hello, I've been sorta looking at various 3D printing miniature STLs closer in Blender - which I've been trying to casually learn more - and I noticed how most STLs don't give that many fucks about topology optimization, is that right? What incentives that?
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>>1003254
3D printing softwares (slicers) don't give two fucks about topology the only thing they care is that the model is manifold (closed mesh, no holes or intersecting meshes)
Additionally you want to decimate the model as much as possible while maintaining details so it's lighter on the software, things get laggy with more than 1m polygon per object, that's probably what you're seeing
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>>1003240
>What's the most efficient way to start a basic character model
use a base mesh

alternatively, if you're sculpting and going to retopo anyway, just put some primitives down.
just overlap them and don't give a shit about topo.
immediately go to sculpt mode and remesh and just start.
zbrush has something called zspheres people will start with sometimes. but yeah, just drop primitves and remesh, just think of it like adding big blocks of clay.
>>
Am I regarded?
I am trying to make a thing of a certain radius, up to two decimals, but blender then makes a mesh that's twice the size and still rounds down the remaining decimal



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