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 /wip/ - Works In Progress - "graphic design is my passion" edition
Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.
Previous thread: >>993026 The future of the entire 3d industry is looking pretty grim with more and more senior/mid artists applying for a junior role. Seems like leaving this field is the only viable option. How many of you guys here are currently working full time? And how are you guys coping? I honestly think I was able to reach the level I admired in pixel art when I was 20.
but with 3D. i made the whole simpsons family in paint 3d, thoughts? 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. Why aren't you creating your own 3D animated webseries? Glitch is selling endless amounts of merch and making shitloads in ad revenue. You could potentially create the next Amazing Digital Circus. Hello anons im looking for Blender courses torrents mostly from Humble bundles (i will appreciate even non Humble bundle courses)
Thanks Houdini is fun and easy!
Pick up a free apprentice version today:
https://www.sidefx.com/download/ 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) 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. are you sculpting something? or you just want to see other people's projects? post here then Somehow it looks even better than season 1.
Let's talk about the best /3/ animated series ever and how they did it. I'm having to purchase Zbrush for school, and have settled on the subscription liscence, but only for a while. It baffles me that Zbrush, or rather Maxon, requires so much goddamn information about you just to be able to purchase it. Did everyone else go through this? Is there a way around it? A school ID I'd understand, but it asks for your drivers liscense and a video of you turning your head. Without suggesting an alternative like Blender, is there a way around this? Or do I just have to bite the bullet? 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 >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 HUuwatsapp guyzz Justin here Rules for me:
>No basemeshes/kitbashing, everything must be modeled or sculpted.
>Complete low frequency.
>At least some mid frequency.
>High frequency is optional.
Requests are welcome and you are welcome to criticize and even post your own superior sculpts, no rules for you! 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. What's the secret to a successful career in Adult 3DCG? 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? 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 hello anyones, i need a model of kirino and kuroneko from the anime oreimo in fbx to make a special model of dress in blender , important thing is they are barenaked with "HIGH" details . anyone know where i can download a model? blender have auto-ik function, so i don't know if i should waste time for second rig with controllers. put this in /ic/ when i was supposed to put it in here haha
here's homer simpsons i made in paint 3d, thoughts? lmk Rememer when /3/ said that they were safe from AI, unlike 2D plebs? > Store MMD files in Honey Select like cards.
> View them directly in your web browser - whether on desktop, VR headsets, or as AR on smartphones.
> Scenes can also be shared via link like this one:
https://ero.dance/?arb=https://i.postimg.cc/7LLPZF3R/Kurumi-Tokisaki-Booo-ero.png
What does Anon think about it? How hard is to make models lime these? You are an After effects animator & just installed Cinema 4d & blender where would you start or you want to learn animation Previous thread >>992867
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 Im trying to make the model of Alois, but for now it doesnt look very promising, can you throw some advices? Let's make midwit the new /3dcg/ meme.
MIDWIT 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'm trying to use them for Amica or Silly Tavern so I can get an AI to say dirty shit to me 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 I see /ic/ has a /beg/ thread often and figured this might be a good place to have one as well.
If you're already proficient in 3D, use this thread as a way to help new people grow with either tutorials you know of or general advice. I'll grab any that are good and try to stick them at the top of each new thread if this takes off
If your a /beg/ use this thread to ask questions or to post some of your works you've done.
Also, try to avoid the donut tutorial. We get enough of that on this board as is. Post hate all you want I know I suck lmao 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 Which photogrammetry software do you use and why is it the best one for photogrammatizing your own vehicle? I make a living modelling avatars for furries on VRChat >blender artists bans all political imagery and discussions
>this includes:
>AI
>human vs machine
>any war scenes / imagery
>elections
>global warming / environment
>etc
what a complete shitshow. Hope no one visits that place. Blackmagic / Vinci just cracked down hard on us, boys.
>NO MORE REACTOR in free
>NO MORE ULTRA SPLIT EXR in free
>thus, NO MORE MULTILAYER EXRs in free
>PAYWALL PAYWALL PAYWALL
it's so over for us. How do we proceed? The way the models look remind me of DOA games so i used them for picerel.
If you want an example just find rule34 sircus video with the 5 nurses or search 'sircus3d hentai'. I got some ideas I want to bring to life and I need my animations and models to look exactly like that.
