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>try to play notoriously hard game
>feel intimidated and turn it off at the first enemy
is this a 'me' problem?
>>
>>724292080
This is why concept art exists.
>>
Yes. You just have to dive in and chip away at it.
>>
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What are some good blender beginners tutorials that isnt from this guy
I hate his voice and want to punch his face
>>
blender has made 3d art creation as easy as it can get
if you can't into 3d graphics even with blender in your toolbox, just sell your fucking computer
>>
>>724292263
RTFM is pretty great: https://docs.blender.org/manual/en/dev/
>>
>ill learn it next year
>10 years pass
>youre still a neet
>>
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I learned how to pose just to make sexy renders of this character.
Then I tried animating and its just like those poses blending into eachother on a timeline, it's not that hard
>>
3d is so intimidating and clunky I just said fuck it and learned to draw. A much simpler, honest life style
>>
>>724292542
PYW
>>
>>724292479
I found animating to be really tedious, and it's fucking hard to not make it look absolutely shit. Maybe it's the tool I was using, but I don't think I'm cut out for this.
>>
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>>724293419
I made that one like 6 months ago as my first animation. I didnt find it that hard; you see something that looks ugly, like how her arm bends when moving her hand somewhere, and add a keyframe to the elbow to fix that make it look more natural during the movement.
It's just a constant refinement of movements like that. Facial animations are harder, but you can just create good face poses beforehand and interpolate between different parts of them and it works amazingly well.
Haven't really touched it in 3 months, but on Oct 24 I was able to make this
>>
There is a board/thread of people also learning and willing to help. If you’re serious you should go there.
>>>/3dcg/
You know what they say, steel sharpens steel.
>>
>>724293419
it is tedious, but that's how the sausage gets made
blender allows you to superimpose reference images when viewing the scene orthographically along the axes.
it allows you use hand-drawn sketches as an aid for things like modeling, but it'd be great to use with reference video (frames) too
>>
Don't learn 3D, wait a couple years and AI can generate any kind of model for you, people are going to be mad at me but that's because they wasted 10 years learning something that soon becomes obsolete.
>>
>>724294290
rich people will pay extra for real proven 3D for years to come
>>
>>724292080
As someone who does sculpting for a living, you're best off practicing by working off 2d concepts first. I'll always sketch something out in 2D before trying to make it 3D. Like what >>724292148 says. If you're a noob I'd suggest go find some basic concepts on Artstation and use them as references to try make something.
>>
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>Improving vidya music composition skills
>Making actually-decent music now
>Frens like my songs now
So motivating
>>
>>724294367
you think you're good or something? You probably fucking suck
>>
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>>724294420
I'm friends with a few successful developers and they all love my stuff so far at least. Its very reassuring hearing it from other real talent
>>
>>724294465
post something then, if you're so good
>>
houdini mogs blender tho
>>
>>724294495
I would but I don't want my stuff to be recognized from here in the future when people play our game on the astronomical chance someone connects the two
My team would hate me for it
>>
>>724294624
just post some shit no one else has heard and you didnt intend on sharing
>>
>>724294624
sounds like you are friends with the kind of devs that ruined gaming by making everything a statement
>>
>>724294615
only for certain things
>>
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>>724294695
I think moreso they'd be upset at me because the publisher might catch wind of it and shit like that
>>
>>724294615
the gap is getting smaller fast
>>
i use virtamate because im only semi autistic
>>
what kind of horny pic should i make for halloween
>>
>>724294849
i make blender porn and find vam extremely confusing and restrictive so your autism may not be as benign as you think
>>
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>>724292542
I learned how to do both
>>
>>724294885
a metroid sucking on samus
>>
>>724295009
based. it's a journey, but it's worth it.
>>
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Oh we're talking music? Fuck it I'll post one I'm working on despite its quality
It's a Resurrected Skeleton Dinosaur boss
https://voca.ro/194aH4xAi7Vu
>>
>>724294367
>>724294465
>>724294624
I bet you make some alright stuff anon, I make music too.
>>
>>724295024
doesn't sound very halloweeny
>>
>>724295082
he's fucking LARPing dude, he doesn't make shit
>>
>>724292080
I hate 3dMax and all 3D model programs
>>
>>724295370
3dsmax is terrible boomer technology so if that's what you first tried you probably got a bad taste in your mouth for 3d
>>
whats the best way to make / acquire backgrounds?
>>
I remember trying to play super mario land for like probably half a year and every time I got to the first goomba I would panic and turn off the game boy
>>
>>724294885
king and jack from cave story having gay sex
there can be a pumpkin in the background or something idk
>>
>>724295078
oh lawd he comin
>>
>>724296276
what kind? you can turn a hdri into a mesh which is pretty good https://www.youtube.com/watch?v=rrZiSwXoBVA
you can use photos and camera project the textures onto meshes to make buildings and stuff https://www.youtube.com/watch?v=j-WegUytMA8
you can download a bunch of already made props from asset websites and just kitbash something together
you can extract stuff from games and use it
>>
all I know how to do is program
I want to make video games but that doesn't cut it
>>
>>724295078
i like it anon. good stuff
>>
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>>724297372
He'll have a skeleton toting a minigun riding shotgun on his back
>>
>>724292348
>>724292263
Whats the point when ai can make it for you?
>>
>>724292080
Blender is shit software.
Learn Softimage XSI
>>
For me it's attempting a particular game's style of low poly modeling, getting mad at myself for doing a bad job and then deleting the file before downloading something off model-resource, rigging it, and making it dance while I cry about never being able to make cool 3D models.
>>
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i like tummies
>>
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I got filtered by 3d modelling and went back to my comfort zone of just drawing stuff. The amount of work 3d modelling needs in comparison to drawing was just demotivating to me.
>>
>>724298715
A big hope I have for AI is that you could just feed it some reference material and it can automatically create a rigged model from it.
>>
>>724298715
soulful work anon
>>
>>724298715
is that tachikoma's dad?
>>
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>>724298987
I am quite sceptical about the ability of AIs to ever do that due to the fact that they kind of lack spatial awaraness and probably cannot translate a 2d image into a 3d concept due to essentially lacking a mind of their own that would be able to imagine what something drawn might look as an actual object in 3d space.

>>724299139
Thanks!

>>724299241
I cannot escape my sources of inspiration. My stuff is basically a kitchen sink of all kinds of stuff I've liked over my life, including ghost in the shell. That particular design is part of a set.
>>
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>>724298125
sculpting something is so much more fun than retopo/UVs
also the fact that most clothes HAVE to be box-modeled

