Board: /3/
"/3/ - 3DCG" is 4chan's board for 3D modeling and imagery.
Welcome to /3/ - 3DCG, 4chan's board dedicated to 3D imagery and modeling.
readme.txt
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 a thread to post your daily sculpts and sculpting in general
previous thread >>995861 When starting out in 3D, is it better to finish as many models as you can (or projects if you'd like to call them that way) and keep adding more sophisticated technologies and techniques as you learn them or is it better to just polish one model and keep adding stuff to it as you learn? I come from a 2D background and when it comes to drawing quantity is king, you should be drawing every day as much as you can. Is it the same for 3D? I would've posted this in a SQTDDTOT but there's no such thread at the moment (you can use this thread for that, if you'd like) i have a scan of my teeth, upper and lower.
the initial purpose was to print a copy of them and vacuum form a mold over them as a retainer, because i grind my teeth and tear up my retainers really fast, and they're 200$ to get replaced.
a secondary goal is to slightly pivot my teeth to undo the shifting they've experienced since i got my braces off. DIY invisalign.
the same idea as what this guy did:
https://amosdudley.com/weblog/Ortho
my question is, what program should i work in to manipulate these scans? i've got .obj files. i know fusion360 but it's not really built for stuff like this. i've done the blender donut but that's about all of my blender experience. can i do this sort of parametric work in blender? like, sectioning off a tooth and rotating it, or setting a distance to keep between certain features? Previous: >>1002436
Daz youtuber's and general guides:
https://www.daz3d.com/help/help-daz-3d-video-tutorials
Wpguru
Parmy
Travis Davids (Marvelous designer)
Thundornd
CgBytes
https://www.laylo3d.com/
https://thinkdrawart.com/
Kelvin Jin
Bridges: https://www.daz3d.com/daz-bridges
Suggested Blender Bridge: http://diffeomorphic.blogspot.com/
News: Daz Premier replaces prior subscriptions and doesnt add much aside from a free character bundle every month and some tools that are worse than using another software like blender or maya.
Some anon created a cool character morph. Meet Quinn! https://mega(.)nz/file/rmZQWLKZ#lh4aluWj6drjfPLkW7FVAUVDaOZZqJfqjoAvsREDo7U
Post more Quinns! Where should I go for 3D character modeling service? I've just being scammed on Upwork for $10!!
All I want is a 3D model of picrel so that I can 3D print him for my personal satisfaction. There's free Pepe 3D model but the face doesn't look like this one. Aaarghhh! It feels like shit that this is the first time I'm being scammed. Fucking indonesian. Therefore, I do not charge for the assets that I make Are you supposed to sculpt or box model organic things like human characters and monsters? /wip/ - Works In Progress - Bolts edition
A thread for work in progress of your projects, for recently finished projects or things you'd like critiqued.
Previous >>1003386 Previous thread : >>997198
Discuss and post anime styles in 3d. From figurines to celshaded models, etc.
Recommend Youtube Channel :
https://www.youtube.com/@user-sy9do4tr4h
https://www.youtube.com/@yuucg5187
https://www.youtube.com/@mmcganimetic
https://www.youtube.com/@fusako3d
https://www.youtube.com/@user-pp2os6zr2d
https://www.youtube.com/@ShionMgr
https://www.youtube.com/@kurukuma
https://www.youtube.com/@menglow2122 Is there any Tutorial on now to create a Vagina or Anus on existing Model ??
Janny pls dont delete, this is for research. Got gifted a printer for xmas. Didn't ask for it but I'd feel really guilty if I didn't use it. What do I do? Open weights AI generated text-to-3D and image-to-3D
also supports hybrid inputs (give it an image and text)
Try free online, no account needed:
https://huggingface.co/spaces/tencent/Hunyuan3D-2
download models for free:
https://huggingface.co/tencent/Hunyuan3D-2/tree/main
*also includes a separate model called "Paint" for creating and texturing UV maps from a mesh input
*The output mesh is a trimesh object, which you could save to glb/obj (or other file format). How do I make and animate 3D models for a game? Preferrably with an anime-ish art style and that whole "stepped animation" shindig (i.e, what ASW does with dragon ball fighterz)
I'd look in the pinned FAQ, but half of the links are missing and half of the images won't load. Not bait
But what's the point of learning 3D? Like what can you realistically do if you get good at it?
