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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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    File: WIP.png (2.13 MB, 1500x882)
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    Previous thread: >>1021734
    >>
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    >>1029140
    >>
    While you're busy modelling space ships and big titty aliens some niggas are modelling armoire
    >>
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    >>1029143
    I just love the mundane
    >>
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    /wip/chud here
    >>
    >>1029138
    Lmao you pathetic racists will never fail to make me laugh with your "/3/ wip threads".

    Face it, most POC will be infinitely more successfull than any of you sad virgins will ever be. You're on the wrong side of history, get over it losers.
    >>
    >>1029148
    It’s just a hobby bro chill. Who the fuck tried to learn blender to make money? Go Uber
    >>
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    >>
    >>1029148
    >Wakes up.
    >Opens blender can't do shit.
    >types 4chan .org/3/
    >clicks on first threat...
    >LMAO YOU PATHETIC RACIST...

    Kek retard please we know you are here for engagement so here is (you) now you can fuck off to twitter and farm there.
    >>
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    >>1029138
    want to do houses but need to do texturing...
    >>
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    >>1029280
    Nice. Reminds me of the Alyx liquid shader. Listening to the artist behind it was fun. https://www.youtube.com/watch?v=9XWxsJKpYYI
    >>
    >>
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    Technically still a wip even though its 99% done. Tried to do a painterly style portrait, incredibly happy it's almost done since this style is incredibly boring to execute
    >>
    >>1029355
    Das nice mane
    >>
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    >>1029280
    update
    https://files.catbox.moe/lmwqur.mp4
    >>
    >>1029362
    I like this, with proper background and longer animation this could be turned into animated background for desktop.
    >>
    >>1029367
    it took me more or less of effort but the animation already loops btw
    >>
    File: outside1.png (2.69 MB, 1920x1080)
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    ive started applying for jobs and internships. there are barely junior positions, ive been rejected from every single one now, its so fucking over for me
    >>
    >>1029400
    I'm telling /3/ all the time there are no jobs but you fags never listen. Nobody wants your junior entry ass in 2026 and you'll be competing not only with the laid off local senior population with AAA titles behind them, but with 0.7 billion of outsourced East Asians who do it cheaper, faster and better than you.
    >>
    >>1029400
    >>1029400
    This anon >>1029404 is mostly correct. Not only you need to be absolutely at the top of the game to get hired (junior nowadays means senior level skill but with little employment history, not beginner), but at this point the gaming and vfx industry is in free fall. The gaming industry because AAA game studios are all crumbling and vfx because of AI fucking with the expectations of clients
    >>
    >>1029359
    Thnx dude
    >>
    >>1029407
    On the other hand you can start posting your shit on youtube, gather a following and in six years if you're good you might be getting an academy award or humiliating Star Wars at the box office. Or more modestly make 6k a month on Patreon with weirdo cartoon clown shorts.
    >>
    >>1029412
    Cultivating an audience for the thing you're doing is the winning strategy.
    "Getting a job" was always the alternative to doing your own thing.
    >>
    >>1029412
    Works if you're a cute girl, much harder if you're some dude. You'd have to be really good
    >>
    >>1029416
    The three he's referring to are Gints Zilbalodis (Flow's academy award), Kane Parsons (Backroom's $213 million box office) and Worthikids (Big Top Burger). All smelly males.
    >>
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    >>1029138
    >>
    Can someone critique this scene?
    I cant really write dialogue, or do character acting.
    I've reached a point I need fresh eyes and ears. please be gentle >.<

    https://youtu.be/ePJoaTaLcM4?si=UHT8N7FIGiOhhcmn
    >>
    any advice for the topology circled and the form for the fingers and hand in general
    >>
    Well I've come to the conclusion I need to do redo the body lol, this one has too few triangles.
    >>
    >>1029467
    Do not fear triangles. Smart, strategically placed triangles are fine. You'll find a lot of professional models use triangles to split 1 quad into 2 quads.
    >>
    File: justsotriangles.png (137 KB, 662x736)
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    >>1029467
    Like so
    You could remove the edge in the middle to have only quads but it will leave a weird ugly bump.
    >>
    >>1029206
    That one's crazy nice
    >>
    >>1029355
    fml niggas be doing classical paintings in 3d and I can barely do donuts. I just want to be good enough to model my waifu
    >>
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    >>1029362
    Update. I apologize for the clouds, i know they're shamefur

