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File: Lasgun-latest.png (1.15 MB, 2507x1590)
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ITT: Help/Suggestion/Comment

I've learned blender for the past 2 month from online sources. So no art degree or anything.

This was a speed challenge for me. To see how fast I can finish an entire mesh ready to put into a game or a wallpaper.

Modelling took 4 hours. But then Texturing took 4 weeks(GIMP).

What am I doing wrong? How can I get speedier/better?

Suggestions/Comments about the model is also welcome.
>>
steal substance painter
>>
>>698006
Even painting in blender would be better than gimp unless your going for a real stylised art style

Good job

Get substance painter
>>
>>698006
You modeled this?
Want me to start blender up now and model the same thing in 30 minutes?

Also no refrence used for modeling.
>>
>>698285
This post confirms that all blendlets are insecure tards
>>
>>698287
I'm only giving you realistic perspectives maxfag.
>>
Gimp is a shitty piece of software, pirate substance designer and painter, learn to use those two

When it comes to modelling - just practice
>>
>>698288
>Shitting on a newbie
>Realistic perspectives

You sure are a retard, blendlet
>>
>>698290
>>Shitting on a newbie
Calm your fagotry.
I'm only mentioning that you can model this faster to give a sense of perspective.
>>
>>698292

Instead of shitting out useless "perspectives" give real tips, you chucklefuck
>>
>>698293
Maxfags on a newt level of retarded see >>698006
>Comment
>This was a speed challenge for me
>To see how fast I can finish an entire mesh ready to put into a game or a wallpaper.
>Modelling took 4 hours
>How can I get speedier/better?
>Comments about the model is also welcome.

It was literally asked in the OP.

Whatever you are remember that you are always better then the retarded Maxfags.
>>
>>698296
>retarded Maxfags.

Go make a shitty looking doughnut blendtard
>>
>>698296
>>How can I get speedier/better?
Pretty normal question to make.

>>698285
>You modeled this?
>Want me to start blender up now and model the same thing in 30 minutes?
Pretty obnoxious and retarded answer to give.

You are not helping OP. You are just trying to stroke your insecure ego.
>>
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>>698297
seething maxfag.

Here is what I was proposing.
I start up blender and try to recreate OPs gun and OP can clock me if he is interested.
>Go make a
How about this we race together and show our results? A friendly race. How about we do this?

Or do you lack all kinds of skill?
Lets race together in making what op has.
I use Blender and you can use Max or whatever you want.

Or are you without any skill or talent and only shitpost here? Show your skill.
>>
>>698298
>stroke your insecure ego.
Maybe. If you have skill why not flaunt it?
>>
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>>698285
ok blendlets are getting out of hand now
>>
>>698302
Explain how.
>>
>>698006

Break down why it took 4 weeks. What was the problem uv mapping, no references, which.
>>
>>698299

Typical immature and insecure blendlet.

>>698006

4 weeks for texturing, are you fucking serious? Get substance painter ffs.
>>
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>>698307
>Typical immature and insecure blendlet.
Show your skill! Go on lets do the challenge! Lets go ! Lets GO!
>4 weeks for texturing, are you fucking serious? Get substance painter ffs.
And they say I'm toxic get a load of this maxfag!
>>
>>698308
Look at this faggot
>>
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>>698310
>I literally have no skill and only shitpost here
What a surprise all maxfags are like this.
I want to engage in some friendly competition and the maxfag refuses.

Daily reminder all max fags are LARPers who can not model anything and sometimes have all this pirated software installed to feel better about themselves.

Anyone in for a friendly race? It will improve your skills.

There is a reason why everyone says
>Show your skill
to maxfags
>>
>>698315
>I want to engage in some friendly competition and the maxfag refuses.
You are the first one to bring Max into this thread, you fucking paranoid blendie.
>>
>>698006
https://youtu.be/MgNGIKJO0TA

check this timelapse
You need substance painter
>>
>>698318
K. what do you use? How about you use whatever tools you like to use and you race me. Can we get this going?

Or are all anti-blender fags without skill?
>>
>>698329
Why are you talking about "anti-blender fags"? The thread was started by somebody using Blender, nobody said anything about other software until you autistically called for OP to race you. Seriously, what the fuck? Are you for real?
>>
>>698331
>Why are you talking about "anti-blender fags"?
Are you brain damaged or shilling this bad?
Lets read some comments:
>>698290
>blendlet
>>698307
>Typical immature and insecure blendlet.

