I want the best tutorial I can pirate. I want to learn the basics of 3D from modeling to animation, I can use blender or either pirate Maya. I have access to cgpeers because im a super badass
>>973342He is referring to the tutorials
>>973294I always found Imphenzias tutorials on youtube pretty good.was enough for me to get a foot in the door with modeling and animation.
>>973294Grant Abbit's stuff is great for beginners and his stuff is available on rutracker. Have fun anon :)
>>973294YouTube can be a good source depending on what your after and humble bumble have a good deal on books and courses at the mo, I know you said pirate but worth a look.
>>976971Also https://rutracker.org/forum/index.phpHas lots of torrents for tutorials and despite it been russian site they tend to be in English, I advise for ease of use login to the site then once logged in use Google translate to help navigate
like is this a potential market, or am I some fossil that's been trapped under a rock
>>976722You're such a special individual.
>>976724Hey now, people have done much, much worse. If the client is happy with the end result, what's it matter to them how quick and easy you made it? What they don't know won't hurt em. If they don't feel like it was worth it, they could just not pay.I'm not saying that I do this, OP just asked how easy it would be to scam people with 3d models. Which is pretty fuckin easy, assuming you have a market. Finding that market is the more involved part. If I've seen anything from Patreon, retards are super fucking willing to part with their money for the shittiest of "products".
"normies" do not buy 3d models though
>>976870I think he's talking less "normie" like regular people, but moreso internet "normies" that are terminally online and take shit like VR Chat, Twitter, and Discord seriously. Those people absolutely buy 3d models, and they're absolutely retarded when it comes to all things computers.
>>976892OP here, and yeah that's basically the market I'm aiming for. I'm not sure if it's as retarded as it was last I checked years ago and if I've been living under a rock with their advancement, but I specifically remember running across some VRChat people bragging about their models having high poly counts and I suspect they have not progressed much beyond that level of thought. It seems like the amount of animations for VRChat player models has a greater preference than I anticipated these days, but eh- not too concerned about that part desu, rushing out the actual mesh bases to slightly modify is what would really constitute the grift part of this and I can basically do anything else manually with probably some ease (which isn't much beyond probably relearning how to not break things in Unity upon importing or whatever).
A very fun hobbie! This is the "Lettuce Temple" from the Aeon Flux episode "The Purge".Is there anywhere online where people get together to make stuff like this?And here's a question for you guys, with environments, how do you organize your 'objects' in Blender? In this project, for example, the 'body' of the temple is one object, the pillars are separate objects, the pools below are another.., Should they all be one big object? Or should I break it down further? Does it matter?
>>973113>Not recreating the EarthWalker Walled City>DNGMI
finally a cool thread
>>976821Agree. Give me a place from a movie.
>>976872Oh shit sorry my choice I'm making something from dragon ballF.
>>972822Forgot about this one too.Started up a little project about a year before the Bleach stuff to recreate the Spirit World office in Yu-Yu-Hakusho, but kinda lost steam early on. I think it was mainly because I had to shift my focus to another gig, and by the time I finished I couldn't be bothered to continue.Kind of a running theme with both projects. Both are centered around the whole "spirit world" from both animes, and both were left unfinished because something else took priority.
I want to recreate this artstyle
>>976231Is it using two inverted hulls, one for the black and one for the white?Seems like it should be possible to do something fancy with a shader, but it would need screenspace info which maybe blender doesn't offer
>>976629update, found the guy who made this model, and he made this video about how he creates models.He doesn't mention inverted hulls, just suggests using freestyle.https://www.youtube.com/watch?v=7_WUyHMv0cUI think the way he did the OP pic might be with a white inverted hull and black freestyle lines
>>976650gotcha, thanks anon
>>976211kill yourself cris
>>976245Underrated post
How do I get to this level of 3d as FAST as possible?
>>976792get greys at the tail end of your journey. Get anatomy books tailored towards artists to start
>>976782The proko drawing basics series on youtube is probably a good place to start. It doesn't actually matter where you start too much. If you like anime then draw goku. Just draw what you're into. It's way more important to gain enthusiasm and interest right now. Art is about learning every day, and you need to know that you can learn every day and to look for opportunities to learn. They're everywhere! Get a sketchbook and start drawing all the time. Photography is a good way to train your eye too. A phone is plenty good enough, just try to take nice interesting pictures. it helps to keep your brain in an artistic mindset.You can open up blender and zbrush and play with it too, look up tutorials, flippednormals is good. Get your youtube algo to just show you art tutorials and watch them for fun instead of fail compilations of whatever you might watch now. The most important thing is don't get discouraged when you suck.>>976792drawing musclemenhttps://anatomy4sculptors.com/the pdfs here are really good. You can find them on rutrackerBurne Hogarth's dynamic anatomy is really good too.There's a lot of good anatomy textbooks for artists, just make sure you accidently buy a scam book full of AI renderings. You can't use AI for reference because you can't trust it to be right, and you can't trust yourself to know when it's wrong. >>976793Comment too long. Click here to view the full text.