What type of rig is involved here and will I need to use any scripts to get it to bend and move the way I want? His breast and butt physics seem on point too so I have to wonder if it's hand keyed+ physics rather than relying solely on the engines physics. What is the best controller for modeling/sculpting in VR? Hey Chuds! I am seeking more advise from wizards again, this time about creating clothes for a rigged character. I downloaded this Shantae model by Zy0n7, AMAZING model the rig itself is ok it gets the job done the only problem is the clothing. I wanted "pic related" clothing (blue jacket, red bikini top and bottom and sun glasses) but it is not included with the model. The creator said that the clothing and props are rendered only and where not part of the mesh data. I NEED to create this clothing but, alas I am but a lowly Chud with not much experience in creating, mostly posing and lighting. I have seen there are plugins for cloth but I honestly have no idea where to start to recreate these clothes.
>Could a wizard help a nigga out, what is the best way to create clothes and make it part of the rig when I'm posing it?
>Is there a website where I could download clothing and append it to the file?
>Is there a plugin that could make this easier to do? How does one become good enough to sculpt designs like pic related? Hey Chuds, I recently downloaded a Juliet Starling model off SmutBase by the creator Digital Hell and its the best model they got of this character but the Posing speed is atrocious and I tried everything to improve it and nothing. I simplified it reducing all viewport options to 0, put the render engine to cycles GPU compute (I have Nvidia Geforce RTX 3070), using blender 3.6 (as comments in smutbase say downgrading helps), the 3D viewport always as solid and nothing works maybe a slight improvement to posing speed but still lagging in pose mode. Also the viewtarget for her eyes is able to be moved but her eyes do not move accordingly. Could a 3d wizard help a Coomer out, I'm still relatively noobish to blender as-well, please I'm begging for a hero. I'll leave the link to the model download so you can see what I'm talking about when trying to pose the character.
https://smutba.se/project/ac8017fc-0f88-4a46-94c5-1a9b6145f72e/ Would it be feasible for a customizable character to use one shared mesh and just interpolate between male/female with shape keys?
My reasoning for this is to avoid having to make two versions of every piece of apparel, body texture, etc.
I think I might run into issues with animations but that's probably doable via IK and adjusting skeletal proportions additively.
Are there any base meshes that do this already so i can start prototyping clothes/customization? Niggas can make detailed models here, but they can't make a good render. I can now make an HD frame in 15 minutes after an initial investment of 6 days.
It's my most expensive workflow, but also the one that delivers the highest quality so far.
I have now mastered 3D.
Meanwhile you were argueing like idiots about tools and making fun of me, I was mastering blender and Krita.
I'm now really happy with this workflow. Epic's new marketplace just launched, combining the Unreal Marketplace, Sketchfab, ArtStation Marketplace and Quixel all into one.
How are you finding it so far? Any good? Worth publishing on? Hey everyone, I could use some advice. I'm 29 and currently stuck in a soul-draining 9-5 remote job, so I'm looking to pick up a new hobby for the weekends. I've been considering diving into 3D modeling, with the ultimate goal of joining a creative community and making new friends. One of my specific goals is to create a 3D render of this character, then resin print and paint it to test my skills. I'm aiming to achieve this by the end of March 2025. With the right resources and dedication, do you think this goal is realistic, or am I too old for it and it would be better to just commission a professional to do this? I need help with making a katana base please.
I would like to sculpt the diamond shape into the katana base but I don't know how. What do y'all do when you get bored in blender, I like to make dumb shaders but what do y'all like to do Can some blender wizard help me?
I want to imitate this art shading in blender.
The issue is that the light and shadow boundaries doesnt seem to follow the definition if this was a 3D mesh.
They seem to imitate similar boundaries if the mesh were under a subsurf modifier and used a toon shader.
But at the same time the light shadow boundarie seems to follow very closelly if there are creases, similar in that area to a bevel operator more than a smooth subsurf surface. This is more obvious on the joint ares and the fingers and the groin area in some anime art, specially if there's something like a shirt of jeans.
The specular is closer to a metalic in PBR shaders or a phong model very shiny specular, It usually follow simpler shapes than the shadow, and sometimes is even the shape of circles or something that looks like the shape of a RIM light but beyond the area of a normal rim light.
There's also the reflected light of the ambient light, but this seems to follow something like a curvature map and a vector towards the left area of the camera view point.
There's also the RIM light, which follow fresnel logic, but in a simplified fashion.
Colors don't seem to follow really a realistic logic but more a color ramp type of logic. It's impressive that an indie studio has such good piracy protection Modo is kill. But they are giving a free ten year license...
https://campaigns.foundry.com/modo-eol-license
Post your modo work in this thread. Is zbrush core a good option for someone that just wants to sculpt simple things or a complete meme? What is the best workflow or tool to maintain consistent texel density in Blender? All I can find online is basically either "just place a reference plane with texture and manually scale every single texture comparing to that plane by eyeballing" or "idk bro I just select all my objects and unwrap them all together". This can't be serious right? This is very very far from something I would consider productive. Which is something like: a global setting to set texel density affecting all unwrap, uv and object operations, like 1m for 1024x1024, and then all unwraps take it into consideration and if any face of any object ever goes beyond 1m it will automatically get tiling of its texture. If it's less than 1m texture will not shrink to fit either. Is there anything like this? My sister took back her Wacom Intuos Pro and moved to another place.