I wish there was a way to skip all the tedious stuff and just let me make models like sculpting/drawing. ZBrush was kinda like that, but ZB had a UI made for martians.
>>
>>724300269
agreed. one reason i'm actually excited for AI is that it's probably way better than a human at retopo and UV unwrapping and if it can do that shit with one button press i will be extremely happy
>>
>>724300642
Maya already does that without AI, I know people that do everything Blender yet pay for Maya just for the Retopo button
I think Retopoflow is getting an AI retopo button soon-ish
>>
>>724294290
>Don't learn anything, just wait for ai to do it
we're so fucked
>>
is it feasible for just one guy to make something like stormwind? like roughly the same size and same level of detail on the textures? its been like 20 years surely its doable right?
>>
>>724300843
vanilla stormwind or modern stormwind? vanilla was probably made by 1 guy originally. it's just extremely lumpy buildings and the same textures everywhere with different colored roofs
>>
>>724300843
anything is possible if you put in the time and effort
>>
>>724301064
Not true
I couldn't make gta 6 alone, my lifespan wouldn't be enough
>>
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bros...rate my animation after ~130 hours. Still got plenty of work to do. Did the model and rig too
>>
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Out of my way, peasants.
>>
>>724301929
please press . on your numpad to focus on the currently selected object
then rebind it to a better button and press it all the time
i feel like the landing doesn't convey that he just fell a long way but the rest of the animation is pretty good (i don't know anything about whatever fortnite dance that is)
>>
>>724293732
Where do you even begin to learn something like this?
>>
>>724292263
Stop watching cycles tutorials unless you're making a visual novel or some shit.
>>
>>724292542
i tried learning both and ended up doing neither
>>
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>>724302076
i did the falling part yesterday so it's still raw and unpolished. I know the . button but i didn't use it on purpose. But thanks, that's from the opening of the 3rd Deadpool movie. Or at least trying to be. This is the model rendered
>>724292263
Don't laugh at Blender Guru. That man set me on my path, reddit as he is
>>
>>724301929
I liked the bye bye bye dance.
>>
>>724302260
soften the texture or the geometry around the crotch. It looks less like he has a bulge and more like he has a chastity belt underneath the spandex
>>
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>>724302345
nah it's fine, i'm not fucking with the model any more..focusing on the animation
>>
>>724302492
>focusing on the animation
Animate him doing the "gunkata" from gungrave.
>>
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>>724302576
This is my previous animation. It's kinda shit and didn't gain much traction wherever i posted it, but i learned a lot in it. Especially how much i hate liquid sims https://files.catbox.moe/ighrfj.mp4
>>
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>>724294885
halloween update
>>
>>724292080
I think this is more your size
>>
>>724304284
>Can't design weird talking animals or monsters that look nothing like stupid anime trash
Shit program. Use Blender like a man.
>>
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>>724304368
Gross. Why do you have that saved.
>>
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>>724304465
Specifically to blind you.
>>
>>724294367
>>724294465
>>724294624
rainglass we know it's you
>>
>>724304510
>>724304368
These have an old school runescape fed through a subdivision surface modifier appeal to me
>>
>>724304817
Thanks. I have all sorts of models of characters from the Fygooniverse (that's the universe Joey Fygoon, the player's character, inhabits) but there are still many more yet to be made like the alien Lord Mons and his Banana Men, the sentient thunderclouds Hyuko and Hyuko Jr., Novarg the Wyrm's goons (ExploreZip, Code Red, SoBig, Sircam, Agent.BTZ, Melissa, etc.), and, most importantly of all, Count Drakester's great nephew and Fygoon's rival for Laura Redwood's affection: Zachary Mason.
Here is an example of a model that only really exists in the lore: in antiquity, who we now know as the Eisbolde Queen was once a Human Dreamweaver who was uncorrupted by the subconscious need to do good with her godly powers. Feeling like she was being manipulated by the people who sought her help, the Dreamweaver took up the sobriquet of the Wondermonger and unleashed hell upon the regular Humans in an attempt to take over the planet; the Humans, however, were able to defeat her and, after a tribunal, exiled her to the snowy wastes of the Eastern Continent, far from the reaches of their home island. Beaten and dying as the magic in her blood began to wane, the Wodnermonger used the last of her magic to transform into an inhuman monster made of ice and made her lair, Kyros Keep, in the tallest mountain found in the Eastern Continent. With nobody to love her, she used her time to terrorize the simple people of the continent with her Eisbolde soldiers, masses of ice that vaguely resemble Humans. When she attempted to spread her hate beyond the Eastern Continent, she made the mistake of crossing Joey Fygoon's ancestor and, after an awesome war, was said to have been killed by the Dragon.
History is written by the victors, and it seems the history was wrong, as the Eisbolde Queen eventually congealed back into existence and sought revenge against the long dead Dragon and his family for ever daring to melt her.
>>
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Here's a scene render.
>>
>>724292542
>honest life style
Humble these dishonest 3d animators by posting your work.
>>
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>>724306968
I'd like to see him try.
>>
>He never delivered
lol
>>
i am also intimidated by 3d. Ive been a 2d artist for a long time but moving to 3d has been annoying.
With drawing I can have a gesture sketch done in 3-5 minutes. Its much quicker and you can just goof around with it.
For 3d, it feels like you need to go in with a huge plan and follow each step precisely. Maybe when you get good its not like that.
>>
>>724309964
>For 3d, it feels like you need to go in with a huge plan and follow each step precisely. Maybe when you get good its not like that.
i don't think this goes away. maybe if you're just doing sculpting because then it kind of becomes 2d but in 3d
>>
>>724302176
nta but you just open blender, either load an existing model or make and rig one yourself (rigging is much easier than what people want you to believe) and go into posing mode
and the name is very fitting since it's no different than putting an action figure into different poses
blender automates the rest and if you don't like the end result you can make intermediate poses for smoother animations, manually fixing stuff here and there and whatnot
>>
>>724292263
desu he's probably not great for most of the projects /v/ users would want to pursue. he focuses on either max fidelity or cutesy high poly pixar 3d.
>>
>>724295009
>it's on the mouse!
>>
>>724292080
3d modeling is a very difficult concept, but blender makes the process a good deal harder than it should be with its crappy vanilla UI. if you don't have a suite of custom add ons you're just blatantly wasting your time.
>>
Kind of a niche question, but what's even the point of custom render engines? It seems like just more of a pain in the ass because you have to deal with materials made for another engine and shit. So are they even worth it? Are they supposed to look better than cycles?
>>
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very fun for someone like me who's incapable of drawing, but still frustrating at times. I'd recommend my fellow noobs to download a turnaround and use it as a reference, it helps a LOT
>>
>>724311051
What add-ons do you recommend for a scrub like me?
>>
>>724311051
Any UI recommendations? Something with the feel of Maya would be great.
>>
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>>724292432
>January 2021
>"I don't know if I should start learning game development, I'm starting too late."
>October 2025
>"I don't know if I should start learning game development, I'm starting too late."
Amazing how I just fast forwarded through almost five years of my life without doing the thing I wanted to do.
>>
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When I finish retopology, rigging, and shading. I'll animate her taking a huge shit.
>>
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>>724311580
It's never too late. The only thing I regret is not starting sooner
>>
>>724311596
Ayy lmao
>>
>>724311530
NTA but Bforartists is the most well known one
>>
>>724311435
I can give you an extremely obvious one that should just be in the vanilla install.
https://github.com/ChrisCrossCrash/SetOriginInEditMode/blob/master/set_origin_in_edit_mode.py
copy paste the code into a text file, save it as a .py file, and then go to install from disk in the addons menu.
setting an object's origin is one of the most common tasks you'll need to do in blender, and this add on makes it a single right click function instead of 5 clicks.
>>
>>724311643
THEY'RE COMING!
>>
>>724311643
cool game
how many monsters can you have on screen before the pathfinding kills performance?
>>
>>724312150
to be more specific this allows you to set object origin to any selected vertex, edge, face in edit mode directly from a drop down.
>>
>>724312170
>he saved the goblin
take good care of him please!
>>724312223
>how many monsters can you have on screen before the pathfinding kills performance?
Wandering at random, about 150, maybe more. Following the player, about 70. I've optimized it to the point where no more than 3 enemies update their paths at once but it still shits the bed with like 100 enemies following the player. Might be a Godot thing. In any case it's more than enough since in the game I don't plan to have more than 10 or 15 enemies active at once.
>>
>>724294290
Shit tier ragebait.
>>
>>724294885
soldier fucking miku bareback
>>
>>724295078
Neat stuff! What program do you use? I've just started to learn how to play the Guitar and dipped into music theory, and music theory is actually a lot of fun, I want to try to use it to make vidya music.
>>
I really like hand drawing textures, but i realize i gotta scope down so hard.
>>
>>724300810
In time, we won’t need to think
>>
>>724297470
Why do anything at that point.
You're robbing yourself of both a skill and the creative process when you use AI.
>>
>>724297470
it's fun and feels rewarding
sure the result might not be the best but at least it's yours
also, if working on a game, you can keep a cohesive art-style much easier
>>
>>724311580
>>724311643
I feel like it's just ADHD getting in the way of me not being able to focus on developing a novel skill because there's going to be hard, frustrating unfun times when learning with barely any reward
>>
I have a fucking scalie sculpt that I was supposed to retopo like 2 months ago ... but kinda lost motivation, but was going for a sexy nun outfit, thinking about it pains me
>>
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>>724313360
>with barely any reward
here's a trick: when about to start something that will take a long time, break that process on smaller tasks. Put those on a notepad, so you have a clear and organized idea of what you have to do and, best of all, mark those little tasks as "done" when you finish them so you get some dopamine out of it. If your goal is "make a videogame" you'll burnout soon, but if your goal is "today I'll make this sprite for this section of my game" then you'll go to sleep feeling like you accomplished something
>>
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>>724302176
First, you need many hours of making sexy pose renders like this.
Then, you will know what to do. Or if you don't, you can just ask ChatGPT. That's what I do

Download a character model first
>>
>>724294615
This anon speaks the truth.
>>
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>>724311051
>3d modeling is a very difficult concept, but blender makes the process a good deal harder than it should be with its crappy vanilla UI
This is wrong
>>
Yep it's gaming time!
>>
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>>724315116
>>
>>724292432
I'll learn japanese, i swear it
>>
>>724314736
https://files.catbox.moe/b4klsa.mp4
>>
>>724301929
>Mettaton.webm
zesty quality, keep up the good work anon
>>
>>724315165
dumbass spilled her milk all over herself
>>
>>724292263
I like Grant Abbit but you have to pay for his stuff or pirate it from somewhere if possible
>>
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>>724315432
>Mettaton
idgi
>>
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>>724304368
>>724305895
>>724307119
>>
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>blender thread
>not a single ellie post
I am disappoint.
>>
>>724294290
you said the same few years ago kys
>>
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>>724311428
how am I doing?
>>
>>724319148
all the models i want to make were already made
>>
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>>724312150
Thanks, I appreciate you spoon feeding me the setup as well.
>>
>>724297470
>ai can make it for you
they can barely do image gen with any accuracy and you think it can do 3d models? stop drinking anon
>>
I like Maya especially when it's free
>>
>>724304284
Is this a personal attack?
>>
>>724292080
Yeah, don't be afraid to get your ass kicked in a videogame.

How would you ever get better at it otherwise?