>>976795>>976784meant to reply to this
>>976795do not listen to this guy, he doesnt know what he is talking about. Proko is a joke, so is hogarth.
>>976799pyw
This style is the biggest, laziest meme ever. It's even worse than McMansion. Everyone goes ooo and aaahh over a fucking boolean'd rectangular with glass inside.
Man, all this talk about CAD, I just wanna be able to use NURBS to make cars and sweeping organic surface shit like Max. That shit looks so nice to use for that case. Not nice enough to completely swap over to Max, but enough to get a bit frustrated at the Blender devs for implmenting such an eighth-assed feature (because "half-assed" would be giving them too much credit). They got to the point where they could display NURBS surfaces, and just stopped there. "Yup, that's a wrap people".
A nice wabi-sabi dining room, right?
>>975897Not even Chair anon, but I wouldn't sit in any of those. The chairs especially. Holy shit it's just asking for back pain.
>>975897Those are marble stools there are many providers of those. Dining seating are Suit Chairs made by Artifort and go for $1500 euro a pop. They are fucking disgusting but pretty confortable.
>>975936In my humble opinion.. yeah not worth it.
I'm having a hard time finding some guidelines on this, I guess cause riggin stuff are industry kept secrets. But I'm a gamedev and I'd like to automate this process as much as possible if not completely.So the rigging part, the control rig part and ESPECIALLY the weight painting part cause I can enjoy any of these BUT weight painting.I dev in Unreal so I need my bone hierarchy to fit Unreal's mannequin one. What addons/plugins should I go for (if that possible to automate completely that shit in the first place)?I don't care if it's in Maya, Blender, whatever as long as I end up with a character correctly rigged to use anim packs from the Epic Market place. I'll pick the ones that lifts up the most work from my shoulders.
The key point some you are missing is the fact that I want my rigs to be UE friendly (with the default skeletal mesh) so I can use all these anims pack I got from the market place.
>>976535https://files.catbox.moe/fqe6jb.pngIf the topology is good then weighting and rigging will be easy.
>>976596I'd explain why you are retarded but I want you to stay that way
Ok, I settled down for this> Rig automatically in Advanced Skeleton> Generate control rig with it as well> Use ngSking for weight painting> Tweak weight paintingI think it's a good balanced between automation and manual rigging. I'll have to try it out for myself.>>976625That's not the point tho. At least not for the moment cause all I want to do right now is download Jojo meshes from resource-models.com and make them move in my game with the default mannequin anims.
>>976637Jojo poses also includes the hair and clothing. Those tools won’t do much in the feeling of terror and cool. Animation is also another important aspect when you want the clothes and hair to look in a certain direction. My advice is to actually learn how everything is done, not hard to do once you know.
What do you guys think of the software?For an app you can run on your android/iphone, it's surprisingly capable
>>976308cant bust out a pile of clay at work and not get caught
>>976455Do you want to fuck a bunch of clay?I don't recommend doing it on your job
>>976305Works perfectly fine aside from the fact it didn't have subgroubs last I checked which is what the fuck? Ever since forger added a modeling option, I just stuck with that, but it sucks it became subscription only.
>>976465Quad remesher and polygroups coming in next month's update
It’s fun
3D inspo thread - what gets your poly goning?
>>976514 >>976515 >>976516 >>976522That garbage looks cluttered and diseased.
>>976526It's called greeble I'm not sure why anon finds it inspiring though
>>976526agreed, UT3 looks pig ugly but the technical skill is kind of impressive
>>976544That art-style came and went real fast, I think it was the fact it became technically possible to have high frequency detaileverywhere due to normal maps so artists just started bukkake'ing details across all surfaces to add value to their creations.At some point someone realized how we've been able to make unlimited detail for a long time in the real world yet nobody this side of India ever goes for that aesthetic as it looks super gaudy to be that ornamental.To western audiences good design will be deliberate design, not one that looks filled in with unnecessary detail for the sake of being filled in with detail.
/wip/ - Works In Progress - constructive criticism editionPost your work-in-progress projects, recently finished projects, or things you'd like critiqued here.Previous thread: >>968417List of free resources: https://pastebin.com/cZLVnNtB (embed)/3/ Discord: https://discord.gg/gbYCEBPuK2
>>977128Sure. Here is my topology: >>977110I bevelled the corner of the redlined area in the original image, but I'm still stuck with a round inner corner. As you can see in the image I linked, bevelling or creasing that area leads to undesirable artifacts/fucked up shading.
>>977067If you converge enough edges there, it'll probably look good enough.