Can the average person make a living out of this, or is it like 2D art where 99% don't even have a job prospect What is this style cals4led? On reddit I can only get a lot of upvotes on really simple work. If its something thats intricate and took a long time and has complexity no one seems to appreciate it or understand it. Just happened to me again. Can anyone explain this? Rules for me and not for thee:
>Must have a budget of polys capped or lower to what a game from the year 2000 would usually have. Amount of triangles must be shown in the corner of each render.
>Everything must be made from scratch. No kitbashing. Sculpting/CADmodeling then decimating/retopo is allowed.
>All models must be uv mapped and fully textured and rendered in a realtime engine. No pbr.
>Textures must be low resolution. Maximum 512 by 512. Pictures and premade textures are allowed but they must be posted alongside the renders in their original and modified formats if they were not made from scratch. Showing UV layout is encouraged but not mandatory. I'm the anon that was answering questions in the old ArcSys thread before jannies shit the bed. I thought it might be worthwhile opening up a general and posting resources I've gathered for those that want to get better at the look.
Resources:
Strive In-Depth Texture/Vertex Paint Function Breakdown: https://docs.google.com/document/d/1ejZ9TrIFNwiawLcFj-XRtaO3Vg9TxD04sR8HKOaRkGI/edit
ArcSys Xrd GDC Talk:
https://www.youtube.com/watch?v=yhGjCzxJV3E&t=0s
ArcSys Xrd 4Gamer Article:
https://www.4gamer.net/games/216/G021678/20140703095/
Xrd Design Docs (Modelling, Rigging, Materials):
https://archive.org/details/GGXrd-design-docs/4Gamer%20-%20The%20Secrets%20of%20GGXrd%27s%20Graphics/
Blender Shader: https://github.com/Aerthas/BLENDER-Arc-System-Works-Shader They made bloom a bit less easy to access because it became the telltale sign Blender was used and most importantly because every SFM quality level porn was using copious amounts of it. It became the HDR or pissfilter meme of 3d porn. I've been shittily 3d modeling for a while now but UV unwrapping has always fucked with me. How in the hell is the MG model nice and flat, but blender outputs my UV all fucked up? Do I literally have to go in manually and pin each vertex into the pixel perfect position? Am I just retarded and just not doing it right> Most tutorials that cover low poly modeling in blender just use minecraft square-esque models and shit so it doesn't help me out since mine are more triangular. Can anyone explain what's the secret of this picture texturing and modelling?
I understand the modeling is just basic low poly with a subsurf modifier.
What I don't get 100% is the texturing and I wonder if is just albedo texturing in photoshop or Krita.
The other thing is the shading.
Prety sure this is not a complex shader and would be funny if it's just a basic 1 tone shadow toon shader.
The funny thing is that It would be hilarious if this guy is just using PS2 tricks but on 2025. Also the introduction and guide's readme.txt link and images are broken.
I assume paid lessons have the advantages of showing the workflow, but I guess time-lapses also works? First attempt at rigging my first character...it's NOT looking good bros I want use this pokemon 3D model https://rigmodels.com/model.php?view=T_pose_rigged_model_of_Jenny-3d-model__c1c39f834b3247d592c06a9132703a2a&searchkeyword=jenny%20pokemon&manualsearch=1 to create a skin for grand theft auto san andreas(pc) but im not able to make work the txd(my txd. file has their respective textures but the model in the game is all white) I already tried txd workshop and magic txd but nothing works.
Any hint? the dff. model works great in my game but I'm stuck with this issue related to the txd. file. This is my first time making a skin from a 3D model that's not something from gta sa so no idea what im doing wrong.
I'm using autodesk 3d max 2012. The models don't appear, why?