Oh wait your talking about making a game, uh... could just be artist block or whatever the term would be called for this case.
>>
>>724324539
when you use proprietary tools, even when you don't pay for them, you help secure their market footing along with perpetuating all their bullshit business practices.
don't use tools you have to pay for or circumvent paying for.
>>
>>724324904
>uh...
just use ai! because why waste your time honing your own skills?
>>
>>724292263
https://www.youtube.com/watch?v=X2GNyEUvpD4&list=PLwp1eRkOeWic5El2xtWXvS2wznn16ffS_&index=5

been saving some useful videos as I learn specific things. right now none are from the same person. the retopology and basic sculpting tutorial seem to be good enough to get through most of blender while barely knowing anything.
>>
>Blender UI is too confusing!
Lmfao if you don't know/forgot how to do something just ask chatgpt or gemini.
>>
>>724301929
Looks good to me. Not sure why you would spent 10 months of your life making Deadpool dance like that though
>>
>>724294290
3D modelling is a whole different beast than generating 2D images or videos, AI as it currently is not a genuine threat.
>>
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tfw have to retopo...
>>
>>724325839
Blender's UI is not even that bad
ZBrush's UI makes Blender look like the most user-friendly app ever
>>
>>724326547
is that renamon?
>>
>>724324935
But it feels so good.
>>
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>>724314736
>>
>>724292080
I swear we had exactly same threas few days ago?
>>
>>724327757
yeah maybe I did, because the last thread I fell asleep and was unable to contribute to before it died. What of it??
>>
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>>724292080
learning to pose models for porn, specifically face expressions, made me realize i might actually be on the spectrum because i cant even understand what emotion the expressions i just made is meant to convey when i open a project after a few days. or maybe im still just bad at it who knows
>>
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>>724328464
Do what animators do and have a mirror by your side, so you can reference yourself.
>>
>>724328464
just look up basic profiling shit if you have trouble with facial expressions (unironically the most important thing when making smut)
>>
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>finally able to get models to somewhat match my references after a year of diving in with zero experience
>now have to learn to texture paint, photography composition, and thematic lighting for it to ACTUALLY look good
>>
>>724328693
what if I'm making lewd ones, ha ha...
>>
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>>724328704
>(unironically the most important thing when making smut)
weg fans apparently disagree
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>>724329007
Lock your door, so your dad doesn't get disappointed.
>>
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>>724326982
it also throws up a massive barrier to collaboration in case others don't have the money or aren't able to circumvent that
moreover, if you make shit with propitiatory tools that actually becomes popular and/or makes you money, there's a chance you'll have a lawsuit filed against you for not having a license (my advisor in grad school had something like that happen to him when a particular image of his made it on to Big Bang Theory that was clearly produced by a program whose owner's didn't have a record of him having a license)
>>
>>724329067
why would you look at the guy instead of the gobbo?
>>
>>724329726
You're right, but I genuinely prefer the feel of Maya. Blender's UI is one thing on top of other and it can be frustrating to start and fail on square one, while I can model a human body in Maya after 6 hours.
>inb4 sauce
It's on another computer. Sorry. I should also mention that this is a student account I got for free while I get my CS degree.
>>
>>724328464
it's deceptively hard to get it to look good
>>
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She's giving you blue balls
https://files.catbox.moe/dslmpn.png
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>>724330059
>I should also mention that this is a student account I got for free while I get my CS degree.
you fucking idiot. what is wrong with college kids? i've heard this same goddamn line of reasoning from so many students.
you lose that license once you graduate, and then you're stuck knowing only how to use proprietary tools that you have to pay for or steal (with potential legal consequences should you make anything of value)

fuck adobe. fuck mathworks. fuck ansys. fuck microsoft.
>>
i'll reiterate one more i said before: using proprietary tools are a barrier to sharing your work with other people.
>>
>>724292263
Follow a fire hydrant tutorial on youtube, I think it's better. More complex shapes and you'll actually learn useful tools and techniques like extruding and UVing after. That's what I used to learn Maya in college.
>>
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Just start doing it. Pick a goal and work on it. It will be scuffed, but with each attempt you will get better. Here is my current WiP
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>>724333061
And here was my biggest project where I did everything from scratch, along with rigging, couple of mixamo animations all transfered to unity. I have just few months of experience so I pretty much learn and relearn everything each time.
>>
>>724330917
Were you the one who was also doing the Virtua Fighter type model before you decided to add smoothing?
>>
>>724326056
to learn how to animate basically, before this i had close to no knowledge..made some walk cycles that looked like shit and then this >>724302827
and now working on this dance animation, i think the progress is pretty palpable. I feel like i need to be decent to good at animation before i can even dare to attempt r34
>>
>>724333503
>I feel like i need to be decent to good at animation before i can even dare to attempt r34
have you seen the dogshit people make? you really don't
>>
>>724334264
ok but i don't wanna make dogshit, i wanna make kino
>>
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best i can do is cool gifs, i can't in2 modelling
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>>724334337
gotta make some dogshit on the way to any kino
>>
>>724334642
One might even say the way to kino is litered with dogshit.
>>
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>>724292080
i want to learn to draw, to learn 3d, to learn how to make music, and make a game someday but i never stick to it
how to fix being lazy
>>
>>724334642
agreed but i'd rather start at a higher level of dogshit, and as a consumer of r34 i always prefer longer videos with "story" to boring loops. Anyway hoping to break into that scene next year
>>
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I kind of nailed blender itself but im too scatterbrained to focus on one specific area of improvement when it comes to making models or actually using them
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>>724334337
>ok but i don't wanna make dogshit, i wanna make kino
you have to make dogshit before making kino, my motivation is making a waifu and learn from there
>>
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rate my facial poses

(I only have really tried with this one character >>724293732)
>>
>>724292080
I was like this for a few months. Learning new things is always a struggle. Especially with that UI.
>>
>>724334806
as i said here >>724334769. sure..but i kinda don't wanna waste time on modelling, i mean i enjoy it but i want to start making some money from this shit and i think the best way is to either do renders or animations. And for that there already are models which you can use. I modeled and rigged Deadpool, and it's OK for a first time humanoid model, and yeah i'd like to model some more stuff.
>>
One of these days I need to learn better fundamentals for key framing in Blender so my graph isn't a fucking web of position/rotation spam all over the place when I select the rig.
>>
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one of the only things that genuinely still elude me about blender is the shader/node system. i can not begin to understand how people learn this shit
>>
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How to learn texture painting
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>>724335427
well that will always be the case if your object is moving a lot, the important thing is to understand what each curve does and all that. This is the graph for the hip bone for my guy for just this strip of keyframes. Looks nasty but that doesn't matter if it makes sense
>>
>>724335746
My problem is just keeping it organized and not adding extra keys where unncessary. End up just relying more on whatever that one option was that draws in the path the bone takes on the 3d viewport in what you've key'd so far, just to make sure the arcs look clean.
>>
>>724333294
No, I'm a different guy. I remember him (semi-seriously) saying he was going to start hanging out on /3/, but I haven't seen him there unfortunately.
I do have my own thread there that I haven't updated in about a month and a half, if you want to check that out. >>>/3/1014066
>>
>>724336050
that comes with practice, rigging quality matters too. My rig is shit (my first rig) so i have to add a lot of extra frames to get nice arcs especially when it comes to arms/shoulder rotations. But the amount of keyframes doesn't matter if the finished animation looks good with them. Until you become a pro i guess
>>
>>724307119
soul
he looks like someone you would meet in second life
>>
>>724294290
(you)
>>
>>724336208
I've just been using the Rigify rig, since it's easy to export something usable for Godot, and gives me usable IK/FK swaps without doing all the setup myself.
>>
>>724336131
Thanks, I'll keep an eye on your thread then. I like your stylization and you've got a good sense of design
>>
about once or twice a month i can force myself to open blender
thats as far as i can get
i think i have "executive dysfunction"
>>
>>724333061
Can you animate too ? If so it's impressive progress for a few months
>>
>>724292432
>"I'll learn X"
>a year passes
>didn't learn jack
>"I'll learn Y"
>another year passes
>lol
>realize my incredibly shitty work-life balance is gonna make it hard to get out of this loop
>"I'll get another job"
>actually work towards that goal
>literally days away from leaving my current job
>mom dies
>have to postpone all my plans indefinitely
>lmao, even
>not only did I have to stay at this job, I got even more busy than before
I guess the lesson here is "never accept a job from your parents", or maybe "don't be born in a thirdie shithole".
>>
>>724339762
executive dysfunction means you cant hold a job or keep a basic schedule
>>
>>724341628
i cant do those either
>>
>>724335739
>>724314736
ive been looking for an artist who does this style to code a small game around similar to that Succupie game
>>
>>724342661
Sometimes I wonder who has the bigger advantage as an indie. A good programmer with programmer-art, or a good artist with basic understanding of using a game engine.

I'm on the latter end.
>>
>>724292080
blender isnt hard
i learnt how to use it enough to help me with my work in an afternoon
>>
>>724292080
>game has impossible boss at the very start of the game
>>
>>724343690
Programmer with programmer-art, easily, at the least on average, simply because of minecraft
>>
>>724343690
Artists for sure right now, AI programming copilots are starting to get really good, Unreal Engine even put them as an engine feature on version 5.7.
>>
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>>724292080
>Spend 4 years replaying the same level.
>Finally develop a speedrun strategy that gives you a massive time save.
>>
>>724343690
programmer, if you are skilled enough. a game revolves around code and working with the engine, you can easily get AI art or hire an artist. an artist has to become a game dev to a degree whereas a game dev doesnt have to become an artist at all. plus an artist has to spend time and energy on art, a coder doesnt even have to think about it beyond import
>>
>>724292295
There are a lot of programs that are easier to learn than blender. They all lack some of blender's capabilities, so I wouldn't say they're overall better than blender, but they are far easier to jump into and start doing things with. Granted, I think blender got some sort of UI overhaul since the last time I did anything with it, so it might be more intuitive now.

