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[
{
"poster": 959310,
"content": "Is Blender sculpting good enough if i just want to make huge animu tiddies models?"
},
{
"poster": 959313,
"content": "Nope. Sculpting smooth faced beautiful women is exactly the hardest thing to do. Use zbrush."
},
{
"poster": 959325,
"content": "i know what hentai that is from"
},
{
"poster": 959326,
"content": ">is it good enough yes >are your skills good enough to do it no"
},
{
"poster": 959328,
"content": ">>959310 It depends on how detailed you want your sculpts to be and how performant your computer is."
},
{
"poster": 959334,
"content": ">>959325 G taste?"
},
{
"poster": 959355,
"content": "multires modifier. But it is very hard, i am not yet at the level to do it. Though zbrush seems even harder personally. I Might learn it some day"
},
{
"poster": 959434,
"content": ">>959310 figurine production -> zbrush vtuber or mmd style production -> blender Stop using tools not intended for your use case, faggot."
},
{
"poster": 959456,
"content": ">>959313 >>959326 >>959328 >>959434 well i was thinking in learning animation after sculpting, is sculting in zbrush and importing those models to blender for animation viable?"
},
{
"poster": 959458,
"content": "if you’re not seeking a job in the industry, there’s literally no point in using anything other than blender. It can do basically anything now, the only limiting factor being your skill."
},
{
"poster": 959538,
"content": ">>959310 Zbrush if you can afford it, I do figurines and toys for my job, but if you can't afford zbrush use blender, is good enough"
},
{
"poster": 959559,
"content": ">>959456 Blenders sculpting tools are good enough for your purposes anon. Z-brush is only a requirement if you wanna make hyper detailed stuff with like geometric skin texture details and stuff of that nature. Smooth mesh detail like realistic looking surface muscle is well within the scope of blender. Blenders sculpt tools only weakness is that they can't go very high in polycount so once you start pushing beyond a polycount in the single digit millions you start experiencing issues losing interactive feedback. Pic related was me learning to sculpt in blender few years back. Stuff up to that type of detail blender is great."
},
{
"poster": 959569,
"content": ">>959538 Well ive just got a pirated version of zbrush to give it try and maybe getting a license in the future, any course you recommend? >>959458 >>959559 Those look really good Ill end up using blender for other things for sure, i wanted to know if it was capable in the sculpting section"
},
{
"poster": 959627,
"content": ">>959559 i just want to make otufits, so it sounds like this is enough for me for now.thanks anon."
},
{
"poster": 959630,
"content": ">>959569 Sorry I started with zbrush so long ago that all the tutorials I watch are unusable, but also it depends what are you going to do, if it's toys/ with articulation there is a few videos I can post, if it's just anime figurines focus on anatomy tutorials, but mostly for the poses and weights (if you know what no mean) I usually make articulated toys but not for coomers so, I can't send you to anything figurine specific, but you can check the threads here, there is always people posting full streams of a guy that makes really good anime waifu shit."
},
{
"poster": 959670,
"content": ">>959630 well i guess ill go with this one since i found a torrent https://www.3dconceptartist.com/The -Ultimate-ZBrush-Guide-course i think it will be better to learn all the basics before going full on the anime tiddies, anyways thanks anon"
},
{
"poster": 959722,
"content": "R34 artists have told me to just use a DAZ-3D model. I don't understand how that works. Do they import the model into blender and then sculpt it?"
},
{
"poster": 959733,
"content": ">>959325 Let the class know"
},
{
"poster": 959771,
"content": ">>959722 I learned a little bit of anatomy and I do my own base meshes daz3d maybe can help you, but should still know what are u doing"
},
{
"poster": 959784,
"content": ">>959733 Ijirare Fukushuu Saimin warning: its reverse rape and ugly bastard"
},
{
"poster": 959795,
"content": ">>959670 Welcome aboard anon, hope you stick with it so we can discuss it. Not many anons studying anime figures here"
},
{
"poster": 959798,
"content": ">>959795 really? i thought this board was mostly anime tits"
},
{
"poster": 959804,
"content": ">>959456 Yes you can import models from zbrush to animate with. You don't need zbrush though. Zbrush is an amazing program and I love it, but it's autistic as fuck to learn. Blender can do what you want. Sculpting is all skill, so zbrush will still be there when you feel you want to move up to it."
},
{
"poster": 959824,
"content": ">>959630 Can you tell us more about how you became a non-coomer toy sculptor"
},
{
"poster": 959833,
"content": ">>959804 >it's autistic as fuck to learn. This is so true it's unreal. There are a lot of programs that are complex because they need to be, but zbrush feels like it's deliberately designed to be unintuitive and meant for aliens"
},
{
"poster": 959835,
"content": ">>959833 you can learn zbrush in one week by watching pavlovich. All you have to do is learn anatomy"
},
{
"poster": 959837,
"content": ">>959833 that's probably because it wasn't designed for what it's used for. It's supposed to be for 2.5D painting, when you're sculpting a model in zbrush, the program thinks you're basically making something like a photoshop brush. That's why they're called tools. There's probably like one person in the whole world who uses it for that. They can't really change it now though, because artists are used to it and you can customise it a lot, so why bother? I wouldn't want them to change it to try and get new customers and compete with blender. But maybe it would have been smart of them to make zbrush core something like that instead of just a gimped version of zbrush. >>959835 No you can't. It's not that difficult and you can get up and running doing basic stuff in a day, but you're not going to fully understand the whole program in less than six months. There's a lot to it. >All you have to do is learn anatomy this takes about 20 years btw"
},
{
"poster": 959880,
"content": ">>959804 Well its not like it is costing me anything so its worth the try, but yeah its confusing as fuck for no particular reason. Ive definetely want to learn Blender after this and ive heard the 4.0 version is already in beta so hopefully it improves the sculpting experience in some way."
},
{
"poster": 959881,
"content": "Anyone else sculpt with a controller? Much more comfortable for those long sessions"
},
{
"poster": 959886,
"content": "DESU, tool doesn't matter all that much sure some things are better in other and vice versa. I have used both for years, the main thing that actually matters is motivation to learn and keep learning altough it is tough as fuck sometimes to stay motivated. First sculpt you prolly gonna fail miserably as everyone does"
},
{
"poster": 959892,
"content": ">>959880 >its confusing as fuck for no particular reason. With zbrush you're going to be doing the exact same task for hours and hours, with something like blender you're usually going to be jumping around a lot or certain features very infrequently. So with blender and programs like it, it makes sense that everything is very easy to find visually. Today in blender I had to create a heat haze effect, never done that before so it involved problem solving and using nodes that I hadn't used before (and a youtube tutorial). In zbrush that never happens. I use the same tools every time, do the same things, and I'm in the same workspace. I have a custom workspace and custom hotkeys, and over time I refine those. It's very very easy to change my workspace and make it more efficient for me and what I need without having to go through menus. It makes it harder to get into at first, but over time you appreciate it and understand how practical and efficient it is. Or maybe I have rose tinted glasses on because I've had to work in other programs for a few weeks and I want to get back to sculpting. >so hopefully it improves the sculpting experience in some way. I think there are some minor improvements coming, but it would be impossible for blender to reach zbrush tier. >>959881 what the fuck?"
},
{
"poster": 959915,
"content": ">>959881 Is this a joke or do people actually do this? Sounds like a cool idea but also like it would take you ten years minimum to get as good as with a pen"
},
{
"poster": 959917,
"content": ">>959886 I was super proud when I did my first few sculpts, only felt like failing after that(some objectively being worse than the first)"
},
{
"poster": 959965,
"content": ">>959892 >With zbrush you're going to be doing the exact same task for hours and hours >It makes it harder to get into at first, but over time you appreciate it and understand how practical and efficient it is. yeah, yesterday the ctrl/shift shortcuts were driving me crazy but i think i just got the hang of them today >>959795 >>959798 surprises me that there isnt a specific thread for anime sculpting/modeling >>959886 yeah i dont expect to have high quality models soon but seeing other works give me hope, there are so many girls i want to sculpt in the future"
},
{
"poster": 960044,
"content": ">>959325 >Look!! I know where it's from! normalfag frogdittors are so annoying >>959915 Nobody except severely disabled people do it. You need precision control, and for that you need a pen, or at least a mouse."
},
{
"poster": 960054,
"content": ">>959795 you are tomoyo- chan anon?"
},
{
"poster": 960068,
"content": ">>960062 No"
},
{
"poster": 960174,
"content": ">>960054 Yes it's me, glad someone still remembers Tomoyo. I didn't have time to finish many projects after her, but always keep studying"
},
{
"poster": 960182,
"content": ">>960062 lets make this board even more dead, that sounds great... go fuck yourself"
},
{
"poster": 960346,
"content": ">>959310 How is your cummer animu waifu sculpture going anon?"
},
{
"poster": 960365,
"content": ">>960346 Im not doing tiddies yet, im still learning the interface and basic tools while making this little fella using this course >>959670 , its pretty fun. Once im done ill start with this one that just finished downloading today https://coloso.global/en/products/3 dcharacterartist-wandah-us"
},
{
"poster": 960369,
"content": ">>960365 Looking good anon"
},
{
"poster": 960444,
"content": ">>960174 I started watching sakaki kaoru videos thanks to you. Glad to see you progress so far, it looks clean and refined, you have a lot of practice for sure. I'm slowly coming back to sculpt after I lose motivation 2-3 months ago now trying to refine/finish some projects I left >>959965 lets do one general thread only for anime figurines"
},
{
"poster": 960597,
"content": ">>960444 you guys should start one so everything related goes there, i havent started the anime sculpting so i dont think i cant do it btw nice model"
},
{
"poster": 960627,
"content": ">>959670 could you share the torrent?"
},
{
"poster": 960704,
"content": ">>960627 my bad it wasnt a torrent, here https://anonfiles.me/yKLX/z.rar it expires in 7 days"
},
{
"poster": 960894,
"content": ">>959456 Dont fucking animate in blender. Sculpt in whatever you want as blender likely has a plugin or default support to import and export the files, but the worthless shitstain of bending and deforming blender does while still not having bones you can properly mesh attach but a bloody loop of 5+ same shit of grouping, parenting, linking, joining and god knows what else they added that does the same fucking thing but doesnt work with something else randomy instead of simple single actions with function toggles in the tools much like how modifiers were mostly fixed from being worthless mess to 80% of advanced things people do. >>959892 Realistically, if he doesnt have someone to share workspace and explain base binds (or youtube searches a good one) its the same shit, both have crap default ui and binds and menus that are layered on menus that are redone old menus when everyone didnt know how the fuck to make a program and need custom workspace or either forked version or a cumjar worth of addons respectively to be useful to anyone vaguely human either way. Z is still better if he has a 14 year old rig as it doesnt kill itself when you try to retopo or dynamesh."
},
{
"poster": 960920,
"content": ">>960894 zbrush isn't that fucking hard man"
},
{
"poster": 960992,
"content": "Does anyone know how to sculpt cloth folds onto anime figures? Specifically when it comes to making decisions on where you put your cloth folds. I noticed when artists create figures from 2d images, they deviate from the original image when it comes to cloth folds. I'll admit that I have zero experience when it comes to clothing so I'm studying the dynamics of cloth book etc. (pic related is my last old projects)"
},
{
"poster": 960994,
"content": ">>960992 Here's what I'm referring to when artists deviate from the source material when it comes to cloth folds."
},
{
"poster": 961010,
"content": ">>960365 >coloso so how's your progress anon? on a scale 1 to 10 how good that course is?"
},
{
"poster": 961011,
"content": ">>960704 >expire in 7 days >file doesn't exist"
},
{
"poster": 961022,
"content": ">>960992 >>960994 It's great you're learning about cloth folds. It's really up to the artist how they want their folds to look, but it all starts with learning about basic theory like compression and tension points, to where you have a solid foundation in creating your own. When sculpting figures from illustrations, you *can* try and match every fold obsessively, but in practice it can quickly become a time sink. It's not to say you can't though. Following the larger and more prominent folds and then employing cloth theory for the details can be more enjoyable for some people, since it gives the 3D artist that extra freedom of expression. Going from an illustration to a 3D space is never going to be 1:1 and there are times where you do need to make certain artistic decisions. Having that foundation in cloth theory will help you recognize where you may or may not want to."
},
{
"poster": 961041,
"content": ">>961010 Sorry anon I havent started that course yet so i cant give you a review, Im still around 65%(topology and polish) of this one >>959670 that teaches the basics so i wont get lost if go to the specifics of anime sculpting I like that he gives UI files and introduces brushes and other tools little by little But if you still want an opinion about the Coloso course this guy talks about it for a bit and recommends it so check it out https://www.youtube.com/watch?v=iYl IKI0h8Pg >>961011 not my problem it got deleted, i didnt touch anything here i checked this one, it expires in a week aHR0cHM6Ly9hbm9uZmlsZXMubWUvMW96Ty8 xMjMucmFy"
},
{
"poster": 961056,
"content": ">>961041 thanks for the link, anon-sama, may the sculpt gods bless you with skills"
},
{
"poster": 961067,
"content": ">>961041 thank you for sharing"
},
{
"poster": 961068,
"content": ">>960994 I personally learn by looking others how they sculpt ( loots of videos in YouTube) and later I try to adapt to my own style"
},
{
"poster": 961070,
"content": "how hard is it sculpting with mouse"
},
{
"poster": 961092,
"content": ">>961041 >aHR0cHM6Ly9hbm9uZmlsZXMubWUvMW96Ty 8xMjMucmFy sorry, what is this?"
},
{
"poster": 961095,
"content": "i don't know how to draw, can i make it?"
},
{
"poster": 961097,
"content": ">>961041 >no resource file owari da"
},
{
"poster": 961129,
"content": ">>961092 https://pastebin.com/SdzAXyvP"
},
{
"poster": 961138,
"content": ">>959569 NTA but maybe later this one https://www.wingfox.com/c/8854 as I saw it getting recommended in another thread"
},
{
"poster": 961187,
"content": ">>961138 I already got it along with the other, but the fact that it is in Chinese(Also UI) makes it less appealing. Ill probably give it a quick watch after Im done with the printable model course."
},
{
"poster": 961485,
"content": ">>959310 Blender is a massive pain in the arse"
},
{
"poster": 961487,
"content": ">>959837 >this takes about 20 years btw ngmi"
},
{
"poster": 961488,
"content": ">>961095 No. You must start by drawing exactly two hundred and fifty boxes freehand in three point perspective using a felt tip pen."
},
{
"poster": 961491,
"content": ">>959837 >20 years >>961488 i'm ngmi..."
},
{
"poster": 961536,
"content": ">>961487 >>961491 20 years to master it. You can get \"good enough\" in under a year. >>961095 Yes, anyone can learn to draw. You're just going to suck dick at first and be incredibly frustrated and think that you \"can't\". But you can."
},
{
"poster": 961551,
"content": ">>961536 >20 years to master it"
},
{
"poster": 961734,
"content": ">>959837 >this takes about 20 years btw Lewd maker go brrrrrr."
},
{
"poster": 961752,
"content": ">>961536 >You can get \"good enough\" in under a year. As a wise drunk once said, \"Just good enough, is fucking golden.\" ~ Tex of the Black Pants Legion, 2022/23."
},
{
"poster": 961801,
"content": ">>959784 >ugly bastard The guy is just fat not ugly nor a bastard"
},
{
"poster": 961843,
"content": ">>961187 >aHR0cHM6Ly9hbm9uZmlsZXMubWUvMW96Ty 8xMjMucmFy will you share the wandah kuriawan? if not then it's all good"
},
{
"poster": 961937,
"content": "I was working on an anime sculpt myself, I'll post it in a few hours for feedback >>959310 Blender worked decently (once I added more RAM to my rig) but it had one very specific failing: Anime hair. Zbrush has IMM Brushes, Blender does not. Sculpting hair in Blender is an ardous, lengthy, and dull task that ends up not looking any better than ZBrush."
},
{
"poster": 962004,
"content": ">>961843 too heavy anon I basically downloaded this in around a week doing 2 rapidgator and 1 nitroflare link per day here https://cgpersia.com/2023/02/coloso -turning-anime-characters-into-3d-p rintable-models-188490.html if you are not in a rush you could try the same"
},
{
"poster": 962098,
"content": "Is there a way to invert the brush pressure to control the brush's size in Blender?"
},
{
"poster": 962106,
"content": "Wandah has just announced a new, more complete course. For those who haven't done the first one yet, it might be more interesting to wait for this one"
},
{
"poster": 962143,
"content": ">>960444 Losing motivation is very normal in 3D, it happened to me too a few years ago. But it's good that you're going back to you old projects, let's keep going. Also good anatomy on the model, that hair is going to take some time >>960174 First test print, needing some adjustments to the fitting of the pieces"
},
{
"poster": 962161,
"content": "Multiple 3D porn artists have told me to use Daz 3d models for scultping. Can anyone explain how that works? So are they just importing the daz3d model into blender, rescultping it and it's just instantly useable? Do you have to retopologize it? And how tf do boob/pussy/lips physics work? Do you have to make a sculpt from scratch to apply those physics or do you just choose an area of the model? I kind of wish there was a course on making 3D hentai."
},
{
"poster": 962168,
"content": ">>962106 Ooooh, I'm hyped!"
},
{
"poster": 962219,
"content": ">>962106 Nice, but it looks like more as a complementary class rather than a replacement, still good though. >>962143 do you paint them too?"
},
{
"poster": 962250,
"content": ">>962219 I don't paint unfortunately, I'll have to ask someone else to do it. The plans for this project are to become a garage kit, but I intend to keep a painted copy for myself"
},
{
"poster": 962448,
"content": ">>960174 hey anon, this looks pretty good, good job! do you work for companies or sell your models online?"
},
{
"poster": 962467,
"content": ">>959310 yes"
},
{
"poster": 962481,
"content": ">>962004 do you mind share the resource file only?"
},
{
"poster": 962512,
"content": ">>962250 damn why not? i feel it would give the complete feel of satisfaction at the end of the process >>962481 sure, this is everything that is not a video lasts a week, if not then its not my fault YUhSMGNITTZMeTloYm05dWVXMW1hV3hsTG1 OdmJTOHdORlpPTDIwdWNtRnk="
},
{
"poster": 962545,
"content": ">>962512 thank you so much"
},
{
"poster": 962546,
"content": ">>962512 >Sorry, File does not exist on this server. NYOOOOOOOOOOOO"
},
{
"poster": 962558,
"content": ">>962545 >>962546 well that one didnt last lets try this one pastebin com FZUDQUFg"
},
{
"poster": 962559,
"content": ">>962558 thank you"
},
{
"poster": 962694,
"content": ">>959456 Usually when you use Zbrush, you do a lower poly export on Maya, Retopology then add the rig system for animation. Blender has the advantage that you can do all of that in the same program, but usually you do this with characters that wont have a huge amount of detail. Maya usually used more since there's tons of scripts you can add with MEL/Python unlike Blender, so for making high quality RIGs, its the reason why people still use it. Blender is great on its own, but to do very \"cartoonish\" animation, it probably would take more work compared to having a nice rig from Maya from the get go."
},
{
"poster": 962696,
"content": ">>960365 Hope this helps, you know what to do. YldGbmJtVjBPajk0ZEQxMWNtNDZZblJwYUR veU5tVmtNbVZqWXpsbFpUTTJOall6WkRRMU 9EYzJZekprTW1VeFpXWTNZV00zWmpJMk1UW mtKbVJ1UFZSMWNtNXBibWNsTWpCQmJtbHRa U1V5TUVOb1lYSmhZM1JsY25NbE1qQkpiblJ 2SlRJd00wUWxNakJRY21sdWRHRmliR1VsTW pCTmIyUmxiSE1tZEhJOWFIUjBjQ1V6UVNVe VJpVXlSblJ5WVdOclpYSXVZMmR3WldWeWN5 NTBieVV6UVRReU1DVXlSamhoY25ocVl6WTB aMkl6ZG5aNFpIZDRkMnR3Y20xalp6VjRkbX hvTW1sNUpUSkdZVzV1YjNWdVkyVT0= Cheers and best of luck anon."
},
{
"poster": 962698,
"content": ">>962696 >YldGbmJtVjBPajk0ZEQxMWNtNDZZblJwYU RveU5tVmtNbVZqWXpsbFpUTTJOall6WkRRM U9EYzJZekprTW1VeFpXWTNZV00zWmpJMk1U WmtKbVJ1UFZSMWNtNXBibWNsTWpCQmJtbHR aU1V5TUVOb1lYSmhZM1JsY25NbE1qQkpibl J2SlRJd00wUWxNakJRY21sdWRHRmliR1VsT WpCTmIyUmxiSE1tZEhJOWFIUjBjQ1V6UVNV eVJpVXlSblJ5WVdOclpYSXVZMmR3WldWeWN 5NTBieVV6UVRReU1DVXlSamhoY25ocVl6WT BaMkl6ZG5aNFpIZDRkMnR3Y20xalp6VjRkb XhvTW1sNUpUSkdZVzV1YjNWdVkyVT0= this one better include image ref"
},
{
"poster": 962792,
"content": ">>962004 It's all good, maybe one day I can get my hands on it."
},
{
"poster": 962843,
"content": ">>962792 this guy >>962696 just posted a magnet for it >>962696 i already have it but thanks anyway anon"
},
{
"poster": 962882,
"content": ">>962698 it doesn't"
},
{
"poster": 962895,
"content": ">>962882 it's over"
},
{
"poster": 962913,
"content": ">>962698 >>962882 >>962895 Are you sure they aren't there? I found stuff like that inside the \"Class Material\" folder The one at the bottom has a bunch of hair brush ZBP files."
},
{
"poster": 962915,
"content": ">>962698 >>962913 >image ref That is not from the course, but I did find it, sadly is just two images, artist is Okku. https://www.artstation.com/artwork/ OoW3xJ"
},
{
"poster": 962916,
"content": ">>962913 yes, it's not there"
},
{
"poster": 963022,
"content": ">>959670 after this i'll try >>959670 probably will try wandah course in 2 or 3 months"
},
{
"poster": 963027,
"content": ">>959310 Sculpting is pretty damn hard. People just like to do it for some reason. Just model and then edit in sculpting like I do. If you have enough performance you can always subdivide the base model and shrink wrap it around the high polycount model."