How do I fix it? I now can do 3D anime that looks 2D, chuds. At what points do blendshapes go from le funny qurky thing, to I am going to automate corrective blend shapes to every animation and camera angle using drivers autismo and animate breathing and stretch and squatch with blendshapes? For those of you who made it to employment,
how the piss do you get used to switching between different programs and software suites that use different camera/viewport controls?
Specifically,
I'm having to switch between blender, maya, and marvelous designer.
Unfortunately, I started and spent most of my time on blender. The Maya control set, is that more of an industry standard majority? I _think_ substance painter uses it for simple things like camera controls.
For those of you who do have to switch between environments, have you found a certain program's viewing controls are able to be adopted in all the competitors? I tried once to get Substance Painter to use Blenders, but it was something like everything but one set of key commands were unable to be switched which caused an insanity spiral of moving other actions around. This was 2018 or something though, maybe do-able nowadays.
Ahhghhhhhh I hate the shit outta everything. dare i say...
its over???
https://dynvfx.github.io/ When do you decide to stop using subscription software? I've been using this one paid renderer and I've put so much effort into it, but free alternatives do the same thing now and I wont have to deal with subs. Having an account, having to pay dues or if you skip a year having to start all over again at a far higher price, it just sucks man how much does it cost to have 4 characters like this made? I've completed my donuts. So what now? Of course after conversion to either Ngons or Tris?
I tried everything to make it work in Substance Painter, but I guess I either need to UV manually, which would me masochistic, or remodel completely. The shading artefacts and fucket up auto UV in Substance is just horrendous Use this as a place to help rebuild after the great purge /3/
I autisically save everything so hopefully I can help give back to a board that I love on this god-forsaken Mongolian basket weaving site How much money would I need to realistically pay someone to make a resin printable 3d model of this character in this pose? How to learn to animate like ZZZ? How do you even make awesome renderings like picrel?
All of mine look like poor video game renders.
Will be grateful for any and all helpful ressources you could point me to. I'm noob, can someone help and explain how to make animatons like that in blender? Just manually move every single bone frame by frame? Why are you cheap cunts refusing to donate to Blender Foundation? This is why Blender will never become industry standard. a thread for discussion about shaders. show off, post exaples from others,your own node setups,code,tips,questions,etc. What is the best controller for modeling/sculpting in VR? Hi, not sure if this is the right board but I am looking for suggestions for a 3D printer that works well with castable resin(basically resin that can be used to make jewelry)
400 Euros max
Yes it's for work Alright /3/, who here messes around with 3D car modeling? Whether you're making game assets, renders, or actual printable parts, let's see what you've got. Post your WIPs, finished models, cursed blender screenshots, or whatever.
What software are you using? Any good resources for reference and topology?
Bonus points if you're working on body kits or custom parts. Drop your meshes! Is it possible to get a job at a studio if you write a good cpu renderer? I've been working on one for weeks but its hundreds if not thousands of times slower than gpu. Hi, I'm making my first 3D model. Any advice? Also, how long do I need to make 3D models to be considered a senior? > literally clicked the /3/ ad on /g/
So do people share their lewd models anywhere? Can't be expected to be on the normal places, right?
also readme.txt in pin is 404, FAQ did not cover this either Can someone explain to me in simple terms how to do this. I was in a discord server asking how and while someone was showing me i got kicked out. I tried to watch this dumbass' video but they don't explain it very well, it should only be in 30 seconds how to do it. I make a living modelling avatars for furries on VRChat I'm creating a video game but I don't know what it's going to be about (I'm just modeling meaningless rooms and some furniture) Is learning to draw in 2D worth it before getting into 3D? Which graphics card should I get for 3D work? Nvidia or AMD?
I remember Substance Painter was bitching about something when I was working on AMD card, but it was working pretty fine actually.
Where should I expect driver/compatibility/corporategreed fucky wuckies in various softwares? Post your magnum opus
Your most bestest super-duper render Houdini is fun and easy!
