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    08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
    05/04/17New trial board added: /bant/ - International/Random
    10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
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    R: 210 / I: 57▶
    Reminder: Subscriptions SUCK! Have a 3Ds Max/Maya question? recently started a project? Or simply want to complain about Maya crashing? Previous thread: >>
    R: 120 / I: 89▶
    What is the best controller for modeling/sculpting in VR?
    R: 198 / I: 47▶
    Im working on developing some games in my spare time and I’d really like to target the fidelity of ps2-ps3 style games, mostly for stylistic purposes (but also because I’m solo and don’t have the time and resources to make too many high poly things) Specifically, I’m really interested in how characters like pic related were modeled and textured to look semi-realistic and expressive (especially textures because I’m still terrible with them) Feel free to post low-poly or just your favorite models/textures from the games of the good old era of games
    R: 296 / I: 52▶
    *teaches you nothing*
    R: 84 / I: 23▶
    AI will take our jobs! The ones none of us have!.
    R: 60 / I: 58▶
    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
    R: 59 / I: 4▶
    Is even possible to create these pictures using 3D in blender?
    R: 236 / I: 125▶
    Jita - She doesn’t wear a shirt because wearing shirts is weird where she lives. Only her head is "finished".
    R: 42 / I: 4▶
    Did sfm set back 2010s animators years? (kinda ignore pic)
    R: 97 / I: 22▶
    What's the quickest way from retard to creator of this? Wing3D?
    R: 35 / I: 11▶
    home...
    R: 18 / I: 11▶
    >>992897
    R: 33 / I: 7▶
    Post and discuss project ideas, WIPs, etc. If you want to upload a file, use a cat/litterbox file or an upload on a reputable 3d model sharing site such as Sketchfab. Don't post anything blasphemous and have fun. FEATURED: https://www.renderhub.com/jofox/jesus
    R: 57 / I: 8▶
    For fellow anons interested in this stuff, ArcSys have collated all their presentations (in Japanese) on achieving their unique character style including skinning, rigging and rendering on this central “Academy” page. https://www.arcsystemworks.jp/academy/
    R: 283 / I: 23▶
    What are GOOD courses for 3D animation in Blender? So far I only found Alive! by Pierrick Picaut. The rest suck fucking ass, but maybe I missed something
    R: 57 / I: 7▶
    all that knowledge and skill you need to accumulate, just to get pennies on the dollar? WTF?
    R: 115 / I: 10▶
    I've heard of people using it for small simple 3d games. What do you think of it overall as an engine?
    R: 75 / I: 39▶
    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
    R: 36 / I: 4▶
    so has ANY of you fucks actually used this for something? what's your experience with it been like so far ?
    R: 53 / I: 6▶
    100K POLYS FOR THIS!? WHAT IN THE GOY ARE THESE GOOKS SMOKING. WHAT HAPPENED TO RETOPOLOGY.
    R: 57 / I: 5▶
    In his latest series for Blender 5.0, he teaches you how to make this mug. But at some point in the video, he attempts to make the bottom of the mug, but fails to first apply the solidify modifier before using the extrude tool, which causes an indent to form on the inside at the bottom of the mug (pic related) When he notices it, he quickly pans away the camera, and doesn't even address the problem, even though everyone who follows the video will end up with the same result. This dude has been using blender for 22 years, but can't even model a mug.
    R: 38 / I: 9▶
    trying to get a npr rig of a "doughnut" and "biscotti" working im using a cloth sim to simulate "doughnut jiggle" and im struggling to get the "biscotti" to penetrate through the donut hole and then have the hole return to its regular shape,also trying to simulate "coffee liquid and bubbles" to spill out of the donut hole,since its npr so it dosent have to be realistic and the less intense it is on my pc the better any suggestions or tutorials you can recomend?
    R: 41 / I: 7▶
    i want to try to be a vtuber, but i dont know Where and how can I find and create my own model, and in general, how to do this? I really want to, but I dont know how. Everyone says different things, and I dont know what to listen to.