Sure looks like anti-blender fags (Maxfag is a catch all word for them however this triggers you to hard) are shitting on blender once more. So why not show the power of your software and your skill by racing me?

Go one.
SHOW
YOUR
SKILL!

>The thread was started
And like pointed out my response is totally on topic.
Anyone want to race me? Its a friendly challenge, even blender users can apply however a especially like to see some anti-blender fags finally show their skill.

There is a reason you toxic fagots are the joke of this board because you have zero skill and only shitpost how bad blender is. Show your skill or shut up forever. And pirating 3D max or whatever and never using it doesn't make you a pro or part of the industry you pathetic joke.
>>
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>>698320
Jesus christ imagine painterlets living like this.
>Paints slash air holes holes onto model
What are you modeling for? A Video game from 2010?
>Paints slash air holes holes onto mode
I cringed internally looking how the guy waists time placing his cringy slash pattern.
Jesus christ.
There is a reason why you use blender for this and all 2D painting software is shit.
I rather made this in 1 minute in blender and project onto a texture then torture myself with this shit. Its literally 1 array modifier and 1 Boolean modifier to get the same thing without the cringy self torture.

And its photoshop every time when someone tortures himself with retardation its photoshop. Why does photoshop lack basic features?
No for real 1 array and 1 boolean will get you the same pattern in blender only faster and better and more precise.
>>
>>698333

I doubt you could model the greebles and Boolean or have floating geo and project with a cage in the same time as you could do it in painter. Painter is non destructive too so you could literally place them anywhere you want without having to skew correct like you have to do on a normal map.
>>
>>698335
>Painter is non destructive
Imagine not knowing that blender modifiers are non destructive.

Also pure cringe on the guy paining air holes instead of modeling them on the fucken mesh.

Industry standards in action everyone!
>>
>>698336

So someone tell you move the hole as the design has changed. You go back into blender and it's easy to move it where you want, render out a new normal map and reimport it and this can be done faster than painter is what you are telling me.
>>
>>698336
>>698320
https://youtu.be/MgNGIKJO0TA?t=1278
Basically cringe central at this point.
Literally wasting multiple minutes on something you can model in blender in 1/12 of the time and actualy model.

What is the cringe lord doing there?
using some texture projection trick to fake engravings?
Or is he so retarded that he is literally using drawing to create indentations in the mesh?

Because if he is modifying the mesh in this way he is the joke of the century.
You can literally do it faster and better in blender.
And if your ""pro-tools"" don't have this capacity we now know how shit they are do we?

This is not how you model anything mechanical and blender is the king of mechanical modeling.

>>698338
>a new normal map
How can you people live like this? No you modify the actual mesh to get the holes and engravings he is making.

>So someone tell you move the hole as the design has changed.
Yes, they can be moved or removed at will.
>can be done faster than painter
From what I have seen of this """"pro"""" demonstration yes it can super fast. This is not how you model or manipulate anything mechanical!

I was thinking about making a payed tutorial in blender showing mechanical modeling. Because nothing out there shows this capacity.
>>
>>698006
It's really just time experience to get faster at modeling. Knowing what needs to be done and seeing it beforehand in your head before you start or avoiding problems before they happen.

Good Job dude :)
>>
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>>698333
ahahahahaha what an autistic bitch
>>
>>698341
Retarded """pro""" using """"pro tools""""" waists hours doing pointless crap that a shitty free 3D modeling software can do in minutes.

>ahahahahaha what an autistic bitch
Cope harder you retard.
Hey how do I show your boss me modeling the same thing in blender?
Only faster and with no need to pay for this """"pro tool""""" ?

Want to see how fast you find yourself out of a job?
>>
>>698343
tell me more bitch hahahahaa
give me more salt
>>
>>698345
Seriously the video speaks for itself. Anyone who thinks this is acceptable is retarded beyond help.
You have never seen anyone model properly did you?
Imagine anyone demanding you pay for """artists""" like this or """"software """" like this.
Simply wow.
>>
OP wanted feedback, and all she got was an ass-mad blendlet. Sad.
>>
>>698347
Keep on believing this.
We are laughing at your lack of skill.

