I see /ic/ has a /beg/ thread often and figured this might be a good place to have one as well. If you're already proficient in 3D, use this thread as a way to help new people grow with either tutorials you know of or general advice. I'll grab any that are good and try to stick them at the top of each new thread if this takes offIf your a /beg/ use this thread to ask questions or to post some of your works you've done. Also, try to avoid the donut tutorial. We get enough of that on this board as is.
literal first sculpt that isn't the half-finished doughnut. I'm trying to do something slightly more engaging than blindly copying the guru for 12 hours. what am I fucking up so far?Also, what are the basic commands for snapping to cursor/a point/world? I can't seem to figure it out and I think the tutorial I've got kind of going in the background has different maps than me.He seems to be saying hit right click, s, then some other shit but once I do the first two it switches me from extrude to scale
https://youtu.be/KfTrr6BMULM?si=jErXuFecJQDaeLIDFound this tutorial today. It’s nice for game dev types because it gives a full character model tutorial and then also adding into an engine (godot)
>>995474I’m not a pro or anything but for a first sculpt that looks nice! If anything, I think the only real thing to consider is maybe blocking out the idea first and then sculpting so you have the full basic shape first and then add the details But you seem to be doing just fine without it lol. Keep up the good work!
>>995474What part of this is sculpted?
>>995474shift-s
>>995474That's not a sculpt, that's called poly modeling. Anyway just model and get it as good as possible, don't think too much about what you might be doing wrong, because at the end of the day you'll only imporve by doing, you will get better with each and every gun you'll make
>>995492Thanks!>>995515Ah, thank you>>995502>>995528You're right, new enough to not know the terminology I guess. But yeah second anon is right I just need to keep going.Having said that, haven't made any progress since then because I'm not sure how I want to model the chamber/bolt
>>995560Personally, I'd model the charging handle and barrel first and then do the chamber. That way, if you want to animate this at all later down the line, you'll be able to match it up better since the barrel will directly connect to the chamber and then you don't have to worry about moving things as much around to make it just right
second day using blender, just been making ocs for now. any advice is appreciated. im a turbo beg and only started 3d modelling at all yesterday.
>>995292so, I have an issue, and usually I'm pretty fast to figure them out but...>donut tutorial>solidify modifier>part of the base mesh layer (not part of the solidify layer) had upscaled wrong, leaving a littler triangle>saw it after adding the icing solidify modifier>deleted the 3 faces and reconnected them>turn solidify modifier back on>2 vertices are all the way back inside of the model, and attached to the wrong vertices nearby their original spot>can't get the specific vertices to move????
>>995652nvm, just deleted the modifier, found out I had missing faces, just empty vertices, added them, and then redid the modifier
add subdivisions freeze subdivisions dynamesh z remesh reconstruct subdivisions go to lower subdivision this shit still confuses me
>>995292How do you guys go about retaining the info you learned after doing tutorials? So far I've done the donut, a sorcerers desk, and a low poly restaurant scene. I'm at the point where I'm able to follow a tutorial that doesn't have any voice over but actually trying to make something on my own I'm finding to be very tricky. Seems like my brain is having a hard time retaining when and how to use certain tools for the job. Maybe I should go back to basics and make something extremely basic on my own? I tried to make pic related on my own and failed pretty hard. I think the tutorials gave me a false sense of progress in what I am capable of creating
>>9957331. take notes when you do a tutorial, even one a short one if it's got a cool tip in it. you'll thank yourself later. do this especially for things you're not going to do often. you're just starting so just keep notes on everything, but later on it's for stuff you touch like once every couple of months etc.2. do your own projects and learn to look up solutions/tutorials for specific things you'll get stuck on. that info sticks the most. if you can get direct feedback from someone better than you, that helps even more.since you're early on and you just want to know you can look something up in case you get stuck, you can kind of do the project backwards - find a tutorial you like the end result of. don't watch the tutorial and try and make the end result yourself; if you get stuck you can just look up what you need to do.
I'm too scared to start learning. Is it really that complicated?
>>995868some dude who made an incredible short film on his own said something that stuck with me. some guy commented on the video how he will never get to his level. the creator responded by saying it's really not hard and it just takes a lot of doing. I think that resonates with me because as I keep going myself, I kind of see how you can make complicated and impressive looking things by simply going through basic steps that all add up to the final product just keep making shit over and over is the bottom line. I also really like Carmack's work philosophy that can be applied to anything
Is the down arrow useful in blender? I spilled some droplets of water on my keyboard and the down arrow doesn't work anymore
>>995895I don't think I've ever used the down arrow in blender
>>995896thanks, and what about ">" and "v"? i think v can be used to paste something rgiht?