    R: 375 / I: 128▶
    Previous thread : >>1019271 Discuss and post anime styles in 3d. From figures to celshaded models, etc. Recommend Youtube Channel : https://www.youtube.com/@user-sy9do4tr4h https://www.youtube.com/@yuucg5187 https://www.youtube.com/@mmcganimetic https://www.youtube.com/@fusako3d https://www.youtube.com/@sulbi03 https://www.youtube.com/@Neogools_3D_Trainning https://www.youtube.com/@Uzuki_Riha https://www.youtube.com/@chichaart https://www.youtube.com/@MrZingyGuy https://www.youtube.com/@pachiko_blender https://www.youtube.com/@ShionMgr https://www.youtube.com/@kurukuma https://www.youtube.com/@menglow2122 https://www.youtube.com/@2amgoodnight [YouTube] How to (Actually) Make Anime in 3D (ft. Dillongoo) (embed) Sculpting: https://www.youtube.com/@aurelien4280 https://www.youtube.com/playlist?list=PLMjnnUF3eJFe3jMRfUKMt0qK5zKIpxy1t https://www.youtube.com/@FlyCat1/videos Image ref for sculpting : https://mega.nz/file/A1gAyQDB#9dw9Bj3Dk3ofdyxhHfna4jnjsj2bZ63C3Cl75kop98U sculpt stream https://drive.google.com/drive/folders/1UdkwS53pqmhrOWb8SeQf1IZ3X2w4vLPp
    R: 35 / I: 15▶
    how can i make this in 3d? i'm suppose to join a cylinder to an hexagon and vice versa, but how? this is driving me crazy
    R: 10 / I: 4▶
    It only took me 2 years to figure out how to take my 2023 pixel art workflow and turn it into HD anime renders. Pretty happy with this.
    R: 83 / I: 10▶
    It's unironically over. AI can make better topology than 99.9% of /3/.
    R: 172 / I: 150▶
    Vintage and OC is welcome Previous thread: >>1021812
    R: 85 / I: 41▶
    >>1016792 some old proggy for new bread
    R: 404 / I: 86▶
    Like all great projects, you leave it behind for a while... 5 years might be a little too long, time to get back on the saddle and work on it. For those that were in the loop back in the day, this is a revival effort to bring /3/ back to the cup and even though /3/'s history in the 4CC isn't necessarily stellar, it's always a work in progress. Things have changed since the last time the team played an official match, Konami stopped making games and we've been reusing older games with mixed success, however there are tools to have the same model quality as the newer versions of Pro Evolution Soccer before the series ceased production by converting them to the older games. For those that don't even know what this is all about, the 4CC is an inter-board competition where /3/ used to compete from 2012-2015 with a revival that went from 2018-2021, the team has fallen inactive since then but if there's enough interest ITT the team will return to competition with me and my co-manager Wyvern at the helm. There are 4 cups per year named after each season featuring the Elite and Babby divisions, the second division is the entry point for new/reviving teams and with the Spring Babby Cup coming up, team registration has opened and the time is now to revive /3/. Let's go fire up Blender one more time and kick a ball around, hopefully we don't lose too badly. For more info see https://implyingrigged.info/wiki//3/
    R: 49 / I: 7▶
    for 3 reasons > V snap > D move pivot > DV snap pivot
    R: 4 / I: 1▶
    https://studio.blender.org/training/facial-rigging/
    R: 4▶
    I don't really know anything about 3D graphics but I do have background in animation so I need someone to verify my opinion/observations, and also show off your vfx work if you'd like. Recently I've developed a habit of just analyzing the visual effects of the games I'm playing, and I'm realizing and honestly surprised that so much of 3D visual effects is really just putting 2D animations and textures on top of invisible 3D geometry (that may or may not be animated as well). >There aren't 6 trillion particles to that create that swirl of dust during a powerful hit, it's a brief 2D animation on top of some double helix geometry. >That smoke coming from a chimney is a 2D animation on some kind of billboard plane. >That river of water or waterfall is - yet again - just some fancy noise projected on top of some invisible geometry >etc... The reason this is kind of a big deal to me is I used to really specialize in 2D visual effects. Frame by frame using a ton of gradients, shapes, particles, lines, glow effects, blurs, flickers, textures, etc.. and doing all this shit by hand. And so when I would try watching tutorials on how to make 3D visual effects, I realized that it's a VERY similar process that I used to do with 2D. So much of that shit really is just getting down and dirty with your tool and having a bunch of tricks and techniques to make an effect look a certain way. It blew my mind because I just assumed with 3D you have a fucking braindead effects engine that you tweak for 30 minutes and boom you've got some really good looking stuff; but no, you really do have to put in the work for every little part of your effect... Which is honestly perfect for me, I'll feel right at home, it's just getting used to the tool and jargon associated with 3D graphics.