Is this why you never accept any challenges or run away like cockroaches when challenged to do anything or show your skill?

Because you know how pathetic you are?
>>
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>>698346
But the video is about texturing with substance, not about modeling.

What the fuck are you talking about.

You donĀ“t even know the specifications of the project and you are talking shit.

At least I learned a couple of tricks from that video.

From you, I'm learning nothing. I'm just reading an autistic bitch crying.
>>
>>698332
>>698331
>>698329
>>698318
>>698315
>>698310
>>698308
>>698307
>>698299
And he anti-blender fags never show their skill. Daily reminder that anyone shitting on blender has no skill in anything.
>>
>>698348
Yeah I'm 100% sure this complaining bitch has nothing to show. Only complaints.
>>
>>698349
>What the fuck are you talking about.
See >>698339
Look at the video in the time code.
FYI the cringe starts at 21:00 and turns in full ultra retard mode.

The fagot is literally wasting hours on placing a rectangular engraving pattern on the model. Before this he literally used a picture to project a air hole engraving onto the model.

This is not how you do any of this!

>At least I learned a couple of tricks from that video.
These speed videos are basically there to show how cewl and bitching the author is without showing to much of the actual process.
>At least I learned
Enjoy your horrible workflow.
>At least I learned
Did you actually get to the timestamp I was giving you in the video?
How the fuck are you not seeing how terrible and cringe worthy it is.
>>
>>698349
>From you, I'm learning nothing
Because I'm not posting a 30h video tutorial series here. Duh.
> I'm just reading
Anti-blender fags every time try to damage control their meme software and lack of skill. This is why you always run away if challenged to do something because you know how shit you are.
>>
>>698352
But bro why are you so fucking angry I don't get it.

Yes there are errors, for sure.

But you can learn a couple of things from any workflow.

If you are not an expert or professional as yourself, you have to learn somewhere.

And then with practice you will learn even more.

That's the way it works. Nobody expect to became a professional by watching videos. You became one by doing shit, by fucking up.

But I don't get the point in getting all angry and shit. Point us into a better tutorial, or at least show some of your work.
>>
>>698353
because you are only crying like a bitch.

Show some of your work jackass
>>
The ironic thing is that substance video was done by a famous blender user.
>>
>>698354
>But bro why are you so fucking angry I don't get it.
I'm not angry.
>I don't get it.
I'm pointing out how cringy the hours wasted to get engravings are watch the video at 21:00 and tell me how any of it is acceptable.

>Point us into a better tutorial,
Was planning on making a tutorial for blender and making it payed since you pay for quality.

>But bro why are you so fucking angry I don't get it.
This is basically my mindset reacting to the video:
https://www.youtube.com/watch?v=LERCwH3F474
>>
hahahaha industrylets got eternally BTFO in this thread
>>
>>698332
>Sure looks like anti-blender fags
No, it doesn't. "Blendlet", as a term, has nothing to do with Blender; it only relates to a certain type of Blender users.
>>
>>698339
>No you modify the actual mesh to get the holes and engravings he is making.
Are you paying me to do it however you like? No? Then shut the fuck up, pleb.
>>
>>698299
okay, go.
>>
>>698356
Kys
>>
Blendlets SEETHING /thread
>>
>>698367
Can't even follow industry standart, retarded blendlets btfo
>>
>>698343

Come on blendie, time to go to bed. You have school tommorow.
>>
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>>698006
>Modelling took 4 hours. But then Texturing took 4 weeks(GIMP).
Yep like promised I made OPs model in blender 2.8
Entire process took 2 hours in total. Texturing took next to nothing. Also E.E.V.E.E Shits the bed if used to render this so I used cycles.
Also I took some liberties since the reference and OPs render are boxy and its uncertain if some of the guns details are supposed to be like this or if OP was going for this look. Also I'm not a fan of this models look its to boxy.

Entire thing was only made in blender 2.8. Gimp can go and suck a dick.

>past 2 month from online sources. So no art degree or anything.
Also my entire learning is from online sources.

>Suggestions/Comments about the model is also welcome.
What do you think of my work? And where did you get the reference for this? It looks so boxy and uninteresting.