>>995894Thanks for writing this. I grew up drawing a lot and am probably at a beg to intermediate level. People at my university said I was good when I took art classes. However when I first started, I could only go ahead with stick figures. This is some much needed hopefuel anon, thanks for sharing it. You're right, even if I suck at 3D, I have to just jump in and start. I'll document my process so I can see how I progress while continuing everyday
I tried making a 256 texture, but it looks like i just used the pencil tool in paint. How do I need to change the model/UV mapping to get better results.
Where do you find reference images?I'm struggling to find a character with similar enough proportions to what I want in a good enough pose that I can use.I'm still a turbo beginner, so I need all the help I can get.
(Maya) I need to put a vertical edge loop here but the edge loop tool is locked into only sliding horizontally, how do I fix this?
>>996067Nvm I fixed it, I had a bunch of extra vertices left over from a previously deleted edge loop. Once I got rid of those I can place edge loops on the piece vertically again
it can be kind of slow here, anyone know of active forums where lots of people post?
>>996101discord of your preferred 3D program
i am a scultptorrr :DDD
>>995474Generally speaking, if it's a different part, model it separately. No need to combine and extrude from one model, make multiple models and piece it all together.
Are there other websites like models resource for downloading videogame models? I just want to animate my favorite game characters doing funny things and totally not stuff like Kasumi from dead or alive getting raped by axel from twisted metal.
>>996021what is this uv mister anonymous, oh my
>>996062post your character, pose and wants of proportions
Blender noob here, is there a way that I can use one object to "cut out" space from another? I.e. put a cube on top of another cube, and cut the intersection? That's how I did things with Autodesk Inventor like 10 years ago. I've tried insetting/deleting faces but I'm not very good with that
>>996678enable bool tool (in addons), select both objects and use Ctrl+Keypad Minus
>>996641I have no idea, i made a seam, unwrapped and tried texture paintingMy understanding is so poor I don't know where I could even start to improve
How can I create a flat mesh made of equilateral triangles? I want to create an irregular geodesic structure All approaches create a square topology, when I turn their faces into trigs I get square triangles. The closest I've got was taking a large icosphere, cutting it and sculpting that to the shape I want, but the way I'll be making the rest of the structure I would rather start with a flat plane, like a nubs surface and then turing it into a mesh with a triangular topology.
>>996748If you can into Python, try:https://github.com/meshpro/pygalmeshIf you can into SDF formulas, it's able to generate equilateral triangle meshes from those.
How can I fix this? I tried inserting an edge between the two verts to delete the face but I cant seem to get the tool to cooperate
>>996776I also am unable to delete any edges or verts, it doesn't do anything even with CTRL+Del
How do i proceed from this?
Got this model to see how AAA stuff is made. https://www.deviantart.com/nekopixil/art/FBX-Hailey-The-First-Descecdant-3D-Model-DL-1094931798Not sure where to place most of the textures though. Color and Normals are easy enough but the rest I'm not sure what it's for and where to connect it.Namely the pink and multicolor ones that have ID and P in the name. Not sure where the iris textures go either, tried all the meshes surrounding the eyes and none seem to map properly.Also the armature isn't having any effect in Pose mode, maybe it relies on the ID textures?>>996776>>996777Use the knife (K) and connect the vertexes, I think that's what you want?
>>996807ID maps are used in texture painting using substance painter for example
>>996776>>996777try deleting the large face first, dissolve the floating edge, and then fill the hole?
Oh we learnin up in this bitch
>>996776
is there a way to make a shadow light in blender eevee? like something that shoots shadows instead of light. using a toon shader if that matters
>>996599https://www.models-resource.com
Any info out there on creating PS1 type vertex snapping/dithering in Maya? There's a ton of tutorials for Blender but I'm having a hard time finding how to do it in Maya
>>996835>>996599im sorry for being a retard i just forgot the first part of your post directly pointing out you were looking for an alternative to models resource
Can someone explain to me what the fuck is going on?I've just got a rectangular box, each of the corners with a bevel weight of 1, and the other edges 0.25, and it's giving me some seriously fucked up geo. Scale is applied, normals are facing the correct directions.Setting the inner miter to arc kinda works, but it still has that weird pulling and bulging (adjusting the shape doesn't change it either).I've never seen shit like this before on something so simple.
>>996599open3dlab for sfwsmutbase for nsfwdeviantart has loads of game rips
>>995292i hope this is the appropriate thread to ask this questioni want to get into creating game-ready assetswhat do i need to know about the workflow and tools?