>>724292542
Drawing is the skill I find most intimidating to get into. I looked into 3D modeling in part because it's so much easier to get a handle on than drawing.
>>
>>724292080
lol
>>
>>724344185
Scaffold array?
>>
>>724343924
Minecraft was lightning in a bottle.
>>
>>724344185
i don't get it. how does that work?
>>
>>724344884
post ur projects
>>
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>>724339826
I haven't done proper animation from start to finish. Only retargeting mixamo stuff or very very rough stuff.
I did shapekeys, face animation, eye tracking with plugins. The only thing I did myself, but it was done just as whatever was this. I need to do one project focusing just on animation
>>
>>724345574
not on this site, i'm not posting them.
but all those hours are basically just for doing animations. some were fan animations for some stuff i was into a few years back, the rest is for a big animated project i started a while ago and i'm close enough to finishing it. for as fun as it may be, there's main times where some stuff just feels borderline miserable cause of how repetitive and formulaic it can get and you just have to slog through it.
>>
>>724343924
I figure your game has to be extras special for that nowadays. Only recent example I can think of is Noita, because the guy had to write a specialized engine to even make something like that not run ass. For everything else, there are better looking games of the same thing if you're just trying to make "another one of those".
>>
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>>724344981
Hm? I don't know what a scaffold array. This is something I cooked up in geometry nodes. But I guess you can think of it as "scaffolding", the wave the mesh holds the curves.

>>724345106
Well, it's a lot of geometry node autism. I can go into detail if you're interested. But the short answer, is first I make the mesh in the general shape of the hair. then the geometry node handles everything else. It's fairly complicated. But it's my best creation to this date, so I'm proud.

Other people have developed similar mesh to hair nodes. But theirs is typically flat. 2D. They create flat strips, and then they layer many flat strips to make a full head of hair. Mine works in 3D. It's cubic I guess you can say. So it fills a whole space with hair. Saving a ton of work.
>>
>>724346536
Is this just for general modelling of the chair or something?
I can't imagine it working that well in like, real-time or for anything related to actually having to animate it with the character moving and all that.
>>
>>724298987
Most I'd expect is something I could use as a block-in base to properly sculpt from there. So something that'd save me 5 minutes basically for the 5hr task ahead. What I want is better algo+AI driven retopology, since that shit is 90% math, 10% artist's choice where to place the poles/deformation focal points.
>>
>>724346768
lol, this probably wouldn't work in real time. I could lower the amount of hairs, and create hair cards instead. But the placement of the hair is too random to make the best use of hair cards. Hair cards need to be placed manually to really get the most out of them.

But I think this system would be useful for toon style hair. You could lower the amount of hairs to about 100-200 curves. Give them a thick 3D profile. And then blend the normals in such a way, that each hair blends into each other like a blob when they're close. In fact... I might just try that right now to see how it looks.

Anyway, the research paper I stole the idea from does it way better. They're capable of actually generating real time hair of this complexity, because they wrote their own method of rendering the hair on the GPU. Which is something incredibly far beyond my ability, and perhaps beyond Blender's current capabilities. You would have to really go under the hood to do that kind of thing.
>>
>>724334868
emotive
>>
>>724347639
Yeah, I don't think Blender has GPU skinning or anything like that to make it easier.
At least in that case it should allow for a different way of doing hair modelling, then the rest on how to actually use it for animation past that initial stage remains up to figure out.
>>
>>724322398
It can do 3d models but they're not very good.
>>
>>724335691
nodes are just lego blocks that hide the fact that they really are function calls and you are writing a program that passes results of one function into the input of another, because art people often have irrational fears of programming.
it's helpful to be familiar with a fixed computer graphics pipeline like OpenGL 2.0 (https://www.lri.fr/~mbl/ENS/IG2/docs/opengl-stm.pdf) to understand how to think about modifying it and what the related concepts are (even if you don't understand the math underpinning them)
>>
>>724347639
>and create hair cards instead
I really need to look into guides as to how the fuck you're supposed to set up and texture these well. I get the concept of basically making a post-it note shell of hair bits, but unwrapping that and texturing it looks complete fucking aids even if you're instancing batches of cards that share the same part of a texture.
>>
>>724298715
>>724299525
cool designs, reminds me a bit of warframe's grineer
>>
>>724345095
Yeah.
It would have the same effect, on average, even if it was the only game in its relevant category.
>>
>>724321061
too low poly for the sake of being low poly
you could make it look a lot better by adding some polys
>>
>>724311580
Consider this; if you had actually wanted to do it you would have.
>>
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>>724348919
>if you had actually wanted to do it you would have.
>>
>>724335739
>How to learn texture painting
>learn painting
the answer was hidden in your post all along
>>
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>>724292080
how easy would it be to learn how to animate porn in blender
>>
>>724349109
Except you aren't trying to figure out what someone else wants. If you wanted to make games you would make games but all you have is excuses.
>>
>>724349348
it's just like anything else, spend about 1000 hours to get a basic skill level and 10000 hours to git gud

if you're doing modeling, texturing, rigging and animation all by yourself then it's gonna be like a 3.5x multiplier to the time spent
>>
>>724338783
I’m glad you like my stuff, thanks. I’m probably going to post in that thread again here in a few days, or at least some time soon. There’s a group on this board and /vm/ that’s been playing an old MMO I used to play a lot, so I’ve been putting more time into it than my projects.
>>
>>724349348
you're not gonna make money off it unless you go into hardcore shit or interracial.
>>
>>724349602
Dunno about that, I had ~60 hours in total of Blender when I finished >>724326989 (that model/animation included)

Sure it's not mastery but it's nowhere near as grim as you make it out to be
>>
>>724350073
Do you have any recommendations on how to learn rigging/texturing? Just generally anything that helped you get to that point
>>
>>724350073
but can you model anything other than lowpoly pedobait using AI generated reference? highly specializing can shorten the time required but eventually you gotta spend the time learning if you want to do more

also individuals might progress at different speeds based on their prior experience and their suitability to said activity aka "talent"

on the other extreme you got people like cris who have been at it for 15 years and are worse than you
>>
>>724311580
thats called decision paralysis and the only way to get over it is to push all of your thoughts to the back of you brain and just do it without thinking
>>
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How hard is it to make and animate guns? I really mechanical stuff in general. This place is too addicted to porn so it feels like I'm asking in the wrong place.
>>
>>724311580
you have perfectionism and choice paralysis and procrastination, i do the same shit. this year i decided to intentionally do things not perfectly, i dont care if im not doing great, i just want to make progress, perfect is the enemy of good, just work
>>
>>724314736
Is this your work?
do you have any tips for getting good
>>
>>724332908
Post link
>>
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I hate animating.
>>
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>>724348387
The design is just an evolution of this old as fuck idea I have had for a long while. Picture related were the first versions of that design I drew ages ago. I guess that the turqoise color scheme in the newever versions is a bit similar to the grineer.
>>
>>724349249
nta but texture painting simply escapes me because normal painting and color have always escaped me.
>>
>>724351412
you know you could have just retargeted a mixamo animation onto her, went into the graph editor, added the "stepped interpolation" modifier then increased it so that it would skip some frames and make it look more like manual keyframs or give it a 'stop-motion' look instead of whatever weird motion the mocap retargeting would give you, right?
>>
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>>724335739
start here
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>>724292263
Blender is for bitch-made cuckolds who let Tyreese in, REAL MEN use pirated 3DS max.
>>
>>724351703
fuck off. AI does it better.
>>
>>724351421
it's the white mask, head position and the certain type of bulkiness though your designs are symmetrical when grineer are very asymmetric in their designs
>>
>>724351641
that's why you gotta learn
>>
>>724351905
AI is God tier at rendering, but it sucks at fundies and spatial awareness. SO you could learn to do the latter and let the AI handle the rendering, anti-AI dents and pro-AI zealots got it all wrong.
>>
>>724352251
This is a good way to think about it. Use AI for what it can do and do the rest yourself.
>>
>>724292263
skip that shit and learn how to draw sculpt and paint first.
without learning that youll just make uncanny valley eldritch shit
t. failed blendlet
>>
>>724352251
>AI is God tier at rendering, but it sucks at fundies and spatial awareness
this. It's as if mignon wanted to do giger style doodles
>>
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https://hikouma.artstation.com/
Here is my ancient artstation that I haven't used in years.

>>724351412
Make a control rig if you want to make your life easier. IK is helpful and your current setup is only good for making simple animations. Even on simple models like what you have, a good control rig would be a massive improvement to the animation workflow.