More pictures inbound.
>>
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>>698006
>>698967

And here are some composite shots of the model.
Tell me what texture you want to have on the model and I will make it for you in blender.

I have to go now.
>>
>>698967
>>698969
>texturing took next to nothing
Flat color shading doesn't count as texturing, you dunce.
Op was dumb to do it in GIMP, but at least he did it. You didn't. Bet you didn't even bother making UVs.
>made back of the stock flat, but it clearly isn't
You blind or something?
This isn't even that complex of a model and you still manage to fuck it up, on top of being a massive obnoxious blendlet cunt about it.
Oh am I laffin'.
>>
>>698969

Something anime like a board tan.
>>
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>>698969
>GUYS LOOK IM WAY BETTER THAN OP
>IT ONLY TOOK ME 2 MONTHS TO LEARN THIS TECHNIQUE

>can't even UV
>>
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>>698969
why do you do this to yoursef brah,is that a motherfucking nerf gun?
proportions are so fucking off you should be ashamed of your beheaving on this thread.
>>
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>>699018
>>698993
>Bet you didn't even bother making UVs.
>texturing
Exactly you child the best way to texture is not to use texturing in blender.

>Bet you didn't even bother making UVs.
What do you want me to texture on it? Any requests?
>>
>>699032
Its based on OP model and his reference with some liberties.
>proportions are so fucking off you should be ashamed of your beheaving on this thread.
Show me where go on I'm actually interested.
>>
>>698006
Well you could just give it a go, but if you're having trouble, you could ask someone to give you a role, a place, an event or something for you to play off of.
A lot of people have trouble getting improv, but I'm sure with some practice you'll become a better improv actor in no time! Good luck OP!
>>
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>>698006
Wow this thread sure got out of hand. I like it.

I'll try to address stuff real quick(that means it'll take forever).

The aim was to make hand painted textures as I've seen in many old video games that aim to reduce the the graphics loads and just substitute for "look alikes".
Google "empire at war atst", "empire at war star destroyer".

So all the details had to be painted in by hand. The result is as you see before you. It's not great.

>>698304
I think it's because I was fixated on hand painting everything rather than slapping "metal.jpg", "plastic.jpg" on and modifying those. Well, I gained experience at least.
Seams was a big problem, I really need to learn how to seam properly so stuff won't get cut off.
<b>Is there a good training somewhere available on how to do seams right?</b>

Two stuff came up in this thread.

1. Why not Blender Paint?
I know I can paint in Blender and would if I could. I have severe hardware limitations right now so I can't even put a stroke on the model without the laptop choking to death. Sad luck.

2. Git Substance.
Substance is great. I have no problems with it. But it's a bit heavy for me at the moment. Also my trusty travel laptop won't run that. So it'll have to be in the near future.

The question is that why did this take so long or How I learned to love the textures.
1. Don't get fixated on tiny details that won't matter at the end. I kinda have OCD.
2. Don't hand paint stuff, select textures, slap em, modify to fit, materialize, good 2 go.

>>698969
That's master quality job, mate. Good job. However you being a Master-Blender-Modelling-God doesn't help me get better.

Where do we go from here?
I went even further and made a wallpaper out of it. I am not ashamed.
>>
>>699143
>The result is as you see before you. It's not great
The difference is that these games had people with both tons of talent and experience working on them
>>
>>699143
>Seams was a big problem, I really need to learn how to seam properly so stuff won't get cut off.
><b>Is there a good training somewhere available on how to do seams right?</b>

ehmm best way to paint in blender is not to paint in blender.
>Seams
UV/Seams are obsolete cancer or low level shit you should NEVER interact with.

Get into Ptex (in mudbox)
https://www.youtube.com/watch?v=yFwoeOLECe4

Its like painting a figure with paint! In real life!

No idea why blender has nothing about it and all discussion is stopped or subverted into
>This is how you UV unwrap in blender
Pure cancer.
https://www.reddit.com/r/blender/comments/2xiklz/is_it_possible_to_texture_without_unwrapping/
>>
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>>699143
>Google "empire at war atst", "empire at war star destroyer".
Hello friend I have questions about your modeling.
Was the pure modeling hard for you?
Is this some star wars gun?
Was the game you go it from really this boxy?
For example the scope holding elements look circular on your reference you modeled them as blocks while I modeled them as circular (the reference looked to suggest this) See:
>>698967
>>698969
Was this a problem area for you?