>>997004what style do you want to go forrealistic AAA pbr or low poly, or stylized
>>997014stylized, like nintendoi am also thinking i would focus on characters instead of props, since that seems more advanced
>>997025first there's lots of cracked programs you will need to install to have everything cover the workflow first is zbrush for sculpting which you will stay with for your entire life, then topogun 3 for retopology which i personally use, then rizomuv for UV'ing, marmoset toolbag 3 for baking and rendering if needed and lastly substance painter for texturingblender is shit with those, don't bother with addons
>>997037blender is good for poly modeling and general things, so you can download it for free off steam or something. i always have blender as my foundation program to build upon
>>997037yes, i figured i shouldn't bother with blender since everyone keeps saying it's not an industry standard softwarei think i get the general idea, from scratch to finishshould i also be learning maya then? i assume it is used when creating game-ready character models? or for rigging and animations?
>>997048you could do it with blender but i personally had a shitty experience with it looking at excessive lag during playback and so on, i would go to maya for rigging and animation which was very smooth for me. mayas strength is rigging, animation and hair, so its definitely used to further develop an game ready character you can add me on my dump discord ill send you my 3d tools shit over @616xy
>>997004>>997048>industry standard software>game-ready character modelslol, lmao even
>>997048a lot of game artists use marmoset to show off their work (and easily send it to unreal since there's a shader template which converts 1:1, not sure about unity though) so i don't think it even matters if you make it in maya or blenderalso photogrammetry is an extremely popular way of making game assets at the moment so learn that i guess
>>997048>shouldn't bother with blender since everyone keeps saying it's not an industry standard softwareyou spend way too much time on here
Are there any tutorials that focus on dimensions? I just can't wrap my head around how they make things like beds or chairs look normal sized next to characters.A single model on my project? Easy, I don't have to think much of its dimension/proportions, just get it to look like the reference, but how do I know which size is a bed? A can? A tea cup? A book? How do I decide on a unit of measure?How do I make things look proportional if I don't have a ruler?
>>997108dimensions.comAlso get a ruler.A ruler, a meter stick, a tape measure, and one of those flexible tape measures like tailors have.It's also handy to have a dude to plop into your scenes to use as reference. Extra handy to know exactly how big he is in whatever units you use.Extra extremely super big-dick handy but not necessary, a properly configured VR setup (with proper scale) to look at your scene in real scale to see if it feels right.
>>997108uhh chud, are you lacking that much in life experience? you see these things everyday. i eye it all the time and get normal sizes
>>997108reality has dimensions, your CGI software has units and thus dimensions, simple as, do the math
>>997171No my software doesn't, bullshitter
What would be the best way to redirect these edges in order to get rid of the crease when smoothed?
>>996982No worries anon>>996999Thanks!
as a /beg/ myself, this is one of the best youtube comments i've ever seen. Please be careful frens. don't follow tutorials blindly or all you're ever gonna be able to make is donuts and shitty toon shaders
>>997361This is why I like the mario @ elementza videos because his tutorials are more along the lines of what makes good topology rather than a step by step guided build https://youtu.be/Sj2EiQWbtIQ?t=852
>>997361>>997363Using your analogy, it's like teaching a fisherman how to setup/use a fishing pole rather than how to catch fish
>>997364come on now. You cant start with the donut tutorial. To get anywhere you have to start at a lower level, like writing an open gl or even vulkan program with a basic shader.
are there any sites where i can download cracked software like maya and photoshop?
I am a novice with blender and i keep running into this issue.Basically my edges are not curves, they are like /\ . I wanted them to be curved rather than pulled points WITHOUT deform the existing mesh.See pic here.The edges could easily go in a curve without change the mesh at all, but it still chooses to go in a /\ way.I tried subdividing the mesh, in case there is any "pulling" going on that causes that shape, but nothing.I have seen face meshes where the curve is rounded rather than pulled so it's totally possible.Could any blender expert explain what am i doing wrong?
>>997361>>997363>>997364>>997365in that case, can you recommend what to follow to not get lost in tutorial hell?
>>997438there is no tutorial for escaping tutorial hell. just don't blindly follow along. shaders for example. they are a popular thing to make tutorials on. so rather than just absently grabbing nodes and placing them where people tell you to, learn what the nodes do and how you can apply them to your own stuff.
Started a routine today to study classical paintings to trying improve my understanding of composition. I'm not totally satisfied with the results of my study today, but hopefully things improve. We shall see.
I'm very new to blender, so I do my cubes in sketchup and then import. I'm learning how to make an asset for cities:skylines, and I see that this window in game has concave specular effect, while the window right next to it is flat. I check the model and I see this. It is a flat surface is sketchup, and there's no increase in poly count. If I delete it and refill then its flat+triangles. I clicked around the menues randomly and somewhere I saw that its some shader, that I turned off, and the surface became flat, like I expected.What the hell was that, why did it appear, how can it be controlled, what it can be used for and where can I learn more about this specific thing? Seems very powerful for low-poly, since it rendered ingame somehow.