>>724351681
Mixamo is gay

>>724335739
Just study what you are looking at. That model is all flat shading with basic gradients underlying it.
>>
>>724292263
Blender Guru is honestly too good for this world. Man is a fucking saint.
>>
Fuck proprietary tools, but no one will ever know i used substance painter just from looking at a bunch of texture maps

And there's no alternatives
>>
>>724335739
your texture work looks fine for your low poly model don't worry about it
>>
>>724314473
do you need a drawing pad?
>>
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>>724351681
Mixamo animations look too realistic for my liking.
>>
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>>724347639
>>724346768
Quick and dirty toon shading test. Lowered to curves to 150.
The shape of the curve is super basic, and looks detatched from the head. That's something I'll have to worry about later.
But conceptually, it works. You could probably use this for setting up toon hair. This wavy hair style is just shy of 14,000k tris. If made straight, the curve resolution can be set lower, and get it down to a little over 6.6K tris.
Not super optimal. But Not too bad
>>
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>>724353689
no. I don't, at least

https://files.catbox.moe/eurjh5.png
>>
>>724292263
There any videos on how to set up Blender for modelling for 3d printing? Default setup has hundreds of light controls I don't give a shit about and buries things like wrapping and posing.
>>
>>724356469
there is a 3D-print toolbox, check the docs on that. If you plan to print mmd models, know beforehand that making them manifold can be a bitch
>>
>>724344185
hair is probably my biggest hurdle as far as actual modeling go. i genuinely can not find a way to model it without want to kms
>>
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>>724351025
/3/ is relatively non-porn-brained (except for the Daz thread, which I learned the hard way by not lurking)
There's a thread in that catalog asking a similar question.
>>
>>724294290
nah
>>
>>724292263
he owns you faggot
>>
I'm trying to learn Blender to make retro CGI style landscapes but shit that took 20 minutes in Bryce taking hours in Blender is demotivating as shit. Fuck this gay open source bs. One guy in the 90s made superior software to legions of open source neets
>>
Why are all the character models here low-poly ps1 style? Does it really save a lot of time compared to doing something with 100k tris?
>>
>>724362048
It doesn't unless you're bad at topology.
>>
>>724362048
because its easier to model but harder to texture due to the uvs on each plane
>>
>>724326989
>>724350073
>60 hours
Damn wish i had IQ high enough to understand stuff that fast.
>>
>>724351412
cute
>>
>>724362447
It's honestly just a matter of locking the fuck in and focus.
You will fuck up, you will make mistakes, learn from them.

If you apply that to everything in life you're gonna progress way faster than 99% of people, it's literally just the starting barrier that blocks your progress.
Also if you have ADHD for the love of god get some medication or you'll never get shit done.
>>
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>>724328464
Most 3D porn animators are lazy with their face animation. It's honestly the most important part.
>>
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I might as well ask here in case there's any degen lewd animators, where the fuck can I find voice actresses that won't charge an arm and a leg?
>>
>>724315794
A lot of his stuff goes on sale for dirt cheap in humble bundles
>>
>>724363404
The highest I've payed for a VA was 50 dollars. They're all pretty cheap.
>>
>>724292263
le donut
>>
any of you making porn with blender?
is it worth it?
>>
>>724363568
For how much work?
Also I'm kinda looking to ideally replicate certain voices (obviously just close enough) and from what I've seen they won't really give a sample/example of their capabilities/range without paying, at least the ones I've seen.


>just use ai dude
I want/need to get avoid any copyright bullshit specially now when payment companies are getting power hungry.
>>
>>724304284
I wish there was a good tutorial on how to animate on koikatsu
the ones on youtube aren't in-depth enough, they just explain the UI, how to pose and that's it
>>
>>724363678
2 minutes. My latest animation was 50 seconds and the actress was 30 dollars. I personally don't think they get payed enough especially when I have a lot of dialogue.
>>
>>724292479
>>724293732
please keep at it anon. You already have a pretty good sense of timing and weight
>>
>>724363678
>he wants to get money from doing 3d porn
lol
>>
>>724363882
That's pretty good honestly, but it does make SOME sense considering it's gonna take them at the absolute most 20ish minutes of work for 2 minutes and getting their name/work out is the number one priority.

>>724363929
But I'm already getting money, I want to make my stuff better.

You retards always give up before even taking the first steps of attempting something.
>>
>>724363120
How do I know if I have ADHD? When I'm locked in everything is easy but when I'm locked in is completely random I can't turn it on it just happens and I'm completely useless until then. I might be stuck waiting around for weeks/months before one of these surges of motivation.
>>
>>724364062
>I can't turn it on it just happens and I'm completely useless until then. I might be stuck waiting around for weeks/months before one of these surges of motivation.
You have ADHD.
Sitting the fuck down, focusing and performing a task is how a normal brain works, if you can't do this consistently you have ADHD and that comes loaded with a lot of things, assburgers, autism, etc, you name it.

It's all on a spectrum (but actually), you're locking in because probably it's a new thing and it's filling your dopamine quota, very soon it stops being new and you need/want a new challenge so you just don't bother until it falls on your lap and everything clicks, repeat until the next one.
Medication turns that into the standard, with the difference that if you're lucky, your output and productivity could be absolutely insane because you're now redirecting that autism into specific things, always, and producing results.
>>
>>724364329
>Sitting the fuck down, focusing and performing a task is how a normal brain works
based on how 99% of people are, i doubt this
>>
>>724364372
Being able to do it doesn't mean you will do it, some simply don't want to, don't feel like it, etc.
ADHD literally makes you incapable of doing so, you're not choosing not to do it, you can try and sit down and stare at something trying to start for 8 hours and before you realize you didn't do shit, wasted all that time and halfway into that you veered into shitposting on /v/ or watching porn so you can get your dopamine hit.

There's also the fact that a huge amount of people have some degree of undiagnosed ADHD.
>>
>>724363838
>good tutorial on how to animate on koikatsu
Keep searching. There are a few buried by the algorithm.

Try searching: "Koikatsu Timeline"
>>
>>724362048
yes
easier to rig, only uses unlit textures, easy to model
>>
>>724292263
Just shit on a plate and take a picture
>>
>>724363838
Koikatsu has to be the most asinine way to learn animating. Please just learn Blender instead. If you want to play with Koikatsu characters, just export them into Blender.
>>
>>724363838
>>724364834
You should first try Koikatsu with its newb features. You will get tired/bored of it eventually, but by then you absolutely know if you want to STUDY blender or just leave 3D altogether. AI will just take over it anyway, like it did with 2D.
>>
How hard to learn is texture unwrapping? I'm worried about how my models look...
>>
>>724365524
it's the hardest shit
Fuck UVs forever
>>
I gave up on 3D modeling when my tablet broke
>>
>>724364062
>>724364329
A lot of people have self-induced ADHD-like symptoms that are the result of bad habits like doomscrolling, too much gooning and in general chasing dopamine from the lowest effort means. It's called attention deficit trait (ADT).

You only qualify as ADHD if you've been like that since birth. Of course ADHD symptoms can get worse from bad habits like that.
>>
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Yeah, don't give a fuck about your yapping. You will be forgotten and lost like a grain of sand in a desert.
>>
>>724365524
read about seams
you can make edges as seams, which is were blender will split the 3d geometry to unwrap and splat it
in the uv editor, you then resize the polygons to maximize detail where you need it, and then finally arrange all the different islands of pieces to make reasonable use of a square domain.
it's really pretty easy.
>>
christ, i type like an ESL
>>
>>724311596
Godspeed, anon
>>
>>724293732
I cant wait to get out of the hip-hop era. I figured that when ozempic came out, the obesity trend would die out
>>
>>724294420
Its always obvious that guys like you suck at just about everything kek
>>
>>724294885
Lego batman fucking robin
>>
>>724304167
>the suzannes
kek
>>
i wish blender made sense, bros...
>>
>>724335691
You shouldn't be learning it to begin with unless you're pre-rendering shit
>>
>>724292542
If you learn to draw you pretty much get 3d for free after a slight learning curve anyway. The opposite doesn't apply.
>>
>>724332908
>>724310943
>>724352446
I figured the entire point of the Donut series was less about modelling and more about learning the UI itself. Can't really sculpt or model hydrants or anvils if you don't know the difference between Object mode and Edit mode.
>>
>>724369643
it makes about 98% sense, and is extremely flexible.
it's just that 3d modeling is an involved process with a lot of steps. consider it a blessing graphics fags have made it so easy and accessible to the uninitiated in 2025.
>>
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To anyone saying "3D is too intimidating," just get off your ass and learn how to do it. You have a gift and for you to squander it by saying "oh I'm not good enough" is absolutely pathetic. So what if your first few models aren't good? That's the fun of the game.
Besides, 99% of the people who hurl insults could never model anyway.
>>
>>724372090
based diligence bro
>>
>>724372090
its not intimidating, it just takes forever to make stuff even after you've learned all the steps

1 character = 300 hours work
>modeling
>uvmapping
>weightpainting
>doing visemes and blendshapes for all the mouth and face movements
>painting all the materials
>modeling the outfit
>uvmapping the outfit
>transfering weights from body
>fixing the outfit weights that transfered bad
>weighpainting the remaining parts that aren't related like skirts and ribbons and other crap
>painting all the outfit materials