},
{
"poster": 963106,
"content": ">>963027 clearly you haven't sculpted a big titty anime girl before. Sculpting is superior from the get go. Polymodelling is for brainlets who don't want to feel the form just like those nodraws from /ic/"
},
{
"poster": 963112,
"content": ">>963106 I am currently in the process of doing so. Sculpting has about 10% of the control modeling does. This is due to the limitations of the digital sculpting though, real life sculpting is the easiest shit."
},
{
"poster": 963174,
"content": ">>959310 >people still trying to learn digital skills Delusional. You will able to prompt high-quality 3d models in 1-2 years. Learn something useful that can be applied to the real world or get a job and make some money. This shit just released recently https://twitter.com/LumaLabsAI/stat us/1719792922646987152 and better shit is coming out soon. Everything digital will be automated in the next 4 years."
},
{
"poster": 963222,
"content": ">>963174 plebs with aphantasia like you will never be able to understand. for the sake of anyone who may be disheartened by this kinda shit - first and foremost if you enjoy the process and feeling of accomplishment of making art, then no amount of improvements in AI will be able to replicate that secondly, it's going take a lot longer that \"1-2 years\" for AI to be able to fundamentally understand what it's doing and why, it's not going keep within strict specifications because it has no idea what it's actually making models for. and the worst thing is that the people who are going to be using it won't even understand this problem, they're going to be perfectly happy with whatever horrible, unoptimized mesh is generated for them, and proudly use them for whatever half-baked hustle that's popular at the moment. We're going to be seeing so much AI slop from grifters with barely any understanding of what they're trying to emulate."
},
{
"poster": 963231,
"content": ">>963222 That's what artists said as well before dall-e2 released. When was it? Like 18 months ago. And big corpos can scrap the whole internet like they please without ANY repercussions. It's sad to see but we are all fucked by sillicon valley."
},
{
"poster": 963237,
"content": ">>963231 We're talking about sculpting here, how long until AI can produce a quality sculpt? then optimize it with clean topology and UVs?"
},
{
"poster": 963267,
"content": ">>963222 checked. Though I will say that when it comes to satisfying a customer then AI will definitely be good enough. Hardware keeps getting better and while it does piss me the fuck off there's barely any optimization on anything it enables sloppy stuff like AI 3D meshes being feasible. You'd have to be outstanding to break even, a sharp specialist, and even then you may be putting more effort than it's worth if you'd like to make a living. If you wanna learn do it because it's cool. But professionally it's gonna suck ass."
},
{
"poster": 963271,
"content": ">>959784 >warning: its reverse rape Dont need to be warned about tha- >ugly bastard nevermind"
},
{
"poster": 963303,
"content": ">>963267 you're probably right about that, I keep forgetting that 90% of people have a \"good enough\" mindset Take Starfield for example, a bunch of their assets are outsourced and look like shit, and yet they STILL were okay with putting them in their game - it's only a matter of time until AI generated models look \"good enough\" to compete with shitty cheap outsourcing - at least for static meshes that don't need to deform."
},
{
"poster": 963480,
"content": "Any recommendations for good Blender sculpting tutorials? I don't mean just for the software, but for the sculpting as a skill in general."
},
{
"poster": 963834,
"content": ">>962004 Help, it took me 2 weeks to download from rapidgator and its password protected :("
},
{
"poster": 963836,
"content": ">>963303 >Take Starfield for example, a bunch of their assets are outsourced and look like shit like what?"
},
{
"poster": 963849,
"content": "Fug. I really wanna try this. I spent the whole day yesterday watching people sculpt faces on youtube."
},
{
"poster": 963851,
"content": ">>959310 >Over a gorrilion dollars on Ebay from a legit Japanese seller Its over..."
},
{
"poster": 963852,
"content": ">>959310 There's some sculptors who use Blender and some who use Zbrush. Zbrush is more common and not because of it's more pleasant use-experience (Zbrush's is infamously weird) but due to some fancy hacks that allowed more polys on screen, not sure if this is still an issue in blender or not. That said 99% of huge animu tiddie models are just down to your 3D sculpting skills and not the software so just use whichever works. If the tool becomes an impediment then switch to the other one."
},
{
"poster": 963898,
"content": ">>963836 nayrt but basically every single face in the game looks horrendous. People were actually trolling by making a custom made character in the character editor that was actually passable in looks and modded it into the regular game as an NPC. I think they even gave it the job description \"damage control specialist\" when you targeted them just for kicks."
},
{
"poster": 963901,
"content": ">>963852 >not sure if this is still an issue in blender or not. It's never been an issue for 99% of projects, Zbrush sculptors are just autists who think they need ten gorillion polygons when really anything above 1-3 mil is overkill, unless you're working on like a marvel movie You shouldn't need anywhere near that much for an anime coom figurine and a majority of other solo projects The reason Zbros think they need that is because they're tech illiterate artists that can't optimize for shit, the software was designed from the ground up to provide as close a claysculpting experience as you can get on a PC, if you know how to optimize your models and don't just add polygons as a universal solution to all problems you'll never need 10% of what zbrush can physically handle Not to say the workflow isn't valid, it absolutely is. It's easier, if anything. But again, you don't -need- even 10% of what zbrush offers if all you want to do is make something simplistic like anime coom models"
},
{
"poster": 964154,
"content": ">>960444 >sakaki kaoru videos link?"
},
{
"poster": 964179,
"content": ">>960174 Please never leave this planet, anon"
},
{
"poster": 964183,
"content": ">>962161 I figure that it's more like kitbashing."
},
{
"poster": 964184,
"content": ">>963174 it's shitty as hell. It's been 20 years, I still need that AI tools of UV unwrapper. On the other hand, StableDiffusion is still not stable, if it could be more reliable, it will help animation tremendously. People just use this for NFT bs poomp and doomp instead of actually developing a coherent tools."
},
{
"poster": 964224,
"content": "Hello, absolute NOOB here. I have been trying out this 3d malarky since saturday night, from zero knowledge after my mate linked me blender and said i should try it out. Seems good to me. >>964173"
},
{
"poster": 964227,
"content": ">>962161 >Multiple 3D porn artists have told me to use Daz 3d models for scultping. >Can anyone explain how that works? Daz is an easy way to get base meshes that are pretty advanced compared to starting with a blockout doll but yes, like you say; Unless you want your shit to look like generic porn ads with those terrifying uncanny valley 3d bimbos, you do have to do a lot of personal retouching on those models to make them look actually good. >Do you have to retopologize it? If you just want to have a static picture then no, it's not -necessary- because you can hack a pose together and it'll just work. If you want to animate / print / import into game engine, yes. Daz models in general actually have usable topology even for animation, but if you're going to significantly sculpt ontop of them, you'll probably need to retopo. >And how tf do boob/pussy/lips physics work? You have to set that up manually, either through simulation or manual bone animation. Boobs / dicks are simple, pussy / mouth less so because it stretches, but still doable with some practice. >Do you have to make a sculpt from scratch to apply those physics or do you just choose an area of the model? Depends on the quality of the original model but more often than not you'll need to at least manually adjust it to be functional"
},
{
"poster": 964270,
"content": ">>963834 ok, I figured it out. one of the file I downloaded was less then 1mb. redownloaded and I was able to open the zip file"
},
{
"poster": 964318,
"content": ">>962448 Thank you! So far I've only worked with garage kit and commission, I'm still grinding to get a job with a company. I was recently followed by one so I'm hopeful >>964179 There are still a lot of anime girls to sculpt, anon >>964154 Here you go https://www.youtube.com/watch?v=NdS 5yQmO-Gw&list=PLMjnnUF3eJFe3jMRfUKM t0qK5zKIpxy1t&index=56&ab_channel=P ixologicZBrush Starting a new project for the portfolio, I chose this very simple concept this time to try to finish it faster. Using a basemesh from a previous model for the body."
},
{
"poster": 964340,
"content": ">>964318 Did you ask kuno for permission yet?"
},
{
"poster": 964342,
"content": ">>964340 Yes I asked, he said it would be ok if it was for personal use"
},
{
"poster": 964366,
"content": ">>962106 I stopped halfway through his other course. I should get back to it and finish."
},
{
"poster": 964369,
"content": "fuck i'm gonna make it and watch wandah kurniawan course"
},
{
"poster": 964706,
"content": ">>960365 you are just like me i am also trying to learn zbrush to make anime tiddies we can do this friend"
},
{
"poster": 964707,
"content": ">>964706 MORE WIP"
},
{
"poster": 965458,
"content": ">>960994 Man that's one ugly zabaniya figurine"
},
{
"poster": 965476,
"content": ">>960174 >Tomoyo What's that >>960444 >sakaki kaoru What's that Also what's the name of your character."
},
{
"poster": 965477,
"content": ">>962143 is that an original character"
},
{
"poster": 965478,
"content": ">>959310 name and from"
},
{
"poster": 965714,
"content": ">>959784 I would hardly call the guy an ugly bastard. Just kinda fat, not even obese At least, he is no more evil than the girls"
},
{
"poster": 965738,
"content": ">>964318 >I'm still grinding to get a job with a company Fingers crossed anon. Mind posting an Artstation profile or more of your models? maybe in the meantime you could consider opening a Patreon for 3D models for printing (i would happily be one of the 1st supporters or maybe do a commission)"
},
{
"poster": 966091,
"content": "https://x.com/miku1596/status/17315 51290470375719?s=20 ckb stream this week (probably)"
},
{
"poster": 966313,
"content": ">>964369 ver2, didn't know you can rotate camera angle with alt key"
},
{
"poster": 966876,
"content": "good work, keep practicing here a one of my reference sheet I use for faces"
},
{
"poster": 966893,
"content": ">get filtered by the hair any tips?"
},
{
"poster": 967065,
"content": "I'd like to make a basemesh library for Zbrush with different size of characters. Any tips on how to tackle that? I was thinking of making all limbs each in a separate subtool and group and then make them dense enough to be easily editable (proportions wise) but I tried once a few months ago and failed horribly cause the subtools were hard to handle and edit into different characters."
},
{
"poster": 967088,
"content": ">>967065 each base mesh should be its own project. head, upper/lower torso, upper/lower arms, upper/lower legs, hands, feet, should each be seperate subtools. you can then load the desired subtools into a new project. if you are a beginner i would suggest not relying on basemesh as you will miss out on valuable opportunities to practice and learn proportion and human anatomy. create a number of characters from scratch, and then when you are more competent you can use your previous projects as base meshes."
},
{
"poster": 967133,
"content": ">>967088 The old woman seems to have right proportions but the young female is not right"
},
{
"poster": 967285,
"content": "Getting back to it, will spend a while just sculpting heads until my new GPU comes and I'm finished building my new rig. Also, do you see something wrong with it ? I can't quite pinpoint it but I feel it's more prononced with the profile view. It has either something to do with the jaw or the size of the head"
},
{
"poster": 967306,
"content": ">>966893 watch leslycerosix and sakaki kaoru videos, both have different approach"
},
{
"poster": 967341,
"content": ">>967306 noted"
},
{
"poster": 967352,
"content": ">>962696 double encryption. Why?"
},
{
"poster": 967404,
"content": ">>963237 Forget producing a high quality sculpt. How long until AI can produce EXACTLY what I want with no human changes or touch ups required? Probably not until brain scans are invented. I.E Never. Human artists will always be required to clean the mess that AI puts out."
},
{
"poster": 967450,
"content": "Kinda wanna try this out too, my interest has been gained"
},
{
"poster": 967531,
"content": ">>966893 update"
},
{
"poster": 967533,
"content": ">>967404 Killing yourself could help. The resources that you use to sustain yourself will definitely be put to better use and indirectly help AI development."
},
{
"poster": 967558,
"content": ">>967533 If so why haven't you killed yourself first, cultist?"
},
{
"poster": 967599,
"content": ">>967531 looking good bro. doing better than me. keep going"
},
{
"poster": 967601,
"content": ">>967599 thank you, we are gonna make it"
},
{
"poster": 967603,
"content": ">>959313 >Use zbrush I am not spending $1000 to sculpt asses."
},
{
"poster": 967606,
"content": ">>967558 Because I don't give a shit about AI slop and I can do sculpts just fine >>963237 Can AI even do retopo now? It's the only thing I want from AI to be honest. I feel like if AI retopo is a thing, they could probably create a data set from analyzing the target model. But then again, people will eventually shun the tool if it's that the case."
},
{
"poster": 967719,
"content": "well i finally had time to finish this nigga, but ill have to start wanda course next year since ill be stuck with a shitty laptop during holydays"
},
{
"poster": 967720,
"content": ">>967719 That looks good anon! Is this from a course?"
},
{
"poster": 967721,
"content": ">>967720 this one https://www.3dconceptartist.com/The -Ultimate-ZBrush-Guide-course"
},
{
"poster": 967724,
"content": "I do have hard time knowing when I have \"enough\" details. Like personally, I could call this head \"done\" and I wouldn't see any problem with but it feel not finished and I can't pinpoint why..."
},
{
"poster": 967870,
"content": ">>967603"
},
{
"poster": 967871,
"content": "I was following this book/video: https://www.amazon.co.jp/ZBrush%E3% 83%95%E3%82%A3%E3%82%AE%E3%83%A5%E3 %82%A2%E5%88%B6%E4%BD%9C%E3%81%AE%E 6%95%99%E7%A7%91%E6%9B%B8-%E6%A6%8A %E9%A6%A8/dp/4844365819 But I got stuck on the hair and forgot about it for a year Should I finish this? Some anons were saying the new courses are better, should I just start from scratch on something new?"
},
{
"poster": 967875,
"content": ">>967871 go for wandah kurniawan, resource file not complete though, so you have to ask some anon who bought the course to share it"
},
{
"poster": 967876,
"content": ">>967875 Is the one of CGPeers good?"
},
{
"poster": 967877,
"content": ">>967876 yes, some anon doing that course right now"
},
{
"poster": 967878,
"content": ">>967877 I guess I downloaded it when I was drunk I feel bad throwing the other model away though but I just can't get past the hair"
},
{
"poster": 967881,
"content": ">>967878 you could just complete it when you get good"
},
{
"poster": 968008,
"content": "Can we agree that hair is the worst this to sculpt"
},
{
"poster": 968010,
"content": ">>968008 You shouldn't sculpt hair, they are done with haircards and shell texturing, even stylized is better off that way"
},
{
"poster": 968011,
"content": ">>968010 Anon, this is a thread for making plastic butts for 3D printing, you can't use those tricks here"
},
{
"poster": 968016,
"content": ">>968008 yeah agree I used to sculpt with clay anime figs and the part that more enjoined and easy ojkgms making the hair"
},
{
"poster": 968043,
"content": ">>968008 even in poly modeling hair is the worst thing to do"
},
{
"poster": 968051,
"content": ">>967870 >thinks I know even a fucking smidgen about piracy"
},
{
"poster": 968247,
"content": ">>967878 can you share the magnet"
},
{
"poster": 968265,
"content": ">>968247 go check online-course club"
},
{
"poster": 968686,
"content": ">burnout it's over, go on without me..."
},
{
"poster": 968753,
"content": "Anyone knows if there's a way to lock the basis/start of a curve in its orientation? Let's say I want to keep this horn implantation just like it is in this pic but still want to move the rest of the curve. Is there wa way to do that?"
},
{
"poster": 970254,
"content": "finally!!! I'm out of hair hell or at least the shape part , only a few more tweaks and I'm going to try sculpt some detail on it this is my fourth or fifth iteration trying different methods or just redoing it"
},
{
"poster": 970335,
"content": ">>970254 Looking good anon"
},
{
"poster": 970347,
"content": ">>970254 Pls share your process for hair. Hair is the only part I gueninely want everyone to share their methods since there are so many"
},
{
"poster": 970380,
"content": ">>970347 this is for blender I started looking on twitter and youtube for info, looking through videos and so. always the same method Nurbs Path for the hair string and Bezier Circle for the shape but what I was missing for me its they always transform the Nurbs Path into mesh and again into curve, with this method you gain very precise control on the hair string. better explained on this vid youtube/Ng8FbOHvsLQ another video with other method I didn't test yet files.cat box.moe/qt8r1a.mp4 some people use the same mesh they are working on and select 2-3 edges then separate and convert to curve. Also is important for me at least maintain the normal direction or the curve like in picrel to avoid weirs tilts and better control"
},
{
"poster": 970936,
"content": ">>968010 >haircards and shell texturing ...which have no use in production industry. don't comment if you have no knowledge of the topic at hand."
},
{
"poster": 971180,
"content": ">>964318 Ended up changing the concept and started this little dragon >>965738 Thank you anon, sorry for the delay. I've actually been doing projects for other people's Patreons, but I'm still thinking if I should start my own because it seems like a lot of work"
},
{
"poster": 971181,
"content": ">>970254 Also, nice job on the hair anon! Doing this in Blender really seems like hell. I would suggest just making a slight bend in the bangs to make it look more natural in this view"
},
{
"poster": 971281,
"content": ">>971181 >>971180 Are you guys using Blender? ZBrush went sub-only and the crack often have bugs..."
},
{
"poster": 971294,
"content": ">>971281 pretty sure the first is zbrush and the second is blender bro"
},
{
"poster": 971296,
"content": ">>971181 thx for the bangs tip, I'm going to try it like I said on >>970380 now I have a little more of control on the curve, but probably I don't want to see hair that large and in that amount for some time. >>971281 I'm using blender"
},
{
"poster": 971308,
"content": "Well im finally trying Wandahs course shits pretty tedious, but everything to create my favorite big tiddies"
},
{
"poster": 971352,
"content": ">>971308 we all started for the same reason probably Keep updating frequently you progress"
},
{
"poster": 971539,
"content": ">>971352 i guess i can do that finding the perfect angle to paint the face was a pain in the ass it took me a day, at least hair seems easier for now"
},
{
"poster": 971549,
"content": ">>971539 Are you tracing the 3d model?"
},
{
"poster": 971586,
"content": ">>971549 Im just adjusting the direction of the head to match the concept art like wandah does to paint the features"
},
{
"poster": 971589,
"content": ">>971586 But are you tracing the 3d model or not? And in the case you did are you a millionaire?"
},
{
"poster": 971592,
"content": ">>971589 im not tracing anything"
},
{
"poster": 971596,
"content": ">>971592 I am glad because I have heard from twitter that some nefarious entities are tracing 3d models to become millionaires"
},
{
"poster": 971867,
"content": ">>971181 thanks again for you advise its look much better now, something was off and couldn't figure what it was >>971539 looking nice, the hair took me 5-6 attempts to do from zero, not perfect but until I liked somewhat. be sure to check the silhouette from various angles"
},
{
"poster": 971972,
"content": ">>960174 this is great anon, congrats. Do you do personal commissions and/or sell your models?"
},
{
"poster": 971978,
"content": ">>963901 You don't know what you are talking about, there is no optimization when you sculpt, if you need more details you use more geometry. Optimization comes later, not when you are sculpting."
},
{
"poster": 972096,
"content": ">>971867 Nice, looks great! A small detail can make a big difference >>971972 Thank you very much anon. I'm not taking commissions at the moment, but this Fauna will be sold as a garage kit in the future, probably at summer Wonfes"
},
{
"poster": 972144,
"content": ">>972096 >probably at summer Wonfes living the dream anon"
},
{
"poster": 972155,
"content": ">>972096 nice, congrats on that anon. Mind sharing your artstation profile or something?"
},
{
"poster": 972310,
"content": "I thought hair was going to be easier but it is more complicated than i expected. I had to search if there was another method to deal with it but it looks like this was the best one, still at least i found that that changing the depth to Closest Z made drawing the hair easier and some detailing techniques. Any other tip for hair? >>971867 me too, i had to remake the both side hair to finally make it look acceptable."
},
{
"poster": 973214,
"content": ">>972096 i hope i dont have you mistaken for someone else but you're selling IRyS 1.0 this weekend right? i hope you guys do well!"
},
{
"poster": 973249,
"content": ">>972144 It really is a unique experience >>972155 Thanks anon, you can check my X yuzukii >>973214 No no, but we'll share a table with them, selling Towa and Hinano"
},
{
"poster": 973419,
"content": ">>973249 Is this one anon? https://twitter.com/yuzukii pic related looks nice! congrats if you are that artist"
},
{
"poster": 973552,
"content": "do i really have to use zbrush? i started learning blender a week ago, not trying to rush it in, just learning something small everyday, my main goal is figure sculpting too but i want to try some animation too and really didn't wanna go for a paid software(yes i know i can just pirate it) also are there good resources and tutorials for figure sculpting in this board? i avoided looking because i get lost and end up doing nothing"
},
{
"poster": 973609,
"content": ">>973552 You don't really need Zbrush unless for some reason you absolutely need super high subdivision levels (like, 10 million+ points)"
},
{
"poster": 973613,
"content": ">>973552 If you are doing a really big and heavy detailed character, yes. if not you can use blender. Zbrush feels better because it's a software made for digital sculpture, blender can do it, but it's not as good"
},
{
"poster": 973622,
"content": ">>973249 Ok sweet I followed!"
},
{
"poster": 973640,
"content": ">>973613 >>973609 i see, the character i want to make is not that detailed"
},
{
"poster": 973715,
"content": ">>973249 tomoyooooo how would you say you're experience was?"
},
{
"poster": 973840,
"content": "anyone have a good base sculpt for a female anime figure in Zbrush?"
},
{
"poster": 973886,
"content": "Anyone has a easy hair method for zbrush? Moving the strands is ass"
},
{
"poster": 973891,
"content": ">>973640 Then you should not have any problems"
},
{
"poster": 974358,
"content": ">wandah 2nd course is group buy fuck."
},
{
"poster": 974494,
"content": ">watch wandah kurniawan >2 years later we are gonna make it"
},
{
"poster": 974652,
"content": ">>968753 I saw a sculptor do that it in a course I watched so I know it’s possible. I don’t remember the exact method though. (It was the Tony Cipriano action figure course on creatureartteacher.com if that helps, but I’d assume there’s a Pavlovich video that covers it.)"
},
{
"poster": 974664,
"content": ">>974494 That's not very impressive considering the 2023 is npr ngl"
},
{
"poster": 974665,
"content": "how do i get motivation after burnout and stop burnout..."