Pick up a free apprentice version today:
https://www.sidefx.com/download/ it's over
fuck this timeline Will it be more lucrative to try and make indie 3D animations, Make indie Games, or just make models. It kind of seems like animation isn't very prophetable. do i have to take cosmetology classes or something? because no matter what technique or workflow i try, nothing seems to "click" for me. curves, particle/hair curves, even vertex modeling. nothing. I'm very broke, a monthly indie license costs more than I earn in a year of work.
It is really possible to use these cracked programs without getting infected by billions of viruses. I heard that Indians only use cracked 3ds max. How do I get this cracked program without getting my PC hacked? Painting with stencils allows you to use textures generated by an algorithm to quickly photobash your models.
Here, a tutorial will be shown on how to do this from the basics. Is this still worth learning? It seems AI is coming for them too. I heard 3Ding stuff is super complicated and even veterans don't know all there is to know in Blender. What to do, I will hate to learn it just for AI do better stuff with a button click. I already saw a Blendie cry about a site doing one click 3D models. What is the most realistic game with MSAA graphics? Is it even possible? When doing lowres pixelart texture for lowpoly model, depending on UVs and seems some lines are perfect while others are choppy and pixelated. How would you make this more consistent? Any suggestions what are the most wrong things here and how to make it better while still maintaining thicc-pixel-lowpoly style? I have absolutely no idea what I'm doing when in comes to lowpoly character modelling and texturing so even entrylevel tips are welcome. /wip/ - Works In Progress - HO HO HO Edition
Brothers, the end of the year is nigh, may 2024 have been a productive year for you, and if not, may 2025 be the one. Amen!
Now please do go ahead and post your work-in-progress projects, recently finished projects, or things you'd like critiqued here, cheers friends.
Previous thread: >>998180 so, in blender, i’m making a rig for a very athletic character. i’m making an animation where he bobs up and down, planting himself with the balls of his feet rather than his heels. my rigs’ legs normally have very standard inverse IK with “inherit rotation” disabled on the foot bone. this works in most cases but, obviously in this case, does not. how should i go about this task of shifting weight from heels to balls? working in Blender when suddenly.... Is Mac good for 3d now, or is pc a requirement? I have a pc, but it is aging and I want to know if I should just buy the best mac I can get instead of manually having to build a pc, install drivers, pray to the microsoft gods, etc. omg chat new sam hyde dropped Are there high quality blender projects with animations that I can study? I want to see how pros are making stuff. Maybe there some creators that share them on patreon or something? I'm looking to move on from sculpting with a mouse since 2 years and want to try out the graphics tablet method with a pen for the first time.
Is it better than a mouse and will it enhance my sculpting abilities?
What affordable model do you recommend? Not something super expensive. I've been looking at Huion since their reviews state they produce better things than Wacom, or should I get a wacom? It's pretty neat.
Also, what other 3DCG software is available on the Android? Surprise there hasn't been some sort of Blender port in the works. I like this software but how could I model people in it?
Also general OpenSCAD appreciation What's the best way to put the dress in that pose? Dragging in sculpt mode is just chaotic. Reminder: Subscriptions SUCK!
Have a 3Ds Max/Maya question? recently started a project? Or simply want to complain about Maya crashing?
Previous thread: >> Where is 3d going in the next years, /3/? We all know that AI didn't pan out, especially given the amount of surveillance there is. Blender vs Maya.
>Do you even use the software you claim is inferior? If so how much time did you spend using it?
>Are you a professional?
>Are you criticizing the software as a whole or something specific? 3D is a vast artform with many technical hurdles. Some packages are better at doing one thing than the other. How would I go about modelling wings for an owl character? How do I make a smooth transition from "closed wings" to "open wings"? >2024
>still can't even set the viewport resolution
how can blendtards stand this piece of shit software? it's fucking unusable on a 6k screen Now that CGPeers has locked half it's userbase out for not remembering their registration burners, what is the next best place to not pay money to Autodesk, Foundry and Maxon? Texture Authoring with convoluted node graphs instead of just drawing it in photoshop. Post graphs you have made. >picrel
Is this a good excuse to learn how to make porn animations in blender? been postponing learning animation and only did some basic scene modeling, but one of my bucket list thing was making porn of stuff like this Zbrush Student licence is gone.. How do you extend trial forever? VM + blocking internet is the way to do it? Any other option maybe more smooth?