>now do it all again for every new outfit and every new character, hope your game isn't just one character with a couple of outfits what about all your enemies and npcs get back into blender

And then you still haven't learned any rigid body modeling for guns or buildings or whatever, so even if you make a character you'll be living on asset store stuff for all your environments and scenery

It's so much work
>>
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>>724372191
Diligence really is just what it is. There's a guy making a game about goblins or something and I must say, despite my ego, I know he is doing something great.
>>724372570
You just need to find the right style. Also I don't think a model should take 300 hours of work to make, but then again I use a kitbash sort of methodology for my own models that combines primitive shapes with specialty models (mainly for heads); I like to think of making my models like making a character with a more robust bin of Lego pieces with infinite possibilities. What's neat is that, if I get bored of making a character, I can pivot to something else that is related like making the character move, writing a story about the character, or making music to describe the character.
>>
>>724352734
Nice.
>>
>>724372570
people often find long, involved, unfamiliar processes intimidating
especially when there is any math involved (even when it's all hidden under the hood)
>>
>>724372881
it's easy to say modeling isn't hard when you can only make something that looks basic and no effort
>>
>>724372570
So it's much harder and it takes much longer than drawing pictures in the Clip Studio Paint!
>>
>>724372971
It really isn't. No need to overcomplicate things to compensate for your inability to model things without the use of AI.
>>
>>724373098
what does ai have to do with anything?
>>
>>724373098
AI is terrible for modeling anything but simple doodads because it's trained on and generates 3d scan point clouds and then just tries to automatically mesh the output

It's decent for generating original textures without having to trawl through royalty free game assets to get a texture for a random rock or bit of wood or whatever
>>
>>724373158
You're a brainlet who cannot bother to sit down and make a model and instead make up for your inadequacies by ranting about the "futility" of it all.
Prove me wrong.
>>
>>724373098
I don't think AI can make models yet.
>>
>>724373271
You do know there are archives of abandoned texture CDs, right? I'd much rather use that.
>>
>>724372090
I'm more concerned about it being replaced entirely by AI.

It seems like the exact kind of work that would be.
>>
>>724373290
oh no you got it wrong, I can model just fine
I was just talking about the quality of your models compared to how you present yourself as an inspirational figure
>>
>>724373098
>>724372881
>>724372090
See: >>724317143
>>
>>724298715
>>724299525
I better see this shit in a video game someday you fag
>>
some of you will kill themselves when this gay ai bubble will burst and i cant wait lmao
>>
>>724300269
Substance Painter's Auto generated UVs have been passable for a while now.
>>
>>724373305
https://hyper3d.ai/rodin/bbce603d-fa49-4101-9bbf-a0c67f6998b4
it can, and it will replace 3D artists in the coming years. Its not there yet but it'll definitely happen.

Big issues right now is that they tend to have a melted look, and the topology is so trash that it can't really be animated or salvaged into anything other than a background prop. And they're not even suitable for that because high density meshes tend to tank the frame rate.

AI remeshers have made a lot of progress too so It probably isn't that far off.
>>
>>724374005
yeah like it replaced 2d artists?can you fuck off already?
>>
I want to learn to sculpt models for 3D printing but I can't draw
I have a Mars 4 ultra and print a lot
>>
>>724374179
It did.
>>
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>>724373305
it can, it's just bad and you'll have to retopo any result because lol look at this shit

So if you need a random jar or rock in the background or whatever sure why not AI might save you 5 minutes of boxing it out

But if you're using AI to generate meshes because you can't model even a simple object, you haven't learned the basics and won't get any further, so it's only good for saving time not replacing skill
>>
>>724374215
>not a single show is using ai
>not a single successful game is using ai art unless is some prop nobody look at
>ai patreon struggle to get more than 200 dollars
>artist keep getting commissions and new artist can find work
your headcanon isnt reality
>>
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>>724373549
There will always be people who like things the old fashioned way. We have airplanes, trains, and cars at our disposal and yet some people like to ride horses.
The same can be said for art. When a deluge of soulless AI slop arrives, there will be a contingent of people who can appreciate an earnest attempt at something original, something unique.
You just need to find that niche.
>>
>>724373553
Prove it. Show us what you are working on. If you do not, then we will believe that you are nothing more than a liar.
>>
can't i just use the iclone character creator thing to make models or is it just going to ultimately have that weird retarded look that DAZ models have?
>>
>>724374361
meh, I grant you permission to believe I'm a liar
>>
>>724374361
>just dox yourself bro
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>>724374426
>posting a model you are making is considered doxxing
The mental gymnastics, man…
>>
Hey everyone, /3/ here.

>>724292263
First, I am proud of you for realizing Blender Guru tutorials are trash. He's a skilled guy who learned how to pander clickbait podcasts instead of learning how to teach. His CGCookie video tutorial website was a joke; unedited videos, old versions of blender, and days to receive answers from staff/instructors.

>>724315794
https://www.gabbitt.co.uk/courses
Grant has free courses available for beginners.
>>
>>724373367
I didn't. I usually go through through opengameart looking for textures I need but it's not great. You say abandoned, but what was the license? Copyright is still copyright, it's better to not get bit in the ass later by using something that seemed abandoned but wasn't.
>>
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>>724292080
If you're not having fun, turn it off. That's it. That's the bottom line. Do your own thing.
>>
>>724374790
is this 3d
>>
How do you animate an rigged character's hand on their own hip or other bodypart?
Do you have to do some weird thing like add an empty to the hip, 'Child Of Constraint' the empty and pair it to the hip bone, then do another 'Child Of Constraint' of the hand to the empty?
Or do animators manually keyframe the hand to the hip's movement each frame?
I feel like there's an easier way than both of these solutions, since a character'ss hand being in contact with the character itself is so common that there has to be something to make it easy.
>>
>>724374828
To keep the end of the limb (in this case the hand) on a arbitrary point that might also be moving (in this case, the hip) , you can use inverse kinematics. Blender has IK built in. Record the resulting pose as your frame(s).

If you need to do it with a non-baked animation in your game engine like unity or unreal you'll want some kind of IK plugin there too.
>>
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>>724374485
>>
>>724374647
id Software flippantly used pictures of gargoyles they found in books for the original Doom and I sincerely doubt anyone will try to sue you for using a specific picture of grass from three decades ago.
>>
>>724373765
>ANOTHER subscription
NNNOOOOOO-
>>
>>724374971
Thanks I'll do research on IK bones.
That issue is so hard, because I try looking that online, and the search results think I want help in how to rig or model a 3d hand.
>>
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>>724335739
>his model requires baked shadows
heh
>>
>>724375792
ik is really easy. it's great for when you want to have a model (like a person) need to interact with something (like a coffee cup).
i understand the math very well. for people that don't want to get into that shit, the key thing to remember is that the ik problem is not well posed, and thus there are infinite solutions. to narrow down the solutions, you need to add ik targets/poles that help the algorithm find an acceptable solution.
case in point, if you want to pose someone's leg landing on a step, you need to add a target in front of the knee so you exclude chicken leg solutions. the target is like a magnet that attracts parts of the skeleton (mathematically, the distance to the target adds another term to the cost function that is minimized to find the ik solution)
it's also important to be able to disable ik when you want to do forward kinematics, so be sure to add in a blend weight so you can turn the effect on and off
>>
>>724375932
goo engine or regular?
>>
>>724375932
baked shadows worked for psx games just find
>>
>>724375932
>heh
yeah bro just make the entire thing a shader!!!!!!!!!!!!
i'm ready to be an unreal asset creator!
>>
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So I've done two models, what site can I upload them so people use them? Not even looking to make money, just see my models being used on a render or something.
>>
>>724376360
Lewd models?
Smutbase
Regular models?

Everywhere really, deviantart, twitter, etc.
>>
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>>724376360
sketchfab or itch.io
>>
>>724375932
>lose 10 fps cause the shaders on EVERYTHING has to constantly calculate the location of the shadows through the procedural shader
>>
>>724375650
>paying for adobe products in 2025
>>
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>>724376405
Not lewd, but I wouldn't mind if were used on a lewd pin up render for example. I looked up watch models and while there's thousands of them, most of them are either modern stuff or pocket watches, barely anything in between the art deco 40' era. And I happen to have fun while modeling this, so may as well give it some use.