},
{
"poster": 974677,
"content": ">>974665"
},
{
"poster": 974706,
"content": ">>959310 >Sculpting >animu tiddies models perfect bread to ask: what's a good place to find reference pics that every single anime model vid has? jewgle keeps giving me shit results to the point that I will eventually learn to draw myself. high res naked front, side, 3/4, all that shit. the body itself doesn't even have to be anime since I'm aiming for realistic perfect body with anime head (like OP pic). I only managed to find a proper reference for head and that's it. rigging and posing once I can actually model something first."
},
{
"poster": 974749,
"content": "so a lot of those pics of anime figurines are just done in blender/other 3d shit? that's pretty neat, never knew that. they all look so real at a glance. maybe I ought to try my hand at it."
},
{
"poster": 974751,
"content": ">>974677 >read damn i hate reading"
},
{
"poster": 974754,
"content": ">>974706 something like setteidreams? or go check sadpanda"
},
{
"poster": 975011,
"content": ">use the same character from tutorial >no motivation to watch the tutorial >use different character >have motivation to watch the tutorial h-huh?"
},
{
"poster": 975037,
"content": ">>975011 same desu. I have no interest in the example char wandah is using in his tutorial so i just kinda dropped it around part 11 and haven't picked it up since. Wasn't too happy with how my sculpt was looking anyway"
},
{
"poster": 975052,
"content": ">>975011 good for you anon, what character are you working on?"
},
{
"poster": 975078,
"content": ">>975052 blanc neige shining tear"
},
{
"poster": 975079,
"content": ">>975037 >around part 11 same, get filtered by the feet and then get burnout"
},
{
"poster": 975262,
"content": ">>975078 unfathomably based"
},
{
"poster": 975309,
"content": ">>975078 >himecut albino with a choker and a headdress super ultra based"
},
{
"poster": 975934,
"content": ">>959784 >its reverse rape Holy shit based. >>959559 From that sclupting style I feel like I know you. Toph that you?"
},
{
"poster": 976018,
"content": "what all is used for reference sheets? paint?"
},
{
"poster": 976504,
"content": "I didnt expect to come this far in the tutorial but here i am."
},
{
"poster": 976508,
"content": ">>976504 Looking pretty good ao far anon, keep it up!"
},
{
"poster": 976861,
"content": ">>976504 nice progress, sibling the second course just dropped on the telegram by the way"
},
{
"poster": 976890,
"content": ">>976861 what telegram?"
},
{
"poster": 976912,
"content": "Can someone seed the Wandah course please? https://en.btdig.com/c499bb26dfb89d 3aa6ba68465316f896c1d64180/turning- anime-characters-into-3d-printable- models"
},
{
"poster": 976915,
"content": ">>976912 go check online-course"
},
{
"poster": 976917,
"content": ">>976915 its incomplete and slow as fuck, I was hoping someone had the torrent I guess I will do it the slow way"
},
{
"poster": 976969,
"content": ">>960992 Grab the brushes made by Saki, there free https://sakaki_kaoru.artstation.com /store"
},
{
"poster": 977167,
"content": ">>976861 which course?"
},
{
"poster": 977169,
"content": ">>977167 >>976861 Oh Advanced Guide to Sculpting 3D Collectibles? Not really feeling this design though"
},
{
"poster": 977170,
"content": "What are the movable white lines and green balls in imm strands called and how can I configure them? They keep bending in stupid ways and I have no idea what I'm doing wrong Should I disable all other hairs and do each strand as a sub tool? Even if I do that it keeps bumping into the other strand"
},
{
"poster": 977172,
"content": "Speaking of pens,is it worth getting one of those screen less drawing tablets or should I stick with a mouse for sculpting ?"
},
{
"poster": 977173,
"content": ">>977172 It's worth it because you can control things with pressure and if you have a fancy one, even pen angle It takes time to get used to it tho"
},
{
"poster": 977176,
"content": ">>977173 Thanks,asking since One by Wacom Medium is on sale rn and was curious if I should try it out."
},
{
"poster": 977185,
"content": ">>976504 nice, don't stop keep the updates coming anon! >>977172 tablet and pen makes it everything more easy but you have to get used to it"
},
{
"poster": 977186,
"content": "Does anyone have second part of Turning Anime Characters Into 3D Printable Models by Wandah Kurniawan? Also as a side question, would you say learning how to sculpt is a good skill to have when it comes to animation? My goal is to make some good looking anime models to animate them later on. Should I go with poly modeling or try my hand at sculpting? Or should I learn both?"
},
{
"poster": 977187,
"content": ">>977186 poly since you will actually animate them you will have to work with the polygons to animate mouths and stuff"
},
{
"poster": 977188,
"content": ">>977187 I thought about having the following workflow Sculpt -> Retopology -> animate What do you think?"
},
{
"poster": 977237,
"content": ">>977188 yeah people who animate do that I think you can auto retopo body most times but you have to get good at doing faces I only want to 3D print so I know almost nothing outside it"
},
{
"poster": 977310,
"content": ">>977185 Wacoms here bigger than expected almost the size of an A4 paper"
},
{
"poster": 977319,
"content": ">>977310 I have the small wacom one 20x15cm maybe? I only use 20% maybe less of the tablet and on vertical position"
},
{
"poster": 977320,
"content": ">>977319 The ones I got is 216×135 mm"
},
{
"poster": 977444,
"content": ">>977320 yeah, I measured it, its the same"
},
{
"poster": 977467,
"content": ">>967870 What is that site. CGpeers? Need that zbrush 2024"
},
{
"poster": 977497,
"content": ">>976504 Hot model. I want to steal and rig and animate it."
},
{
"poster": 977713,
"content": "is this course too advance for beginner or could someone with no experience with zbrush and sculpting do it https://coloso.global/en/products/3 dcharacterartist-wanAdah-us"
},
{
"poster": 977716,
"content": ">>977713 depends on your definition of \"do it\" as a beginner your results will be shit but the important part is that you learn the process"
},
{
"poster": 977742,
"content": ">>977713 In my opinion Wandah is a good sculptor but i feel he usually doesnt explain enough why he is using the tools at the moment or what the tools actually does so it could be confusing at times if you dont have previous knowledge. On the contrary I first did this course >>959670 >>967719 and now im doing wandahs >>976504 and Im sure I would have been a bit lost if I had not done the first one. As a fellow beginner I would recommend you to do the first course if you are not in a hurry and have patience since the guy slowly builds up a custom interface while explains the basic tools of zbrush. https://www.3dconceptartist.com/The -Ultimate-ZBrush-Guide-course If not you can still brute force Wandah course."
},
{
"poster": 977752,
"content": ">>977713 it's too advance if you've had zero experience with zbrush. learn zbrush for a week, doesn't take long, then you'll be ready. if there are things in the course you don't understand, repeat that part of the course. his explanations for things are a little rough in places, but nothing you shouldn't be able to learn just by copying what he does. after the course you won't magically become good at character sculpting but should have a good understanding of the process. the main thing to learn from following a course is the ability to be able to replicate what you see with accuracy, ensuring the proportions and anatomy look correct, these things take a lot of time, always refining your sculpt as you work and getting a feel for what looks right, the more you do it the more it becomes second nature, you are training your eyes - your ability to see if something looks right or wrong, this is important for sculpting from image reference. so from the course you are not learning zbrush, it is a lot more than that. this is why i say you should not start the course with zero experience of the software."
},
{
"poster": 977756,
"content": "Anyone has a cool custom UI to share. Bonus point if I can use it a start to customize it to my own taste. I can't retrieve mine from my old PC."
},
{
"poster": 977901,
"content": ">>977742 well i made it to this part ZRemesher for complex objects in the The Ultimate ZBrush Guide course but lost interest because the subject was not very appealing to me just want to make anime figures will this be enoguht to do the any figure course wip at the part i stopped alslo"
},
{
"poster": 977911,
"content": ">>977901 I guess you have watched a lot of it, you could finish the rest of the course(Chapters 8, 9 and 10 dont feel necessary) by just watching the video at 1.5 or 2 speed and continue with wandah. Anyways is not like you cant try the anime course directly, start it and if you can follow it just go on."
},
{
"poster": 977941,
"content": ">>961041 Topology and POLISH? https://youtu.be/wX9OyCltlGM?t=88"
},
{
"poster": 978060,
"content": "I'm just here for 3D anime titties"
},
{
"poster": 978082,
"content": "> Break laptop > With all shortcuts and settings > They're impossible to retrieve Ok fuck it, I'm making a new UI I need all your opinions on making a Zbrush UI to use with an Intuos Pro. Especially when it comes to shortcuts. What do you think is the best pen and tablet shortcuts setup? Obvioulsy ALT, SHIFT and CTRL are going to be there but what about the rest or even combinations of these? I'm planning on making a custom panel too. What should I put in it?"
},
{
"poster": 978083,
"content": ">>978082 Gold standard is to get a 3Dconnexion device and have your shortcuts there. Barring that Just put your favorite brushes on the remaining buttons."
},
{
"poster": 978152,
"content": ">>978083 > 330€ I'm not paid for this, I'm a hobbyist dude"
},
{
"poster": 978250,
"content": ">>976504 Could you please link this tutorial?"
},
{
"poster": 978257,
"content": "Zbrush for sculpting, polygroupit retopo and further retopo in blender/maya. Yay/nay? Does the other two have something similar to polygroupit?"
},
{
"poster": 978276,
"content": ">>978250 https://coloso.global/en/products/3 dcharacterartist-wandah-us this guy posted a working torrent >>962696"
},
{
"poster": 978302,
"content": "repost from /toy/ I'm planning on commissioning some local to 3d print my animu figure. I made the 3d model on my own but I'm clueless when it comes to 3d printing. I have quick questions when dealing with resin: 1. If I were to sand it, how would I deal with the particles that potentially flow across the room? I'm thinking of just sanding my shit outside my backyard. I also know about dabbing the sand paper into water to reduce dust particles. But are there any other safety rules to follow? I don't want resin AIDs stuck inside my body forever. 2. Figures have this gray color during prototype phase, do people usually paint over them or do some resin come in the gray colors naturally? I'm still decimating and adding booleans blocks onto my model. It's my first time printing so I'll go through the mistakes and fuck ups."
},
{
"poster": 978319,
"content": ">>978082 bump"
},
{
"poster": 978323,
"content": ">>978276 Okay thanks, but i think im too stupid to know how to use it... Simple copy paste as magnet don't work. Sorry for bothering but how i should use this letter string?"
},
{
"poster": 978325,
"content": ">>978082 Why would you not have a keyboard with shortcuts on it?"
},
{
"poster": 978332,
"content": ">>978330 Okay, it's working now. Thank you very much!"
},
{
"poster": 978346,
"content": ">>977742 Is there a chance to share a link to this course? All previous ones have expired."
},
{
"poster": 978347,
"content": ">>978346 there is a torrent in rutracker or you could painfully download 10+ parts from those cgpersia like pages like i sometimes do."
},
{
"poster": 978349,
"content": ">>978302 pls respond"
},
{
"poster": 978421,
"content": ">>978347 I understand, I see that the course is available on online courses, so I will slowly download it. Thanks for the help. >>978349 1. Just being outside while sanding should be enough, but to be sure, you can buy a simple mask that filters particles from the air for the duration of this activity, just for your own mental peace. 2. From what I have seen, all resin models are hand-painted. Can you tell me more about the figure in the picture? Is this your model or a photo from the internet?"
},
{
"poster": 978460,
"content": ">>978421 thanks for the info! >Can you tell me more about the figure in the picture? Is this your model or a photo from the internet? some guy's twitter, but you should be able to google reverse or use saucenao to find it."
},
{
"poster": 978466,
"content": "can you make a living selling anime figures"
},
{
"poster": 978477,
"content": ">>978466 Making mini-figurines was once a lucrative business but I've heard it reached a sharp decline nowadays."
},
{
"poster": 978565,
"content": ">>978466 I want to commission some but I also live in south america so I'm poor That's why I will learn zbrush and make them myself"
},
{
"poster": 978571,
"content": "Almost done, only the staff and the posing left. To be honest when i saw at first the amount of small details the reference had i felt overwhelmed but wandah did a great job breaking them down. >>978565 >but I also live in south america so I'm poor same, i also want figures of girls i like that dont have one and maybe get a few commissions along the line."
},
{
"poster": 978606,
"content": ">>978571 Keep up the great work, anon! Are you going to do the second part?"
},
{
"poster": 978612,
"content": ">>978571 is it me, or is there something really fucked up with her knees?"
},
{
"poster": 978620,
"content": ">>978606 thanks if it leaks i guess i could do it >>978612 yeah i think its the outer side i need to fix"
},
{
"poster": 978639,
"content": ">>978571 this could be me if hands and feet doesn't filter me"
},
{
"poster": 978651,
"content": "Trying to find good chubby girl reference is impossible. I follow so many cute chubby girls on twitter, but none of them upload pics that are very useful. Great for masturbation, sure, but as sculpting reference it's basically useless. That one 3d body scan website is good for certain things but they don't have any chubby girls available. Why can't all twitter sluts take t-pose references from multiple views? Should be a law, I think."
},
{
"poster": 978662,
"content": ">>978651 Just use super pochaco"
},
{
"poster": 978669,
"content": ">>978651 you could try copying these if this is what you are trying to achieve https://www.artstation.com/marketpl ace/p/aJm3q/basemesh-ultra-thick-fe male https://www.artstation.com/marketpl ace/p/d5gAk/thick-tiefling-basemesh -35-mm-scale-3d-print-model"
},
{
"poster": 979001,
"content": ">>978669 Since when could you post nudes?"
},
{
"poster": 979027,
"content": ">>978669 You'll never be ultra thick."
},
{
"poster": 979240,
"content": ">>959310 Yes. Next question. >>959313 I know this is bait but you really don't need zBrush unless you're doing some next-level shit. The skills and fundamentals remain the same."
},
{
"poster": 979483,
"content": ">>978302 Just in case: did you make the model with printing in mind and have you done it before? I know more than one person that's tried to give their vrchat models to a printing company and asked them to print it, not knowing that it didn't work like that"
},
{
"poster": 979533,
"content": ">>978651 Doomlord AhYo is working on one at the moment on twitter. @LiuXingWan"
},
{
"poster": 979549,
"content": ">>959355 >multires modifier literally and unironically this"
},
{
"poster": 979559,
"content": ">>978302 >>978349 I've painted and sanded a few 3d printed figures before so I can field some of your questions. 1) Unless you live in a wind tunnel gravity will eventually settle these particles and they'll basically merge with the dust that naturally accumulates around living things. People recommend masks but honestly I never wore them while sanding, just while painting. You'll need a respirator if you decide to airbrush your figures (And anything larger than 3.5\" really needs an airbrush) so it's not a bad investment either way if you're really afraid of resin. Dabbing sandpaper in water before sanding is called wet sanding and I don't recommend doing it all the time. You'll need to at least start with a decent grit dry sanding session. From there, refine the surface you're sanding with higher and higher grit paper and/or wet sand until you're satisfied. After that, apply a surfacer like Mr. Surfacer 1000. This will act as a primer and fill in the surface scuff marks that sanding creates. 2) Most resin is gray in my experience, and you can get primers that are almost any color. I personally prefer working with clear primer on white resin but I have a background in painting injection molded figures that are typically made with white resin, so that's probably just preference. Remember though that the original color of your model/primer acts as the base color of your paint job. So a black primer works best for darker top coats, light primer works best for lighter top coats, etc. If you have to choose just one, go for a white or light gray primer because it's easier to cover than a dark gray or black primer. Good luck on your project, painting garage kits isn't easy but the results are worth it."
},
{
"poster": 979615,
"content": ">>979483 >did you make the model with printing in mind Yeah right now I'm planning out how to cut up the model. Then I add my booleans, unify the pegs, then decimate the whole thing. I'm studying other models on how they've broken up stuff, and looking back at the zunko tutorial. I decided to just do the best I can and be open to mistakes."
},
{
"poster": 979624,
"content": ">>979559 thanks for the info fren. One last thing I forgot to ask: After using the boolean modifier with the pegs, should I downscale the peg so that it will fit into the model? Do you guys do that, or do you just cut/sand the peg after printing it so it'll fit into the hole."
},
{
"poster": 979627,
"content": ">>979624 Always add a slight scale/inflate for resin tolerance before doing the boolean then shrink it back down afterwards (or shrink it after the boolean). Every printer will bloat resin slightly even with perfect settings. I hate it when tolerances aren't considered by artists that don't own printers. Also consider tapering all of your keys a little."
},
{
"poster": 979636,
"content": ">>979624 Not experienced enough with slicing stuff for 3D printing to answer your question but in my experience the biggest problem with my 3D printed figure projects was that the pegs were usually bad. They usually weren't a snug fit, even after generous nipping/sanding and in a few cases I had to snap the peg off, sand the nub down, then attach the limbs via copper wire. I usually pin garage kits like this anyway but the peg removal was a pain. Also as a general warning, don't do the thing in >>979615 where you put two pieces in the same hole. Just make multiple holes instead, minimizes the chance of weak tolerances causing failure, and also contains that failure to one piece if it does happen. For that type of haircut you might also consider making it all one piece. Just give yourself some room for your printer to fuck up, you can always use a little putty or two-part epoxy to fill in gaps, but if something is too big it's a much bigger pain."
},
{
"poster": 979656,
"content": ">>959310 Real women don't have hips that wide, a figure that curvy, or breasts that big. Case in point; Double D's aren't even big and yet most don't have them."
},
{
"poster": 979682,
"content": ">>979656 Insightful observation, anon"
},
{
"poster": 979696,
"content": "Man it feels like im destroying everything ive done while doing the posing Also ive never expected this thread to hit limit, maybe an anime figure sculpting thread would good"
},
{
"poster": 979698,
"content": ">>979696 I wouldn't worry much. The first pose directly after taking something out of transpose master always looks kind of ass until you fix up all the little details."
},
{
"poster": 979721,
"content": ">>979696 We should have a anime general where we discuss anime style in general"
},
{
"poster": 979722,
"content": ">>979721 agreed"
},
{
"poster": 980107,
"content": ">>960068 >>960182 listen glue sniffers it's about as good of an idea as we can get now if you have a better idea have the balls to distribute it to other boards or shut the fuck up"
},
{
"poster": 980481,
"content": ">>979696 >>> > Anonymous 04/04/24(Thu)22:46:09 No.9 I have the course,but I find him so bad at explaining anything,making it hard to learn from him"
},
{
"poster": 980485,
"content": ">>976861 >https://sakaki_kaoru.artstation.co m/store I checked telegram,but there isn't a download link"
},
{
"poster": 980574,
"content": "yes although sculpting isn't the only way to do it. a lot of people learn sculpting and nothing else and wind up using sculpting as a crutch when other approaches can be easier to create smooth shapes. i've generally never found sculpting useful in modeling the human part of a figure at the lower poly stage"
},
{
"poster": 980575,
"content": ">>979696 that just means you need to work on your rigging skills. it's a given that you'll have to spend time adjusting weights and creating blendshapes any time you're deforming a figure using an armature"
},
{
"poster": 980936,
"content": ">>960894 > the worthless shitstain of bending and deforming blender does while still not having bones you can properly mesh attach but a bloody loop of 5+ same shit of grouping, parenting, linking, joining and god knows what else they added that does the same fucking thing but doesnt work with something else randomly Is there a program that doesn't do that? Just started with Blender and this is probably my biggest fucking issue with it."
},
{
"poster": 981300,
"content": ">>979696 you should rework the face, it looks scuffed. brings the eyes down."
},
{
"poster": 981623,
"content": ">>962696 Uuuhhh what am I supposed to do with this? Plz help"
},
{
"poster": 982596,
"content": ">>981623 Base64 decode. That said, >>962696 torrent doesn't seem to work anymore. The trackers are 404, just a handful of people have it at 99.9% and the rest is at 0.0%. Is there any mirror for this?"
},
{
"poster": 983109,
"content": ">>960062 so last year"
}
] |
3
| 966,806
|
[
{
"poster": 966806,
"content": "/Questions Bread/. Post your 3dcg questions here and hope for good answers. Lets'a go"
},
{
"poster": 966860,
"content": ">>966806 What does everyone here like to model?"
},
{
"poster": 966861,
"content": ">>966860 Because I can't make my own sexy waifus"
},
{
"poster": 966909,
"content": "If you're not supposed to use Blender what programs are you supposed to use instead?"
},
{
"poster": 966980,
"content": ">>966909 houdini"
},
{
"poster": 967069,
"content": ">>966860 I like to model pixelated shit in Blockbench for my minecraft map, other than that I'm a character animator"
},
{
"poster": 967083,
"content": "does anyone here have a recommendation for a color accurate 27\" 1440p monitor with at least 120+ hz? want something color accurate to use for 3d but also high refresh rate to use for gaming"
},
{
"poster": 967111,
"content": ">>967083 I use MSI g274qpf"
},
{
"poster": 967112,
"content": ">>966860 animals, aliens, cryptids, buildings."
},
{
"poster": 967310,
"content": ">>966806 My uvs are acting up in maya3d. the brownish grey part is supposed to be white like the top part. The uvs are laid out correctly, but only half of them show the textured part and the other is beige."
},
{
"poster": 967311,
"content": ">>967310 as you can see here. everything is laid out correctly, but half of the mesh won't display the texture. Whats going on?"
},
{
"poster": 967314,
"content": ">>967310 >>967311 nvm figured it out. I got a different problem now with double layerd faces or edges with 0 length. Don't know how I did that."
},
{
"poster": 967556,
"content": "my previews in 3ds max in the material editor are not loading and updating properly when i dragged in a new materials or textures or try to update existing ones the previews are not updating and i have to manually click \"update preview\" then if i make new changes i have to manually update it any clues on how to fix it? pic related on how it initially looks and after manual update"
},
{
"poster": 967620,
"content": "Any recommendations for tutorials on how to sculpt sci-fi armours in 3d? Primarily for miniatures. Thank you."
},
{
"poster": 967624,
"content": ">>967620 dont sculpt armor. Use plasticity."