    R: 50 / I: 3▶
    imagine beign this guy right now
    R: 45 / I: 6▶
    The very concept of UV unwrapping disgusts me. You're telling me, that the topology I meticulously worked on, now has to be split and splayed out on a 2D plane, where it only kinda-sorta retains its scaling? Now I'm looking at a flayed human body, and I have to somehow paint its warped shape in a way that avoids unsightly seams, and screen space edges. Then, if I realize I need to change the model's topology or the position of the UVs, then it becomes unaligned. So basically, the mesh has to be set in stone before I even begin working on UVs. Why has nobody come up with a better solution already? No 3D texture space? No way to color vertices on a conceptually higher density than the actual mesh? That would probably be easiest. Just treat it like subdivision, but don't actually subdivide the mesh. Only increase the amount of imaginary points one is capable of coloring. The thing that really annoys me, is that UV unwrapping seems to be the best that we have.
    R: 25 / I: 4▶
    How would you rig multiple breasts along the torso? With the spine twisting and bending. Especially the ones that are near the crotch, given how they will disappear when the model bends over (I also need to find how to make the belly bulge when doing that) or get buried in the pelvis when the torso rotates. I tried a combination of Copy Rotation, Copy Location, but I'm a beginner. I'm doing this in blender btw.
    R: 13 / I: 1▶
    will my CPU really cook itself if I try to use FreeCAD? I don't normally have any reservations about piracy but since I'm actually going to be making things with it I feel differently about CAD software, if possible I want my tools to belong to me indisputably, as a point of pride
    R: 12▶
    Ia this program as good as it looks? I want something like this for a standalone headset, but I don't feel like giving money to Adobe (piss be upon them).
    R: 20 / I: 2▶
    I perfected the workflow required to pump these babies out within a few minutes, kek. Working the textures is easy with Gemini too but it's a pain to remove the watermark, kek. The only thing left is to automate the watermark removal and my AI powered 3D workflow will be finally ready for product. The assets for my harem game will be mostly done via these means. One issue is that the faces have to be done manually because of the sheer difference between the lolis like different hairstyles. I was thinking of a 4 dimensional array to store different configurations of features, so the harem can have almost limitless amounts of loli concubines. Fear not, my chuds, for I will also automate all this and document the process in this thread, kek.
    R: 12 / I: 5▶
    Just started Blender three days ago. No fucking idea of what I'm doing. Suggestions are welcome.
    R: 11 / I: 1▶
    I've leveled up, chuds. This is roughly 70% AI but I've tuned the prompts and the workflow to make it look more legit. Would this get flagged by Steam?
    R: 66 / I: 12▶
    3d AI art is actually getting good....
    R: 11 / I: 2▶
    im planing on getting a building technology and mep certs, and learning the shit out of revit to get some autodesk certs, and looking for bim jobs, i just dont see myself living from 3d animu waifus all my life bros. any of you oldfags that are still here have any experience going out through this route?
    R: 333 / I: 141▶
    Previous thread: >>1021734
    R: 46 / I: 6▶
    R: 22 / I: 3▶
    Maybe the wrong place for this, but I think it fits the topic. I want to know how to create unique planet maps with custom terrain types (like salt flat plains, basalt dunes, ice caps etc.). I want mountainous erosion, glaciers, stuff like that, and natural looking landforms that don't just look like perlin noise. The map must have a heightmap and a colourmap, and height shouldn't strictly be tied to landforms like SpaceEngine does. For this specific project I'll also need shield volcanoes and equatorial ice caps (it's a tidally locked world). Can anyone point me in the right direction like what software/toolkits I need? And also, is it possible to make highly customised cloud maps for my world, like subsolar vortexes, wispy terminator clouds etc.? The maps must be either equirectangular or cubemap projection.
    R: 12 / I: 2▶
    Right now I'm just using the trackpad on my laptop since I'm just starting out, but I'm planning on buying a mouse soon. It's a MacBook trackpad so it's one of the better trackpads, but it gets tiring after a while. What mice would you recommend? Would you also recommend stuff like Trackballs and Wacom tablets? My usecase is mostly for VFX but I also make 3D models in Blender.
    R: 22 / I: 4▶
    >Have to sift through millions of irrelevant AI voice generated pajeet tutorials on the most simple workflow need in Blender >Finally find something good >Follow procedural texture node tutorial >Get every value and node exactly as it's shown in the video >Finally get to plug it all into the material output node >Instead of looking like the tutorial, the model turns completely black >Trying to learn procedural texturing has now been derailed and I have to waste an entire afternoon troubleshooting because this software was made by the antichrist Open source was a mistake and Blender trannies should be lynched.