I need a new tablet. To be honest, the Intuos Pro was perfect for the job but ever since I saw the Cintiq stuff, I've been desiring a tablet with a screen for the longest time.
The Cintiq are expensive though so save money starting today but are there other brands that maybe do similar products AND are quality stuff? Is this a good amount of topology for the low poly template?
Should i start trying to rig it? Okay i give up looking for a job so I'm gonna start making my own assets
Would anyone be interested to start a small studio making asset packs with revenue share. Some of my work here: https://imgur.com/a/hiqJkQ8
looking for feedback as well
Asset packs will focus more on environments and props since from my experience those are easy to make and generate more revenue
An asset pack i made 2 years ago and spend like 4 days on, has generated somewhere to 500usd so if we make a 1 asset pack weekly/biweekly i believe its going to work
If you’re interested pm me on Discord: walter_1057
I’m expecting for at least similar quality to mine
looking for feedback as well Imo current tech progression is basically generating a theoretical 3D scan of your input image, everything else is just repackage old techs for smoke and mirrors. The output models have the same usage as 3Dscans.
It seems quite good for generating small prop for kitbashing
Anyway, I wonder if anybody got a successful set up for ComfyUI to run locally. I'm only able to get it to work by sending the image to TripoSR API, installed through ComfyUI-Manager, which is not local ( at least the output is good and it's currently free for now )
I'm trying to install this sht but it's broken beyond repair
https://github.com/MrForExample/ComfyUI-3D-Pack
There's a supposedly working portable but there are so many missing modules to reinstall
https://www.reddit.com/r/comfyui/comments/1feb0th/easy_comfyui3dpack_working/ The only way to truly create retro CGI is by using period accurate hardware and software, anything else is forced soul from coping zoomers. Anons give your recommendations for cheap PCs for creating 3D content.
As a broke anon with a few bucks, I want to buy a cheap but capable PC. Is there any Tutorial on now to create a Vagina or Anus on existing Model ??
Janny pls dont delete, this is for research. A place for Blender's best headache. 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 Reminder: Subscriptions SUCK!
Have a 3Ds Max/Maya question? recently started a project? Or simply want to complain about Maya crashing?
Previous thread: >> so this is the state of valve rn Node Wrangler is a powerful Blender add-on that simplifies working with nodes
Old Thread: Exploring Topology in 3D Art (Archived)
https://warosu.org/3/thread/966562 Whenever I connect the strips with faces when modelling with this sort of method, I always get some triangles. working in Blender when suddenly.... I assume it's some height map displacement fuckery combined with some sort of material something, but none of my attempts to recreate it have proved fruitful. No tutorials on it either, which sucks. What am I missing here? >Putting textures on simple geometry isn't real ar-ACK! Hello.
Roughly 1 year ago I was recommended trying out 3D art and was told about Blender being free to use, so I gave it a go.
I made a thread here as a newfag but then a janny dropped xers gamerfuel shaker on the server mid goon sesh and fucked it. Are there tutorials on how to make blender look like this? Have anyone used blender as a 2D vector tool like inkscape? My background is in graphic design and I went to art school so I thought this would be easy. The sculpting/modelling side of the hobby I love but getting "good topology" seems impossible for me. I just dont have a mathematical mind and I'll fuck up the topology half way through and then the edge flow is fucked up and I have to start again. It ruins the spontaneity and creativity of it for me. I dont really even care about animating at this point so does it even matter?
Honeslty Ive seen people with great models and insane creativity but theres always some snide fucking asshole talking about "check the n-gons, git gud at topology kiddo". Reminds me of being into music in college and how radio stations would reject demos because the mix was slightly off. It fucking pisses me off. I'm not getting paid for this, I just wanna make 3D stuff that I like. Should I just ignore it all and do it my own way? music video made for the hatsune miku channel made in blender (goo engine)
https://youtu.be/ieTX3SU8Qx8?si=mPWObpPHEkpv7ec7
i posted in here ages ago, i stopped cause i got busy While gen ai is already capable of creating high res models, textures and whole scenes, yall still clicking subdivide and sharing ur garbage on this barely alive forum. What strain of cope is it? Accept your fate, breathe out with relief and maybe go do something actually worthwhile, instead of committing to memory some soon to be absolete program's UI. >that feeling when you have to abandon your project because of multiple failures in the research and planning stages Post vintage/retro-styled renders and animations.