},
{
"poster": 967626,
"content": ">>967590 >1 The slate material editor is a meme. has its bugs but its 100 times better than the compact version >2. I know this may be a stupid querstion but have you tried toggling the auto update below that optuin. If not select all your shit in the slate material editor and press shift + u so it toggles in all instances. auto update preview is on, if not there is a little cross sign on the material preview show its off. also right next to the manual update when i right click >Also check in your rendering options panel that tyhe correct render engine is selected. sometimes the production render engine does not communicate changes to the material preview render engine if they are not locked in the same setting .... i have vray as production and arnold as active shade if i try it on a different pc with same files it works fine, so something else must've got fucked bcs it also affects older files its like its stuck on the loading the material/map/texture"
},
{
"poster": 967665,
"content": "Are there any modeling exercise overviews/sites anywhere? I'm talking about something like advent of code but for easy/medium/hard modeling challenges/exercises so you can hone your skills on them. I know there was one infographic here which listed a couple of those, but I can't find that image. Picking my own targets works, but you'd obviously never really leave your comfort zone."
},
{
"poster": 967667,
"content": ">>966806 I've finished my sculpt. How bad is this going to fuck up in an Anycubic resin printer? What do I need to do to it to make it print-friendly. I'm guessing sawing the arms and legs off, right?"
},
{
"poster": 967668,
"content": ">>967629 >Does this persist on the compact material editor? fucking shit, it works normally in the compact editor wtf >If not I'd blame it on the slate material editor and continue old school. looks like that might be the problem but i cant get used to the compact editor, its so unconfrontable when it comes to having multimple notes plugged in for one parameter. Its nightmare to navigate. >Humm do you use a mapped network drive? no nothing like that. I use Connecter for asset managment and i just arhive the scene when i move it for rendering. But the problem is not in 3ds max not finding the path to the texture, because if i were to open a new empty 3ds max file, open the slate editor, drag a material and change its diffuse color - it doesnt update the preview. no matter if its vray,physical mat or arnold. The same problem is with any other maps or materials — when i first drag it in its stuck on the loading teapot and after manually updating is stuck to whatever it was when I updated. Further changes require to manually update again."
},
{
"poster": 967777,
"content": "How good or bad is NgSkinTools2 ?"
},
{
"poster": 967810,
"content": ">>966860 Penis equiped anthro women with big tits."
},
{
"poster": 967811,
"content": "Whenever I reach a point in my project that I get scared of doing I start to scroll social media and avoid even if I have to do this next step in 3d or else my whole project will never come together. Its so tiresome. I get stuck in the pipeline and since programs are always updating with new features and you're supposed to learn new programs too, the pipeline keeps changing. What do I do?"
},
{
"poster": 967823,
"content": "I'm a beginner, interesting in making some games eventually, but also just some quick neat little artistic renders. My question is about quads, tris, and ngons. From what I've heard, I want to be building with quads as much as possible (for reasons I barely understand,) but that game engines would be converting those quads into tris anyway? Is that right? Is building with quads only recommended because their easy to divide? I'm really just having a hard time wrapping my head around what to use and what to avoid and when to use or avoid them."
},
{
"poster": 967837,
"content": ">>967823 It's easier to make quads look good compared to any other configuration, but all of them are fine if you know what you're doing."
},
{
"poster": 967963,
"content": ">>967823 Building with quads is recommended because it's a lot lot easier than building with tris. And quads divide perfectly into tris like you mention."
},
{
"poster": 967967,
"content": ">Material in viewport is fine >Render scene >Material now has a black rectangle across half of it >Render scene again >Material still has black rectangle across half of it >But also so does half of the entire scene Anyone know why it's doing this? It's not something that's hidden in the scene that I've forgotten to turn off in the render btw."
},
{
"poster": 968006,
"content": ">>967963 >>967837 So I get that it's easier to build with quads, like loop cuts and divisions are a lot easier. What about the end result though, does it matter if I have that much if I have ngons in my model? Say I have a divided quad attached to another, undivided quad on one edge. This introduces more vertices to the connecting edge and turns the undivided quad into an ngon, right?"
},
{
"poster": 968076,
"content": ">>967811 can someone answer this, please? Is this \"paralysis by analysis\"?"
},
{
"poster": 968078,
"content": ">>968076 Yes, it's just psychological. You should try your best to find the time to work on something regularly, even if it's only for a little while. You don't need to think so hard about it."
},
{
"poster": 968079,
"content": ">>968078 I work, but for example Houdini now has a similar way of doing what I am doing in maya with a paid plugin, so I'll spend days / weeks trying to make it happen in houdini, then I'll go back to maya and try to apply what ive learned from the houdini workflow back into my maya setup and see if that is better now and still worth paying for. Thats what Ive been doing for like 2 months now. And of course there is a third option of doing it in a different way completely (both in maya and h)"
},
{
"poster": 968081,
"content": ">>968079 I sympathise, because I also sometimes feel like putting off work when it seems daunting or tough. It's easier said than done but I guess I'd advise you to just pick one approach and do your best to stick to it for a while, at least until you've completed a few projects using that approach which you can be proud of."
},
{
"poster": 968610,
"content": "Should I get Substance Designer 2024 when im using substance painter 2023? I heard adobe makes it so you cant use newer saves on older versions of their software."
},
{
"poster": 968611,
"content": ">>968610 No. Designer was never that useful."
},
{
"poster": 968612,
"content": ">>968610 Personally, unlike >>968611 , I do think Designer is pretty handy and I have gotten some good use out of it. It's a powerful software that can make great stuff, though there is a learning curve."
},
{
"poster": 968812,
"content": "I'm a absolute beginner in Houdini. I want to create a cloud out of a shape/mesh that's it. I don't even know what to search on youtube."
},
{
"poster": 968815,
"content": ">>968812 nevermind I think I found it https://www.youtube.com/watch?v=t0W OTkNFnjg"
},
{
"poster": 968918,
"content": "Does the Unreal Engine have a future for the 1ma?"
},
{
"poster": 968930,
"content": ">>966806 What's your process for animating? I'm still learning, so I'm trying to nail down a consistent workflow for it."
},
{
"poster": 968931,
"content": ">>966806 How do you get good at sculpting? I want to model good hair thats all one unit, like you see on these figures here, but I have a feeling some serious sculpting magic is needed for that."
},
{
"poster": 968989,
"content": ">>968931 >I have a feeling some serious sculpting magic is needed for that. You start off with the strands separate whether sculped(left) or poly-modelled(right), then Boolean them together and polish. The sizes of the strands(groups) are up to you for your purpose >How do you get good at sculpting? Other than having reference models of other work directly in your scene to guide you, there's no secret to it really. Just do it a lot and the tacit knowledge will come over time"
},
{
"poster": 969016,
"content": ">>968989 Thanks, mate."
},
{
"poster": 969021,
"content": "How do I animate a character with weird anatomy? Let's say I make a character with legs that are too short to crouch properly; the knees don't come up to their chest and the calves need to clip into the thighs so I can bring the characters ass to it's ankles. Do I just accept the limited range of motion, or is there something I can do/break the rig?"
},
{
"poster": 969022,
"content": ">>969021 If the character has such cartoonish proportions that it wouldn't even mechanically function, then you have to use stretching and bending, maybe even blendshapes that alter the proportions during motion. Check this frog out https://www.youtube.com/@PierrickPi caut_P2DESIGN/videos"
},
{
"poster": 969240,
"content": "Trying to make a simple building with rooms, so far it's just one object with floor, walls, ceiling islands, now what's the best way to put textures on it? Should I mark the seams and use several materials for each texture I want to use? Can I use multiple UVs for all that? Also I can't figure out how to move several faces in UV window to one spot, selected to cursor make a vertice singularity and selected to cursor offset just moves whole selection, I want all faces to overlap on cursor instead."
},
{
"poster": 969244,
"content": "how do people usually do jiggle like picrel? i know one way to do it is simulate the jiggle but that seems too complicated for me right now do they add bones to the ass cheeks to animate it or use keyframes?"
},
{
"poster": 969245,
"content": ">>969244 >keyframes shape keys *"
},
{
"poster": 969248,
"content": ">>969244 well, the webm you posted is a muscle simulation. You will not get anywhere close to that using bones or blendshapes. The bad news for you is that ziva (which I think is what they are using) is dying some kind of rapid death after it was bought by unity and houdini muscle workflow is more complicated and much less documented (only one tutorial)"
},
{
"poster": 969400,
"content": "Anons I been trying to figure out what kind of art style is this. All the tutorials I seen are either realism or pixel shit. How does someone replicate this art style? The only thing I know is that it is the late south Korean 2000's free to play fps art style but I dont know the name for such art style. The game is Combat Arms if you wanted to know more about the art style I wanted to replicated."
},
{
"poster": 969401,
"content": ">>969400 More subspecifically the gun models itself. How does someone texture the model like that?"
},
{
"poster": 969407,
"content": ">>969401 Same way you texture bespoke maps for any surface, you UV map it in a way that makes sense and use a combination of render texture projection mapping and use the tools in your favorite image editor to craft a suitable texture map."
},
{
"poster": 969531,
"content": "Where is the best place to get high quality references images for firearms? My main problem with using google images is that it can you give you similar looking but still different variants or details between images, which can cause inconsistencies. It's also hard finding images from a variety of angles in general. At the moment I use GunBroker a lot of the time but of course there needs to be a listing for the gun in the first place."
},
{
"poster": 969533,
"content": ">>969400 It looks very \"take real world photographs and fit them into a 256x256 resolution and put them onto low poly models\", which would include any tweaks to the images make them work as a texture. Poly counts were pretty low, like that gun is probably around 500. Use NinjaRipper on games with a similar style to get a decent idea what sort of poly counts they went for. >>969401 It looks like it they just made a low poly mesh, applied a base color onto each part, then hand painted all the details directly onto the UV in photoshop or something like that."
},
{
"poster": 969549,
"content": "So I have an armature for my model in Blender. Say I'd like to use an animation downloaded from somewhere else. Does my armature need to have the same amount of bones in the same places as the animation I'm downloading? I genuinely have no idea how any of this works and am just beginning."
},
{
"poster": 969566,
"content": "[Zbrush] Anyone knows if you can pinpoint the value of Dynamesh if you'd like to keep the same (or a close) amount of points?"
},
{
"poster": 969579,
"content": ">>969549 I can't say for sure, but I think I tried to do something similar years ago, just renamed bones, but rotation or something else was off and I didn't bother fixing it back then, but it works."
},
{
"poster": 969592,
"content": ">>966806 How would I best go about being about to make models similar to this? Basically, from no experience to being able to make renders or short scenes of characters in this style, with the ps1 low poly and all. Basically I want to bring a dead game franchise back to life in order to make art and movies with the characters and arenas, but I have no idea where to start."
},
{
"poster": 969593,
"content": ">show my grandma my prompted artwork >she says thats its not mine >\"who did this\"? >looks down on me for the rest of the day was she right?"
},
{
"poster": 969683,
"content": "In Blender, I had a basic material set on my object. It showed all the usual stuff you'd find under the principled BSDF to adjust. After adding my armature and getting the rigging all working, now my material properties only shows \"Line Art,\" \"Viewport Display,\" and \"Custom Properties.\" If I go into the shading tab, it shows that it's a Principled BSDF connected to a Material Output node, but the material properties on the right still only show those 3 things. It does this even if I add a new material (which usually defaults to those principled BSDF options.) Clearly I must have accidentally done something wrong here. Any clue what it is? Here's a screenshot of what I'm talking about."
},
{
"poster": 969690,
"content": ">>969683 Change render engine"
},
{
"poster": 969695,
"content": ">>969690 Wow, how did I manage that lol. Thanks, it was driving me nuts. Only way I could figure to fix it was to append everything into a new file and just start working from that."
},
{
"poster": 969706,
"content": "Where would I go for advice on 3D printing? This place is at least tangentially related to that."
},
{
"poster": 969714,
"content": "I've done something and I'm not sure how. Whenever I move my properties window up or down it moves whatever window is below the main viewport window up or down too. Only happens in the layout tab. All of the other seem to be fine. What do? >>969706 There's a 3D printing general in /diy/."
},
{
"poster": 969752,
"content": ">>969714 It just automatically joins separator lines into one if they're close enough. You'll have to combine the two areas that move together and make a new one by splitting one on the top."
},
{
"poster": 969815,
"content": ">>966806 why is blender such dogshit"
},
{
"poster": 969827,
"content": ">>966806 new to blender, is there a way to inflate parts of a model with re-texturing or adding a new mesh Trying to make an anime girl's thighs bigger."
},
{
"poster": 969999,
"content": "I am currently working on a low-poly character and foolishly decided to do its hair with xgen. Now I want the hair to have a low-poly look to it too, but arnold decides to smooth the hair on its own. Anyone knows how I could get the hair to render as it's shown in the viewport? I tried some operators fuckery on the curves, to no avail."
},
{
"poster": 970916,
"content": "How do I go around creating a brushed metal rings in Painter? Pic related."
},
{
"poster": 970965,
"content": ">>970916 Anisotropy is the term your looking for. There should be generators for that built in, and I'm 99% sure there's alphas for it as well. >>969827 You can either use a sculpt brush to inflate it, or select the area in edit mode and use alt+s to shrink/fatten the area. Depending on what your model looks like, you'll probably get clipping. Everything else though (weights, textures, etc) should stay unchanged"
},
{
"poster": 971147,
"content": "beg question. Im rigging an arm. I have the IK handle and pole vector hooked up, everything moves fine, but the wrist doesnt stag aligned with the arm when moved. So from a T pose position, the hand is pointing out to the side, my right, then when I move the arm up down and all around, the wrist and hand will still be pointing out to the right. How do i get the wrists joint to rotation to match the same axis as the arm? I tried constraining it, but then I cant rotate it. if i rotate it then move the arm IK, its rotation will snap back. I cant have that happen during animation. any ideas?"
},
{
"poster": 971158,
"content": ">>971147 That sounds weird if I'm getting you right. What you want should be the default behavior. Is pic related right? >if i rotate it then move the arm IK, its rotation will snap back So it rotates and is \"fine\" if you don't touch it, but when you move the IK, it snaps back? If that's true then it sounds like you have a circular dependency and it's glitching. Are you sure the IK bone and the pole vector are not parented to the arm chain or something? If you're using blender you can check for circular dependencies using the console, press \"window\"->\"toggle console\"."
},
{
"poster": 971167,
"content": ">>971158 yeah, pic related is exactly whats happening, but im using Maya. I can get it to do whats on the left of your pic rel, but as I said, if I constrain it to the joint before it, one thats attached to the IK, move the IK after rotatinf the hand where I want, it will snap back into a straight line. Ihavent tried it yet, but I was going to write an expression to have the axis, the one thats pointing straight out the bone, of the wrist joint be the same as the joint before, but Im assuming what will happen is I wont be able to rotate that axis any longer. I cant try it atm, left for work, but youre on the same page with the issue."
},
{
"poster": 971169,
"content": ">>971167 >are you sure the IK bone and the pole vector are not parented to the arm chain or something? I dont think so Ill have to get back to you with pics on how its rigged."
},
{
"poster": 971179,
"content": "Would it be dumb to start learning texturing on substance before even knowing how to model or is it completely unrelated?"
},
{
"poster": 971182,
"content": ">>971179 Learn texturing on [italics]Mari[\\italics]"
},
{
"poster": 971184,
"content": ">>971182 what's the difference? I think I heard Mari was used for films right?"
},
{
"poster": 971267,
"content": ">>971169 I still haven't figured it out, but what I noticed is that the joint only messes up when I apply a controller to it. I constrain the joint to a curve control so I have easy access to select it to rotate it but that controller isn't moving correctly with the wrest of the arm. I tried constraining that controller to the forearm to have it move with it, but that opens a whole other list of issues. If I don't use a controller on the wrist, everything works fine, so i must be applying the controller wrong."
},
{
"poster": 971282,
"content": ">>971267 eh fuck it. I got the model working enough where I can animate. Ill figure it out later."
},
{
"poster": 971336,
"content": ">>971179 It's not that related but I would learn basic modeling and UV unwrapping first"
},
{
"poster": 971350,
"content": "Reposting this from the wip thread just in case. How do you actually practice sculpting? I want an exercise regiment, you know how drawabox has a homework section at the end of each lesson? Is there one for 3d sculpting? Anyone here interested in mentoring a newbie for a bit? Just someone I can pester with questions and ask for guidance, I know its probably a lot to ask but maybe theres a chance?"
},
{
"poster": 971351,
"content": ">>971350 Study anatomy"
},
{
"poster": 971353,
"content": ">>971351 Yeah everyone says that but what does that actually entail? Copying different parts of a body in 3d from anatomy atlases?"
},
{
"poster": 971356,
"content": ">>971353 Studying anatomy isn't absolutely necessary to sculpt. Anyone can form clay (or the 3D version) and make it look acceptable without knowing what's below the skin just by imitating an existing shape. But by knowing where bones, ligaments, muscles, and tissue types are located, and how they move and deform, you can actually generate something from scratch that isn't completely deformed and doesn't even win the uncanny valley award, because it's completely off the course. Knowing where muscles on a face are located and how they flow, how lips are formed and how a smile works mechanically, allows you to sculpt a face by recreating muscle groups and layering skin on top of it. You'll understand why something is formed that way and how it behaves, instead of simply copying something. tl;dr: Study anatomy if you want to be really good. Ignore it if you want to be mediocre or are a genius."
},
{
"poster": 971401,
"content": ">>971336 ok thanks, if I learn the basics of UV unwrapping but I don't like it will using add ons be decent solution?"
},
{
"poster": 971798,
"content": "in 3ds max how can i set up so that the default reference coordinate system to be world and not view? im tired of changing it, is there some preference option somewhere?"
},
{
"poster": 971805,
"content": ">>971401 I don't know any addons that do it all for you but something probably exists. Maya's auto UV layout tool is pretty good."
},
{
"poster": 971821,
"content": "can maya do live mirroring while working on one side? also i found a chinese tutorial on anime-like vfx but i wanna generate subs for it. what's the easiest approach for that?"
},
{
"poster": 971823,
"content": ">>971821 >can maya do live mirroring while working on one side? yes"
},
{
"poster": 971825,
"content": ">>971823 how? it seems to behave like an applied modifier."
},
{
"poster": 971829,
"content": ">>971825 blender doesn't have anything like what maya has when it comes to live mirrored component symmetry, and never has"
},
{
"poster": 971830,
"content": ">>971829 i just tried to use it live and it didn't even update the mirrored section."
},
{
"poster": 971833,
"content": ">>971830 you have no idea what you're doing then"
},
{
"poster": 971836,
"content": ">>971833 I'm mirroring an object. i just said this. why are you being disingenuous?"
},
{
"poster": 971838,
"content": ">>971836 because ive been doing live component mirroring since i started using maya in 2010 and its always worked perfectly"
},
{
"poster": 971849,
"content": ">>971838 ok, indulge me. how should it be used so that it can provide live mirroring of a surface alongside symmetry editing."
},
{
"poster": 971858,
"content": ">>971849 record yourself trying to do it with OBS and turn that recording into a WEBM and then post it here."
},
{
"poster": 971862,
"content": "Can anyone tell me whats going on here? I move the IK rig but the main joint of the wrist doesn't move with it in the middle like it should. When I move via the FK, everything follows correctly. How I set up the IK was starting from the shoulder to the forearm. I then moved the effector to the wrist to have the handle start there to keep the joint straight. I want the forearm joint so I can have a roll joint to help with forearm rotation. In theory, this should all work, but I don't know what exactly is causing this."
},
{
"poster": 971865,
"content": ">>971862 >but I don't know what exactly is causing this. 2 things script out this section of your rig with python instead of doing it by hand and then go step by step if that fails, post a webm of the problem and the script"
},
{
"poster": 971873,
"content": ">>971865 I don't know how to write python scripts let alone for Maya3D. I did find this somewhat fixed it, but I don't know why it did, but now the main set of joints are only moving with the IK, not the FK joints. I followed this video: https://www.youtube.com/watch?v=uzH n_4ByyjY&list=PLgala72Uap1oR7E5iIfn uSLpuVY49BwHu&index=1"
},
{
"poster": 971876,
"content": ">>971873 Here is how its hooked up in the node editor."
},
{
"poster": 971879,
"content": ">>971401 No add on will place seams for you to actually unwrap something. It doesn't know what it's looking at or has any understanding of 3d space. Nor does it understand what you want out of an unwrap and where the important bits are. Learn how to unwrap. It's not hard. If you can unwrap a box, sphere, and cylinder, you can unwrap anything. It's all a combination of those."
},
{
"poster": 971881,
"content": ">>971873 good luck man. When you are ready, read the maya documentation and learn scripting."
},
{
"poster": 971964,
"content": ">>971876 I figured it out. Output X wasn't connected to the L Wrist FK W1 node."
},
{
"poster": 972074,
"content": "I'm trying to find some 3D models that closely resemble the Shadow Fiend from Dota 2, so far the only thing I got is Diablo from D3. Anyone know some models that fit?"
},
{
"poster": 972076,
"content": ">>966806 Is there a way to generate clothing folds procedurally? I've found ways to just use cloth sims for sculpts, but I'd like something a little more dynamic. Maybe geonodes?"
},
{
"poster": 972083,
"content": ">>972076 a cloth sim is both procedural and dynamic"
},
{
"poster": 972278,
"content": "In Maya3D, how can I transfer a skeleton I made on another file to the one I'm working on now? Its all rigged and ready to go, but I don't want to go through the whole process again for another model thats essentially the same body type."
},
{
"poster": 972279,
"content": ">>972278 That was a dumb question on my part. Import scene, delete mesh. Whooptie freaking doo."
},
{
"poster": 972324,
"content": "Can someone explain to me why THE FUCK my models have all sorts of fucked up scaling from software to software? I'm using a custom made avatar that I created. Anatomy seems to be correct, skeleton seems to be correct. Weight painting seems to be correct. Whenever I export it from Blender to Marvelous, I have to put random scaling because else Marvelous won't do proper arrangement points, and even then, only the arms and the feet will have proper alignment points, everything else just gets mashed to the center which makes arranging clothes extremely finnicky and weird. Ok cool, I can work with that. Then I go to Substance Painter and do my work. All seems fine, exports working nicely. Then I go back to Blender and my arbitrary scaling that I chose for Marvelous is no longer the same. Whatever, I'm gonna try to do it manually. And finally, when I go to UE (exporting with Auto Rig Pro), model loads fine BUT THEN the fucking skeleton goes weird as balls and the ankles are fused to the fucking hips (pic related). Using Mixamo is even worse, the hands are all fucked up, the weight painting is retarded and the skeleton simply doesn't seem to be UE5 friendly. What the FUCK am I doing wrong? I'm literally going insane here."