    R: 18 / I: 1▶
    >you need addons for blender to be functional as 3ds max meme is real that'll be 10 dollars :)
    R: 11 / I: 1▶
    Can we have a productive thread to discuss how to use AI to improve our 3D workflows and become faster and produce professional results, rather than trying to cry about some imaginary 4chan anti AI versus pro AI debate?
    R: 9▶
    Made a tutorial about an aesthetic that might come in handy if you are trying to make a game but are having workload issues. https://www.youtube.com/watch?v=jjSpRPgmx4o
    R: 29 / I: 7▶
    I tried blender when I was like 12. Found it way too messy and whilst stylised... ugly. Upon further thought it's trannywear and also just seems like it's the choice for terminally online people. I want to use a software that cool older industry guys would use. I feel that there would be less junk tutorials and resources to shift through too. 15 years later, I am fluent in Rhino3D- but that's CAD. So naturally I want to learn a polygon based modeller with the most similar workflow... I heard this might be 3dsMAX? I haven't tried it, but I mainly work on Linux/Mac so having to boot up windows just for 3dsMAX is unattractive. MODO. What's the consensus? From my research it's pretty based and I just just loaded up the 10 year license . I only want to make some spaceship concept models as a hobbyist. I want to enjoy it too. Modo seems like a good fit or?
    R: 20 / I: 1▶
    This is my current skill as of July 2. Small improvements over time, makes me closer to making fappable 3D anime girls.
    R: 22 / I: 17▶
    From Solidworks and Visualize Saw someone's design on GrabCAD and remade it, so not a true original, but the mechanism would actually work. Can you give me some feedback?
    R: 7 / I: 1▶
    Substance painter has a perpetual license on Steam in case anyone was interested. O_O
    R: 1▶
    realistic (metal) reflections with non-constant, multi-directional anisotropy I'll use it on a realistic Miku costume render source: https://www.youtube.com/watch?v=r3bkGPobpTw
    R: 16 / I: 1▶
    People like to meme that 3D is hard, but was there anything in 3D that actually wanted to make you rip your hair out from how difficult/tedious it was?
    R: 348 / I: 72▶
    Previous >>1025688 Big Cat edition >NEWS: 5.2 is out
    R: 3▶
    is there a correct way to model with blender/maya? i dont have a tablet and im watching videos that use concept arts then make a model on top of it either via >making a shape and pulling it to conform the concept art >making each verticees until it fills the concept art
    R: 9 / I: 2▶
    Houdini 22 Edition Houdini is fun and easy! Pick up a free apprentice version today: https://www.sidefx.com/download/ Previous: >>996209
    R: 17 / I: 4▶
    how do you even model something like this it's impossible
    R: 9▶
    What blender addons besides retopoflow and VRM addon, are mandatory to compete with industry chuds?
    R: 2 / I: 1▶
    how can i distribute spikes on the mesh neatly like in the ref photo using geometry nodes no stacking/overlapping and shrink the area so its not touching the edge
    R: 3▶
    There was a thread that had someone rigging a donut, I don't see it anymore. How do you rig a porta from Halo 3? I'm in blender. I have a donut.
    R: 10 / I: 2▶
    Thoughts on Crocotile 3D? At the first glance you might think "stop fucking around and learn a real 3D software, retard", but then I saw some of the things people posted on the steam workshop and it seems pretty ideal for low poly style game assets.
    R: 14 / I: 1▶
    If I wanted to create industrial environments for games, like the Grid areas in Armored Core 6, should I go with traditional 3D software or something more CAD oriented like Plasticity?
    R: 27 / I: 3▶
    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!
    R: 35 / I: 15▶
    opinions on gaussian splats
    R: 7 / I: 3▶
    i'd like some feedback regarding my next step, topology, anything really, i wanna make an og sci-fi sleek gun, and so far this isreally hard for a begginer (aka me) even tho ive been studying blender on and off for a year, i must only have like 2 months total of learning. (sorry bad english)
    R: 12 / I: 1▶
    Is this possible to do with auto rig pro? with all the existing drivers and constraints I think it'd break a lot. There needs to be switches between two handing which follows the weapon, one handing and so forth. https://www.youtube.com/watch?v=mXKXIYUa79w If it is not recommended then I suppose I need to make my own rigs and ARP is for mostly unarmed characters that don't need a lot added on top.
