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Orthagraphics, model sheet, character sheets, turn-arounds, references

What ever you call them, post them in this thread
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no arms?
nope, she doesn't have them
helmet looks like a fucking condom lmao
>those proportions

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i don't use Blender, so i don't know any good teacher....
Paid = good.
More expensive = better.
>its free
>you have to be a student
>you have to use a student card
>i know this from using a completely different program

Blenderguru is a perfectly fine starting point. The coffee cup guy is good too just for getting your feet wet.
After you've done enough tutorials to feel comfortable with the UI ( even if you don't know what you're doing), steal some longer tutorials off cgperia or the like.

The number 1 most important rule is that there are no shortcuts, you can't go trying to pick the tutorial that looks "fun", you've just got to do all of them picking up more more as you go until finally you'll be able to make the things that interest you.
Trying to find the tutorial on the thing that interests you is a complete mistake that a lot of beginners make.

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Let's build that
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low poly modelling is one of the hardest, if not most difficulty part of modelling, putting it up there means i know youre a fucking /beg/
>Hand Painting Normal Maps
>GoldSrc Machinima
>using a real-life Blender to generate a fucking hologram
>generating 10D k-noids via Samaritan scripting
>running Houdini on a megacore-supercomputer that's powered by the spiritual energy of Houdini's ghost
>animating a cat that's simultaneously alive and dead
well it depends what kind
Migrates his studio to metasequoia
Terragen for rendering character animations
MMD motion graphics
Writing a python script to interface with a FORTRAN physics simulator written in 1996
Stop-motion mocap
3D printing a clone of himself to meet deadlines
Outsources to the US
Compositing using film, a razor blade and a magnifying glass

I'm trying to find a proper guide to capture likeness in your sculpts. What are some actually useful guides in this regard pedes?
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Ideally you should have access to the person you're sculpting so you can move freely around them and get it right.
If that isn't possible, as it rarely is, use video of your subject instead of images.

Play and pause in various angles whenever you see something that is off in your sculpt, make corrections and repeat and itterate til it looks right from every angle.
If you look at a very limited set of images it's very easy to mistake shadows and highlights for different shapes than are really there.
There is a lot of ambiguity as to what is shading and what is shape depending on the true angle to the light source, even if you're an expert sculptor.
Being able to study your subject from a multitude of angles with light cast differently as the head animates gives you way more information to work with.

Also, whenever you're looking at a shape or a line and trying to determine if you got it right or not
think of how it looks from the negative side as well as the positive to double your accuracy.
That is, look just not only at the features but also the spaces between them and what the shape of the outside of their silhouette looks like.
Learn how to properly make a skull, it doesn't have to be super detailed or anything just the shapes and proportions. Then learn how soft tissue is placed on the skull.
Once you understand these you should do a little practice with drawing the skull of the person you want to do a likeness of so you can feel out the proportions and it should be easy to translate over to 3d.
This is what artists like Abdelrahman Kubisi and Ian Spriggs more or less do and some other well known likeness artists.
Abdelrahman has something of a guide on his artstation but the tutorials he references are paid.

It's not the only way though, I'm pretty sure Vimal Kerketta and Liam Grice just eyeball it mostly paying attention to the front of the face since it's warped the least from focal length. In the case of Vimal you can look at his speedsculpts and there's an hour long steam with him on it but the audio is for shit.

Basic drawing and observational skills
spriggs most likely picked up the technique from scott eaton's portraiture & facial anatomy class, which is here:

Yes he definitely did on the portrait of Scott Eaton he stated "Scott has always been a huge inspiration for me to become a portrait artist, learning from his anatomy classes has helped me get to where I am today" Abdelrahman Kubisi also states in his guide under his resources for anatomy: "Portraiture and Facial Anatomy for Artists by Scott Eaton" and goes on to talk it up which suggests that he goes by whats taught here pretty closely.

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why would i want to learn anything more then the basics of topology when this kind of tools already exists?
this shit can pump out a autoreotpo, insta uvs and rapid baking in les then 5 minutes.
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Yeah while we're at it we should all learn machine code and type in 0's and 1's to move points by hand.
Sure why not? It could be a fun weekend. Its knowledge that won't change in a few months/years. Even if you never actually write in machine code it might give you a better appreciation for vex or C or python. Don't you believe its at least better to let every high schooler to play with some machine code instead of over simplified "Disney presents: coding with steph curry: star wars: building a galaxy of code: make iphone advertising apps" bullshit.
>brainlets will never know the joy of playing TIS-100
yeah and grow old learning a dying craft when teens can make shit on nurbs, pass it through instalod, paint it in substance and use it in a game in fucking less then half the time you would do a "proper" retopology.

i mean dont get me wrong you still need to know the difference between good and nasty topology but why waste time when you have to compete with people that can pump assets faster then you thanks to ops tool?
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do you have results from using this, or are you just here to shitpost?
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look, its mostly to shitpost and gauge the boards thoughts about it, but instalod is not ready yet, it works if you just want to take a concept to render real fast. but nothing production ready,

maybe it could work for hard surface, like pavlovich does here >https://www.youtube.com/watch?v=0t5O2J_MBJw
but in the end seems like nothing is optimized.