},
{
"poster": 972328,
"content": "I learned polymodeling but I'm in a weird state where I don't know what to do and how to practice it. Any tips for that or a suggestion of objects to model for practice?"
},
{
"poster": 972490,
"content": "How do I make the inner circle of the \"eye\" to not look so bland? I'm using Substance Painter"
},
{
"poster": 972499,
"content": ">>972328 You have a fuckload of shit in your room and in your house you can practice modelling (and texturing). With the added benefit that if you keep them around, you can re-use them for projects in the future if you need some background clutter."
},
{
"poster": 972513,
"content": ">>972499 you can only do what you are interested in. Modeling random crap that you don't care about will get you nowhere"
},
{
"poster": 972515,
"content": "I feel like the area between the ear and the eyes is missing something Cant quite tell what tho… Any anatomy nerds here?"
},
{
"poster": 972523,
"content": ">>972513 If he's practicing, then yeah, it will. That's what practice is. Doing shit on repetition to get better at it. If he's modelling useless shit like cans and stuff, then yeah, it won't do shit, but if he's modelling things like fans, appliances, controllers, etc. You can bet your ass you'd get better at modelling."
},
{
"poster": 973437,
"content": ">>966806 What format should I export rigged and animated models in order to use them in Godot?"
},
{
"poster": 973457,
"content": "Does anyone know of a place where I can find character sheets like this? I tried gelbooru but there's not a lot of stuff that shows the side and back view."
},
{
"poster": 973477,
"content": ">>973437 fbx or gltf"
},
{
"poster": 973717,
"content": "can I link my r*ddit blenderhelp post here or will I catch a ban? I have something of a complicated problem and I laid out all my node trees there (there's a couple and they'd shit up the thread here)"
},
{
"poster": 973727,
"content": ">>972324 You are experiencing >>967238 Also it's common for generic units to get the wrong conversion as the software may count a unit as a meter, centimeter, millimeter or imperial units inches feet etc. Your tech artist will have drafted a document what importer/exporter settings to use for your specific project pipeline. In the absence of a tech artist; congratulations you are now a tech artist - figure out what importer/exporter settings to use and what axis and unit conversions you need to run."
},
{
"poster": 973732,
"content": ">>973437 gltf/glb is the standard"
},
{
"poster": 973839,
"content": "I know people use Wrap or something to transfer game model heads onto DAZ models, but is there any way to transfer the ENTIRE mesh onto another body?"
},
{
"poster": 974231,
"content": ">>973717 Fuck it. Need help with my math in geonodes, doing a 4d pyramid (5-cell/4-simplex) slice render and I'm running into irregularities. Particularly, my \"center\" slice seems to only show points either above or below Z=0, never both at once. I know for a fact the current render isn't accurate. Node info and explanations can all be seen here: https://www.reddit.com/r/blenderhel p/comments/1aoqdw9/4d_simplex_slice _project_where_am_i_going_wrong/"
},
{
"poster": 974232,
"content": ">>973839 use the newest version of wrap"
},
{
"poster": 974238,
"content": ">>974231 Got advice in my thread that fixed the issue. If it was someone from here, thanks again!"
},
{
"poster": 975297,
"content": ">>966806 3dsmax arnold scene render comes black after a month hiatus cant remember what might it be, was trying traceSet w/ lights so I disable this global arnold light & it still comes up black any checklist I need to go down on?"
},
{
"poster": 975298,
"content": ">>966806 Using bryce 7.1 pro. Problem is every 2d image imported comes out black like this, I've never seen anyone report an issue like this online, followed online tutorials to a tee and still have no success getting the color to show even on default images. Any help would be greatly appreciated!"
},
{
"poster": 975300,
"content": ">>975297 it was the traceset, I just had to change the missing png file it used disabling the global light that used the traceset wasnt enough"
},
{
"poster": 975410,
"content": ">>966806 I'm trying to learn Blender but it seems like all the good, in-depth tutorials past the basic overview of the interface are for fairly old versions of Blender, i.e., HUMAN by Kent Trammell (2.92) and CG Cookie's Fundamentals of X courses (2.8). Are the differences between 4.0 and these older versions significant enough that it'll handicap me in learning this stuff? I'm a complete newfag at this stuff. >questions bread instead of /sqt/ Sorry in advance if the question's too retarded. Can't seem to find any answers on this the usual way."
},
{
"poster": 975429,
"content": ">>975410 >Are the differences between 4.0 and these older versions significant enough that it'll handicap me in learning this stuff? no"
},
{
"poster": 975857,
"content": "Is it fair to say that character artist Jobs have much more emphasis on Sculpting and other jobs like Environment/Architecture have a lot less emphasis on sculpting? Any other differences I should know?"
},
{
"poster": 975924,
"content": "i'll ask here till a new archviz thread pops up getting too much RAM consumption from a scene made in arnold & rendered in corona till I completely convert some unsupported standard materials too the biggest object is the ground that's a 20k poly"
},
{
"poster": 975928,
"content": "If you have a model with lots of separate objects and you parent all of those to an empty for easier movement, what's the simplest way to duplicate them? It seems like selecting all of the individual parts and shift+d is too cumbersome, but I don't think there's a way to use an array when it's parented the way it is."
},
{
"poster": 975929,
"content": "how do you install corona material sets into 3dsmax (2023) lol?"
},
{
"poster": 975931,
"content": ">>975929"
},
{
"poster": 975958,
"content": ">>975931 >>975929 >>975928 >>975924 I know the answers to all your questions but at this moment I'm banned because I supposedly doxxed a faggot that already doxxed himself. Archviz thread was archived. You can thank the fucking jannies and their whore mothers. See ya in march bitch. PD. Stop using arnold I already told ya you fucking imbecile."
},
{
"poster": 975959,
"content": ">>975928 You can use Shift+G and O to select the collection entries, but it would still be tedious to duplicate them by hand. I'm interested in the answer to this too, if it's even possible in Blender. I tried parenting to an empty mesh instead of an empty, but the array modifier only works with the geometry of the object it was added to. You could always just convert the collection to a mesh and use an array modifier on that. Then if necessary you can select individual elements and press L to select connected"
},
{
"poster": 975964,
"content": ">>975959 >>975928 Doesn't it change the relationships automatically when you duplicate them with the parent selected? I just gave it a go and it duped the entire selection, plus parent empty, and transferred the relation to the new parent for the duplicated objects. Worked with both shift+d and alt+d."
},
{
"poster": 975969,
"content": ">>975964 Yeah, the duplication works fine, but I assumed he wanted to make a bunch of copies with an array modifier. If the only problem was making a single copy of a model with many separate objects, then shift+g and shift+d works just fine"
},
{
"poster": 975972,
"content": ">>975958 arent I using corona? I did manage to convert all arnold materials to corona & I get the error less frequently how are you banned if you already can post?"
},
{
"poster": 976079,
"content": ">Have object A >Add new object (B) that's completely separate >Add modifier to A >It also applies to B >Delete modifier from B >Also deletes it from A >Add material to A >It also adds it to B >Etc What have I fucked up here bros and how do I unfuck it?"
},
{
"poster": 976089,
"content": ">>976079 Did you happen to duplicate the object with shift+d, or linked an object from another file? Sounds like you have linked objects or linked mesh data or something. It definitely wouldn't happen if you added a brand new object, like a cube, using shift+a. If it is, there's definitely something fucky going on."
},
{
"poster": 976093,
"content": ">>976089 Initially I had duplicated part of the object, but nothing was linked because there was nothing to link and it was the only thing in the scene. Then I deleted that because I couldn't unfuck it. But then when I added a new object with shift+a it did the same thing and keeps doing it. I even tried making it single user several times and that does nothing. One other weird thing does happen too, but I'm not sure if that's just because of what's happening with it. When I add a material all of the >preview >surface >volume >etc from beneath it are missing on both of them. One of them has this pbr thing and a material library I added ages ago and never use, but all of the other options are missing and the other one doesn't even have the pbr thing or the library thing or any of the options. It's just blank."
},
{
"poster": 976094,
"content": ">>966806 How come every rig I download lags like hell, no matter if it is low poly Minecraft or something more complex, but when I make a rig myself it doesn't lag at all?"
},
{
"poster": 976096,
"content": ">>976094 Maybe it's a Rigify rig. Those are not usable. You just have to delete it and run the character through Mixamo."
},
{
"poster": 976101,
"content": ">>976096 Well, isn't Mixamo just for some ready made animations? I want to animate, I don't need ready made shit."
},
{
"poster": 976102,
"content": ">>976093 Also just noticed that my render properties etc panels are all gone too."
},
{
"poster": 976104,
"content": ">>976101 If you want to animate you should buy a motion capture suit"
},
{
"poster": 976106,
"content": ">>976104 What's wrong with key frame animations? And motion capture is technically not animation."
},
{
"poster": 976108,
"content": ">>976106 so you're saying that Avatar 1, the highest grossing film of all time was not 3d animation?"
},
{
"poster": 976109,
"content": ">>976101 Mixamo is a free auto-rigging service and they also have some free mocap data, but you don't have to use it."
},
{
"poster": 976110,
"content": ">>976104 You need a motion capture suit if you want to become an anime girl v-tuber on twitch. Otherwise there are large archives (free and paid) of mocap data available."
},
{
"poster": 976111,
"content": ">>976110 imagine if Avatar crews decided to use cringe archives of mocap data instead of generating their own"
},
{
"poster": 976112,
"content": ">>975972 these white tiles are extending way beyond the house's bound & dunno why changed/removed material, clicked world-space displacement in the error message box so that's turned on AFAIK & no dice this is the error ===== Warning(-22) ===== Combination of orthographic camera and screen size displacement can consume a lot of memory. We recommend switching to world space displacement and selecting an appropriate tessellation size. also I'm getting very bright renders with corona sky+corona sun (intensity 1 too bright, had to clamp to .2 for normal looking renders)"
},
{
"poster": 976115,
"content": ">>976109 I just don't have any use for wacky dance animations"
},
{
"poster": 976117,
"content": ">>976115 The animations are optional and maybe you need a walk cycle. If only Rigify was usable to make character walk or do anything at all, you wouldn't have to use Mixamo. I understand that but in practice you have to."
},
{
"poster": 976120,
"content": ">>976117 you only use walk cycles in games, and even then, you layer them"
},
{
"poster": 976136,
"content": "Should I get a screen tablet?"
},
{
"poster": 976161,
"content": ">first model Is this shit? Must I retopologize it? Should have I kept the horizontal edges strictly horizontal, like parallel to the ground ? I just moved the vertices diagonally without thinking, I thought it didn't matter. Is there too many edges in some areas, like around the knee and above the foot? Should I retopologize the knee to make a real knee shape instead of that band, or will this step get done by sculpting? When should I start sculpting? As soon as I have a basic model? I plan to make hyperrealistic models, possibly animated later."
},
{
"poster": 976168,
"content": ">>976136 Even if you don't sculpt, they're nice as a little second monitor if you don't already have one. It's saved my ass a few times when the monitor I had was dying, and ultimately died. Managed to do a job using it alone, and scrounged up enough money in a pinch to get a new monitor. Just don't get a small one. I've got a 12\" one, and it's minuscule. I figured the fact that it had a screen was more important than the size. Go 17\" or bigger so you have some room to work with. Also get a decent stand to go with it. Something that won't move when you draw on it. If you wanna be cheap, get a laptop stand something like pic related. It doesn't budge an inch, and has plenty of maneuverability for angles."
},
{
"poster": 976203,
"content": ">>976161 If its for animation yes, it would not work especially in the feet, you don't have any loops to bend the toes or the bridge"
},
{
"poster": 976205,
"content": ">>976112 redid the tiles plane & it solved it but dunno why it happened in the 1st place"
},
{
"poster": 976246,
"content": ">>966806 how do I web 3d?"
},
{
"poster": 976274,
"content": ">>966806 what's the enterprisest shit?"
},
{
"poster": 976294,
"content": "Can someone \"school\" me on Daz and using their models in other DCCs? Is it even worth it? Is it scummy? Is it just a glorified character creator?"
},
{
"poster": 976298,
"content": ">>976294 https://www.youtube.com/watch?v=Oab 3268dGC8"
},
{
"poster": 976299,
"content": ">>976298 not useful"
},
{
"poster": 976300,
"content": ">>976299 It addresses your scumminess question, and they seem to think it's worth it. Good as a base mesh generator"
},
{
"poster": 976301,
"content": ">>976300 >flipped normals video begone"
},
{
"poster": 976302,
"content": ">>976301 they were actually industry pros though, what's wrong with flippednormals?"
},
{
"poster": 976303,
"content": ">>976302 they suck ass"
},
{
"poster": 976304,
"content": "This is going to sound retarded, but are render speeds different with 2D compared to a 3D scene assuming they're the same resolution? Also, if you have a 3D models, but you use greasepencil on them and give them a more \"toon shader\" so there's no complex shading going on is that faster than a straight 3D scene? I'm only curious because no one ever seems to ask nor does it get answered in any videos about it. I assume that it should be, but I'm not sure how lighting plays into that. Although I'd imagine the 2D/3D question is the same kind of difference as something low poly being rendered compared to something high poly being rendered."
},
{
"poster": 976334,
"content": "Is it true that I can take someone's model, auto retopo it, change a few proportions on it, and now its my work?"
},
{
"poster": 976335,
"content": ">>976203 Well I'm not at this step yet, I will add the loops later. Are horizontal edges not being perfectly parallel to the ground a problem for later? Should I do the shape of the knee with sculpting or modeling? Thanks for your answer."
},
{
"poster": 976343,
"content": ">>976334 If you aren't making a new character from someone's model, then they would know that you edited it."
},
{
"poster": 976345,
"content": ">>976343 when did i mention character? I said any model. How would they know? Its been retopoed and the proportions have changed."
},
{
"poster": 976662,
"content": "What's the best program for VFX? I don't see a lot of people talk about that angle a lot"
},
{
"poster": 976663,
"content": ">>976662 The best is a combination of maya and houdini and nuke and katana and something like motionbuilder"
},
{
"poster": 976667,
"content": "How do I get good at making armor and clothing for my characters? I can make the base mashes to an acceptable level (not great though), but I always get stuck on the clothes. Sculpting them didn't give good results. Does anyone have any guides or books about this?"
},
{
"poster": 976668,
"content": ">>976667 I have the same problem. I think the pros use Marvelous Designer"
},
{
"poster": 976669,
"content": ">>976668 I want to make my models for a video game, and I'm short on money, so I'd rather use something open source, but it seems like nothing really exists. To solve another problem, from time to time I use ArmorPaint to make materials, since doing that in Blender takes forever."
},
{
"poster": 976670,
"content": ">>976669 if you want to make a game, use industry standard tools, not blender and armor paint of all possible thing, roflmao"
},
{
"poster": 976671,
"content": ">>976670 I really don't care what goyware big companies use"
},
{
"poster": 976672,
"content": ">>976671 enjoy not even coming close to finishing anything then lol, the state of armor paint kids"
},
{
"poster": 976674,
"content": ">>976672 How much do you pay for your prescriptions for Substance Suite, Maya, Marvelous Designer?"
},
{
"poster": 976675,
"content": ">>976674 I dont subscribe to substance, i have it perpetual through steam. I only use painter and even then, I never use it. Maya, 1 year of maya indie subscription is one day of work for me. I dont have marvelous designer"
},
{
"poster": 976698,
"content": "Is getting a Quest 3 for vr game design a good decision? I have a quest 2 but the fresnel optics are terrible so I couldn't really get into it but I hear the Q3 is much better in this regard with the different pancake lenses?"
},
{
"poster": 976740,
"content": "Where can i find models of older female characters? Preferably \"granny\" or somewhat elderly characters that have some wrinkles but aren't too ugly and maybe for XPS, MMD or SFM For some reason, i just can't think of any vidya granny right now"
},
{
"poster": 976819,
"content": "Hi everyone, I asked a question in the CGPEERS thread in regards to where I can find the CG World magazines but I figured that it was the wrong thread to ask in. I’ll ask here instead. Does anybody know where I can download the CGWorld Magazines? They are magazines that cover CG from different anime series in Japan and it’s a monthly magazine. I have most of them downloaded but not the ones that came out in recent years."
},
{
"poster": 976863,
"content": "Is there such a thing as a... rigged ecorche? That I can move around and see how all the bones and muscles are supposed to be in any given pose. Do I have to download daz or something for that?"
},
{
"poster": 976864,
"content": ">>976863 if you want to see how the bones should be it should be relatively easy since they are non deforming and parented completely to one joint. If you want to see how a muscle should be you have to bind the muscle to bone with tendons and then simulate"
},
{
"poster": 976884,
"content": ">>976864 Nevermind, anon. I was hoping for an ecorche or at least a model with underlying muscle sim you could pose but it seems this isn't really a thing anywhere. After a bit of searching, best you can manage is something like anatomy360 I guess, where you get different preset poses."
},
{
"poster": 976935,
"content": "Anyone has a cool and complete guide/course/whatever recomendation to make for UVs, textures and textures painting but even on a theoritical level? > Context Self taught-fag that mostly learned how to model and sculpt and have not a single clue about UVing and everything related."
},
{
"poster": 977071,
"content": "Anyone has a guide/resources that shows how to properly place joints/bones for your character. I know it depends on the character but I'm having a hard time defining where each spine bones should be in pic related. Like \"chest\". Where the fuck it's supposed to end?"
},
{
"poster": 977072,
"content": ">>977071 sorry"
},
{
"poster": 977098,
"content": "Is it okay to post requests for modelling certain things here? I have been struggling to create a certain shape and I've exhausted a lot of generic tutorials without finding an answer."
},
{
"poster": 977101,
"content": ">>977098 Just to clarify I'm not asking someone to model and upload for me, just to take a look at the shape, my attempt and to offer some thoughts"
},
{
"poster": 977140,
"content": ">>977098 >>977101 Just post it dude."
},
{
"poster": 977155,
"content": ">>969400 It's a realistic texture projected/painted on top of a model. You can look at similiar games like Quake 3 Arena or Counter-Strike:Online (or Nexon Zombies), Warcraft 3, older CoD's for refrence. Some games usually make a high poly model then bake the lighting onto the texture then just apply on a lower resolution one or just bake it straight-up directly onto the texture. It's just lighting merged onto a normal texture. Usually it's lighting on the edges like in your picture or points of the face that extrude forward for a pseudo 3D effect like the brow bone, cheeks, etc... Good luck jit ong fr fr no cap"
},
{
"poster": 977195,
"content": "Anyone might know from where does this problem come from? Joints are moving when I use their panels properties but they don't when I use the gizmo."
},
{
"poster": 977199,
"content": "beginner, been mostly messing around with the typical beginner stuff. space, cars, guns, donuts, etc. want to get into sculpting though. does anyone here sculpt with a mouse? I have an ancient drawing tablet thing from like 2008 but i don't even know if it still works (or where it is lol), haven't used it in forever. so i guess my questions are as follows: >can I use a mouse just fine as a hobbyist >assuming the tablet and pen still works, was the tech back then good enough to still work with today's hardware/software >if I absolutely have to buy a tablet, what is a good one to get"
},
{
"poster": 977210,
"content": ">>977199 >can I use a mouse just fine as a hobbyist No, not really. You can learn the tools, the software, the brushes. But sculpting something that looks good with a mouse is near impossible. > assuming the tablet and pen still works, was the tech back then good enough to still work with today's hardware/software Depends if you can find the drivers for it but yeah no reason for it to not work >if I absolutely have to buy a tablet, what is a good one to get Depends on your budget. My personal recommendation would be to get a Wacom Intuos Pro. You might never have to change since it does to job perfectly."
},
{
"poster": 977213,
"content": ">>977199 I sometimes sculpt with a mouse if I'm too lazy to grab my tablet. Of course, no professional would sculpt that way, the mouse really sucks compared to a pressure sensitive tablet. It's definitely a worse experience than using a tablet, and you're much more likely to get pain in your arm/hand and potentially injure yourself, but it's certainly possible to sculpt well with a mouse. But tablets are so cheap, a basic $50 Wacom or any cheap chinese screenless tablet will be fine and drastically better than a mouse."
},
{
"poster": 977224,
"content": ">>977210 >>977213 shit i completely forgot that pressure/tilt was a thing, im retarded. yeah I'll see if I can find it, pretty sure it supported pressure sensitivity. thanks anons"
},
{
"poster": 977332,
"content": "Why aren't my particles being affected by gravity the way I'm expecting it to? It's supposed to come down slowly the same way snow does, but instead it fucking lashes down like it's being shot out of a cannon regardless what settings I have. It's that fast it doesn't even settle on the surface but instead ricochets off it and out of the scene. What causes this?"
},
{
"poster": 977337,
"content": "My laptop is dying. Any recommendations of laptops 300-400 range?"
},
{
"poster": 977338,
"content": ">>977337 Buy a mini pc. Better thermals and expandability than a laptop for the price."
},
{
"poster": 977351,
"content": ">>977338 I was thinking maybe getting a steam deck? If I install windows on It and used it for FL studio and blender. I current laptop has 6 GB of RAM And A processor, Intel core i3-6100u cpu 2.30ghz, 2304 MHz, 2 core(s) 4 logic processors So I’m kind of just looking for a relatively cheap laptop, so that I can make low polygon graphics, and work on music on Flstudio. As long as I can make play station three high-quality graphics in blender I’m probably fine. I appreciate the help and suggestions. Thank you in advance."
},
{
"poster": 977354,
"content": "found it, its an intuos 3. god this thing was so cool back in the day making shitty flash animations and dicking around in photoshop. hope I can get it to work"
},
{
"poster": 977723,
"content": ">>966806 How do I use a grease pencil draw a line? Every YT tutorial just paths to trace objects or does some gay unmasking."