>That's master quality job, mate.
Thank you.
>help me get better.
I love to help however without seeing how exactly you modeled it there is a real disconnect. I was thinking about making a video tutorial series about modeling in blender.

Trust me 100% of the modeling tutorials in blender teach you bad techniques that will make you waste time and struggle with modeling.
All I know is from me having a enlightenment moment from stuff I did see in Counter Strike level editing by some guy.

>I am not ashamed.
Good don't let shame intimidate you! Have no shame!

>I have severe hardware limitations right now so I can't even put a stroke on the model without the laptop choking to death. Sad luck.
This is a problem. You need some powerful hardware for modeling you must have something equal or more powerful to a 4gen intel i7 PC processor (no the laptop intel processors are not even the same as PC processors regardless what stickers say on the box).
This is the sad truth of 3D modeling.

> Also my trusty travel laptop won't run that
>laptop
>laptop
laptops are garbage that stagnated for years. Get a PC and stick some nvidia card in it. Getting a work laptop is only recommended if you seriously have no other choice(professional who must travel the world every day and must model in the train ride) because you will be burning money and paying x10 more then for the same power on a PC.

PS: It was fun to model your model was a nice challenge for me.
PS2: the model looks strange for example why is the forward lens angled?
>>
>>699156
>UV/Seams are obsolete cancer or low level shit you should NEVER interact with.
Get a load of this guy.
>>
>>699162
EDUCATE YOURSELF.
http://ptex.us/
Pixar since 2008.
>>
>>699184
It must suck to be you.
>>
>>699196
>I literally refuse to use advanced technology
Do you also model by inputting every vertex coordinates manually to a python script?
>>
looks ok but the green is completely out of place
>>
>>699143

It's a misconception that old games painted everything by hand. They all used photo overlays for things like metal. You just place seams in areas that wont be seen like the bottom of the barrels, inside the triggers etc. Take a look at textures from soldier of fortune or the old counter strike for reference. Use scratch brushes on the corners and ad dirt where the gun would be in contact with the ground. Muzzle burn just tell a story with each asset.
>>
>>698006
looks like a toy
>>
>>698006
>But then Texturing took 4 weeks(GIMP).
Nigger use substance painter
>>
>>698333
both solutions are fine, but the modelling one holds up with lower texture resolution
>>
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>>698006
Okay here's a live example. Help out with this if you can.

Why does my seams result
in such abnormal uvs?
Did I play with some setting or something?

What is the science behind the seams exactly?
I know it's like a cardboard etc. That's not
what I'm asking, I did the blenderguru tutorials.

Because in tutorials and such the guy just
puts a seam of a very complicated head
and voila! it's UV'ed perfectly.
Even this simple pyramid like shape is having
problems with UV.
Either I'm missing some crucial info or just dumb.

Either I do very specific UVs as I did with the gun and every crucial part gets seamed, which is terrible.
Or I don't do much seams and blender unwraps it into a soup.

Even with simple mesh this is the situation and tutorials somehow achieve very easy and cool UVs with even less. Seriously something is awry.
>>
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>>699499
>tutorials
Welcome to the cancerous universe of tutorials.
The guys test it before recording it so they know exactly where to place and their videos are click bait for views and recognition on youtube.

Is it either them hording their knowledge, knowing the ultra obscure and ass backwards way of doing it (you look at a modeling human head in blender tutorial, you just look at it in blender fucken memorized numbers) and are hiding it by presenting a
>Yo so easy blender cool!
style.

Or they simply got it by trial and error (for this exact model) and memorized the exact things they need to do.

For me, UVs are cancer and something you should never interact with get into Ptex its literally like painting on a figure in real life and this is the selling point for me.
Oh and apparently Ptex is more efficient with texture data then you torturing yourself for days by trying to make a perfect cut of the UV. Literally best of all possible worlds and to all
>Muh UVs industry standards muh
cool your tits you can simply export a Ptex into a UV auto generated map.