>>997462There's a couple ways to do this, and the choice is yours.See the Teal lines running along most surfaces? These indicate hard edges to a render. For example, the window on the right, which is shaded correctly. Add this to the window on the left by selecting the edges around the glass itself, press Ctrl + E -> Mark Sharp.Otherwise, in face select mode, click the face for the window, press Ctrl + F -> Shade Flat. The former will be more consistent with the rest of model than the latter, but they both will achieve the same thing in this particular case.
>>997443You can only get better. Keep going.
>>997391Looks like standard behavior to me. As far as I can tell. I'm no expert though. Subdivision is causing the point to fall into the average of the neighboring points more or less. That appears to be where it should be. You probably shouldn't fret over that. But if it's really bothering you, you can probably get it to curve the other way by simply pushing the vertices around. Push the point with 5 edges to the right. And the inside of the eye down and to the left. Using the sculpt tool "elastic deform" makes it easy. Should only take a couple of corrective nudges. Don't go crazy.(Don't look at my shameful deleted posts)
>>997443I really like the lighting
>>997490It is somehow permanently fucked now. All combinations of "make sharp" on edges and "shade flat" just produce this. It was ok after import. I think setting the normals caused this.
>>997519(autosmooth on normals was on)
Where did all the "Blenderella" reference material go? Seems like a few years ago she was everywhere. All I can find now a screenshots. Anyone have these references? I remember there were headshots, T Pose, A Pose, etc... Pic rel
>>997527Ive heard she did porn. maybe try searching for that?
>>997528I found it. She's on 3d.sk, her name is Anetta Keys. Found out about the porn while looking. Such a shame, especially that she got into it at such a young age.
>>997527What's the story behind this? Why did they pick someone with such an assymterical face? Why didn't they line up the proportions properly?
weird grainy things in eevee. what's the deal? they go away when I disable shadows from either the render settings or the sun lamp settings. but I don't want to disable shadows. on 4.2.
>>997533It's an introductory series on YouTube for modelling a female character. As far as the proportions not being fully aligned, I don't know. This is just a thumbnail, so it's possible that it's better aligned in the video, I don't remember. I think the face as modeled with a mirror modifier, so the asymmetry isn't a huge issue.
>>997530thanks for reminding me that 3d.sk exists.a damn shame they pixelated all pics where they show genitalsbecause that ofcourse was their priority, not making the site actualy browsable (it's straight out of the 2000s)also how's the porn?>>997533she cute
>>996805What is your end goal?
>>996805go to the anime thread and watch the videos in the OP >>997198
>>997556>thanks for reminding me that 3d.sk exists.No problem. I occasionally use it for reference material, although, as you pointed out, it can be quite cumbersome to use.>also how's the porn?I don't watch porn. I only saw a few lewd pictures. As I said in my previous post, I feel badly for that she chose to involve herself with such activities.
I think sculpting is actually going to make me kill myself. It feels so unnatural. I've just box modeled and done vert-by-vert modelling the whole time I've been into 3D, but I want to be able to make people. Even with a tablet, my attempts turn out looking like mashed potatoes and kindergarten scribbles. I don't feel like I have any control, like I'm trying to do calligraphy left handed after soaking my hands ice water for an hour. Thank you for reading my blogpost.
>>997566try sculpting in VR, its much better than pancake sculpting and closer to irl sculpting. Get a quest 3
>>997566this is what i fear tooi am okay with 3d modelling, but now that i want to get into characters, suddenly, i have to change the way i make these things
>>997361I don't know anyone who's nearly as bad as I am at learning through practice, which makes this doubly frustrating for me.
>>997566Gotta get good, and sculpting alone won't allow you to make bodies, you have to learn anatomy tooTry sculpting an object you're familiar with, it'll be easier than learning two things at once
>>997566The most enjoyable things to practice sculpting for me are landscapes and trees. In landscapes margin for error is basically infinite, you just do whatever with any sculpting tools and it's all good (and you can get used to different tools this way), if something looks too off, smooth it out and try something else until it's cool, and in landscapes this happens rather sooner. With trees just put a cube, then use snake hook with dyntopo enabled, it's amazing and super fun. Can't imagine doing this on tablet though, I only do this using a mouse. Tablet only for texturing. In general I find it kinda difficult to work with tablet in 3d. Texture painting inside Blender is also hard for me, I prefer to do it in Krita.
Is one 24" monitor good enough for 3d or do I need 2 monitors?
>>997593it's enough, but two monitors feels betteruse pureref to have your references on top of your 3D softwares