},
{
"poster": 977724,
"content": ">>977199 Mouse works fine for me https://twitter.com/ChianMajo5372/s tatus/1766143952577835065/photo/1"
},
{
"poster": 977725,
"content": ">>977723 Make a grease pencil stroke object instead of a blank one, so that materials and stuff are set up automatically, go into edit mode for it, delete the verts, then just go into the GP drawing mode and draw. You could just create an empty GP object and draw that way, but I think you have to set up the materials, so it's just easier to use the \"primitive\" anyway. Sounds like an involved process when I write it out in a \"retard proof\" way, but it's 3s max."
},
{
"poster": 977730,
"content": ">>977725 Retard proofing might be failing, but that's still just key frames. Maybe I expressed myself unclearly, I want the path to draw like writing a letter, not appear instantly like key frames."
},
{
"poster": 977746,
"content": ">>977730 What? You asked how to draw a line. Not how to make an animation of the line being drawn. In any case, you want the \"Build\" modifier on your grease pencil object."
},
{
"poster": 977952,
"content": "Posted same question in the /beg/ thread Looked through the sticky, couldn’t find specifics regarding premade assets Are there any good websites besides cgtraders and turbosquid for premade assets? Specifically sci fi vehicles? I’m working on retexturing stuff to see how to render out unlit textures…"
},
{
"poster": 978124,
"content": "how do you achieve this kind of motion blur that pops up in 90s and early 00s stuff,https://youtu.be/4W1c7vIKdDk? t=467 fps is not capped in this example https://files.catbox.moe/9j1nr8.mkv"
},
{
"poster": 978130,
"content": "How can I turn a red normal map into a lilac purple normal map? I have gimp and paint.net at my disposal"
},
{
"poster": 978136,
"content": ">>978130 idk exactly what a red normal map is. If it's bgr instead of rgb then you can reverse the color channels, ez to do in blender and hopefully gimp If it's a bump map encoded into the red channel of an image then you can run it through a bump node and save the result (also easy in blender)"
},
{
"poster": 978137,
"content": ">>978136 it looks like left when it should look more like the right, right is obviously a different normal map but the color is the main thing I'll try messing around with color channels in gimp because I have no clue how to use blender at all and every time I try it just ends with me being frustrated and using a different program thanks for answering"
},
{
"poster": 978138,
"content": ">>978137 forgot the comparison pic because I have brain damage"
},
{
"poster": 978141,
"content": "How do I into photogrammetry? I make custom hotwheels for a tabletop game called Gaslands. I also play on tabletop simulator and it'd be cool to scan in my own cars to use. They don't have to be particularly accurate, lower poly count the better."
},
{
"poster": 978350,
"content": "how the fuck do I hide/display bones/control rig with a single keyboard shortcut in Blender? and more important question, how the fuck do I display the control rig in some more human way than this list shit in Outliner? I'm used to displaying everything in a schematic view in nodes but they apparently removed that from Blender many years ago (freefags, amirite), so is there any plugin or way to display all the stuff in the scene with nodes?"
},
{
"poster": 978367,
"content": "its a stupid question but i swear to god after literal days of searching i cant find out how to make simple criss-crossed quads of grass textures to be used for a game. i know its an outdated method but im doing it with intent. how do i find and use foliage images/photos with transparent backgrounds (pngs), turn them into meshes (in blender?), and use them in ue5? ive tried everything. youd think something so simple would not deserve a question but i cant find any solutions for some ridiculous reason. tldr how do i create this source engine styled foliage using blender and ue5? keep in mind im basically retarded, so try to explain step by step to a fucking moron like me."
},
{
"poster": 978372,
"content": ">>978367 What do you mean by \"criss-crossed quads of grass textures\"? I've got no clue what you're asking about. As for the other method of doing trees/bushes with transparent planes, you can make a few branches (with leaves) by hand, render it out and bring it in as a plane, and use a particle system to instance it on a tree. Or just use Speedtree since it does this out the box."
},
{
"poster": 978419,
"content": ">>978350 You can right click the visibility icon in the bone groups panel and set a shortcut. It works as long as the armature is selected."
},
{
"poster": 978423,
"content": "can someone link me \"the\" character modeling tutorial if i want: >realistic character, no stylized deformed cartoony characters >kinda low poly (for games), just low poly enough so i can have many characters on screen without lag >perfect topology/deformations for rigging/animating >clothing on top of character that works with animations too >including all fingers also ready for animation i'm kinda tired of following another tutorial that teaches bad topology..."
},
{
"poster": 978424,
"content": ">>978372 its basically like a png plastered onto a plane. doesnt have to be a plane, can reduce it to fit the shape of the plant more to reduce overdraw in games but the idea is the same. the criss-cross just refers to placing two of those perpendicular in a cross shape to make it look more 3d when viewed from all angles. see? i know what it is but i dont even know how to fucking do it. it sucks being retarded."
},
{
"poster": 978427,
"content": ">>978423 Rip character models from video games and then try to recreate the techniques while cutting every corner and finding out why all the things in game models are done the way they are"
},
{
"poster": 978449,
"content": ">>978424 You mean just clipping 2 planes perpendicularly? What's so hard about it?"
},
{
"poster": 978504,
"content": "Does anyone know a place with good free rigs for animation? Also all the fbx files I downloaded from sketchfab show up super fucked when I reference them in maya, like the controllers are all gone and the bones are fucked. I have the same file for one of them from gumroad and that works so I assume it's either I'm downloading the wrong files or referencing them wrong. Anyone know what's the issue?"
},
{
"poster": 978516,
"content": "what are some must have plugins for Blender animation? I come from maya and the whole animation interface is so retarded"
},
{
"poster": 978520,
"content": "What are some steps I can take to dumbing down the graphical quality output of Blender to mimic the Source Filmmaker's renders when done right like pic related or the linked animation? Sort of so the program isn't too harsh on my poor man's system while getting the best I can whilst being able to lower the render waiting times. https://www.youtube.com/watch?v=tH8 jOVJJx4Q Pic related is also made in Source Filmmaker. Not by me though. I'm moving from Source Filmmaker to Blender for a better portfolio. Asked in the Blender general and I figured I better ask here."
},
{
"poster": 978521,
"content": ">>978516 me again, how do I at least make hidden channels not selectable? what a bizzare UI"
},
{
"poster": 978529,
"content": "Whenever I move the UV of a texture left it moves right on the model. Why is this? Text and things aren't flipped and everything looks right except the positioning seems back to front. Is it supposed to be this way?"
},
{
"poster": 978530,
"content": ">>978529 I think this is normal"
},
{
"poster": 978531,
"content": ">>978530 Fuck sake. If it's supposed to be like that I guess there's not much I can do."
},
{
"poster": 978533,
"content": ">>978531 can you post a pic of the problem for clarity?"
},
{
"poster": 978534,
"content": ">>978533 Really I would need to post a webm or something and I'm too retarded to do that. A crude illustration is the best I can do."
},
{
"poster": 978536,
"content": ">>978534 I hink its like when you are facing a mirror, what you think is your Left is actually the right in the mirror image"
},
{
"poster": 978541,
"content": ">>978536 I'll have to plan for that in future then. Thanks."
},
{
"poster": 978547,
"content": "what's the proper method for duplicating this type of feature along the surface so it repeats? I want it on every face in rows."
},
{
"poster": 978548,
"content": ">>978534 When you move the uvs left, the texture will be further right relative to the uvs"
},
{
"poster": 978559,
"content": ">>978547 In max I would do something like that with the 'array' tool. Blender prob has something similar."
},
{
"poster": 978560,
"content": ">>978547 You can use an array modifier to do rows and circular sets of instances, etc. For something more complicated (arbitrary faces) you could try some fancy geometry node stuff https://www.youtube.com/watch?v=Fl- igAAMCeM"
},
{
"poster": 978562,
"content": "can I get a critique please? I'm trying to make the transition from 2D to 3D. I can get heads to this point, but after this I can't figure out what to do. How do I take this to a higher level?"
},
{
"poster": 978563,
"content": ">>978562 I like it, looks like my former boss. If you are reading this, Kevin, I miss you."
},
{
"poster": 978572,
"content": ">>978521 By actually hiding them? You think the eyeball button next to the channels is just for some cool Egyptian aesthetics?"
},
{
"poster": 978608,
"content": "Is it the startup file I need to copy to a new version of blender to save me from activating any addons all over again or is it something else?"
},
{
"poster": 978615,
"content": ">>978449 thats not whats hard. it keeps fucking coming out without transparency when i put it in ue5. cant figure out for the life of me why."
},
{
"poster": 978616,
"content": ">>966806 How come SVG Blender imports always have completely random geometry? Like if I import a symmetric polygon, Blender manages make it non-symmetric."
},
{
"poster": 978628,
"content": ">>978615 I'm not super familiar with UE5, but couldn't you change the blending mode somehow? If that's a thing in UE. Also, you might also be having problems with backface culling. If that's also a thing, try to turn it off for those objects."
},
{
"poster": 978932,
"content": "Dunno if there's another thread for hardware recommendations, but I'm looking into buying a laptop to run 3DS, Blender and some CAD software. What do you guys recommend for best VFM?"
},
{
"poster": 978952,
"content": ">>978138 The red map doesn't contain enough information. It has the same horizontal data in 2 of the channels. The way a normal map works is it encodes a vector that points in 3 dimensions as black and white color using the RGB channels as stand in for XYZ. The 'red map' here has a copy of the same X data in the GB channels and nonsense looking Z data in the R channel."
},
{
"poster": 978956,
"content": ">>978952 >>978138 Here's a explanation of what you want and why."
},
{
"poster": 978976,
"content": "What is the best way to animate a cape I dont want to use cloth sim I want something that gives me enough control and something simple to make a nice loop an idea I thought I could do would be use 3 curves with 3 points and each and animate the points but I cant get that to work right any suggestions?"
},
{
"poster": 978993,
"content": ">>978976 >What is the best way to animate a cape The best way IS a cloth sim. Other than that, yeah do weird shit. If you say why your solution isn't working, perhaps someone can tell you what you're doing wrong."
},
{
"poster": 979041,
"content": "When are you supposed to use FK leg? When IK leg?"
},
{
"poster": 979043,
"content": ">>979041 Ultimately optional case-by-case. but IK is typically employed whenever the character is in contact with surfaces and the limb has to compress between the contact and it's own mass, FK in turns looks more natural and free flowing when the character isn't in contact, acrobatics, swimming, aerial movement etc. A mixture of both with the ability to softly blend between IK and FK is typical on quality rigs so it can offer the best of both worlds on demand. This is typically achieved by things like having a set of 'ghost limbs' with IK that the characters actual limbs that's otherwise FK can be smoothly slaved thru follow by a slider/spinner etc."
},
{
"poster": 979046,
"content": ">>979043 >>979041 to expand a bit; using 'IK as FK' is ill advised since it tend to produce linear unnatural looking motion that is difficult to correct for free swinging limbs that should have very curved pendulum like movement much more easily achieved animated in FK. If a character is sprinting for example you would ideally wanna blend from FK to IK so it's IK thru the planted part of the step but goes FK once you roll off the foot and naturally swing the leg forward freely for the next contact."
},
{
"poster": 979103,
"content": ">>978993 I cant get the points of the curve to rig correctly with armature/blend with static part of cape mesh. >The best way IS a cloth sim. From the test I've done not when trying to imitate traditional animation, loop for a static shot, and have consistent feedback and replication that doesn't require constant dicking around with. https://youtu.be/4OxFSy8G5wk?t=44 Im trying to achieve this kind of vibe using the wave and circle principle which I cant find an example of Felix Colgrave had an example of it on his twitter a long time ago Moho 14 has a similar thing built into."
},
{
"poster": 979280,
"content": "Is it possible to change the size of text in blender without changing the size of the overall interface? I mean the text for things like the edge length or the area or whatever. I don't sit too close to my monitor but the text is so fucking small I have to constantly go up to it to see what it says. Obviously zooming in just lets you see the model in more detail while the text stays the same size. I know you can change the color but even that only helps to some extent. It seems weird if you can change the vert size, so they're easier to see, but not the text."
},
{
"poster": 979325,
"content": ">>979280 I think that's something that was just added to 4.1. Whether or not that's enough justification to use that \"update\" is up to you."
},
{
"poster": 979347,
"content": ">>979325 That's typical. I only updated to 4.0 today and seen everyone complaining about 4.1 so I'm just going to stick with 4.0. I don't think that is a big enough justification for all of the alleged problems that come with 4.1. I've lasted this long with it so I'll just have to persevere. Thanks anyway."
},
{
"poster": 979354,
"content": ">watch any blender tutorial on making a landscape >\"plane, noise, displacement\" okay but what I already had the broad strokes of a specific landscape (shape of coastline, location of geographic features, etc) and just want to get a similar level of randomized detail?"
},
{
"poster": 979355,
"content": ">>979354 Grab the displacement from your landscape as an exr or other format, toss it into Gaea and run some erosion on it then export it back out."
},
{
"poster": 979376,
"content": ">>966806 How come transparent Blender vids take so much space? Like I rendered just text fading for 30 sec, rendered it quick time mov, and it takes like 100 mb"
},
{
"poster": 979381,
"content": "So, I recently got a 3d printer to print some minis for tabletop games, like you do. I've got the printer itself sorted out, but I'm having some trouble with one of the models. I got a STL file for a cool looking model that I want to print, but the model as its designed is much larger than the scale that I need it for. Its 180mm tall and all I need it for is like 40mm tall. No problem, just scale it down, right? You can even do that in a slicer no problem, no 3d modeling programs needed. That *technically* works, but the resulting mini has 2 big problems when printed: the detail work designed for a much larger figure gets so small and shallow as to be erased during printing, and multiple parts of the mini (cape, swords, etc) get dangerously thin and brittle. For things like the sword blade and the cape I guess the best I can do is to just thicken those up to a reasonable degree, but the detailing (which was one of the things that drew me to this model in the first place) is a much more difficult proposition. How can I possibly exaggerate these details such that when printed at a small scale its still pronounced enough to be noticeable? I have no blender experience, but from the last couple of days of looking around at tutorials and such I haven't seen anything yet that would help me with this that isn't \"spend the next 3-5 years learning blender and re-make the model from scratch\". Any advice in how you might approach this sort of project, resizing something smaller while preserving detail for printing, would be greatly appreciated."
},
{
"poster": 979433,
"content": ">>979376 File format + another color channel (alpha) to save. Granted, the alpha channel probably isn't that heavy since it's grayscale, but I think the file formats that you need to save in to make a transparent video aren't as efficient as others. Quicktime for sure. Why not just render it out to images? >>979381 Could be absolutely, and completely fucked, but maybe you can bake out a displacement map from the original, then use that displacement map on a duplicate with the displacement modifier and crank it up. Like I said though, results would probably be fucked."
},
{
"poster": 979441,
"content": ">>979433 > but maybe you can bake out a displacement map from the original, then use that displacement map on a duplicate with the displacement modifier and crank it up. I'll look into it. Thanks, anon!"
},
{
"poster": 979461,
"content": ">Have model >Mark seam because the two different sides of the model have two different materials >Select a face on one side of the seam >Press L >Selects all of the faces on that side of the seam just as I wanted >Works like it always does >Deselect everything while I do some other shit >Select face again >Press L >Completely ignores the seam and selects every face of the model What's the cause of this? It's much easier using a seam than separating everything to new objects which is why I prefer doing it."
},
{
"poster": 979482,
"content": "Can I actually make walking cycle with this rig?"
},
{
"poster": 979488,
"content": ">>979482 First attempt, I guess it could be worse"
},
{
"poster": 979495,
"content": "with everything the way it is in the current climate is it safe to make textures for adult anatomy studies in ad*be photoshop and ad*be substance painter or is the only safe way to do it procedurally in shader in DCC and dodge ad*be?"
},
{
"poster": 979511,
"content": ">>979488 Me when I tell a hot girl I like her head instead of saying I like her hair and she stares back blankly"
},
{
"poster": 979515,
"content": ">>979488 That's cool but you won't know the definition of worse until you've tried Blender's NLA editor."
},
{
"poster": 979526,
"content": ">>966806 I'm not a very good student but my parents are still paying my university and being very kind and understanding about it so I'm looking for a way to earn some money so my education could be a bit less of a financial burden to them. Should I become a 3D artist? I have plenty of free time to learn and I can draw if it helps, I've tried sculpting in Blender and it's quite fun."
},
{
"poster": 979578,
"content": "anyone know what software this is? it looks like blender but ive never seen those kinds of rigging controls before it's from this video: https://www.youtube.com/watch?v=mUL garPJqvk"
},
{
"poster": 979580,
"content": "When making a model for an already existing character, would you say it's more important to imitate the original art style or use your own"
},
{
"poster": 979588,
"content": ">>979580 Depends how old the existing model is. If the existing model was clearly constrained by the graphical limits of its time, an updated version is very reasonable because you can effectively make how the character was 'meant' to look to some meaningful degree. But for a character whose design is heavily stylized, or so recent and high-def as to not be constrained by graphical limitations, you already know how the character is supposed to look and thats it. For example, TF2 characters don't look like real people. They are very stylized cartoons. If you change the style of the character, you very quickly risk ending up with something that is no longer that character. Instead at best you have a weird knockoff, or the equivalent of someone cosplaying that character in model form."
},
{
"poster": 979601,
"content": "Is it possible to do \"set piece\" type things with 3D in the same way that you can with 2D shots? Or even similar types of commission work? Most people I see posting 3D stuff either only post raw assets that they're selling or animations with zero in between"
},
{
"poster": 979613,
"content": ">>979601 What do you mean by \"set piece\"? Like environments with animations or something?"
},
{
"poster": 979620,
"content": "Hey friends, anyone have tips on how I should unwrap this spherical body so the marked faces aren't distorted? I guess I could just do \"unwrap from view\" like I did for the face/front, but what's a general good way to do this stuff?"
},
{
"poster": 979621,
"content": ">>979620 unwrap with real uv tools"
},
{
"poster": 979626,
"content": "does anyone have or know where I can get extremely high quality textures of mileena from mortal kombat X"
},
{
"poster": 979629,
"content": ">>979626 ask /vg/"
},
{
"poster": 979641,
"content": ">>979620 Looking at your texture, it doesn't really look like it matters if it's distorted or not. I can't see what the texture on your model looks like since it's got the selected overlay, but I really doubt it matters if they're just flat colors. In which case, you don't even need to unwrap them at all. You could just scale the areas on the UV to zero and put them on a single colored pixel."
},
{
"poster": 979650,
"content": ">>967667 I'm pretty sure a higher grade Elegoo could handle that print with the right settings and supports. Given the ground clearance you'd need quite a lot though"
},
{
"poster": 979651,
"content": ">>979641 the thing is now I want to draw in some details and the distortion is kind of obvious."
},
{
"poster": 979657,
"content": ">>979651 do a spherical unwrap on those faces"
},
{
"poster": 979692,
"content": "Might be a retarded question but I'll ask anyway. I'm really in the mood to try animating some anime anime girls doing silly dances. What software do people usually use for that sort of thing? Blender? MMD?"
},
{
"poster": 979707,
"content": ">>979495 anyone?"
},
{
"poster": 979712,
"content": "Should I buy a 4070 ti super for rendering or wait for 5000 series?"
},
{
"poster": 979754,
"content": ">>966806 How can I make my textures more pixelly? I was going for a PSP painted texture feel, but people are nostalgic for Mega-Man Ledgends, not Megaman Maverick Hunter X."
},
{
"poster": 979760,
"content": "How is the black Shadow effect on the nose achieved on this model? https://x.com/TheCrypticLight/statu s/1775754801462075740 It doesn't appear to be attached to a camera but its switching side unrelated to the rotating empty and only when the view is facing it."
},
{
"poster": 979761,
"content": ">>979707 Yes. It's perfectly safe to make porn stuff in jewdobe software. They can't stop you. You're just another $ to them. As long as you keep lining their pockets, they'll keep blowing their shareholders under the table. Unless of course you're using 3d Coat to make porn textures. Then you're going to hell. Not because it's that bad a software for the task, but because their EULA says you will."
},
{
"poster": 979767,
"content": ">>979754 256x256 use a pixel brush. lower render settings in arnold renderer."
},
{
"poster": 979798,
"content": ">>979767 Nice. Well, now I'm figuring out baked lighting. Should have done this sooner. I used an Ambient Occlusion map to get more natural shades. It makes it easier to apply shadows and light to my textures."
},
{
"poster": 979841,
"content": ">>979754 noob question but how do I make this spinny character thing with all the info at the top?"
},
{
"poster": 979842,
"content": ">>979841 I forgot how to make a turntable in Maya when I made that gif, but under the Animation set, go to Visualize > Create Turntable. What I did is I used GifCam and rotated the object while it was recording, then deleted unnecessary frames. https://blog.bahraniapps.com/gifcam / For the data on the top left of the view port, just go to Show>HUD."
},
{
"poster": 979928,
"content": ">I've been downloading a few models from my favourite games to study, i found kratos on deviantart and was studying it earlier, I wanted to download Thor for the unique body type but I literally cannot find his model anywhere, does anyone have it on hand or know where I could get it? I have a shit ton of models so feel free to ask if your looking for something yourself, and I may have it, if All else fails im just going to figure out how to rip it myself"
},
{
"poster": 979935,
"content": ">>979928 Who are you quoting?"
},
{
"poster": 979937,
"content": ">>979935 Nobody, it was an accident sorry, I want the Thor model"
},
{
"poster": 979940,
"content": "So I'm trying to make a sword as seen in the reference image, but I am beginning to wonder if there was a better way to do the pommel. Any suggestions?"
},
{
"poster": 979942,
"content": ">>979940 Why aren't you doing it as a cylinder? Or at the very least make the profile with an edge and spin/screw it."
},
{
"poster": 979973,
"content": ">>979940 >>979942 nta, but >doing it as a cylinder do not liek >make the profile with an edge and spin/screw it I liek"
},
{
"poster": 979986,
"content": ">>979973 >I liek I really don't get enough opportunities to do that shit, so I try to do it every now and again. It's really fun just grabbing a corner or something at the end of a mesh and spinning it to make some neat curves. That being said, the \"workflow\" of making a profile and spinning it is fucking ancient. I remember that's how I first learned that stuff, and it was making \"vases\" that I was never gonna use for anything."
