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Welcome to /3/ - 3DCG, 4chan's board dedicated to 3D imagery and modeling.

If you're reading this, you probably got this linked to you because you posted a question that has already been asked many many times. Read ahead, and find your answer.

Scroll down for a useful FAQ and resource links
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Click here to open this thread.

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some faggot just made a tutorial to get the GGXRd shader in blender.


get fucked industry faggots.
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cry more luddite
when NPR replaces handdrawn in your favourite moeshit you won't even notice
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The end is not nigh. The end for 2D has already happened.
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[Violin Intensifies]
Kek. OPs link doesn't even look like the results the got in xrd and you start comparing it to strive which is even better looking than rev2. BTW they need half a year to fully animate the strive characters. ArcSys are so far ahead of everyone else it's not even funny.

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ITT: just post the last thing you made, no matter how good or bad it is.
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>They're good enough to be the main props of the scene
Thanks for the kind words, but nah, I disagree. The models are PS2 tier at best, and that's being generous. The shadows are doing most of the heavy lifting.
Since they're just a single texture, there's a lot of shortcuts taken and plenty of "eh, good enough" thought processes. Up close it really breaks, pic related.

That being said, I'd be lying if I didn't say I've set them up as a few blocks for fun and used the walk cam to explore around them at eye level. There's not enough buildings yet to make things look visually interesting, but it's coming together.
>The shadows are doing most of the heavy lifting.
Forgot to say, the shadows, and the actual image textures. It's got all that lighting and high detail built into the texture, so it can look visually complex when it really isn't.
These look great for BGS assets.
Model some stuff you can put on the roof. Like antenna's, satellite dishes, ventilation - stuff like that and you've got it done.
implying that normal people would use PTEX for background assets just shows how little you know about 3D.
It's dead Jim.
Let it go.
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Added some basic interiors to some of the windows. Bit hard to see in the webm though; compression problems.
Had a hard time trying to find cubemaps, but ended up finding a fuckton of equirectangular images that I could convert on Flickr.
The interiors are probably a bit more "high class" than some of the houses here, but for adding some quick parallax and stuff it'll do.

>These look great for BGS assets.
Thanks! I'm debating how far in I'm really gonna put them. They're starting to hold up well enough to be midground stuff to accent some hero buildings in the foreground.

>Model some stuff you can put on the roof
Yeah, that'll be the second pass once I feel I've got enough buildings.
I think 5 of each type (small, med, large) will be a good number. Then I can swap around the textures on the small/med for variations. So 10 models, but 10 variations for each of them, so that's like 100 variations maybe?
I'm planning on adding some quick table/chairs for the rooftops and terraces, some satellite dishes, antennas, maybe some potted plants and stuff, and other bits and pieces. Then add sci-fi bits and bobs depending on the scene.

I've got a project in mind for all of these, but I've also got a few other ideas that I can use them for as well. Really want to hit that Simon Stålenhag sci-fi look. Run-down and kinda futuristic, but retro (Destiny comes to mind too). I don't know what it's called. I don't really think it fits within cyberpunk.

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Can we ban blender from /3/?
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We can ban this board from this website instead, so people here can go dilate and suck cock somewhere else.
yes, there's tons of impotent rage about their own incapacity and pent-up frustration around here, kek
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>meany open sores treehuggers say mean things about my industry standard BAWWWWwww

Then stop complaining when we call you blendlets. It's hard not to hate deluded 15 years olds who think their toy is taking over the industry.
Why does /r9k/ keep flooding the other boards?

2.82 is officially out edition
Previous thread: >>722942
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In 2.79, ctrl+tab brings up the selection type, and then you just hit f e or v for whichever, but honestly I can just click the selection type faster
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neat. thanks, anon. I didn't know this existed.

I do keep 2.79 installed for reasons, I think the Blender Render engine is ideal for viewing old video game models and there's an argument to be said about it being faster than Eevee is. You can't beat the instantaneous renders of Blender Render that I get even on a potato pc.
I use HDRIs that have no right being in the environment it's in. Like an outdoor city environment for something that's indoors, simply because the colors and reflections look good compared to something that'd be more "realistic". I'm at the point where I don't choose and HDRI based on the environment, simply the color it has on the model, and how interesting the reflections look.

Art over realism anon.
No one is gonna give a shit if it's done realistically, but everyone will give a shit if it looks good or not.
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UDIM textures in 2.82
How do you get the 1002 square to bake? I've been stuck on this for the past few days.
Here is a default scene with two planes added. The top cube quad's UV was moved to the 1002 space. However, I'm unable to get the AO bake to do any more than the 1001 space.

Any idea what I'm missing?
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Trying to learn how to sculpt. Am I on the right track, conceptually? I've been trying to get that smooth, non-detail but cute look for female characters but it's difficult. Also eyes in this kind of style are really tough to pull off, I think the eyelids are the hardest part to define without making them look ugly.