Pre-rendered, game graphics, whatever you got. I'm trying to make a video game, however I suck at using Vroid so I feel the supporting character looks too generic (Attached). Does anybody know any good places to commission Vroid artists? How to learn to animate like ZZZ? Would anyone have a guide or could point me in the right direction for creating/generating various textures (noise, normals, etc.)? Namely looking at things that are crystal/gem-like, and would like to eventually get them into a material editor like in Unreal. Beeple did it so I am gonna give it a go, in fact I think I'll up the difficulty and make em animation loops. >running Maya without plugins JANNIES ARE FIRED
POST NURBS What can you do in OSL that you can't do in a shader node graph? Why would you use OSL? I fuck around with low poly PS1 but the artistry in these models tell me that there's alot of planning involved.
What I think happens is that they sculpt these characters then bake the textures onto a retopologized low poly model. Similar to tracing over an existing model.
I ask because I want to get back into 3D modeling again for my own game but I'll only invest the time if it doesn't involve sculpting. What is a good way to get into modeling Mecha?
Any good recommended sources to look at? >that feeling when I try to create a new shader that I can do consistently in traditional media (pencil, pen, ink, paint) but is actually too complicated to create with traditional Blender 4.2 and how would you make her today? blender just won another competition, now there's no reason for you to not use it, if you're still using blender congrats you're a Chad, you have independent thought and not influenced by Maya bot opinion that forced you to give up on blender, and maya... only losers use maya alright, just modeled this
what do i do? The truth is, AgX is good, its damn good, but any tonemapper or colorspace isn't going to make or break you when it comes to what really counts which is animation.
The truth is, there are avenues out there that AI art has been totally unable to crack.
The truth is, maya is just as necessary as houdini in VFX. Anyone have a 3d image of her I seen it here before? your board has suffered greatly so I drew this cube
hope it helps Let's do math.
This model takes 4-5 hours to be finished and have 1 animation.
At 2 usd (my country wages) this means it cost basically 10 usd to make.
A 32x32 pixel art takes me 10 minutes to make.
So it boils down to 40 cents more or less to me.
After 25 sprites, the price is the same.
Making a new character would usually require a new texture, which would be 1 hour of work.
If we assume 8 directions walk cycle and idle cycle, at 4 frames each one.
Then is 8 * 4 frames being 32 sprites.
Therefore my styles is even cheaper than 32x32 pixel art. >that feeling when you are animating directly in unity's animation editor https://unity.com/blog/unity-is-canceling-the-runtime-fee
unity has apparently caved and completely abandoned the run time fee. they will keep the seat based subscription model. if you use unity6 you maybturn off the "made with unity" logo too. why is Blender still such unintuitive garbage? Got a nasty message from autodesk on my computer accusing me of using a priated version of maya. like, i opened maya and another program opened uo a new window with spooky red text and threats. a corporation has altered data on my computer to threaten me.
is there info on this? how real is this thing?
pic related is who is why autodesk has suddenly decided its necessary and ok to do this. my shitty cpu wont allow me to good sculpts What would be the fastest way to bake lighting into vcolors these days? Was it done manually back then? Megascans will go behind a paywall at the end of 2024.
Or something like that. Epic just sent out a vaguely worded email:
- Megascans will be available through Fab starting in October
- Megascans will be 'free' till the ***end of 2024***
- New pricing model will be introduced
- Some Megascans will remain free
- Megascans content you got for free will still be in your account (probably?)
- Bridge will be discontinued (?)
options:
1. Add every megascans item to your account now and pray epic lets you keep them
2. Buy a new harddrive and download everything now
3. Hope that everything free now will remain free as legacy content I have never seen a "moving painting" that is not either obvious 2D or 3D but AI seems to be able to do it. How could this be leveraged to create an entire virtual environment that looks like a painting? Can you do gif related with just the right texture on a 3D model? Now that /3/ has been destroyed and Cris is dead I have come to claim this board for myself. I will be the king of its ashes. developing a vr quest app.
>zucc wants my :
>real name
>phone number
>credit card
>email
>needs to see what I have in my room
>needs to be able to detect what I'm doing with my hands
>needs to be able to record any sound being heard in my room
>needs to record anything going on in my room through the cameras
>makes it so I can't sell the app anywhere else than the meta store
...is it worth it, bros? Anyone here like to make landscapes? hi /3/ this a rendition of my cat, Rupert.