>>724376407
Will check these, thanks.
>>
>>724376641
blendswap also a good option
>>
My biggest problem rn is coming up with new designs.
I fuarking NEED someone to sketch big spider mechas for me, i can't for the life of me draw anything half decent. And i'm out of ideas right now.
>>
>>724326989
Can you put the camera under the foot?
>>
>>724377336
Use AI to draw a 3D spider mecha for you?
>>
>>724329726
What software did he use and how could anyone tell from watching the show that the software was pirated? You say the owner didn't have a record of licence but the proprietary tools have millions of users and names overlap. You can't just call a company to verify if John Smith used your licence because then John Smith could sue them.
>>
>>724376162
I mean yeah that's how basically all toon shaders are done
A base color, light threshold/color ramp, either a multiple color node foe the shadows or a shadowmap/highlight map (like ArcSys)
>>
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>>724294885
i made this one https://files.catbox.moe/sbredh.png
>>
>>724377683
i think it was mathematica
they just had to look up the license agreement at the university he worked at to figure out he didn't have a seat. in reality he did have legal access to the program, but it was through some other means i can't remember.
>>
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>>724377625
AI will just give me soulless slop designs.
I want something different and unique. The designs i have rn for the basic mech are a bit different from other spider mecha but nothing to write home about, as a starting point i think it's fine.
I've been pulling some stuff from the hl2 beta concept art mecha crabs but i want something more organic looking but not... I dunno. Just a design that clicks.
>>
>>724364329
Can confirm. I can sit down and work on something that interests me for 16-20 hours every day and it's hard to stop to get quality sleep (which is very important). But starting something that doesn't interest me like coding might as well be in Narnia because getting to Narnia would be easier than opening the first tutorial for C#.
>>
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>>724378102
>>
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>>724292263
Look man, I just want to learn how to pose and maybe animate models for my own lewds.
>>
>>724378208
>spider
>4 legs
>>
>>724350331
Crashsune's course covers all the basics, if you need anything more in depth just watch the channels he recommends like Joey Carlino, but the best thing you can do is learn to draw and study styles you like since Blender is just a tool and the result depends more on what you're trying to make

>>724350649
>but can you model anything other than
Yes most of that 60 hours was spent on objects and buildings and such, the witch was my second character

>also individuals might progress at different speeds based on their prior experience and their suitability to said activity aka "talent"
That's true but it's also not an excuse for not trying, the first 40-50 hours were a struggle for me and then it just clicked, I could've given up before that and blamed lack of talent

>>724351202
Learn to draw and spend a lot of time collecting and studying models you like and how they did things
>>
>>724373741
More likely is some sort of webcomic or someshit if even that because as long as I am working alone on this stuff, all I can really do semi decently and within any decent timeframe is draw shit. Like I said, I got filtered by the amount of effort and time 3d modelling takes. Just making a model out of any of these designs, let alone rigging them, UV mapping them, texturing them and animating them would take more than a fucking month for me if I focused all my effort to it. Whereas with same level of focus I can shit out an entire roster of designs within the same time frame.
>>
>>724378504
Koikatsu
>>
>>724376571
>lose 10 fps
>still have 500 remaining
git gud
>>
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>>724377336
>>724378208
I may be able to help you out in the spider mecha concept art department.
>>
>>724379270
i'm talking about using the shaders in an actual game you retarded faggot
you can't have that much in a game, not unless it's like some 2D one with uncapped framerate that causes your PC to explode. the majority else will just cap at like 200 at most if you have the best possible right, otherwise it remains in the 100s.
>>
>>724379359
people regularly run cs2 at 400-500 fps
>>
>>724379204
>Like I said, I got filtered by the amount of effort and time 3d modelling takes
Nigga I play fucking Templar Battleforce and it's literally some 2d shit a couple guys hashed together in their basement. There's plenty of cool games that can utilize art styles like what you got going on.
>>
>>724379415
retard
>>
>>724292080
Me when I open FL studio
>>
>>724379196
>the first 40-50 hours were a struggle for me and then it just clicked
That's good to know. Hopefully I'll remember this when I get to 3D.
>>
>>724379498
skill issue
literally
>>
>>724379474
Yeah, I know that a game doesn't need to be based on 3d models, however there is still the same reality of me working alone and also knowing nothing about coding etc that kind of makes a game project a pipe dream at best for me. I don't even know where to start when it comes to trying to learn that shit.
>>
>>724379334
Me likey.
You got a discord or anywhere to contact?
>>
There's a million tutorials on learning 3D but there's barely any good tutorials on learning vfx and that's 90% of the presentation of a good game
>>
>>724379517
it's gonna take a while to learn the basic tools and understand the many ways you have to manipulate the mesh and you'll keep learning them for a long time

I fully recommend learning hotkeys for the tools as you learn to use them
>>
>>724378438
yes needs a cook, I'll work on it
>>
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motivation is key
>>
>>724379716
Sure
>200000yearoldmonke
is my discord handle.

You can find more of the stuff I've drawn on my deviant art gallery.
https://www.deviantart.com/screeble/gallery
>>
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>>724380234
who is that
tell me more
>>
>texture painting
>>
>>724380278
Sent an invite
>>
>>724315269
I decided to actually start one day instead of just thinking about it and by now I've played over a dozen games in Japanese, just get started bro.
>>
Does Unreal/Unity have a Shader to RGB node?
I really like that node for toon shaders, give you so much control over the material
>>
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>>724292432
God I miss being a NEET
There's an overwhelming uncertainty about your future, but nothing beats waking up at 6AM with a cup of tea and nothing to do for the next 16hrs but draw
>>
>>724381663
work is the ultimate art gains killer
>>
>>724377967
Arcsys didn't use actual light quantization, they used surface normal dot product. Honestly, light quantization looks like shit in most toon shader contexts, actual animators rarely put that much effort into replicating the effects of environmental shadows, they mostly use self-shadowing to indicate light direction in a vague way and that's about the extent of it.
>>
>>724292432
Make porn for starters.
And for god sake dont make overwatch and FF7 shit because its boring as fuck
>>
>>724292542
Perspective is a fucking bitch in 2D. At least if I master 3D, I could just rotate the camera and tweak some bones.
>>
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>>724302827
The choreo isn't bad, the problem is you aren't selling weight to the motion. This looks like a first pass at key frames.

Like when you see actual animators (by which I mean, people who draw every frame of an animation) do things, they do animatics, where they draw key poses and then work on the in between frames to sell the motion, this feels like that. Like an animatic. You set up the key poses, then let basic tweening do all the heavy lifting.

The real magic in animation happens from pushing and pulling poses and the curves to and from poses to give things a sense of momentum.

You're at step one of this process. But it's a good start. Watch your self intersections though, I'm very aware when his fingers clip through one another in that opening shot.
>>
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>>724292080
>is this a 'me' problem?
yes. i know because i have the same problem
if you get a bit discouraged, some motivation techniques can help
if you get heavily discouraged or paralyzed, it's unironically a therapy territory

pic unrelated lmao
>>
>>724381663
are you me
>>
>>724383689
that opening shot is basically the last thing i did and i didn't try to polish it at all i just wanted to be done with that project. The animation was just supposed to be the grab-throw-stab part but then i just kept adding shit and got bored of it. But i see what you mean, i think i am doing inertia better here >>724301929 - still not great but better
>>
I hate skinning how the fuck do I into skinning
>>
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>tfw I was in my 30s until I realized art isn’t some magical talent you are born with and it isn’t transferring emotions and feelings, but a series of simple rudimentary techniques you can practice and learn
>>
>>724378102
nice butthole
>>
>>724298125
Too muscular
>>
>>724297470
AI still cant do Topology properly. Enjoy those messed up Faces lol
>>
>>724384272
cue some retard replying to you that you're wrong and live is basically over once you hit 25 because your brain stops growing and it "shrinks" or some shit like that and you basically shouldn't bother trying to learn anything anymore because it's useless. (genuinely have no idea how they can even live through life at that point if that's their general stance on it all)
>>
>>724384083
blender automatic weights lmao
>>
>>724383931
The landing impact is still not quite right, but I’m making characters swing shit into other characters so I’m painfully overattuned to the way momentum-driven impacts feel. The dance looks good, though you’re kind of easy moding it by not having fingers be animated. One of the challenges in good animation is making the bones that aren’t IMPORTANT feel natural. Dancing is a whole-body movement, so the hands, feet, hips and head are all having their position dictated by the needs of the animation… what are the fingers doing? How do you make them follow along naturally? They wouldn’t be static, after all.

This matters because in a lot of animation, half the body “doesn’t matter”. If a character is drinking a cup of coffee with her right hand, what are her feet doing? What is her left shoulder doing? Etc. That stuff all contributes to the sense of the animation, but none of it is relevant to the specific motion.