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Hello I am very new to blender and I have been trying to texture this object for a long time but I can't figure out how to do it properly. any suggestion ?
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>it's practically board culture at this point
"a thread died for this" is board culture at this point
ATDFT posting is a fairly recent thing. One-offs have existed since far before my time, I believe. It's like having a mexican immigrate to america and start making tacos every day, and then a month later say that tacos are practically typical american cuisine at this point.
>a-a thread died for this ;_;
Blow it out your ass
Are you the robot spider guy? I'm going to laugh my ass off if yes

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Slightly more effort edition

Last thread: >>679557

THIS IS NOT THE THREAD TO ASK FOR HELP. If you need any assistance in your work, visit: >>>/3/questions/

List of free resources (textures, assets, etc.): https://pastebin.com/vU7P8Vmi
If you’d like to add more links, post them here: >>637415
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hi I haven't modeled in a month because everytime I try to polymodel a butt it turns out completely fucking lovecraftian.
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ive goten better!
did you use marvelous designer?
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here is my anime girl in progress

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Cobra Red CGI 3D Animation

wow great work
I kinda want to bite into it
He gone anons. Just let it die.

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What's the best way to do character models for an rpg game?
I'm currently trying to do my first one, starting from a cube. Am I doing it right?
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Is that Balamb Garden?
Another question: how should I deal with animation? Do them in Blender and them import them to Godot, or should I do them directly on Godot?
This fixed model is better. For rigging you should also add some bend-friendly loops in knee/elbow areas.

>Too late for that, I already made an entire world map
nigga, please. It will be too late once you'll be left with only polishing to do.
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and now for some houses
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how do I put them in circle instead of lined-up?

Hey guys, I downloaded Maya a couple of months ago but never bothered touching it because I was busy with my courses. Now that I got nearly 2 months and a half of free time, I'd like to dabble with Maya.

This might be a passing interest but I still wanna give it a try.

I don't know where to begin though since I have 0 experience with 3D modelling.

I've considered on subscribing to sites like Linda and Skillshare to get some tutorials, but I honestly just don't have the funds for it.

Some friends that work with 3D modeling have recommended me to get some tutorials from YouTube but I can't find a single channel that's consistent and organized with the basics.

Any recommendations on who to watch? and where to get some tutorials for beginners? Thank you!


Download one of these courses on cgpersia.
Well shit, thank you I'll check it out!

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Am I legally allowed to sell 3D models that I created of characters from say Star Wars? Do I need a loicense or anything for that?
IANAL, but that usually goes under "editorial" licenses. You can read about it on TurboSquid, since they have models of copyrighted designs done by third parties.
you need to contact george lucas before selling anything or you can get suit
I could use a new suit, so maybe I should try that.

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Rate my low poly model. Also general low poly thread. I am gonna post some.
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What is low poly's thoughts on modular systems, and the reuses of assets to save resources such as texture flipping and things of that nature.
I like to manually line up my UV maps, and reuse the texture on crates, boxes, and walls Because I suck at Texturing, and don't mind the busy work with the UV map to makeup for it.
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is this good lowpoly guys?
As a reflection of your artistic ability, I think it's still a bit too high on the polycount.
ty anon. Also why is making bodies so much fucking harder?
actually its too low poly, its just your painting skills are not the best

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How in gods name??? I'm a 2d artist, and know a bit of 3d (enough to make very crude simple one-material assets in blender and import them into unity). Browsing artstation recently, I noticed the amount of 'substance materials' is starting to be quite noticeable. A ton of these materials just look absolutely stunning. I never gave them much notice, amazing 3d art being everywhere on that site and me being demoralised enough by the insanely high skill level of most artists on there.

But now I am really starting to get curious. How in gods green earth do you do this? They say 'substance only' ... what?? This is not a photo that was used? How the **** can I make amazing stuff like this?

And how does it even work in the gamedev pipeline? Is a 'smart substance material' something you load into unity/unreal, then drag onto your model, and the engine renders it along the mesh perfectly with all the information embedded into the substance made material?

Please teach me this wizardry
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what's the best way to learn designer after you've comfortable with painter?

I just made a post here
designer materials will always look good in the editor if you know what you're doing, but oftentimes the photo realistic detail doesn't translate very well if you are exporting the texture maps for unreal or unity. for this reason i have found it best to abstract some details in my designer materials and not go full blown realistic unless it is explicitly a designer project i am making for showcase

It's the same with painter. You go god this is looking great then export to marmoset and there goes ur detail. marmoset viewer then compresses everything so you wonder why you bothered in the first place.

I don't bother creating natural stuff such as grounds and rocks in substance designer. Just go outside, take pictures of the ground (don't need any fancy equipement, just good quality picture) and bring that shit into substance Alchemist to make it tileable and remove lighting information.

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So I've been designing a low-poly sci-fi satellite dish, and I've got proverbial writers block trying to design the arm that holds and rotates the dish.

I'm looking for reference material / inspiration, and have had little luck finding something that grabs me via Google or Pintrest and the like. Anyone have or can recommend a good source of, like, robotic armature and joints?
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If I had to draw all that on every closeup, I'd never do closeups again.
>low poly

Wtf lol
cool lego design mate

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Hi !
Does anyone know how to correctly render a shadow pass with Redshift in Maya ? (Only the shadow pass, on the whole scene)

Might be a silly question but i'm a bit confused :)
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Why not try to convince your employer?
if you post your employer number, I could call him and explain why Blender is superior and why he should let you use it
Wouldn't that be a bit... awkward?
>and explain why Blender is superior
either trolling or Blender cancer in terminal state
If i present right arguments he'll realize he could gain money and you could maybe get a rise

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