You should not interact with UVs ever.
You don't paint a PNG by opening a hex editor and imputing raw binary data, don't interact with UVs for the same reasons.
>>
>>699533
God damn, all you ever do is go to every thread and shill Ptex. You're fucking worse than blendlets.
>>
>>699555
Shut up, disneylet.
>>
Why is it so hard to create 3D models? I've learned JavaScript, Python and C# in one year, made a couple of really useful stuff with it and I can't seem to model anything noteworthy other than fancy looking square boxes with fancy holes even after 3 years of trying.
>>
>>699577

How the fuck did you learn C# in just one year. I have the opposite problem.
>>
>>699577
>>699585
If you two fuse, your problems will vanish.
>>
>>699585
I taught myself C# after I was already familiar with programming concepts from using JavaScript and Python. It's just a matter of adapting to a statically typed language, learning its syntax and quirks. It helps that Visual Studio holds your hand as you code.

Learning a programming language is easier when you know what questions to ask since you can just Google them.
>>
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>>699555
I'm literally telling you that its the better way after OP is having problems with UVs.

I remind you that Ptex is not a program its a technology, its not my problem that your fav tool lacks this capability. Seriously why are you opposed to Ptex?

>You're fucking
Here is the thing master UV unwrapper why don't you instead of bitching and shitposting actually tell OP your super UV unwrap secret?

Because like it or not I'm actually helping OP with texturing.

Who in his right mind think that spending any time with making seam is a good idea?

>blendlets
This reminds me of this
https://www.blendernation.com/2010/08/21/ptex-support-being-added-to-blender/
>Ptex finally made its way into Blender
>Excellent! Blender just keeps on getting better and better! Features are growing faster
Article from 2010.
9 Years behind scheduled to finally get Ptex!
Blenderites pretend now like they have no idea what Ptex is.
>>
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>>699648
OP isn't having a problem with UVs he just doesn't understand how the fuck to do them. It's not fucking hard. His model is just boxes. Pic related took no time at all.

>Seriously why are you opposed to Ptex?
I'm not, I'm just seriously annoyed at you going into every thread, replying to some shit that's got fuck all to do with texturing and going
"You wouldn't have that problem with Ptex". You sound like a huge fucking faggot sucking hard on that Ptex cock. It's probably perfectly capable, but you've successfully kept me away from that shit.
You're not helping. You're just flinging your autism all over the board for an implementation that's hardly used across the board.
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>>699655
>OP isn't having a problem with UVs he just doesn't understand how the fuck to do them
This statement is self contradictory.
OP is having problems with UVs and the problem is him not knowing how to unwrap them.

>got fuck all to do with texturing
Yes genius explain how "not being able to texture because I don't know how to UV unwrap" is not related to texturing.

A little something for you:
1) Actually post the exact philosophy you use to UV unwrap for op instead of doing the usual trick of
>This is how you do it for this exact shape.
Ever heard of giving a fish VS teaching how to fish?

2) Why the fuck would anyone torture themselves and waist their time doing this unwrapping gymnastics? What benefit is there to doing this shit? its literally a wast of time for nothing if contrasted to Ptex.

3)
>"You wouldn't have that problem with Ptex" You sound like a huge fucking faggot sucking hard on that Ptex cock
Good! Now you know how every blender user feels when you shit on blender, how does it feel knowing that your overpriced software lacks basic features?

4)
> but you've successfully kept me away from that shit.
Good! Mission accomplished! Now how do I make every single one of you switch to MS-DOS only for your workflow and 3D model only by typing the exact position of every vertex you want to create into a command prompt?
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>>699657
I bet you use TempleOS for 3d Mr. Autistic Boomer.
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>>699662
>I bet you use TempleOS
Says the one using obsolete UVs.
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>>699663
Good luck finding a job expecting to use Ptex. UVs are useful not only for texturing, but also for attribute transfer regardless of the topology constrained within UV islands. For example, it can be used to attach a groom and allow changes to the character skin without having to regroom.
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>>698006

First off great work for being 2 months into Learning blender, there is always room for improvement when moddeling and you will always learn new ways to do things better.

I have attached an image trying to note the most common mistakes that you need to practice with. What should be textured vs what should be modeled seems like the biggest thing you need to learn in order to get better looking models.

Hope this helps you in someway or a another.
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>>699697
>Good luck finding a job expecting to use Ptex
Disney only uses Ptex so get fucked you LARPer!