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3D low poly with pixel art textures:
>Model (1 hour)
>Texture (1 hour)
>Rig (1 hour)
>Animate (1 hour)
>export to game engine

3D AAA profesional garbage:
>Get photo references (2 hours)
>Sculpt to realistic detail (20 hours)
>Retopo (10 hours)
>UVMap (1 hour)
>Make the materials in substance (10 hours)
>Texture the retopo model (20 hours)
>Rig the model in realistic ways (20 hours)

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Nah his shit is subpar and only took off because of coomer furries like you
>took off
>only has 2k followers on twitter
lmao do you think he is exploiting some kind of unearned fame? Far as I know he doesn't even do commissions and just does it as a hobby. Getting mad about some obscure online artist only like 4 people on /3/ know about makes it look like you are jealous or holding some kind of grudge.

I'm a junior level character artist right our of school and I make 50k a year. Seniors make about 100k.
>junior level
They really have to title you something so condescending? Might as well have you come in on your first day in a bib with a sippy cup.

There are about 4-5 different levels of artists in games. Juniors are at the bottom and aren't expected to be fully independent yet and need guidance. It's just the way it goes.

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/questions/ - Questions & Help Thread
General Questions and Help about anything /3/ related, hardware and software.

Previous thread: >>721238
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Am I wasting my time using blender to sculpt? I'm still a beginner, will blender's sculpting tool hold me back from learning this medium to it's fullest?
You CAN sculpt in blender but i would suggest pirating zbrush and learning to scuplt there. zbrush puts all its effort into making it easier to sculpt where as blender is trying to do everything.
Nah. If you're just learning basic art concepts it wont be a hindrance. That being said, ZBrush's UI is fucking horrid, so any practice using that and getting familiar with the UI will benefit you more than if you learned sculpting in blender first with the intention of switching later on.

For learning art concepts like form and stuff like that, Blender is fine. People can do decent sculpts in it. Even playing with play-doh would make you a better sculptor if you really applied yourself.
Art concepts are interchangeable between any medium.
Thank you for the info

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t.someone who has never worked on a game of importance.
I'm writing my own engine.

Not in assembler though.
>Not in assembler though.
Is it possible to strip down Unreal so it runs on older machines?

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Watch this and tell me how blender is complicated or unintuitive.

PS: Fuck the ribbon fuck it to hell!

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cringe. go back
This video triggers the standards fags because there is commercial (((industry standard))) software. that has a insane interface and make blenders interface look like the greatest thing ever.

Daily reminder that Sibelius is if Photoshop did hide their "create layer" under mountains of insane and confusing menus with shit loads of QUIT PHOTOSHOP NOW buttons.

Like the software itself wants to tell you
or just trick you into closing it.
In 2.8, they removed a core function of 2.79, and the ability to unfuck your objects visibility settings is hidden by default.
Also, there used to be a restrict render hotkey, so you could easily turn everything in the scene, hidden or not, on or off in your render.
This hotkey was completely removed in 2.8, and replaced with...nothing.
In fact, you can't even set the hotkey any more in the preferences. Because "fully customizable menu" is something blender prides itself on right?
Has anyone mentioned it to the foundation? Because they tend to fix oversights like that relatively quickly
I'm not currently using 2.8x (doesn't work on this crap computer due to integrated graphics)
Restrict render still exists but now it's on Collections (dunno if it's also got a hot key or not)


Or you can turn on the old functionality via a Filter icon (and then Save Startup to make it permanently toggled on)


You did google this stuff yourself before assuming it was gone forever, right?

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Why Japan is so good at 3D?
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el weaaboo ESL...

>have all my work on 2.79b as I never knew Blender got updated
>cant open any of it with this new zoomer-grade update
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Isn't Blender's armature system done totally differently from other programs? Probably not an easy fix.
no, it's a different issue
Try appending. Otherwise finish your work on 2.79 and only move to 2.8 for new projects.
How do you guys do versioning of your blend files? Are there good practices and good programs to do it?
It seems it's an unresolved problem outside enterprise shit and it drives me mad
>have a 2.79 file with multiple objects across multiple layers
>these are now on "collections" in the outliner
>And they're also set as "disable in view"
>And for some stupid reason, they decided that the ability to toggle that on or off would A: not be bound to any key and B: hidden on the ui by default
>And for some OTHER stupid reason, they decided you can only toggle them back on one at a time.

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He literally FORCES Eminem to smile with the raw power of stock Blender (i.e, no plugins)
BTFO Autocucks, bet you can't do that with your decrepit buggy M*ya or 3DS M*x autoshit
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great job bumping up literal app advertisement.
I'm torn between reporting this thread for spam, or leaving it as it is to the embarrassment of blendlets. What should it be?
Advanced level bait.
but blender is an app for hobby users, correct? I have never used Blender, is it similar to Anim8or?
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>eradication of (((capitalism)))
Sorry, that's not going quite well fellow commie tranny.
Do a favor to the world and hero'd yourself.
I agree with most of your cringe tho.

idk if it's better to post that in /ic/ but..
Anyone can recomend and post some torrents or download sites to some books to improve organic sculpting and hard surface modeling and 3d in general?

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Blender cloth brush B.ros! (alpha)

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What are some tutorials or ebooks that you have been waiting ages for but are still not available online.
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This is what I was waiting for. Only 70.92
I need better tutorials on substance designer
Form of The Head and Neck - by Anatomy For Sculptors. Coming out next month.

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