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    08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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    File: 0.png (2.29 MB, 1080x1920)
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    Welcome to /3/ - 3DCG, 4chan's board dedicated to 3D imagery and modeling.

    If you're reading this, you probably got this linked to you because you posted a question that has already been asked many many times. Read ahead, and find your answer.

    Scroll down for a useful FAQ and resource links
    59 replies and 57 images omitted. Click here to view.
    >>
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    File: 231 Phanpy.jpg (123 KB, 2048x2048)
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    A thread to post sculpts, get feedback on sculpts or talk about sculpting
    Consider posting on /wip/ for for projects that go beyond sculpting
    Previous thread >>1007862
    70 replies and 36 images omitted. Click here to view.
    >>
    >>1029716
    >Me fucking rove you rong time!
    >>
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    cgcookie to whooever guesses what wargame this is based on
    >>
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    make a model for my game, advice?
    >>
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    >>1034157
    WIP
    >>
    >>1032084
    is quadremesher extra cost? scam if it is.

    Is it a good idea to just make one base humanoid model and use that if you want to create multiple characters?
    18 replies and 1 image omitted. Click here to view.
    >>
    >>1032065
    Just finish it and pose it, nothing horribly wrong there
    >>
    >>1032152
    ...or you can just use soft selection/proportional editing and sculpt brushes to have control over it. You don't necessarily need subdivision to do stuff.

    I say that as someone that almost exclusively does subdivision modelling.
    >>
    >>1032065
    arms too short torso too long.
    >>
    Why are you monkeys polymodelling organic characters? You're supposed to sculpt
    https://www.youtube.com/watch?v=TMRCNlcXOyQ
    >>
    >>1034162
    show us your sculpt

    File: 1394333580560.jpg (10 KB, 285x287)
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    https://github.com/islandmed/SculptForge

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    Previous >>1030378
    Large dog edition
    >News: DLSS denoiser is finally in 5.3 Alpha
    154 replies and 36 images omitted. Click here to view.
    >>
    >>1034154
    The normals look alright when as textures and textures are okay as well. But when I add normals the model looks shaded flat and has this weird pattern of equally spaced dots that cast shadows on every face. It's not a part of a material and doesn't make any sense.
    >>
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    >>1034165
    show me your material setup
    >>
    >>1034167
    There's no point. It's just principled BSDF with a texture and a normal map. Normal map as non-color.
    >>
    >>1034168
    https://docs.blender.org/manual/en/latest/render/shader_nodes/displacement/normal_map.html
    You did remember right?
    >>
    >>1034169
    I honestly have no idea how I made it work on 2.78 before but I was not aware of this

    I'd still consider myself a beginner, even though I've been modeling for about a year. I wanted to ask for tips on modeling "vag" and "pen". More specifically, what's considered good topology for them without adding unnecessary mesh density?

    I have a decent understanding of topology in general, but I have no experience with "vag" or "pen" topology, so I'd really appreciate any guidance, topology references, or learning resources. If anyone knows good tutorials or can point me toward resources for creating models intended for NSFW animation, I'd love to learn.

    Any advice is greatly appreciated. Thanks!
    22 replies and 3 images omitted. Click here to view.
    >>
    >>1034113
    >kabalmystic_(modeler)
    This guy is responsible for so much garbage spam it is insane
    >>
    >>1034125
    the less you engage with it the less it gets posted, use your muted words and blacklists that gets 99% of KM off the internet and out of mind
    >>
    >>1030954
    My advice, retopologize an existing model to match your workflow.
    >>
    >>1034130
    How's it worked for you? What do your models look like?
    >>
    >>1034138
    I simply can't show you the cunt, not here on the blueboard, but I can show you my base mesh here: >>1033962

    it depends on the type of cunt you use (rigged or morphed).

    File: WIP collage.png (2.83 MB, 1500x1000)
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    Collage edition


    Previous thread: >>1029138
    66 replies and 32 images omitted. Click here to view.
    >>
    >>1034088
    Man, I'm glad I got the week off, and managed to muster up the motivation to do this.
    Here's where I am right now. Probably good to leave off so I can look at it with fresh eyes before I apply all of these mirror modifiers.

    Lemme know what you think about the color selection and anatomy here. Obviously it's in a sort of soft-chibi style, but I can't tell if the arms are too long, the legs are too short, or if I'm just thinking more realistic with it. I've been working on this for roughly five hours now, so hopefully I won't forget to keep going tomorrow.