What do you think of my work? I used blender
I'll post a picture of him for a follow up to compare Don't mind me. Doing assets this month I want to make creepy, primitive-looking characters. Not monsters that are scary on purpose, just weirdly unpleasant things. My theory is if I design a bunch of characters with this look but have a much nicer, friendlier-looking player character in comparison, the game will stand out.
What's the secret to this delicate balance? Previous: >>https://warosu.org/3/thread/986993
Someone thought it was a good idea to use angel wings at the op pic.
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/
Similar programs:
https://www.reallusion.com/character-creator/
Makehuman: http://www.makehumancommunity.org/
Vroid Anime Tool: https://vroid.com/en/studio
Xnalara: https://www.deviantart.com/xnalara
https://archive.org/details/NSidedQUIDAM3Studio3.52011Multilenguaje(QUIDAM)
Hair Creation: Still working on the retard friendly vroid to ornatrix guide
News: Literally just ai stuff and lame ai at that because tafi fucking sucks
Some anon created a cool morph. May require editing since it auto applies to any Gen8 female. Quinn -mega(.)nz/file/2qpGmDoD#YdTIb5G1dMRMnpPneyGGRpp5t5KUTC7glXwgu_daL_8 if cris can have his own thread then ill have mine
workan with a model right now Can I get a QRD on platforms with best legal protections?
I look at cults and their commercial license looks fucking retarded (left of pic). Buyers are allowed to just print your shit and distribute themselves (with attribution)? Fuck that.
myminifactory has protections, but has a subscription fee for sellers and also exclusivity terms.
Should I post my free stuff on cults and paid stuff on MMF?
Or just abandon cults altogether despite the additional exposure stream?
Kickstarters? Patreon?
I hate the idea of being beholden to terminally online slobs, but the income stream is tempting and I realise the benefit of people not being fucked cancelling subs.
Lastly, if I avoid the whole patreon pandering shit, what is the best platform for people to support my work in one off tips? Don't say the buy me a coffee thing - it sounds stupid. Why are 90s graphics so much more pleasing to look at than modern slop? Post cartoon clarikters you've made in your preferred 3d program why does eevee realtime raytracing works fine on my Radeon R7 M370 but real time ray tracing works (obviously) terribly bad on Serious question, how would you achieve this shape with this UV mapping without doing everything manually? I started by extruding from cube, formed this perimeter from extrusions, then added bevel and subdivision surface and eventually hit dead end when tried to generate UV map I wanted for that. Played around just with plain cubes and reached the conclusion that the main issue is that topologically I basically ask the top and bottom face to wrap in circle (and have a hole in it). Then I started from plane and grinded all the way by gradually subdiving and folding and wrapping it in rounded shape, while carefully checking UVs on each step and making adjustments when needed. This looks like a very basic shape and UV though, I have this feeling there really might be a way to do all this in like 10 seconds... Is there? >called "quick smoke"
>just makes a gray cube of smoke
>4 hours of troubleshooting
>find out that "frame start" means "time until the entire fucking domain isn't constantly filled with smoke" and I was under the presumption that you can have the smoke emitter start at a frame other than 1
I love wasting more time on this program. Is it fine to do lowpoly as you do highpoly just without subdivision? Do you need to care about good topology in lowpoly? Even if you don't need to care about topology since you don't subdivide, can you deliberately choose to care about topology and make lowpoly models subdivision friendly (this could be handy for additional static renders right)? Is there anything that actually requires you to produce subdivision-UNfriendly topology? Is it just a matter of saving like 5-15% of poly budget? Sketchfab is kill.
I mean it was always shit, but this "unified ecosystem" run by the CCP just sounds god awful. https://youtu.be/mwzMkvQLjmg /3/...
home...
at least it was befoe jannies fuck it up. Are there any ways to hide the fake horizon line in blender so my render doesn't look like flat render? Especially in city and forest environment? Will it blend? That is the question. Would have posted this in the QTDDTOT but it seems to have fucked off, is there any AI paid or free that can auto generate textures onto a mesh? Looking for something detailed in biological/sSci-Fi alien stuff since aside from very minor edits I'm complete shit at 3D painting and texturing.
>Only need a base texture for a model, nothing beyond that save for perhaps an emissive. Like the image says. Im stressing and new to all this. I also want to know how to import it to Sims4Studio. >File
>New
>General
>Don't Save Who is Marmoset 5 _for_, lads? I have Marmoset 4, but I don't ever use it. Anybody using 5? These are horribly over-engineered, can't we use motion controllers, bit like those that come with VR goggles??? Why isn't it a thing? >society if blender models could be ported to SFM with a simple click