},
{
"poster": 979994,
"content": ">>979986 >liek I learned that legit 10+ years ago, pretty much haven't touched cgi since"
},
{
"poster": 979999,
"content": ">>979994 Yeah, I first fucked around with spinning back in 2008-09 or thereabouts. Back when I was trudging through 2.49b by following the online documentation. I remember being so proud for making a snowman. I wish I still had my old shit from back then. But I posted it all on MySpace and we all know how that went."
},
{
"poster": 980001,
"content": "Coomer with some fetishes that don't exist in real life here, and there is very little of it available in comic/image/video form either. If I wanted to produce porn of it, maybe start off with some 3d comics first and then possibly transition to short videos later on. Whats the process like? Is stuff like Daz any good, or should I suck it up and grind out blender tutorials and do everything from scratch? Should I be learning one software for sculpting, another for rigging/animating etc? I'd just like to know what a typical workflow is and then I can get started learning."
},
{
"poster": 980016,
"content": ">>980001 >Whats the process like? Choose a 3d modeling program, then learn how to model things in it. From there, making videos is as simple as rigging/animating them (Note: This is not simple or easy) but if you just want to do 3D comics then you could probably stick to posing models that you make. Depending on the fetish I think the real difficulty will be texture painting. It's hard to make something realistic look appealing in 3D, especially humans. Or if your fetish is mostly /h/ material, good luck getting that 2D, two-tone shading style in a 3D engine that tries to simulate realistic lighting >Is stuff like Daz any good That depends on your taste but I find it horrendous. On the other hand it's probably a lot easier. Only you can answer the question of \"Do I want to learn an entire skillset from scratch for porn or only part of it\". >I'd just like to know what a typical workflow is and then I can get started learning Generally the workflow is something like Block Out->Body Sculpt->Sculpt the face, hair, and fine details->Retopologize (You can automate this step)->Rig the model->Model clothing/accessories->Add textures->Pose model->Clean up There's a tutorial on Youtube for Blender that I saw that went through the process of making/posing a character from scratch, you could probably start there: https://www.youtube.com/watch?v=J2_ uiUEcY7w&list=PLe0O-ypJqvKw6meu68Tl U0_motrjcnrva"
},
{
"poster": 980047,
"content": ">>966806 Do you think anyone would be interested in watching history animation that look like this?"
},
{
"poster": 980056,
"content": "im losing my mind trying to fix the topology on the circled points on this helmet no matter what I do it creates a small bump on that point and you can see the mesh post subdivision gets messed up. I tried beweling, I tried doing the chair tutorial thing, creasing, etc. nothing works. anyone have any ideas"
},
{
"poster": 980090,
"content": ">>966806 First attempt sculping low poly woman. Posting it here if by chance someone finds its badness amusing. I just don't understand breast shape."
},
{
"poster": 980093,
"content": ">>980047 Probably, if it's part of some YT shorts thing or something. I do think that ship has long since sailed with shit like Kurzgegat or whatever."
},
{
"poster": 980100,
"content": ">>980093 >I do think that ship has long since sailed with shit like Kurzgegat or whatever. What do two 2D animation have to do with this? I'm unaware of history channels that do 3D animation, and few that do just use some total war footage."
},
{
"poster": 980119,
"content": ">>979798 Playing around with Mayas Arnold Lighting. I learned a few things. Enable Matte on an AI Standard Surface shader, then set the color to your models texture and it will have the AI Standard act as an AI Flat texture. Emmision works in a similar way. Change the color to the models texture, then crank up the Emmision and it will appear as an AI Flat. I however am trying to work with dynamic lighting, so I can't alway have my mesh be flat lit. but now I'm encountering another problem. Arnold has a lot of grain and noise if its on low settings, and low settings is what I need since this is done on my laptop, not a high end desktop. Takes to much time. I'm using Maya2019, I hear Maya 2023 has a noise reducer in Arnolds renderview. I'd like to try that out and see if this solves my issue without having to crank up the settings."
},
{
"poster": 980120,
"content": ">>980090 Looks like a clay idol they'd dig up at an archeological site. Real talk though boobs are pretty simple, they're just drooping sacks of fat. Something that might help is getting two balloons, filling them with water so they fill your hand, and hanging them via string around your neck so they rest on your upper pectorals. Should give you a feel for how they fall on the human form. They don't splay completely out to the sides though, pectoral muscles and collagen give them a mostly coherent shape unless the woman is flat on her back, and even then they kind of rest on her upper pectorals unless she's both huge (More than DD cup) and old."
},
{
"poster": 980121,
"content": ">>980047 That looks like a channel that I have seen come up a few times, HOOG oor HOG or something like that. I'm not clear on what makes a youtube channel good, much of them seem to basically just regurgitate Wikipedia and they still do quite well for themselves, then there are channels that would be improved if they actually did that. I think much of it would depend on the rest of the video, your presentation, subject matter, narration etc."
},
{
"poster": 980122,
"content": ">>980100 I'm assuming you're making animations going over significant historical events, and narrating over them like \"in the year x, y did z\". 2d or 3d makes no difference. It's a tapped market."
},
{
"poster": 980125,
"content": ">>980122 >It's a taped market. You would think so, given how many channels there are that do it. But very few actually seem to know what they are talking about beyond a surface level. There is a lot they miss or ignore and many subjects they don't touch, there is also a lot they get wrong or misinterpret. So their are many gaps in the market that could be capitalized on. But also, many of those channels seem to do the exact same thing and about the exact same subjects. Yet they are still successful."
},
{
"poster": 980134,
"content": ">>980122 History videos are entertainment, so watching two channels make a video about the same subject delivers a completely different experience. Ideally, I'd want to do something a bit different, maybe focus on storytelling and focus on drama. Dunno, if that would be cringe. >It's a tapped market. Everything is tapped market if you group them in a wide group, but history vids fall into different sub-niches."
},
{
"poster": 980147,
"content": ">>979841 >>979842 I forgot a crucial bit of info. On the main menu bar. Display>Heads Up Display>Poly Count"
},
{
"poster": 980182,
"content": ">>980121 >HOOG Yep, that a bit similar. They have a nice channel."
},
{
"poster": 980233,
"content": ">>980090 Think this an improvement, but I doubt if I it's usable, mesh is no are no longer symmetric because I decimated it."
},
{
"poster": 980328,
"content": "any texture painting software that lets me paint across materials? thinking specifically for getting rid of texture seams between the neck and body when doing \"headhacks\". i use blender for the modelling but as far as i know it doesnt do painting across materials"
},
{
"poster": 980619,
"content": "Is there any option to stop a new added object from going into the last selected collection? It's not a problem usually but if you have a few collections that you're flicking between then it becomes a chore to have to narrow it down and remove it from the collection."
},
{
"poster": 980786,
"content": ">>980233 Use some reference images to get the proportions right. Either images (parent them to your camera) or on an extra monitor or window."
},
{
"poster": 981055,
"content": ">>980786 What's wrong with proportions? It's seven heads long."
},
{
"poster": 981374,
"content": "How do I merge multiple vertex groups in Blender? Like more than just two. I thought I could just combine groups one at a time with the Vertex Weight Mix modifier, but not everything gets transferred. Is there another way to do it?"
},
{
"poster": 981448,
"content": ">Fallout 4 uses greenish yellow normal maps ...Why? I thought normal maps are only light purple. Do yellow normal maps have anything more to offer? Also some objects in the game have lights on them without having glow maps. How is that possible?"
},
{
"poster": 981454,
"content": "based"
},
{
"poster": 981547,
"content": ">>966806 I am trying to add a metallic property to this custom cel shader... but I have no clue where or how to add it, I recently added the emissive property, anyone?"
},
{
"poster": 981886,
"content": ">>981448 It's a different encoding of vectors into rgb channels. Apart from that eyes are more sensitive in the red/green region and many texture compression algorithms take advantage of that. Encoding normal maps this way lets them use the same compression algorithm for normal maps."
},
{
"poster": 982129,
"content": ">>966806 where's the 3D printing thread at? I'm looking for resin slicer recommendations and I want to hear that there's something better than chitu/lychee"
},
{
"poster": 982343,
"content": "Is there a way to snap rotate the camera to the side or to the top/bottom in substance painter?"
},
{
"poster": 982496,
"content": ">>981547 Metallic on this level might just be coloring the specular highlights. I'd use a color mix node, experiment with blending modes and fade in the normalized albedo value into the glossy color."
},
{
"poster": 982783,
"content": ">>982129 >>>/diy/ have a 3D printing general."
},
{
"poster": 982919,
"content": "Beginner in Maya. UVs just aren't clicking for me. I don't get it. Is there any explanation other than \"my model/topology is shit\" to explain why my UVs curve and stretch so much even on not particularly crazy surfaces? I have to put so many cuts in until I'm working with dozens of little pieces like a goddamn jigsaw, which can't be correct when I see other people's UVs. Like, what the fuck is going on in pic related?"
},
{
"poster": 982928,
"content": ">>982919 try pressing \"auto seams\" and then unfolding"
},
{
"poster": 983563,
"content": "was it this board or was it somewhere else that i saw that there was a website for orthographic or mostly orthographic reference images? i swear i saw that there was a site dedicated to this but i can't for the life of me find it again"
}
] |
3
| 969,823
|
[
{
"poster": 969823,
"content": "tutorial GOAT. bob ross of 3D so many of these tutorial people are unpleasant to listen to. having a nice voice is more important than indepth autistic knowledge, especially at the beginning stages when most of the information is variations of the same shit."
},
{
"poster": 969825,
"content": "Hey, Grant. Love your work!"
},
{
"poster": 969836,
"content": ">>969823 Underrated guy, while the donut scam is famous."
},
{
"poster": 969841,
"content": ">>969836 The good toil in obscurity while the minions of satan are exalted by the world"
},
{
"poster": 970002,
"content": ">>969841 He is happy."
},
{
"poster": 970306,
"content": "is it worth buying some of the courses? they're all on sale right now, so. just not sure if he keeps them updated with later versions of blender I'd say I'm an intermediate right now. I know how to texture paint, UV unwrap, mark seams, use modifiers etc but nothing too crazy, all self taught via a bunch of youtube videos on mostly low poly modelling also wondering if it's worth getting something like the Blender Character Creator v2.0 AND Low Poly Characters: Blender Bite Sized Course, when the former will probably cover it all anyway pic is just some bullshit to grab your attention"
},
{
"poster": 970323,
"content": "hows his rigging video, i wanna rig my coom models for shorts"
},
{
"poster": 970357,
"content": ">>969823 >>969836 I started blender 2 days ago and did his tutorial with the planet and thought that the donut tutorial I abandoned few years ago was more complete Are there specific tutorials that you guys reallyenjoyed?"
},
{
"poster": 970395,
"content": ">>970306 >Blender Character Creator v2.0 I don't know about these two courses, I only took the basic and animation courses, but it is cheap like 10 dollars, so why not? >>970323 I don't know about the video, but the animation course is good, better than I expected. >>970357 Follow the virtuous path with the rest of Grant's Videos, to low poly, modeling, and rigging."
},
{
"poster": 970657,
"content": ">>969823 this cunt needs to get his teeth sorted"
},
{
"poster": 970659,
"content": ">>970657 Cunts don't have teeths, are you a virgin or something? Have you ever seen a vagina in real life"
},
{
"poster": 970661,
"content": ">>969823 Does he have some sort of tutorial about workflow? I have heard that workflow is really important to cg art"
},
{
"poster": 970668,
"content": ">>970659 Vagina dentata"
},
{
"poster": 970669,
"content": ">>970661 the ideal workflow consists of the least amount of work possible 1 % work, 99% flow I think things, and they happen"
},
{
"poster": 970705,
"content": ">>970669 thanks a lot anon, I dont know what /3/ has against workflow, are they scared of learning something new?"
},
{
"poster": 971115,
"content": ">>970669 how does one learn this power"
},
{
"poster": 972940,
"content": ">>970705 I am, I just watch \"How to do X in 5 minutes\" type of videos"
},
{
"poster": 973754,
"content": ">>969823 I’m a Speedchar man"
},
{
"poster": 973775,
"content": ">>973754 based, speedchar is my favorite 3d youtuber by a considerable margin right now"
},
{
"poster": 975804,
"content": ">>969823 Where can I find some of these \"in depth autistic knowledge\" tutorials?? (i would like to find some video siries/books to dunk my head into for a couple of months)"
},
{
"poster": 976816,
"content": ">>973754 >Speedchar chad in my book"
},
{
"poster": 976939,
"content": ">>969823 who's the guy?"
},
{
"poster": 976960,
"content": ">>969823 I respect this dude cause he can squirt a nice water fountain through his teeth"
},
{
"poster": 977331,
"content": ">>976939 Grant Abbitt on YouTube."
},
{
"poster": 977686,
"content": ">>970357 I liked this one, it's good for a beginner. https://www.youtube.com/watch?v=nsT jnQ067sw"
},
{
"poster": 978609,
"content": "https://youtu.be/G304v9-IjdM Our guy came with a story of overcoming today, I almost cried here."
},
{
"poster": 978725,
"content": ">>969823 currently doing his tutorial on character creation, pretty good starting point. Any recommendations where to go from there?"
},
{
"poster": 978829,
"content": ">>978725 Julien Kaspar's Character Workflow on Blender Cloud/Blender Studio."
},
{
"poster": 979804,
"content": ">>978609 i feel bad for this guy. for all the hype this film got, only 80k views in 9 days is an objective failure, especially for his channel size and for how much shilling this film has had from other creators like grant, p2design, smeaf, etc. honestly it's kinda boring and slow paced and seems to be targeted to kids. which is weird coming from a guy who's made jiggle physics tutorials, something tells me his audience isn't in grade school. but at least he accomplished something, unlike me kek"
},
{
"poster": 979898,
"content": ">>969823 I wish Adobe didn't lock my pirated Photoshop copy. the things I would do to this motherfucker's smile..."
},
{
"poster": 979899,
"content": ">>979898 Buy Affinity before it becomes subscription based. It works just like Photoshop including the plugins. The same money you spend on Photoshop can be spent to save 10000000% more on Affinity."
},
{
"poster": 979901,
"content": ">>979899 yeah I was thinking that but I keep putting it off because I'm too lazy to learn new UI.. but buying it just in case it becomes subscription only isn't a bad idea"
},
{
"poster": 979952,
"content": ">>978609 >>979804 I think it was simply underwhelming. You hear about this magnum opus film five-plus years in the making, and it's... blob shapes that aren't even rigged. Disappointing."
}
] |
3
| 970,017
|
[
{
"poster": 970017,
"content": ">2024 >still no auto-retopology tool for Blender"
},
{
"poster": 970021,
"content": ">>970017 You understand how fucked we are once machine-learning understands surfaces to the degree it can accomplish that task well? Rejoice how we still are needed anon, it'll all be over soon."
},
{
"poster": 970026,
"content": ">>970017 There are addons but all autoretopo is dogshit, I can spot it easily because it's so bad"
},
{
"poster": 970029,
"content": ">>970017 https://files.catbox.moe/ivcrv9.png Learn box modeling"
},
{
"poster": 970039,
"content": ">>970026"
},
{
"poster": 970129,
"content": ">>970039 Yeah that's awful topo"
},
{
"poster": 970130,
"content": "It's always very easy to spot autoretopo because there is zero logic behind it, see picrel. It doesn't know how to use triangles, it doesn't understand where emphasis is important, it destroys silhouette and cannot into loops, edge flow is extremely sub par and such models won't deform properly. It's still useful though but I would never post a finished product retopoed by it. Just get good nigga, the more shit you do manually the better you and your work will be"
},
{
"poster": 970227,
"content": ">>970129 Are you high? The ZBrush one looks good."
},
{
"poster": 970229,
"content": ">>970130 You dont know what you are talking about. Nobody is playing your little videogames anyway. Auto retopo is fine for offline"
},
{
"poster": 970235,
"content": ">>970229 no one gives a shit about offline, offline is easy mode"
},
{
"poster": 970237,
"content": ">>970235 No one will play your game. Videogames are dead, even for gen next"
},
{
"poster": 970244,
"content": ">>970227 I'm sure legs and body needed more polys than eyebrows anon >>970229 >>970237 Delulu, gaming industry is more profitable than music and movies combined"
},
{
"poster": 970249,
"content": ">>970244 # >gaming industry is more profitable than music and movies combined Music and movies are in the worst spot they have been in DECADES. PS5/XBOX Have gone 4 years without a exclusive games coming out. PC gaming is just straight up dead. Fortnite is dead. Minecraft is dead. Mac gaming is dead. Vr is dead. Apple vr headset isnt marketed as vr /ar /xr but spatial computing and costs 3000+ to post on insta and check your email. In 2023 gaming had become BANNED in china with billions of people Lol"
},
{
"poster": 970250,
"content": ">>970249 Should've just said you are going to cope in the beginning of your post bro"
},
{
"poster": 970252,
"content": ">>970250 Do you evven know what that meme means? Hollywood film didnt even post a profit last year, AGAIN. All streaming services are unprofitable"
},
{
"poster": 970276,
"content": ">>970244 >I'm sure legs and body needed more polys than eyebrows anon Since the legs and body are amorphous blobs that's more than sufficient. The only real quarrel I have is at the lower part of the mouth where it made to many skinny quads. I'm pretty sure you can tune it for that and nobody says you can't add a few loops manually in places."
},
{
"poster": 970581,
"content": ">>970021 ...why so scared? just building the stuff from scratch you have in mind without thinking about topology and all the other shit, once done, after autoretopo you get a neat subd surface and an neat UVunwrap, prompt the textures/materials, bam, your model is finished and ready to be used in what ever scenario. the most shit thing about creating stuff is the irrational amount of retard manual labor that eats time and passion ... AI will boost the creative aspect of art and reduce the demoralising aspects, less people can stem larger projects in shorter time ... ... the only people who will be useless are the ones who earn there money with monkey buissness!"
},
{
"poster": 971011,
"content": ">>970017 >2024 >blendet still doesn't have sculpt layers"
},
{
"poster": 972766,
"content": ">>970017 ikr? Why are we trying to automate sculpting first? >>970021 No dude lol If I can have AI optimize my meshes my life would be so much better"
},
{
"poster": 972790,
"content": ">>972766 >Why are we trying to automate sculpting first? Because the people making AI tools aren't artists, and aren't interested in appealing to artists. Their market is investors, and they aren't going to know what the fuck retopology is. None of this shit will ever provide value to artists."
},
{
"poster": 972801,
"content": ">>972790 Well that's sad"
},
{
"poster": 974385,
"content": "Fuck it, just bought Quad Remesher."
},
{
"poster": 974387,
"content": ">>974385 >buying plugins for free software cringe"
},
{
"poster": 974389,
"content": "become the auto-retopology tool"
},
{
"poster": 974426,
"content": ">>970021 Machine learning is completely useless for everything except making porn of mentally ill women and telling them they were unfaithful 2 years ago."
},
{
"poster": 979148,
"content": ">>970017 >auto-retopology tool what do you need this for >>971011 >sculpt layers as in floating modification layer?"
},
{
"poster": 979363,
"content": ">>979148 kinda like Zremesher in Zbrush or auto-retopo in 3DCoat"
},
{
"poster": 979547,
"content": ">>970129 lol u fukkin retard"
},
{
"poster": 979565,
"content": ">>979547 you have dunning kruger"
},
{
"poster": 979586,
"content": ">>97013 Those hands are ridiculously tiny It's supposed to be a joke?"
}
] |
3
| 970,803
|
[
{
"poster": 970803,
"content": "i'm trying to make myself a playable character in my game. you think posing for the cam could work for one of these photogrammetry software to do their work? or do you need like rotating cam and to stay still? kek"
},
{
"poster": 970805,
"content": ">>970803 Follow any photogrammetry workflow on YouTube. There are plenty of tutorials there"
},
{
"poster": 970813,
"content": ">>970803 hahahahaha I can't believe I affected cris like this"
},
{
"poster": 970815,
"content": "Use the 3D scan your benis with as iPhone workflow."
},
{
"poster": 970817,
"content": "If you don't own an iPhone, you could look for a random woman instead. All women own iPhones, so you can approach any one and most probably, as women do, she's going to offer you sex. Then you'll say: \"No, thanks I don't want sex, I just need to borrow your iPhone.\" Then you can go somewhere private, 3D scan your private parts, use Cloud Technology to extricate it from the device and return it before she calls the cops. That's the workflow I would suggest."
},
{
"poster": 970858,
"content": "Someone post some good freetard programs for photogrammetry. I'm sick of SAAS and other paypig stuff. The algorithms are public so there has to be something."
},
{
"poster": 970859,
"content": "https://alicevision.org/ But Cris, you've been fiddling the pipeline of the workflow of photogrammetry for 10 years. I can't comprehend how you haven't realized that it's mostly academic bullshit."
},
{
"poster": 970871,
"content": ">>970859 >But Cris I'm not chris, the schizo of stagnation either. And I don't have any delusions of this being something other than get a throwaway model for quick reference."
},
{
"poster": 970873,
"content": ">>970803 Lmao thats exactly my body"
},
{
"poster": 970921,
"content": ">photogrammetry >single angle >dynamic poses >cropped/partial coverage if it is really THAT easy for a literal who Colomboan autist to come up with a production ready scan, then triple AAA company would literally be finished and bankrupt."
},
{
"poster": 970923,
"content": ">>970871 Stagnation? He is the only one doing something in this dead board"
},
{
"poster": 970932,
"content": ">>970871 You are so wrong that it hurts, please stop posting for a while and reflect on your life decisions"
},
{
"poster": 970937,
"content": ">>970803 Cris looks like the non-autistic version of Pablo Dobarro."
},
{
"poster": 970966,
"content": ">>970937 >non-autistic Yea..... about that"
},
{
"poster": 971058,
"content": ">>970937 lmao...cris is Dark Pablo. new nickname."
},
{
"poster": 971076,
"content": ">>970803 https://fudan-zvg.github.io/Efficie nt4D/ AI workflowGODS won."
},
{
"poster": 971888,
"content": ">>971076 crisbros we're eating good!"