>>977196Thanks anon, this seemed to be the solution I was after, seems to have minimal shading problems when everything is spaced out well enough.
NEW THREADNEW THREADNEW THREADNEW THREADNEW THREAD>>977313
This thread is for the discussion of tulpamancy using 3d as a form of Concentration. My theory is that concentrating on the shape using 3d modelling software can help in the creation, I'm new in this and I want to experiment with Blender and the creation of tulpas in Blender
>>140189Alon is ok, he is a strong man, he was even when you were here, he didnt even cry, he wanted to look strong for his sisters.
>>140189Alma and Rosamie are ok too.Rosamie got married 2 years ago and had a beautiful baby girl.Alma still sings
>>140189She looks like you, that's why I don't visit Alma so often. not because I don't want to, because the memories.
Op here,Day7 (part 2)I don't know who I'm talking to, it's clearly me the one answering to the missing post. I'm the only one kere to know those names. I'm going to call Alma tomorrow. I kept sculpting my Tulpa, but today I feel better, I don't tremble when I see her face anymore.As the other anon say to me, maybe my Tulpa chose to be her, maybe I need that trauma to be over.
Op hereDay 7 (part 3)It's weird to call my Tulpa Vaikany and not my friend's mom real name, but every time I change the filename, the file keeps crashing.So I will call her Vaikany from now.
Welcome to our thread dedicated to honing your topology skills in 3D art! Whether you're a seasoned artist or just starting out, mastering topology is crucial for creating clean and efficient 3D models. In this thread, we'll share and discuss various exercises aimed at improving your understanding and application of topology.
>>975960I've been using G and snap, but the way it's view based is really annoying at times. I was hoping there was something like Alt-S, where it moves along the normals to the nearest snap target.
>>975948>>975948>Did you discuss how topology is just an invention of the patriarchy?No just posted Infographs of topolgy and other 3d related stuff.>>975949>By you or tumblr?Tumblr. I never deleted it. I think it might've hit with an adult content ban, since there some naked models and shit like that.
>>975948tumblr was a massive boon for artists. If you weren't around at that time, then you missed out.
>>976494If you remember your username try adding a "-blog" at the end of it, mine got hit that way.
>>976517The tag system was really great. Just sucked that it was just as equally abused by people wanting to stir shit and get a mob harassing somebody over nothing.
https://www.reddit.com/r/Unity3D/comments/197jrw2/i_made_a_free_tool_via_unity3d_for_texturing_3d/>2d paintingdead>3d modellingsoon to be dead>3d texture paintingdeadit's over, time to learn the trades
Ai is just a tool, guys. You are the artist.
>>975914This. They need to learn from somewhere. feed them your arts.
>>975914Ai is the artist, you are the tool now
>>975703nigga we're all going to live in poverty.
>>975993>Ai is the artist, you are the tool nowCorrect. Ai will always suck though. People will always sense the fakery.
redditors are niggers and removed my post without explanation so here I am how do I do it, bros?
>>975628You deserve to get no real answers
>>975665thanks, anon>>975667
>>975628I'm confused at this question. Can you be a little more specific? I think I can help.
I got you bro, open up a 3D view in Revit. Go to Insert tab then Link CAD, a file view will pop up see attached image, then in the place at box select your level and hopefully it will show up, sometimes you need to fuck around with positioning type and manually drop it somewhere, sometimes you gotta change the import units cause idk. Use the align tool, AL on keyboard to line that shit up.Fuck Reddit
>>976469Also change layers and levels if you need to hide shit that's been hidden in the CAD.
I work at a well-known game company. I'm 20 years old. I can't post any works I've created due to NDAs. I don't create much outside of work. I've been with the company for about six months. Recently, I've been experiencing a dangerous amount of imposter syndrome. My models are pretty mid-level. Macro details exist, and they look great. But micro details and hard surface details are missing. Also, I'm terrible at game optimization. I feel like I have to learn as fast as possible, otherwise I'm just making the products I'm working on worse. Thankfully, none of my assets were rejected. I've noticed that a lot of other artists get high praise for the work they submit, and most of the time I get thank yous. I think I know why. It's not that I feel I'm entitled to praise. I wouldn't want to get it if my work wasn't as good as theirs. Does anyone have any advice or tips for me on how to improve my assets creation, macro / micro detail workflows, and optimization? Additionally, do any anons have any free therapy advice I could take advantage of to not feel so shitty about my work?
>>976003>I don't create much outside of workthen that means you have >1 fucking model to post on 4chan to prove you can model at all. Why make up this story? Just to get 14 year olds to gawk at your pretend job?POSTONEMODEL
>>976003>20 year oldChildren are not allowed here.
>>976217Maybe for military use, for art it's closer to 30 years.
>industry job at 20 years oldso this is the power of nepotism
>>976003Study the other artists' work.