    I'll try to figure out how to give these materials a bit more texture, and how to add in painted on faces. Maybe, I'll even start on getting this thing rigged up.
    >>
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    >>1034094
    The hair looks a bit off at that angle, and the shadows are a bit too obscured, so here's a different one. Just something else to think about, I guess.
    >>
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    Some low-poly char I'm currently working on, just finished the rig.

    Will have to continue my animation course before I do the walk cycle and stuff now..
    >>
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    modeling a girl for my farm game
    >>
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    Sculpting practice. Not very happy with the face, but it's good enough for some quick practice, so whatever.

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    Is my art really that terrible? I feel like I've never made any improvement of note and the only feedback I get is either negative or silence.
    23 replies and 3 images omitted. Click here to view.
    >>
    >>1034147
    I don't know anything about texturing or how to start.
    >>
    >>1034148
    Well you are doing hand painted textures.
    That is just drawing after all. Maybe try to understand at least some art principles and learn to do clean lines etc, we have good resources over at /ic/.

    And you saying "I don't know anything" is not true, what you have been doing on your model is obviously texturing already. Just not that clean. So that is where I would pay the most attention to. I would assume you cant get the lines clean because the texture file you work on has too small of a resolution. That or you are lazy. I can't judge that.

    If it's not the latter maybe try drawing on a higher res. The lines will always get pixelated if the resolution is too small.

    Also what you have done is very one dimensional.
    You have one shadow tone for the character.

    Try to work in other things in your shader, subsurface scattering, ambient occlusion, add some blush and stuff to the cheeks, rimlight and so on the possibilites are endless.

    And definitly do not do the lineart per hand it looks gross.


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    >>
    >>1034150
    I will check back in someday with a more basic model but temper your expectations.
    >>
    >>1034152
    All good brother it's a learning experience.

    Try not to be too negative about yourself if possible. I know it's hard but you will produce better results if you don't hate everything you touch.
    >>
    >>1033436
    It doesn't matter, it's obviously a practice model

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    AI doing better job than me for animating and modelling.

    Its really over. Im outta job.
    44 replies and 11 images omitted. Click here to view.
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    >>1033996
    you are coming to an art forum to tell people art should be automated just like doing your fucking laundry
    you will spend the rest of your autistic life angry and frustrated without the tiniest clue about why people despise you. you will never touch a woman. and that's a good thing
    >>
    >>1033722
    AI never solved any large field. It does art better than a non-artist and faster than an artist, if your goal is something below very high quality.

    The math AI has solved is mostly niche, and with few exceptions, is messier than what practically any mathematician puts out.
    >>
    >>1034137
    >AI never solved any large field.
    In 10 years from now, do you think we'll see more human employment or less human employment? Would major companies like Disney or Microsoft seriously prefer to have more human workers in 2036 compared to 2026?
    You can't give a honest answer if AI didn't "solve any large field". Unemployment will only skyrocket because anything a human use to do, AI does it far better now.

    >The math AI has solved is mostly niche, and with few exceptions, is messier than what practically any mathematician puts out.
    OpenAI literally published 700 math solutions that Math professors and students spent their entire lives on. Their jobs are useless.
    That's not "niche".
    >>
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    >>1034139
    Can't wait to get laughed at by younger people in 20-30 years when I still insist on doing art per hand in the society of slop
    >>
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    >>1034140
    What's stopping a robot from matching your art in 20 to 30 years?
    Because you better not say "digital". Many people are fooled already by ai images.

    Your only hope is going traditional but robots today can already hold a paintbrush or a chisel.
    In 20 years, anything you draw or model can be matched by a robot. So where's the slop now?

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    >>1016792
    some old proggy for new bread
    80 replies and 39 images omitted. Click here to view.
    >>
    >>1034024
    the eyes are a no go
    >>1034025
    i should really learn how to sculpt. Having extra details is really nice.
    >>
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    prog
    >>
    >>1034047
    front, profile screenshot?
    The shape looks too square in the back, nose and eyes are a bit high
    >>
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    >>1034054
    I tweaked it a lil bit but its the best i could do for the nose. Since doing her full mouth open would intersect with it.
    For the back its quite square-ish for now. i think i might change the topology or maybe do multires sculpting when i figure it out for details because of anons paintover.>>1034024 >>1034025
    >>
    >>1034030
    You don't really need to sculpt tho you can do those details with either triangles via beveling and rip vert, or use more advanced topology (or you can just details it trough texturing )

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    Anyone here tried using DFF for animations?
    There was a talk yesterday about this technique, though it seems everyone is doing it slightly differently.
    https://www.youtube.com/watch?v=WvJKzSva5Xc