    R: 20 / I: 13▶
    It's an inset on my AR I'm working on in blender, topo in reply I'll show the other side of the shape too because idk if it's just that I can't get the light to hit it right but it doesn't seem to have the same issue. It connects differently but it had the same sort of connection before and still only the top had a problem, I'll try to show
    R: 34 / I: 5▶
    It's that simple, bros
    R: 2▶
    Who else likes chicken gun
    R: 2 / I: 2▶
    I'm pretty new to blender, how should I approach modeling the "bangs" for this guy? I feel that they should taper into the face at the top middle should it be all one piece or a boolean maybe? modeled pre or post subd modifier? any tips appreciated
    R: 1 / I: 1▶
    today i have created this majestic creature in blender his name is timothy he is friendly (im not sure)
    R: 6 / I: 1▶
    What's a good place to go and find someone who can do good low poly art
    R: 7 / I: 1▶
    How can I make it so that when extruding the faces highlighted in orange (at the very top and the very bottom), the edges highlighted in red and green are filled in automatically (so that two new faces are formed)? In fact, I have a more complex model, and I can’t fill them in manually; I showed a similar situation in the photo to make it clearer.
    R: 33 / I: 7▶
    I haven't seen any guides with a consistent take on this
    R: 12 / I: 2▶
    Similar to /ic/'s /dbag/ thread, should we have one for /3/? For courses, addons and whatever else. I know us 3D freaks can be hoarders. Thought popped into my head after seeing the Godot & unity shader bibles, but $50 in this economy is a joke. Similar stuff maybe could go in a tech art general if there's any others here?
    R: 5 / I: 2▶
    im wondering if this method is good, i dont wanna make them exactly the same, but im wondering howaccurate u could make them, im still new so unsure what the best method fo modelling is
    R: 1▶
    Anyone have or know where to get these STL files?
    R: 5 / I: 2▶
    everytime i try it doesent work and twistszig zaggely, instead of doing what those mug tutorials show where it creates a smoothhandle
    R: 18 / I: 1▶
    No physics engine doing the job for you. No motion capture. This ass jiggle animation is 100% manual labour. How long would it take you to make it? https://strawpoll.com/BDyNzx5o4yR
    R: 4 / I: 1▶
    i wanted to do this little jammer thingie from one of my favorite childhood games, how did i do? im happy at least i got off my ass and did something instead of being a zombie doom scrolling or being a wage slave, well any tips, what do i do next, how do i improve? i kinda wanna do uvs and textures and nodes material to finish it, how should i proceed, thanks ! Stay strong bros
    R: 10 / I: 2▶
    Hi everyone! This is my first complete modeling project after about a week of learning Blender. I decided to make a retro PC. I modeled the PC, keyboard, and mouse and also tried working with materials, lighting, camera placement, and Eevee rendering. I'm still very new to Blender, and I feel like the final render looks a bit dull/flat. Could you give me some feedback on why it looks dull and what I should learn or change to improve the lighting, materials, and overall render?
    R: 9▶
    did this a while back wanted to share, how bad or good is it
    R: 32 / I: 3▶
    Guys, it happened: https://www.autodesk.com/support/technical/article/caas/tsarticles/ts/BLXqMNXBIcX6QVoTvRDJC.html
    R: 17 / I: 1▶
    Hi, I'd like to procedurally generate models of some things I like, both larger things like diverse terrain, landscapes and geology that can look like anything in the real world and maybe even fantasy, but also smaller things like vehicles, architecture and mechanical stuff. I love seeing the different shapes, sizes and colours of these things and I want to become good enough that I can create something beautiful with them. However, at this moment I know almost nothing about modelling and what programs and methods to choose, they each have their technical details and applications that I can't parse. I fear that I will miss something that would work better for what I want or choose the wrong thing and only finding that it won't work after dumping a lot of effort and time in it. My only experience is playing around with some toys that model just by manipulating basic shapes with codeblocks. This was very inefficient so I want to stop fucking around and get serious. Eventually, I'd like to make a game or something like that with these models, so I will also have extra constraints and I'll have to choose something that can work well with Unity or maybe another engine. The problem, and the reason I come to you, is that I am mentally retarded so things like UV mapping and defining triangles frighten me. They also seem incredibly time-consuming when combined with procedural generation and I'd really like to be able to make something that is at least decent as fast as possible. I will learn the harder stuff eventually and I'll start with it if it's necessary, but right now I'd really like something more "high level" and easier to use. Could you please give me an overview of what methods exist for this kind of thing so that I can understand what options I have and what would work best for me?