Also your argument is basically
>Good luck finding a job expecting to use Windows when everyone now only uses MS-DOS

>For example, it can be used to attach a groom and allow changes to the character skin without having to regroom.
give exact example that will not make you look like a total retard or that is better made with Ptex or Ptex layers.
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>>699717
I'm not OP.
I appreciate you taking the time to point out mistakes however some of them are so .... the picture is so grainy that I can not see some of the supposed details especially the "missing groove" you pointed out in red so I don't blame OP for not modeling it.
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>>700224
Not the anon you've been talking to but environment assets utilizing trim sheets pops instantly into mind as something you can only achieve thru UV.
Strategies using shared texture space for rapid development of things like belts, zippers, cloth seems etc are unavailable if you use PTEX.

Also anything realtime pretty much necessitate UV's as well, there might be a day when that is not the case but it is still somewhat distant.

It's unwise to go around sticking meme labels to people when you know so little so well, will make you come across like a immature douche.
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>>700227
>of things like belts, zippers, cloth seems etc are unavailable if you use PTEX
Did you even watch any videos demonstrating Ptex?
https://www.youtube.com/watch?v=yFwoeOLECe4
Watch the whole video or especially at the end.
Yes its possible you turn your flat graphics into stamps and stamp them on the model.

Try actually knowing or even watching this demonstration video before you try to dismiss Ptex.

>Also anything realtime pretty much necessitate UV's as well, there might be a day when that is not the case but it is still somewhat distant.
What is "baking the model as a UV wrapped model for the game" the post.
Also did you miss professionals telling you that Ptex is always more efficient then whatever you do for hours in UVs?

I mean seriously like 30% of the UV space is wasted regardless how long and autisticaly you try to lay it out. This is why Ptex is also more efficient.

To many layers and need it in a game? Bake it down to a auto generated UV wrapped model the same way you export to PNG from your Photoshop project with 100 layers and it turns out the auto generated UV wrapping from Ptex is more efficient then whatever you try to do.

You unwrapping UVs is a waist of everyone's time and the computers efficiency.
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>>700229
It's quite obvious you don't understand this subject on a personal level and is echoing points raised inside a video as if you did.

That you can stamp stuff in Ptex is vastly different from the way a trimsheet works.
Pointing this out isn't throwing shade at your beloved Ptex (Ptex is great tech for what it is), it is pointing out that there are things it cannot do.
>30% of the UV space is wasted regardless how long and autisticaly you try to lay it out.

That is true. But it's not the entire picture of the situation.

There is advantages in having the texturespace laid out in 2D as this enables a human to edit it using 2D tools
as well as 3D ones which is very nice. Because as good as 3D painters are they're just nowhere near the level of photoshop.


>Ptex is more efficient then whatever you try to do.

Making absolute statements like that makes your inexperience with this subject show.
It's simply incorrect.

>You unwrapping UVs is a waist of everyone's time and the computers efficiency.

The only 'waist of time' I know of is the slender part of the hourglass.
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>>700231
>Making absolute statements like that makes your inexperience with this subject show
????
You agreed it was correct!
>That is true. But it's not the entire picture of the situation.
So what now?

> Because as good as 3D painters are they're just nowhere near the level of photoshop.
You started talking about belts and zippers so OK for what? A video game from 1999?

I say stamping it on is better since anything that 1999 FPS graphics requires you warp your flat mash to show curvature. I say Ptex layers are better at doing this.

For anything giving me power I simply model the entire zipper and belt in 3D since they are 3D objects in the first place.

I still say stamping it is faster then needing to UV unwrap and play around with the UN-wanted distortions and seams UV unwrapping creates.

>level of photoshop.
The video literally shows how you can plug photoshop into mudbox and edit the 2D parts of Ptex in photoshop.

While I appreciate your cool head I think you need to reconsider your position. No one has ever shown how UVs are better at anything.

UVs are not something you should be interacting with.
Ptex is more efficient (bake as whatever the game engine wants = no wasted space to human unwraping) in all scenarios.
Human friendly (unwraping feels wrong and is wrong)
More intuitive.
Faster texturing
No seams or other UV artifacts.

I yet have to see any argument for UVs. The celebration of UVs is strange to me.



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