Im not too fond of downloading russian repack.. so id rather do it trial way. Im working on developing some games in my spare time and I’d really like to target the fidelity of ps2-ps3 style games, mostly for stylistic purposes (but also because I’m solo and don’t have the time and resources to make too many high poly things)
Specifically, I’m really interested in how characters like pic related were modeled and textured to look semi-realistic and expressive (especially textures because I’m still terrible with them)
Feel free to post low-poly or just your favorite models/textures from the games of the good old era of games >that feeling when you are trying to finish the last 20% It's been leaked to hell over the past few months, announced already, and it's out in the wild in at least some manufacturers' hands - so where the fuck are the 3D models of it? How come the only ones I've seen are poor copycats from screencap reconstructions that are charging like $10 a download? Does anyone have the REAL 3D models somewhere or is it all just fakes? How popular is this method? I've seen a few call of duty devs use fusion 360 and then convert to 3DS/Blender, retopo. Is it worth learning if i wanna make guns? Or the retopology part is gonna be as much suffering as if i made it in a normal program from scratch? Why are there no sculpting brushes? Learning on your own is fucking impossible
Can anyone point me in a direction for learning how to model houses or generally buildings from reference/floorplans?
Every tutorial I can find falls short in all of the same ways. Either it's an outdoor scene where the inside of the house is a hollow unusable shell, a purely interior scene with no attention paid to the exterior at all, or it doesn't show you how to make a roof on anything more complicated than a perfect rectangle or L shape.. or it's a "modern" house that is just a cube with a flat roof presumably to compensate for modelling roofs being too complicated.
And then I've tried this method of extruding planes over an image of a floor plan and that doesn't compute at all because I always end up with this twisting labyrinth of walls that looks completely out of whack in scale no matter how much I scale it up in comparison to my character. And then how do you properly make a roof for such a thing? Or make stairs to a second floor or basement and/or add these things real houses have like a 2nd story where its just a room or two and not a 1:1 extrusion up from the first story?
I've tried to just not think so hard about it and just make it up as I go, using whatever janky methods I need to block something out but I always create a total mess of duplicate edges and overlapping that I'm not even sure how I ended up with, and just seem to be wasting time trying to brute force a totally incorrect way of doing things
When I play games and open a door from outside and walk into a house it feels like I'm witnessing black magic. I would do shameful things in exchange for the knowledge of how to take reference of a complex house and recreate it as a scene where you can seamlessly walk in and out of it- and not see a bunch of fucked lighting artifacts and the like I don't want to go to through the process of sculpting, retopology, rigging. So I'm thinking of just buying the character I need. I've asked around and it's usually 800 bucks. What do other anons think. How are highways like this modelled so seamlessly along these curved roads despite their complexity? This aspect of 3D modelling is so foreign to me.
Is it some special program? I think this involves a lot more than just array -> curve modifier in blender.
Game is Tokyo Xtreme Racer, just came out a few days ago. Every day I make assets for various purposes and clients. Low poly anon's thread made me want to make a thread where I post weird random shit I make from scratch/ ai / download and modify every day for my clients. Almos all assets are quickly made just for illustration and context purposes so don't expect perfect models. So I'm posting some of the assets I make until I get bored, thread prunes or the world explodes.
Lets start with some sculptures made for a client that collects them and wants to see them in his new apartment. Technique: Photogrammetry from a video taken by the client and then processed for low res and multicolor. That being said what is your excuse >yhou'll never get a job woth b;lender my shitty cpu wont allow me to good sculpts How do you go about rigging this type of dress.
How do you place the bones etc.
Not exactly the dress in the pic, but that type of dress with the long "loin cloth", not sure what the name is. Tabard dress? Qipao?