    R: 10 / I: 3▶
    This is a Coffee_machine model I've been working on. I've tried shading it, but I just can't seem to get it right, it always ends up looking like a toy or flat. Any advice or feedback on blender procedure, material nodes, or examples to make it look more realistic in Eveee render, it would be greatly appreciated.
    R: 15 / I: 4▶
    On a scale from 0 to 10 how would you rate your own portfolio?
    R: 2▶
    >working on GN particle system >fucking around with point distribution >accidentally set gap between points to 0.01m >blender kills itself >do quick math >realize I accidentally made a solid cube of 8 million data points >close program to recover >forgot to save I am a fucking genius.
    R: 5▶
    R: 359 / I: 91▶
    3D AI can now do decent geometry. it can output even quads with deformable geometry. all you need to do is rig it. it's genuinely over. Years of learning wasted. fuck this shit man. It's relaly only animators who are exempt from being slopified now.
    R: 10▶
    After 4.5 weeks of blender this is my first hard surface model "scifi camera" something like that, now i start to feel like i learned nothing and bad at modelling
    R: 28 / I: 3▶
    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.
    R: 31 / I: 16▶
    specially the little corners and everything, i cant even do the top area well, any tips on how to proceed plz
    R: 23 / I: 1▶
    Is it a good idea to just make one base humanoid model and use that if you want to create multiple characters?
    R: 5▶
    Did Rockstar outsource their animation to India?
    R: 14▶
    The mathematically perfected low triangle count rigged for animation male model
    R: 2▶
    This is my first 3d face so far. ( with tutorial ) Any opinions ?
    R: 213 / I: 51▶
    Previous: >>1027530 Daz youtuber's and general guides: https://www.daz3d.com/help/help-daz-3d-video-tutorials Wpguru, Parmy, Travis Davids (Marvelous designer), Thundornd, CgBytes, Kelvin Jin (Pruned some long inactive suggestions from past OP) Bridges: https://www.daz3d.com/daz-bridges Suggested Blender Bridge: http://diffeomorphic.blogspot.com/ (GOATED) Use this if you are an AMD or Intel pleb. News: Daz content now on Unreal's Fab marketplace https://x.com/daz3d/status/2041910820612010085 Daz 5.0 this year for reals! Some anon created a cool character morph. Meet Quinn! https://mega(.)nz/file/rmZQWLKZ#lh4aluWj6drjfPLkW7FVAUVDaOZZqJfqjoAvsREDo7U We all know you are really just using this software to have celebs bang monsters and animals anyways so here is the current breakdown https://www.daz3d.com/forums/discussion/638911/celebrity-look-a-likes-for-3d-figures-part-4/ Other links: https://f95zone.to/threads/daz3d-art-show-us-your-dazskill.4764/
    R: 13▶
    R: 62 / I: 56▶
    A thread for primitive CGI, whether it was made back in the day or today. Previous thread: >>1026280
    R: 4▶
    how bad is it, this kinda hard, not cuz hard itself, but cuz i need lots of time, something my min wage slave job wotn allow for, any tips to improve? thanks
    R: 13▶
    What the title says. I'm a total beg. Have a coding background and want to start making my own assets for non commercial game projects. It's likely I'll be sticking to low poly stuff in the long run, but wouldn't want that to keep me from learning "proper" technique. So far the UI looks comfy, but since I'm complete beginner at 3D modelling I'm wary I'll be picking up some bad habits or navigate myself into a dead end. Something like pic related is the level of detail I want to be able to produce.
    R: 4 / I: 1▶
    The free-use OpenAnatomy data, specific example here the skeleton's mandible de-triangulated by myself, has the most beautiful topology I've ever seen. The mandible can be converted entirely to quads except for two tris here, in the mandibular canal, and WHO MODELS THE MANDIBULAR CANAL?! ( https://www.openanatomy.org/ ) ITT: share beautiful topology.
    R: 3 / I: 1▶
    Feels good to be able to make this.
    R: 33 / I: 2▶
    >See 2D fag pick up 3D >He starts producing near AAA results in like 2-3 months I've seen this happen like 5 times and it demoralizes me every time.
    R: 11▶
    Volumetric space layering is writing depth into the prompt itself so the model builds z-space not just x and y, foreground objects have mass and occlusion, midground scales correctly, background dissolves into atmospheric haze, and the result is something you feel you could walk into rather than something you are looking at.