},
{
"poster": 971903,
"content": ">>970803 Look at the smug bastard. He knows that he's fucking with us."
},
{
"poster": 974981,
"content": ">>971076 >github link no code to be seen. why are research bros like this?"
},
{
"poster": 975010,
"content": ">>974981 Associating your work with words like \"github\" and \"open\" gives people good tingles which drives clicks."
}
] |
3
| 973,294
|
[
{
"poster": 973294,
"content": "I want the best tutorial I can pirate. I want to learn the basics of 3D from modeling to animation, I can use blender or either pirate Maya. I have access to cgpeers because im a super badass"
},
{
"poster": 973307,
"content": "Guy who already knows 3d here. Please let me know too, I'm interested."
},
{
"poster": 973331,
"content": ">>973307"
},
{
"poster": 973333,
"content": ">>973294 Pirate them all you super loser!"
},
{
"poster": 973341,
"content": ">>973333 >>973307 >>973331"
},
{
"poster": 973342,
"content": ">>973333 >pirating blender"
},
{
"poster": 973404,
"content": ">>973342 He is referring to the tutorials"
},
{
"poster": 973455,
"content": ">>973294 I always found Imphenzias tutorials on youtube pretty good. was enough for me to get a foot in the door with modeling and animation."
},
{
"poster": 973469,
"content": ">>973294 Grant Abbit's stuff is great for beginners and his stuff is available on rutracker. Have fun anon :)"
},
{
"poster": 976971,
"content": ">>973294 YouTube can be a good source depending on what your after and humble bumble have a good deal on books and courses at the mo, I know you said pirate but worth a look."
},
{
"poster": 976972,
"content": ">>976971 Also https://rutracker.org/forum/index.p hp Has lots of torrents for tutorials and despite it been russian site they tend to be in English, I advise for ease of use login to the site then once logged in use Google translate to help navigate"
},
{
"poster": 980433,
"content": ">>973294 Watch out! We got a badass over here"
}
] |
3
| 973,933
|
[
{
"poster": 973933,
"content": "You there anon who works with UE4 How do i fix these blocky shadows? looks something with their resolution i already tried those commands: >r.Shadow.CSM.TransitionScale >r.Shadow.FadeExponent >r.Shadow.DistanceScale (seems to increase visibility but lowers overall resolution from closer pov) >r.Shadow.RadiusThreshold (dont changes anything) Its dynamic shadow using one point of lighting from the window."
},
{
"poster": 973974,
"content": ">>973933 Why don't you use cycles?"
},
{
"poster": 973976,
"content": ">>973933 >Doesnt know how lightning works Gitgud"
},
{
"poster": 973979,
"content": "upgrade to UE5/lumen (unironically)"
},
{
"poster": 973983,
"content": ">>973933 sorry, I use UE5"
},
{
"poster": 974013,
"content": "I simply live with the blocks"
},
{
"poster": 974036,
"content": ">>973933 just enable ray tracingb ro"
},
{
"poster": 975470,
"content": ">>973933 Depending on the glass the light goes through, it can look very much like your pic"
},
{
"poster": 975497,
"content": ">>973933 prolly this my guy. in cg you usually want the abolity to alter how drastically the shadows fade from sharp to soft like they do with real lights and the sun. 1.2 is the typicaly number that works beat for a directional light in maya to appear sun-like."
},
{
"poster": 979865,
"content": ">>973979 Suggests to not learn optimization"
}
] |
3
| 974,881
|
[
{
"poster": 974881,
"content": "Hello, ive been working on game on my free time doing models, animations and levels, problem is im not able to find a programmer for this to work with revenue share. Yes i know its hard to find people to spend time in an unpaid project and yes i know my models aren't AAA but in my opinion they look decent. I have been looking for programmers on reddit and most of the time the just end up quitting after a while Basic game loop is similar to Deep rock galactic and Lethal company, pretty easy to work with them and popular Hiring one is impossible for me now. Should i keep working on it and then try to find someone? is it even worth working on it ?? Some images: https://imgur.com/a/siqaPl6 sorry for bad English thanks in advance"
},
{
"poster": 974883,
"content": "I'll do it but I'll take a 90:10 split in my favour. I think that accurately represents the workload."
},
{
"poster": 974884,
"content": ">>974883"
},
{
"poster": 974885,
"content": ">>974881 Honestly, you need to pay people money for their time. Rent/bills/life costs money. Just because you can live without those things, doesn't mean others can."
},
{
"poster": 974886,
"content": ">>974885 thanks, i never had thought about that"
},
{
"poster": 974888,
"content": ">>974886 Sometimes, you have to roll up your sleeves and do all the work yourself. Sometimes, it's super fucking hard and borderline discouraging but you need to wear multiple hats to get your vision done."
},
{
"poster": 974890,
"content": ">>974881 Hey OP. I'm real. I've been working on my own games for a couple of years. Doing EVERYTHING by myself. Models, animations, textures, and programming. If you want help or to collaborate I'm interested. I might have already coded solutions to problems you have and I am not so tight lipped I won't share."
},
{
"poster": 974997,
"content": ">>974881 Might just be worth buckling down and doing it yourself. The beginning parts at least. I think programmers are much more willing to commit to a project when there's at least some semblance of a vertical slice they can sink their teeth into, and get them interested in seeing it through. Doesn't have to be super polished or competent programming, just like an artist can look at a sketch and envision the final product, I'm sure a programmer worth their salt can get the main idea of a crappy vertical slice and envision how the game should ultimately play and be coded. Money obviously doesn't hurt either. If you can somehow get someone on board for the interim without pay for a month or two, and try to drum up interest to part schmucks from their money on Patreon, that might be a way to keep money rolling in to pay for production. If that's not an option, you're just gonna have to pay out of pocket. If you do end up going the vertical slice route, you might just find that you've learned enough to just keep going yourself. Maybe even hybridize the ideas, make a Patreon, or put it in early access and then bring on another programmer with the money and shift back over to 3d or continue programming."
},
{
"poster": 975030,
"content": ">>974881 just have an autistic high-school friend, bro!"
},
{
"poster": 975263,
"content": ">>974890 would you be able to do things like inventory systems, weapon switching, shooting, button presses etc..... or maybe can show some of your work if yes then we can chat on discord"
},
{
"poster": 975264,
"content": ">>974997 yeah but its gonna take so long to learn programming might get lucky with the patreon way doe"
},
{
"poster": 975282,
"content": ">>975263 Yeah my game has all of that. Swapping skinned meshes for different clothing and armor, different weapon types with different animations. There are also buttons."
},
{
"poster": 975634,
"content": ">>975282 Got discord?"
},
{
"poster": 975664,
"content": ">>975634 Before we move in together we can talk here. What are your specific problems? And also what platform are you working on and what programming language do you work in?"
},
{
"poster": 975687,
"content": ">>974890 I want to play your game Anon"
},
{
"poster": 975710,
"content": ">>975664 Besides some simple code there is nothing done at all on the programming side Using unity and c# for pc"
},
{
"poster": 975720,
"content": ">>975710 That's helpful. I am also working in unity and using c#. What kind of items do you need to track in your inventory? Not like \"what is the item\" but i have 2 kinds of items in mine. Generic and unique. Every health potion is the same. In my system all i need to keep track of is which item type iy is and how many the player possesses. The unique items all have to be tracked individually. The player might have 3 \"iron sword\" but each has different upgrades on it so they need different representation in the data."
},
{
"poster": 975739,
"content": ">>974881 if you are capable with that art then you are capable of learning programming too. Just do it. Make simple games with one system. Then make a game combining those systems."
},
{
"poster": 975744,
"content": ">>975739 Cris does that all the time."
},
{
"poster": 975745,
"content": ">>975720 eyo sorry for he late replies there are propably somewhere to 12 unique ones and the rest of the itemes are resources, craftable etc.. these are a bunch 20+ maybe >>975739 Thanks but that would be impossible for the limited time i get"
},
{
"poster": 975750,
"content": ">>975745 So what i did was creat an \"Item\" class that held all the data every item would have. For me that was a name, value, weight, and an icon. Then particular items like crafting materials, clothing, consumables, etc had their own classes descended from the item class. All of the items were held in arrays held in a globally accessible object. The actual player inventory is arrays of a class that just holds 2 integers. One int is the index for the item and the other was the quantity of that item the player posessed."
},
{
"poster": 975838,
"content": ">>975750 incase you're super duper newb. You know how when you make variables in unity they pop up in the inspector? like yout type: >public int money = 0; and in the inspector on that component now there's a little number box called \"Money\". You can make your own thingies to put in that list. They're called \"Classes\" So if you make a new c# script in unity it automatically types a bunch of shit. Up near the top there's like >public class MyScriptName : MonoBehavior { the \"MonoBehavior\" is another class which your script is <inheriting> from. So your new class has all the special properties of a monobehavior automatically. And if anyone needs to talk to a monobehavior they know how to talk to your new script. What you can do is replace \"monobehavior\" with \"System.Object\" \"System\" is a box of special objects that belong to the operating system. The unsexiest most generic things. The \"Object\" class is the most generic type there is. So when your class inherits from the object class you're making a brand new thing defined by you. One extra thing is to add a little market that let's unity know this is the kind of thing we want to show up in the inspector, right before the class definition. So try this out (remember to delete the update and start functions) >[System.Serializable] //this lets unity know to print it out in the inspector >public class Item : System.Object { > public string name = ''; > public int price = 0; > public float weight = 0f; >} Save that as it's own file called \"Item.cs\" In another script, call it \"Inventor.cs\" just below the line >public class Item : monobehavior put: > public Item[] inventory; save it, let it compile, and in the inspector on the object you added it to will be a drop down and a box asking how many \"elements\" there are. Just type any number and you'll get a list of Item drop downs that have within them out name/price/weight variables."
},
{
"poster": 979980,
"content": "this eclipse bussin fr fr"
}
] |
3
| 975,737
|
[
{
"poster": 975737,
"content": ">Tfw didn't train my 3d skill for years to update portfolio Can I buy off anyone's 3D portfolio models/images that you guys don't use anymore? I lost my job and now I wanna move back into 3D modelling. Some small enviroment stuff would be nice while I make my own portfolio on the side."
},
{
"poster": 979705,
"content": ">>975737"
},
{
"poster": 979711,
"content": ">>979705 Nasim Aghdam my queen"
}
] |
3
| 976,484
|
[
{
"poster": 976484,
"content": "How do I get to this level of 3d as FAST as possible?"
},
{
"poster": 976485,
"content": ">>976484 lmao if you have to ask that question, you're never going to make it"
},
{
"poster": 976487,
"content": ">>976484 2024 so sit on your ass and wait for the AI to be able to do it for you is realistically fastest since it'll take multiple years of practice to learn this from scratch. But OG answer: Study fine-arts type figure drawing til you're able to render realistic portraits of people, you have to learn how to see shapes for what they are and judge how they sit in relation to one another very accurate and that is the shortcut to get there the fastest thru deliberate practice. While you're doing this play around with your 3D tools modelling and sculpting simpler stuff so you start getting accustomed how to operate them. Once you start getting competent at rendering humans graphite on paper Your 3D skills will start developing in absolute lockstep with your 2D skills as they're the same skill. Reason you don't start out in 3D if you wanna learn this fast is there are more pitfalls and more bad practices available there. Traditional art while initially seeming more unforgiving serves as a pressure chamber to force you to think about shape the correct way instead of swinging the camera around and thru the function of the number of angles end up with some that sort of works and send you down 'the turd-polishers lane'."
},
{
"poster": 976488,
"content": ">>976487 That's a 3D scan and you're dumb."
},
{
"poster": 976489,
"content": ">>976484 I don't think anyone on this board would know."
},
{
"poster": 976498,
"content": ">>976484 For form, practice scultping human anatomy. For texturing, acquire rig strong enough to render 8k textures that you can download for free. Or Practice texturing yourself using substance painter and following the thousands of tutorials you will hoard but never use. Thats it. If you just want a render but wont use the model any further, use AI and generate a render. Easiest route to get your idea across."
},
{
"poster": 976500,
"content": ">>976489 >>976498 What you think doesn't really matter because you're dumb."
},
{
"poster": 976532,
"content": ">>976484 Find a high level tutorial, and pay for it. Follow it step by step. Don't get distracted by the notion that you're going to do your own thing. Because all that does is steer you down the road of individualism and decay. Mastering realism is about throwing away such notions, and just copying what you see. Copying the techniques of the masters that came before you. Fuck all that free tutorial bullshit. Throw some cash at a professional tutorial by people who know what the fuck they're talking about. And just grind it out."
},
{
"poster": 976542,
"content": ">this level of 3D This skill is specifically digital sculpting, if you want to learn this skill you won't be learning 3D in general. You won't be learning rigging, animation, any of that kind of thing. You won't be a generalist, because being this good at sculpting takes far too much time and dedication. If you can't draw already it'll take you multiple years to get this good. If you can draw already it'll take you 6 months to a year if you learn quickly and focus. And I really mean you need to be good at drawing for this. The fastest way to get good at drawing quickly would be to pay to attend a fine art atelier. You can learn to draw on your own though, but it's difficult and slower. You need to be autistic about anatomy, if you aren't interested in anatomy already I would find something else to do. I wouldn't recommend becoming this good. I am this good, and I've had basically no financial reward for it. If you love anatomy, if you love producing art, if you love working, if you love studying, then I can recommend becoming a proficient digital sculptor. It's very creatively satisfying."
},
{
"poster": 976543,
"content": ">>976542 >because being this good at sculpting takes far too much time and dedication. >it'll take you multiple years to get this good >I wouldn't recommend becoming this good. I am this good, and I've had basically no financial reward for it. Brother this isn't even metahuman level of quality, quite frankly op pic is amateurish, stop being so dramatic >>976484 >as FAST as possible Just get a couple of courses from cgpeers, I suggest getting separate ones for sculpting and texturing since they are usually more thorough though"
},
{
"poster": 976545,
"content": ">>976543 >Brother this isn't even metahuman level of quality, quite frankly op pic is amateurish, There's some minor issues with the eyes, and some of the texturing isn't that great (although it could be the render). Obviously it isn't metahuman level, and as a likeness to Robert Pattinson it isn't great, but to call this amateurish or achievable with a couple of tutorials, you don't know what you're talking about honestly."
},
{
"poster": 976549,
"content": ">>976543 >>976545 Anons talking stupid shit, this is a digital sculpture wrapped on a metahuman face for the details and maps. I am definitely better than him at sculpture and it took me about 10 years, and im not even on the levels of the high mid tear sculptors over there, so i guess, 6 to 7 years you can sculpt something like this. Given that the likeness is not there I might say that he doesn't do that type of work. Likeness is really specialized and it takes shit ton of time"
},
{
"poster": 976556,
"content": ">>976549 Nigga you are either insane or actually talentless if you think it takes a decade to be able to make a ps3 level head"
},
{
"poster": 976568,
"content": ">>976556 We can compare sculptures right now if you want, to see who is more talented"
},
{
"poster": 976570,
"content": ">>976568 Show me your decades of experience then, we already have Cris who spent a decade building his 3d skills, I'm excited to see another master"
},
{
"poster": 976572,
"content": ">>976570 first show me your Grassetti leves of 3d sculptures with only 3 months of experience"
},
{
"poster": 976577,
"content": ">>976572 Why are you pussying out all of a sudden?"
},
{
"poster": 976578,
"content": ">>976577 I'm just waiting your post, I'm not pussying out"
},
{
"poster": 976580,
"content": ">>976578 You are such a fucking flake, jesus"
},
{
"poster": 976582,
"content": ">>976580 post your work 3 month Savant"
},
{
"poster": 976584,
"content": ">>976582 I won't because I know you won't post yours dumb flakey nigger, enjoy wasting another decade, maybe you will reach ps2 levels by then"
},
{
"poster": 976586,
"content": ">>976584 you see, I knew you were going to be a pussy"
},
{
"poster": 976587,
"content": ">>976484 the technical skill is there but the likeness is way off. good job overall."
},
{
"poster": 976589,
"content": "I didn't want to make a new thread for this and this thread seems fitting so: I want to make a 3D model of an actor. This means I got a lot of reference images BUT they are all done with different lighting, different make-up, haircut, expressions, focal point etc. so not anything Standardized like pic related. how do I best approach this with 0 drawing and 3D modeling skills? Does it make sense to collect a bunch of reference images from different angles and slowly sculpt while looking at the references all the time? With no art skills of any kind do you think this will actually lead to anything? If so what software would you recommend? I remember playing around with Zbrush a long time ago. Is that still good for this? I am probably getting way ahead of myself here but if I want to be able to do expressions can I add that later or does the model have to be made with it in mind? Or should I really learn drawing first before I even attempt this? I kinda want to have a project I can work on though."
},
{
"poster": 976594,
"content": ">>976589 start with the standard zbrush blocky head that it comes with and just give it a try. you dont need to be a great 2d artist to sculpt in 3d. the best way to get good and sculpting likenesses is to sculpt likenesses. just try it dont overthink it. then take a step back and try again the next day and tackle all the flaws from day 1. you learn alot by just doing."
},
{
"poster": 976647,
"content": ">>976587 >the technical skill is there but the likeness is way off. good job overall. >the likeness is way off. its not, lol >>976594 >start with the standard zbrush blocky head that it comes with and just give it a try. you dont need to be a great 2d artist to sculpt in 3d. the best way to get good and sculpting likenesses is to sculpt likenesses. actually the best way to get gud is to study anatomy"
},
{
"poster": 976736,
"content": ">>976589 Your best bet might be using screen captures (ideally from a single scene) rather than photos to get it all dialed in, then using the photos for detail rather than proportion."
},
{
"poster": 976738,
"content": ">>976484 fastest way? 3d made from scans next fastest? multiple photos to make a base 3d geometry you work from next fastest? a generator you can alter properties of (probably the fastest if you are just talking about total time to make and not just time you have to sit at a computer) next fastest would be sculpting, and this is highly dependant on how good you are at remembering underlying human anatomy and how much experience you have with art."
},
{
"poster": 976760,
"content": ">>976589 >I want to make a 3D model of an actor. >how do I best approach this with 0 drawing and 3D modeling skills? https://www.youtube.com/watch?v=4UY F8q907Os"
},
{
"poster": 976765,
"content": ">>976484 by the time you achieve this, your skills will be obsolete and unimpressive"
},
{
"poster": 976782,
"content": ">>976589 >With no art skills of any kind do you think this will actually lead to anything? No. You can sculpt with zbrush with an image overlaid over the sculpt, and you can try to set up your virtual camera to match the perspective of the photo, and you can do that a bunch of times with different photos to work up to a likeness, going back and forth etc. It's a long and time consuming process for people who already have a lot of skill. But you can get good at sculpting, just be realistic. Your first sculpt is going to be ass, and everything you make will be ass for a long time. That's just art, the difficulty curve is insane. You should learn drawing first if you can, but it's not necessary. If you don't like drawing and can't learn to enjoy it, if having to learn to draw means you won't ever sculpt, then skip it. You need to have a passion because of said difficulty curve. >I kinda want to have a project I can work on though. that can help, but it can also be a waste of time that impedes progress. Better to work on lots of very small projects. With a big project that is way above your skill level, you'll probably end up \"mud mixing\", moving things back and forth with no clarity, making marks without thought, being unable to visualise anything or make anything \"feel right\". You'll be starting over a bunch, or holding on tight to a small something good you made by accident without realising that the sculpt has fundamental problems you don't know how to fix, like the bridge of the nose looks good but nothing else does. You could easily spend a few months overworking a sculpt like that, and get an alright result by the end of it. And then the next time you sculpt it'll be the same thing. But if you practice on lots of small things, building up understanding slowly, you'll be able to make consistent good things in a few hours instead of months. A big project can be a good motivator, but don't get too attached."
},
{
"poster": 976784,
"content": ">>976782 >But you can get good at sculpting, just be realistic. What path should I go if I have 0 art skills right now? Like I can only draw stick men."
},
{
"poster": 976791,
"content": ">>976784 if you want to improve you have to learn anatomy really really well. If you dont want to improve you wont learn anatomy"
},
{
"poster": 976792,
"content": ">>976791 dumb question but how exactly do you learn anatomy? you dont mean going through a medical book right?"
},
{
"poster": 976793,
"content": ">>976792 get greys at the tail end of your journey. Get anatomy books tailored towards artists to start"
},
{
"poster": 976795,
"content": ">>976782 The proko drawing basics series on youtube is probably a good place to start. It doesn't actually matter where you start too much. If you like anime then draw goku. Just draw what you're into. It's way more important to gain enthusiasm and interest right now. Art is about learning every day, and you need to know that you can learn every day and to look for opportunities to learn. They're everywhere! Get a sketchbook and start drawing all the time. Photography is a good way to train your eye too. A phone is plenty good enough, just try to take nice interesting pictures. it helps to keep your brain in an artistic mindset. You can open up blender and zbrush and play with it too, look up tutorials, flippednormals is good. Get your youtube algo to just show you art tutorials and watch them for fun instead of fail compilations of whatever you might watch now. The most important thing is don't get discouraged when you suck. >>976792 drawing musclemen https://anatomy4sculptors.com/ the pdfs here are really good. You can find them on rutracker Burne Hogarth's dynamic anatomy is really good too. There's a lot of good anatomy textbooks for artists, just make sure you accidently buy a scam book full of AI renderings. You can't use AI for reference because you can't trust it to be right, and you can't trust yourself to know when it's wrong. >>976793 >gray's lmao don't fall for that meme, that book is useless for artists. It's a book you have to show off your interest. It's not at all useful for reference. Pages and pages and pages of text, and half the diagrams are cross sections of nerve cells or ovaries or whatever. The stuff that could be useful to learn from is in orthographic views. I've had a copy for probably 10 years and I haven't reached for it once. There's stuff you can learn from it, sure, but it's never going to be a convenient book for artists."
},
{
"poster": 976796,
"content": ">>976795 >>976784 meant to reply to this"
},
{
"poster": 976799,
"content": ">>976795 do not listen to this guy, he doesnt know what he is talking about. Proko is a joke, so is hogarth."
},
{
"poster": 976800,
"content": ">>976799 pyw"
},
{
"poster": 980243,
"content": "You need to become a Hustlers University scholar"
}
] |
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