The character that will use it "fully modeled'. As in, the clothing can be taken off, or replaced with other clothes. Do you make a separate armature for the cloth or is it part of the characters armature?
I made some attempts, but making it behave nicely, especially when the character is sitting is a struggle. >be master at plap animation
>cannot do a simple walk
Why does this commonly seem to filter so many animators?
Is it really that hard to animate walking? Post vintage/retro-styled renders and animations.
Pre-rendered, game graphics, whatever you got. Someone in my family told me straight up that he believes that 3d can be completely automated yesterday when we were talking about 3d jobs. I had to tell him that 1) you can only automate the simple stuff and 2) if you automate your art it looks like its been automated.
Who was right? Am I hallucinating or was there an Unreal Engine General (/ueg/) at some point? It was nuked when the moderators did that oopsie a few months back, wasn't it? I double checked on /vg/ too but it doesn't seem to be there either.
I'm making a new /ueg/ then, please forgive the absence of links and other useful information normally associated with such kinds of threads but I was never a regular and therefore did not save them.
What're you up to anon? look at my donut. i sold my old car and invested in a gayming computer with shitty RGB lights i can't turn off (tech illiterate)
So... how much longer until i'm making looped WEBMs of furry porn and charging a thousand dollars per character commission?
it gets better... right? i feel like a baby just learning to crawl. Disney is still selling stolen 3D artwork and never apologized to artist. Keep your eyes peeled.
https://youtu.be/ylKLIjlDEi8 My primary goals are to create characters for my own games and animations. More than anything I want to focus on animations and character designs. I'm operating solo trying to do stuff but I've realized that 3D is so multifaceted that it's very very difficult for a single person to be good at all of it. I understood this conceptually but until I really started making my own projects I realized why these pipelines are so specialized. I want decent quality rigs, and it's not like I don't think I have the capability to make them but it's just such a time and skill investment that I want to dedicate to my main purpose which is animation and character design. I don't have the money to pay someone to do this so I guess I'm in a tough spot. Anyone has ever done it? Not as an actor but as either a animator in charge of correcting animation or the technical responsible for setting it up.
You think it's a realistic idea/goal to set up a studio and iterate on it starting from my bedroom?
I'm a programmer and want to get into animation and was thinking about this from a gamedev perspective that really doesn't have the will to learn 3D animations the manual way. I realise how kind of dumb it sounds but I legit don't know anything about it but the logic behind doesn't seem so complex though
https://www.youtube.com/watch?v=o2ZoThIkV8A I don't like the way I do my face. Can someone tell me how I can improve it.
Also I will not mind criticism, it will help me to understand what I do wrong. Previous: >>993129
Daz youtuber's and general guides:
https://www.daz3d.com/help/help-daz-3d-video-tutorials
Wpguru
Parmy
Travis Davids (Marvelous designer)
Thundornd
CgBytes
https://www.laylo3d.com/
https://thinkdrawart.com/
Kelvin Jin
Bridges: https://www.daz3d.com/daz-bridges
Suggested Blender Bridge: http://diffeomorphic.blogspot.com/
News: Daz Premier replaces prior subscriptions and doesnt add much aside from a free character bundle every month and some tools that are worse than using another software like blender or maya.
Some anon created a cool character morph. Meet Quinn! https://mega(.)nz/file/rmZQWLKZ#lh4aluWj6drjfPLkW7FVAUVDaOZZqJfqjoAvsREDo7U
Now, lets see your Christmas themed renders! I'm so fucking lost rn.
I'm trying to create a simulation of bubbles going past an object with an collision tree. But I have no idea where and with which nodes I can combine them.
Anybody here who can help me on my way? Hello, I've tried to convert this Blender model using Crowbar, however, my materials folder isn't working. I tried to use the VTFEditor to create the VTF archives and put them in this folder, but it's still not working. What can I do? SubD Gun modeling tutorial recommendations?
I'll start..