    R: 6 / I: 1▶
    i am completely broke. i cannot afford virtamate, the cracked version of koikatsu party i have feels like torture to use, and gives shitty results, and i know nothing about 3d modeling so far, the donut tutorial went into one ear and out the other. any suggestions for free software? bills need to be paid, so hentai needs to be made.
    R: 3 / I: 1▶
    in blender how can I animate 2 rectangular planes sliding along each other while rotating so when they align perfectly the rectangle on top parents to the bottom forming a hinge pivot in the corner like in the image. Whenever I try doing so the two meshes just phase through each other only aligning at the end of the animation
    R: 9 / I: 4▶
    when i render it it has this diagonal line, why is it? Also please rate the model, its fully og i wanted to mess around with an og design, critique anything u want, or if its bad, ik im not the best.
    R: 10 / I: 6▶
    R: 7 / I: 2▶
    >AAAAHHHHHH >LE DONUT >HOLY SNEED
    R: 46 / I: 9▶
    the models resource isnt the best and imcomplete
    R: 17 / I: 5▶
    I'm coding my own retopo app. Hopefully I can make something that isn't ltieral dogshit.
    R: 25 / I: 4▶
    Alright listen up experts, I want to model my very own OC tomboy character to fuel my delusions. Point me in the right direction on how to do it So far I have >followed the donut tutorial >done some renders with some free cars >messed around with simple lighting Help me out anons, I need a cute tanned tomboy.
    R: 159 / I: 37▶
    Previous >>1030378 Large dog edition >News: DLSS denoiser is finally in 5.3 Alpha
    R: 8▶
    so i put together my own assets, and decided to try and make a scene, its my first time so idk how good or bad it is, i dont have time to texture it, as i am a wage slave and no time, but as for now id like some feedback regarding my model and its composition and assets, thanks :3
    R: 18 / I: 1▶
    which youtube channels teach how to create game ready assets? i want to learn the entire pipeline to make 3d game ready game assets/props/characters
    R: 9 / I: 1▶
    so im studying this model, and man, im used to krita, even tho im not very good and have a bad tablet, i was thinking that using krita and then any other web app to make an atlas like this is tots possible. Should i continue? or learn a real texture app? i still have to also learn how to do normal map, blender nodes, and many other stuff, idk how to even start, so little time, wage slavery doesent help, no energy, how do yall do it, what do u recomend? where do i start with making my own characters? theres also the issue with needing to deepen normal 3d skills, so i can then apply seams and texture it and give it life, idk where to start, this all feels like a waste of time when ill never have money to study this at a school and get a job, should i maybe quit?
    R: 71 / I: 37▶
    Collage edition Previous thread: >>1029138
    R: 6▶
    I want to add a loopcut but I don't want the cut to extend all the way upward. Is there some wizardry I can do so it only applies from hip down? thanks :)
    R: 3 / I: 1▶
    https://github.com/Niik-l/Natron A vibe-coded fork of Natron has added - 3D viewport - Deep comp nodes - Particles - Volumes - Camera tracking - Cycles rendering Opensource compositing is saved, just in time for the death of VFX
    R: 3 / I: 1▶
    Hi guys, i recently made a simple website where you can find all the currently avaible ZZZ MMD models, the avaible models aren't datamined but are the ones avaible on the Bilibili blackboards, the models are avaible for download only on the desktop version of the website (if you are on mobile just request the desktop website with Chrome), hope this helps many people getting the models quickly also you don't need to make an account like all the other websites https://tubero.ddns.net/ZZZ-Versions-Archives/versions.html
    R: 4▶
    Is it possible to limit foot ik with a foot roll mechanism from stretching the leg? I tried applying a distance limit constraint but it always breaks in some form.
    R: 0▶
    "Look at me, I'm modellng humans for my sloppa game in blender"
    R: 21 / I: 5▶
    Okay you dingdongs will you finally use Blender if you can make it look like a shitty caveman program?
    R: 8 / I: 1▶
    This is my newer skill, chuddies.
    R: 5 / I: 1▶
    I have been away from this hell site for like 10 years. Who tf is Cris? Are you guys talking about Moot??? WHAT I feel like I took retarded pills, my melanin rising and my skull reverting in shape and size to that of the Homo Erectus. I don't get it. Anyway here is a few things I made a few years ago and left unfinished, /3/.
    R: 7 / I: 1▶
    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.