    In the video he describes using raycasts to partially hide the geometry based on a curve. Pic uses a greasepencil object to do the same thing.
    2 replies and 1 image omitted. Click here to view.
    >>
    >>1033113
    The sonic technique is explained there:
    https://blenderartists.org/t/universal-sonic-mouth-blender-rigging-tutorial/1444352

    The one from the webm, by Urena, is the inspiration for the smirk addon and analyzed there:
    https://www.youtube.com/watch?v=RLNl8FHurM0
    >>
    this is for porn right
    >>
    >>1033126
    No, porn mouth rigs are laser targeted for wrapping around something, not crazy looney tunes expressions
    >>
    >>1033125
    Thank you
    >>
    >>1033126
    is eyeballtank involved?

    Whaddaya guys think?
    37 replies and 8 images omitted. Click here to view.
    >>
    >>1033822
    Right, now the solution to the video gen being shit is "Do more manual stuff yourself". And in your video there is a bunch of nonsense and hallucinations in the parts it is generating, I guess the solution is just to make the entire world yourself then huh?
    >>
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    >>1033823
    >Right, now the solution to the video gen being shit is "Do more manual stuff yourself".
    AI models CAN use Blender you dumbass.
    Did you literally miss the Google presentation a few days ago?
    https://youtu.be/1dAcJEIlQM8?t=35
    The AI built and created the scene all by itself.
    The only "manual" part is giving it the initial prompt or direction.

    No wonder your shitty job is gone.
    >>
    >>1033824
    Yeah google wouldn't ever exaggerate their product's performance to sell it to suckers
    >>
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    >>1033901
    You don't need to rely on Google. People can play with it themselves.
    https://ohmyunicorn.com/labs/dream-loop/blender-cruiser-astra-vs-gemini4/
    >>
    >>1033334
    She looks like a Nortubel character

    lf feedback on my render and materials i created
    >>
    >>1034102
    idk if weaker streaks is better
    >>
    >>1034102
    yes triple A graphics
    >>
    >>1034104
    no way, that or blender materials r really good n easy (blender devs r goated)
    >>
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    >>1034105

    File: 20261015_200838.jpg (72 KB, 761x694)
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    how bout we have an anthro thread (without making the janny leak please)? i've sculpted this possum lass recently
    28 replies and 12 images omitted. Click here to view.
    >>
    >>1034092
    Thanks for sharing brutha, this is interesting. You're the first person I see who actually opens the mouth and models it that way, I just open the lips ever so slightly and extrude inwards into a mouthbag. Everything else is similar to how I do stuff too.
    I'm curious how you textured ur niggaz and rigged them too but I've already asked enough, I don't wanna get clingy.

    Keep up the good work anon, you make some charming models
    >>
    >>1034092
    good work goat chud, how detailed will you be going with effects like hair or physics? if at all mind you
    >>1034108
    it's pretty common in head sculpts, off the top of my head is this tutorial now 5 years old https://youtu.be/KNyqZTBa4rM I do both vertex modeling and sculpting and honestly both have their applications and are useful tools in your toolbelt. Here's an example of using both processes. https://youtu.be/LvFilHJfinU? and it says for game assets but the performance gains apply to blender as well, and if you're going for realism or even stylized-realism it can add a lot of personality to scenes
    >>
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    >>1034072
    to answer the other questions:
    >metaballs for the blockout phase
    for the body shapes i mostly use a shape called sphereimder, it's basically a slightly rounded cylinder. for more rounded things like boobs i just use spheres

    >did you make the body meshes yourself or did you use a ready made body from some online resource?
    i usually sculpt the bodies myself. sometimes i borrow parts like hands,feet and fingers from other models i've made
    >texturing
    substance painter (yarr yarr, of course) for these kind of models, but i sometimes i use blender's built-in tool to soften weird normal bake edges and other small touches like such.
    >>
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    >>1034110
    >how detailed will you be going with effects like hair or physics? if at all mind you
    eh, not very. i could rig the fur tufts to give them a bit of physics wobble, though.
    what i'd love to learn would be fur/hair cards, but that's more on the advanced spectrum. it's better optimized than fur simulation, and often the results look much better as well. i've tried it once, but it ended up kinda janky. i'm sure there's some normal magic going on for these planes, i'll eventually lean how to pull it off.
    >>
    >>1034128
    What is the best way to place fur cards like that I wonder..

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    What is the best controller for modeling/sculpting in VR?
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