>Live Boolean modeling Maya & ZBrush
https://hatchery1.gumroad.com/l/QZemE How do I get more unique simple objects in blender with script? I need to create like minimum 3600 very simple objects like cubes and they cant be instances because I have to run operations on all of them. Right now if I try to do it it freezes 4.3 >solid modelers hate it because it's a direct edit tool with limited parametric capabilities
>polygon modelers hate it because blender has more features while also being completely free
>boomers who refuse to learn something newer swear by it for some reason
I get that people working in industries like architecture, civil engineering, and education like to use Rhino, but is it worth learning the program as a casual hobbyist? Hello, I’m making a computer game called Hypercoven. [www.hypercoven.rodeo - a demo is also on Steam]
The dream from the beginning was to achieve "2.5D" graphics like they were common around 2000, in SC:BW, RA2, Infinity Engine and such. [spoiler]I’m just a programmer.[/spoiler]
I’ve come a surprisingly long way now using cheap assets from itch.io, to the point that many units are at least isometric.
But for some of the remaining units, which are vital to the gameplay, it’s quite unlikely to ever find fitting ready-made spritesheets. So my next best idea would be rendering spritesheets from existing 3D models, as I understand there’s a lot more variety and flexibility in that space.
Throw any guidance and advice my way?
Actually I’m wondering if any Anon would be interested in doing this rendering for me. for money. Anyone here like to make landscapes?
What techniques and programs are used to create open world games?
Unreal Engine has Landscape, yes, but I'm not interested in Unreal, I'm talking older games like Skyrim, Fallout 3, or even GTA San Andreas which I replayed recently, like how the FUCK did they create those massive open worlds? Especially in SA's case I find it especially impressive, as it has both kinds of environments one would be faced with in tackling this endeavour, both natural (countryside, deserts, mountains) and man made (roads, sidewalks, skyscrapers).
I looked up possible answers on G*ogle but all answers are just news articles glorifying (rightfully so) Beth's and Rockstar's open worlds, but there aren't actual technical details like what program they even used, settings, that kind of stuff, nothing that can allow me some wannabe to even begin trying to ape their work. I did find a very useful GDC talk going over modular kits [ https://www.youtube.com/watch?v=QBAM27YbKZg ], but while great that video goes over buildings and interiors (they used 3DSMax, one could use Blender as well if they wanted to), not open world creation. They touch on it briefly in the video I just linked, but more on a conceptual level, like oh we first draw a map, then we define the coastline, then the roads etc. but I'd like to know, again, more technical details, like are these worlds created as a simple plane in 3DS/Blender, how do they go about texturing such a huge plane without using enormous textures, how do they export it into a game engine, do they import it whole or do they slice it up in pieces for optimization and whatnot, and so on and so forth I look at how complex this is at the high level and how much goes into it and I just get incredibly intimidated. I just feel like I'm not smart/talented enough to do this. Even though I took some intro 3d and animation classes and passed them I still feel like the high level professional stuff is just beyond my reach. Like I'm never going to be able to make something like pic related. I can't imagine myself being able to make something this good ever. I feel like I'm only good enough for retail work and anything too complex is outside my mental capacity. I don't know what the minimum IQ is for this work is but it's clearly way above me. It just looks so intimidating. I couldn't hack it with STEM which is why I went with a political science degree instead. I'm 27 now and I'm too old to learn. I still struggle with the UI of programs. If I know the basics, am not starting from scratch and have an entire year of no work and just a little bit of school can be employable by next January of I put in 5 to 8 hours a day into 3D modeling. I'm trying to learn Blender and Maya at the same time (student license) and do animation for fun on the side. The only way to truly create retro CGI is by using period accurate hardware and software, anything else is forced soul from coping zoomers. I'm trying to extract scenes from a Unity game for the maps (RWBY Grimm Eclipse, Steam Edition). Since it's an older game, after using AssetRipper to extract the scenes it defaulted to Unity Version 5.4.1p4 (from 2016) when I opened the project in Unity; though I've had the same problem that caused me to make this post before when using a slightly younger version of Unity (during an attempt to do the same process with UTinyRipper instead of AssetRipper). Since I'm working with an older Unity version, I don't have any options to extract the maps besides using the Scene Exporter OBJ plugin from the asset store: https://assetstore.unity.com/packages/tools/utilities/scene-obj-exporter-22250
My problem is that this plugin doesn't work for me. I should be able to click the file tab to get the option to export, but this doesn't show up for me, picrel (the left is how it should look, the right is how it looks for me). Anyone know how to fix this? It seems like a lot of people are trying to make buildings lately. I thought it would be fun to have a go, see what i can learn and get some criticism on how im doing things, as well as see what everyone else can come up with. plus, isnt it fun to see how badly you can fuck something up some times?