But that’s me nitpicking. Overall it’s a great animation. Getting realistic-feeling “bounce” in body movements like that is tricky and I’m sure you’ve watched certain 8-frame chunks of that animation hundreds of times fine-tuning individual little transitions of weight from one foot to another or jerks of the head.
>>
>>724384675
It’s true tho
You gain resources both socially and physically until your early 20s, then it’s downhill and you start losing it

Calling 28+ year old men “young” and gaslighting them into thinking they still have time is like encouraging and alcoholic to drink more
>>
>>724384753
I redact some of this, I see there are finger animations, I was having a hard time picking them out because the hands are covered in control shapes, that’s my bad.
>>
>>724384769
retard. you have grandpas in their 70s out there just learning how to paint and getting the hang of it fairly quickly to the point they can even sell some of their paintings and just getting to meet new people who are into that hobby.
>>
>>724304368
God tier animator like AnnaAnon use Koikatsu.
Skill >>>>>> Software. This is why we get RTX Slop and Fake Frame garbage
>>
>>724292080
try Maya next
>>
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>>724384753
the jump/land part is still new and unpolished, but the fingers are animated in some scenes. For the most part they aren't because that's how the dance goes i guess. It's also hard to see because of the rig i think but they are not fixed in place. But there is still polishing needed to be done. Last night i locked in some basic camera shots, which also need work. The hardest part will be to match it to the music and add some in-between cuts to various shots.
>>
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>>724292080
Someday it will get updated....
Someday......
>>
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wtf this thread is still here
>>724378102
nice buns and i appreciate the pubes
here's my update from >>724304167
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>>724292263
If you're willing to pay (or pirate them), and willing to spend weeks in the deep end, just watch masterclasses from like sites such as wingfox, and try to learn from it. If you're a very visual learner, it's a good way to understand peoples workflows, and learn from it.
>>
>>724385086
isn't there a source 2 sfm?
>>
>>724385926
No one use those unfortunately
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>>724386208
do models need to be modified to work in it or something? seems like a no brainer for the 5 dudes still using sfm to switch over
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>>724386347
Yes. Its not work natively
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>>724292263
Did the donut. Did the cup. Did a sword. What now?
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>>724385043
The first part reminded me of God of war fall meme
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>>724378208
That looks fucking awesome. I wanna be able to do that...
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>>724384769
it's only true in your cope filled delusions.
you're just trying to blame some external factor you can't control to justify why you're not doing anything to achieve your goals in life.
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>>724386978
You too can do it anon! It doesn't take a lot, just hunker down, put on some podcast, and start modelling whatever you wanna model. The biggest hurdle will be the frustration of not getting exactly what you have in mind down on the model, but it's just a question of powering thru it and just never stopping till you've finished the model. And even if the model is bad, you can just make another one with what you learned.
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>>724384769
My dad is 58.
He's now learning to speak german, and is making good progress.
What's your excuse anon?
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>>724387140
I need another fucking brain and a bunch of extra bodies for all this shit haha
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>>724374223
Don't worry. Nanite will fix it.
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>>724386872
that's the idea
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>>724385230
>>724304167
I'll be gooning to these, anon. Nice. I fucking love LiS girls so much.
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>>724295078
rad, nice work Anon.
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>>724292263
cgboost
most of it you can easily get on rutracker but otherwise just use a torrent proxy search engine for the rest.
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>>724371621
Finally someone who understands. People get too focused on "le donut" and never realize the true purpose of that tutorial
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>"I love [creative thing], I should do it myself!"
>take a single step toward that
>get bored/annoyed and lose all motivation
This has been happening on a loop for 10 years and getting a degree didn't fix it. Starting to suspect I have brain problems besides the diagnosed ones
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>>724392320
yeah it's a good tutorial because he gets you right into making something, goes through lots of parts of the ui and you see an outcome quite quickly
people are just retarded saying shit like "but i don't want to make donuts.."
>>
I want to make characters that look like those 3D gacha characters. Stuff like Hoyoshit, Girls Frontline, etc.
How 2 learn that?
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>>724386828
make your own project. isn't that the reason you wanted to learn 3d?
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>>724392380
That's why you have to make it a habit and rely on the external motivation of fulfilling your daily requirement rather than an internal one of making something creative you like, which won't be happening for a long time
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>>724392757
look up toon shaders. i'm sure there's tutorials for achieving the specific look of those games too
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>>724392757
https://www.youtube.com/watch?v=3guG5h5jX-E
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>>724392380
maybe you never loved [creative thing] in the first place
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Any animators here? I’m working on my animation reel right now, but this shit takes so long and I don’t even feel like I’m making any progress… How long do you usually spend on one animation?My deadline is less than two weeks away and I’ve only got one animation that’s "almost" done
>>
>>724384769
nigga its not the middle ages anymore, 28 isnt even a 1/3rd of the way through the lifespan of most people. and even if it is, so what? youre a grown ass man you can do what you want with your time
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just make dogshit and use it aslong as it looks clear enough its fine.
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>>724393949
I could make some assets, but how do you learn programming?
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>>724394045
just do a python class, python is piss easy and once you get the hang of thinking programmatically you can learn other stuff
or just learn unreal engine and use blueprints
>>
>>724394045
>>724394101

basically, I went to school for it but really didn't have to, pulling down examples and working back on how they've made features is typically a good idea too.
>>
>>724394101
Why python? It's not great for gamedev
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>>724394282
because it's extremely easy to learn to get the fundamentals down
telling someone to learn using c# or c++ is doomed to fail
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>>724394840
C# isn't that hard
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I see a lot of great work in this thread, keep it up!
You are all kings
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>>724384980
>God tier animator like [literal who]
Quite a fallacious thing to say.
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>>724311596
Why are you using one piece as a reference?
>>
>I want to become a gamedev!
>Should I learn how to draw?
>Should I learn how to 3D model and animate?
>Should I learn how to compose music?

>No! I must learn programming!

Many such cases

Programming is, no joke, 0,1% of modern game development, especially indie games, the rest is art assets and maybe game design. People are stuck in fucking 1990s mindsets where you needed a programmer to encode sprites and color palettes into 2kilobytes of memory or (a decade later) to tardwrangle opengl into your own engine and make it optimized to run on a voodoo 2.
In modern Unity and Unreal 5 games you just lego together a bunch of premade blocks and it just werks
The requirement for programmers is an ancient meme that refuses to die.
I say this as someone who works full time as a programmer
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>>724396996
What are you talking about? You can't make a game without programming.
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>>724395395
based goblin bro
>>724396996
>Programming is, no joke, 0,1% of modern game development
unless you are making the simplest game possible in RPG Maker then this is a complete lie
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>>724396996
I simply started learning everything. I'm programming, I'm making the art, I'm making the music.
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>>724397830
>I'm making the music
would you share some tips? Most I've done is using Audacity to tune some SFX. I'd love to make stuff that sounds orchestral or like metal
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>>724397893
Well, the most common method is to use a program like FL Studio, Reaper or LMMS and download some .vst instruments and effects, then just...compose. Tweak the instruments, tweak the effects, then "automate" them. In music, as I understand it, automation is to change the values of an effect automatically during playback. So for example if you make it so the volume of an instrument gradually rises up during a certain moment of the song, you're automating the volume.
So just familiarize yourself with your program of choice, search for some orchestral or metal sounding vst instruments, and go to town.
The other option is what I ended up doing, using Sunvox, another program. But this one doesn't use .vst files. It just has a bunch of primitive audio generators/oscillators and a bunch of effects. And with those effects and knobs, you can simulate basically anything if you know how to do it. But, you know, "if you know how to do it" is harder than it sounds.
>>
>>724375932
Now apply that shader to an anime girl, and post results. I think you'll find it doesn't look quite as good as you think it should
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>>724398416
>Well, the most common method is to use a program like FL Studio, Reaper or LMMS and download some .vst instruments and effects
That was the plan. I was looking at LMMS as an entry-level software, hope it's easy ti learn
>Sunvox
first time hearing about this one, I'll check it out.
Also many thanks for the lengthy response anon, you are cool and I wish you lots of luck with whatever you do
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>>724292080
Do people still use 3dmax at all?
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>>724326760
sadly, no
captha: VAG
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>>724398565
Thanks, also one piece of advice that I think transcends software is there are some effects that are absolutely INSTRUMENTAL for making good music, and those effects are
>filter
>vibrato
>delay
>echo
>reverb
Fiddle with these and master them as soon as you are able. There are very few instruments that don't benefit from a subtle vibrato.
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>>724363919
>>724347641
thanks!
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>>724399946
I think I know those except for filter. Delay, echo and reverb I've used in Audacity, and vibrato I guess it's the same as vibrating a string with the finger when playing guitar. But filtee I have no clue. Filter what? Specific frequencies or db levels?
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>>724400171
Frequencies, yes. Low pass, high pass, etc. You can do a TON of things with filters, it's incredible how much it can transform a sound.
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>>724400515
oh that stuff? yeah it's great. I wanted to do an effect for my game so the sound gets muffled when the camera is underwater and it was a easy as applyong a low pass to the sfx bus. Man there's so much shit to learn when it comes to gamedev, but it's fun
>>
>>724400593
Yeah, an extremely common usage is stuff like that. Low pass for underwater/heard from another room in the distance, high pass for being heard from an old radio or something like that. But it also can be used to help shape individual instruments.
Nothing but a low pass filter can turn a simple, sharp sawtooth
https://vocaroo.com/1irRFE5MAeD7
into a sad piano
https://vocaroo.com/19OobLob8rQK
The only difference between these is the filter, everything else, the generator and reverb, is exactly the same in both.
>>
>>724400985
damn anon, that almost seems like a magic trick lol
thanks again, you are motivating me a lot and I can't wait to finish what I'm working on (enemy AI and more enemies) to try and make some music
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>>724383689
What does the middle of the webm mean about curves and loose bones? I've got a huge problem with portraying momentum, and my beginner ass has "gotten by" by spamming a ton of keyframes, but obviously that wouldn't cut it for more complex animations.
>>
>>724401117
no problem anon, good luck in your musical journey
also if you ever get stuck, watch some of this guy's videos
https://www.youtube.com/@synthet7
he talks about a lot of fundamental musical concepts in very easy and short videos.
>>
>>724401691
looks interesting. Just subbed, ty again anon!



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