    R: 1▶
    OK so how do I animate in this shit? I rigged up a simple character and can make him do things however jesus fuck is blender AIDS for animations(I never animated in my life!). I mean I think they cleaned things up since now we have 3 different views for animations like dope sheet next to the cancer that is graph editor. So I was thinking about splitting the entire things into like fragments >1 Character picks up a cup >2 Character says things >3 Character throws object at the camera. Only is there a right way to do it? Ideally there should be something to let this happen however as it is now I am fucking around adding something and then the graph editor is filled with shit. How do I do a clean change or edit of this crap? Or have some logical division between real actions i want to make? I tried to save every moment in the asset library however this feels like a hack. So how do I animate things? Is there a good workflow? And jesus fuck will the clicking key frames get annoying fast. >Did I do location and rotation or only rotation? AAAAAAA And do I need to press that retarded button? The Joey Carlino guy talked about using the auto key frame function however I do not know what he exactly did mean by this. PS: I do not give a shit about ultra realistic or anything I want to do simple shit post animations at best. SO no motion capture ultra realistic.
    R: 21 / I: 3▶
    https://github.com/v3ai/fission
    R: 42 / I: 10▶
    Whaddaya guys think?
    R: 2 / I: 1▶
    hello
    R: 2▶
    I made this engine modle in fusion : https://github.com/theplatformer12-spec/Engine and i want to manufature it how to i do that? any help will be accepted
    R: 82 / I: 12▶
    R: 5 / I: 2▶
    How do you go about shell texturing in blender? I'm trying to do low poly creature modeling so this seems like an obvious thing to learn to boost the quality.
    R: 49 / I: 13▶
    AI doing better job than me for animating and modelling. Its really over. Im outta job.
    R: 19 / I: 3▶
    I did the donut tutorial, and then tried to make a cow. But I am having trouble making the model itself not look like the original "basic shapes". picrel is the cow I made, what should I do to make more "natural" shapes?
    R: 33 / I: 14▶
    how bout we have an anthro thread (without making the janny leak please)? i've sculpted this possum lass recently
    R: 4 / I: 1▶
    so i am starting to understand and am getting close to making my character, however i understand uvs and whatnot, and its starting to make sense, however how do u coordinate the folds of the clothes and the grey balnd geometry, i can imagine it being kinda hard to do without allot of trial and error, maybe frustatringly so, and how do u do folds and hair, any pointers and help would be apreciated thanks
    R: 29 / I: 11▶
    Kinda off tipic, but what do you guys thinks is worth more as a side hustle, AI nsfw genning or 3D nsfw? I'm trying to decide which one to focus the most on or maybe actually see which one I would like most and what both entail. I had planned that if I was doing AI gens I would do doujins, or short comics or something. With 3D I would actually be limited in characters to pose since I depend on other people's models right? Like, I would just have to pick whatever is available to animate. I do like both, but I struggle seeing which one I would like the most to focus on so any opinions are welcomed
    R: 3 / I: 3▶
    Mostly not my work, still my work. Ref: -froginyata boothpm -lapwing boothpm -Girls Frontline 1&2 -Various Gacha studies -Sculpt studies -pinterest & Google images -Youtube & Artstation images and store -Tons of artists and art referenced Additional external mental faculties, not really sure I would be able to make this to this point otherwise. Models available to dl decimated for faster dl. wip https://filebin.net/hmdzhixl0xot2m4g mirror mediafire.com/file/d8gq7qtdro37bgz/Eyes.obj/file mediafire.com/file/op03bph9jyzl003/ColorHair.obj/file mediafire.com/file/ladq4c4neq03fm2/Body.obj/file mediafire.com/file/kkbz8nys0x1p3v2/Soft_2D.obj/file mediafire.com/file/v3837urux9sq0a6/Cute_2D.obj/file
    R: 3 / I: 1▶
    need feedback on it and what to do next, how would i make my own textures and what steps and nodes do u recomend me to use for make the texture better? Plz any help is apreciated
    R: 7 / I: 2▶
    need tips and feedback
    R: 2▶
    If I want to model objects like these, what software would you use? Blender sculpting?
    R: 7▶
    You don't need to be AAA. You only need to have a soul.
    R: 1▶
    this movie was 7 years ago. I still think this is good enough if you're an amateur. Like the average normie would see this short and couldn't tell the diference with a pixar movie.
    R: 4 / I: 2▶
    lf feedback on my render and materials i created
    R: 1 / I: 1▶
    https://github.com/islandmed/SculptForge

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