Lets see some houses! Can someone tell me if the face rig control panel on the right is part of an addon I'm missing or if it's custom? This is all in Blender. As we are all aware, the mainstream entertainment industry has no idea how to make attractive characters anymore.
Use this thread to discuss things like good references, workflows, or just characters you find appealing and why.
For example, how do you design a character's face? What references would you use? >search for help with blender / maya / hou / painter / etc
>giant AI answer with hallucination 100% of the time with made up parameters that don't exist and have never existed in the software
This is what you were afraid of "taking our jobs" and making tutorial makers obsolete. For a retard like me, that is. What do I need to do to beat my retardation and get good at it? Is ArtStation a good place to post still or is it overrun by bots and scrapers? No nuke can't stop the Gunt.
Post anything Gunt related or of a Guntish nature
>I want to use the Gunt model
Gunt's model should be here:
https://drive.google.com/file/d/1r0MbQRcUnbRGwzS4wRSYEfjrLFUoP3b6/view?usp=sharing
Old nuked thread:
https://warosu.org/3/thread/918176#p963992 >cgsociety
post itt if you were a actually a member of cgsociety in the old days how do I use free camera on any unity game for upskirts?
https://www.youtube.com/watch?v=mVlbIkyUbMs We’re already seeing platforms like NVIDIA GauGAN3D and Adobe Substance 3D that can generate realistic textures and models. Could this have a bigger impact on 3D modeling than it has on digital art? I’m hesitant to invest in a hobby that might be overtaken by lines of code in the near future. >sculpted / modelled in zbrush
>textured in substance
....
>uv / rendering in cycles
>featured / Top Row at at Blender Artists
What happened to that place. Whenever I connect the strips with faces when modelling with this sort of method, I always get some triangles. How does one become good enough to sculpt designs like pic related? >downloads your city of tokyo to scale for free via point cloud data
nothing personnel I’ve got a pretty weak laptop and can’t afford a new one.
What are my options for creating 3D models?
Would love to know all the options! why do almost all AVN (Adult Visual Novel) developers use Daz3D whilst simultaneously saying blender is superior? is it so much more user friendly that people choose it over an alternative they could produce better work with? I thought all 3D tools had basically the same interface What's the secret to a successful career in Adult 3DCG? I want to make superior japanese folded steel 3d models and a guy who makes models for vrchat told me to find these, please share if you have them and thank you Someone in the name of God, have done this model of Shrek in the MAD show? most tutorials for animation simply follow a reference, they don't explain why the body is moving in this way to look convincing. If I follow these tutorials I'm simply copying and not understanding.
Without a reference I don't know how to make my animation look convincing. Are there any tutorials which explain the body movement ?
Sorry if I didn't explain properly, don't know how to quite explain myself. She's public domain. I posted the .blend on https://amarilloarts.itch.io/blender-chan
Do whatever you want with it. Is it possible to sculpt this to the same quality in Blender as you can in Zbrush? Is Maxon in trouble? Been following tutorials for a good 6 months and while I’m somewhat confident with c4d now it still seems such a daunting thing to learn.
Am I wasting my time with tutorials? What's the point of using raytracing for gaymen when the results look EXACTLY like when using conventional rendering and shaders but now with tanked performance, retarded smearing and noise?
>inb4 WHOA WHOA RAIN PUDDLES
Who the fuck cares