    >>1029482
    thanks m8
    >>
    Possible breakthrough? Or a false positive? I may be onto something. Going to sleep on it and see if it's still as promising as it looks in the morning.
    >>
    >>1029511
    Holy shit, I'm about to piss myself. This is coming along great. I fixed an error that was causing a circular distortion. Basically I just forgot to normalize one part.
    I also retooled some things. Now it's even tighter than it was before. I disabled the node that smooths the curves, to show how closely the interpolated curves follow the parent curves. It's practically 1:1. So the parent curves are effectively cage, that defines a boundary, and the curves interpolate inside the cage.

    There is still one more thing I have in mind before calling it "done", but it's like 75% there now. I'm excited.
    >>
    >>1029533
    Yeah I remember wishing this was how hair worked a long time ago.
    >>
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    wip i'm happy to see you are alive. /3/ keeps a light lit while many of the creative boards have died hard
    it's been years but here's 1
    >>
    hand update, thanks for the advice m8s
    >>
    >>1029565
    Put a reference image in your viewport and follow the shape, why do you want to do it from memory?
    >>
    >>1029576
    im using anatomy for sculpters as a reference on my 2nd moniter
    >>
    >>1029533
    I implemented the thing it was missing. The solution I came up with is a tad inelegant, but it works. Catmull Rom splines don't like it though, so I have to smooth using Nurbs. That's fine. Nurbs is smoother anyway. You just need a minimum of 4 points along the spline before the spline will smooth.

    Something is still off about it. I need to figure out why some jank exists in the test hair below, that's not present in the test triangle above.
    >>
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    >>1029491
    Update
    Some small objects still to model and textures to apply
    >>
    >>1029611
    Looks practically complete already. Damn fine work. Are you a professional?
    >>
    >>1029606
    Good news and bad news.

    Good:I figured out how to create parts in the hair by texturing the scalp.

    Bad: I'm pretty sure I can't get rid of the jank, because it's an inherent issue with the way I'm generating the base. I'm using fill curve to generate a delaunay triangulated mesh, then placing points on the triangulated mesh, then duplicating those points, and converting them into curves. Along with a bunch of math to place the points/curves in their proper place.
    The problem is that there are certain ways the triangles can sort of "get in the way" of each other, causing huge zones to not be interpolated properly. I don't know of a way around this. I'm stumped.

    Still I learned some nice tricks. I might keep working on it. I just need to find a different method for the base.
    >>
    >>1029622
    Thanks bruh. I think it's done.
    >>
    >>1029727
    Great stuff. If you're not working in the industry already, then you should be.
    >>
    >>1029727
    Very cool! Are you the anon who was doing the office scene too? I haven't been here since last year, maybe earlier, so I might be out of the current affairs circle.
    >>
    >>1029727
    Very pleasant, well done
    >>
    I'm working on a "Invincible style Male and Female set" in the style of the amazon show, but I don't know if I'm getting the style down. I use Eve as a "base woman" reference, but I'm not trying to make Eve.
    >>
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    >>1029728
    >>1029729
    >>1029730
    Thanks guys, really appreciate it. One of these days i'll do stuff with more interesting shapes than just boxes and cylinders.

    >>1029729
    Yes i also did that scene of the office last year. This is in fact the first serious thing after that one (well, aside from >>1029206 but i'm trying to not dwell on photorealist stuff too much)
    >>
    >>1029565
    >>1029591
    Your fingers are a bit too long compared to the width of the palm. Additionally, you may want to take the picture you are referencing and then:
    >copy the index finger
    >compare the index finger to all the other fingers
    >compare the length of the index/middle finger to the length and width of the back of the hand/palm
    >slightly rotate the fingers away from the middle finger on the z axis
    >>
    >>1029737
    thank you for the feed back, i think it does look a lot better
    >>
    >>1029733
    That looks very good where it is. I'd pull the cheek meat out a very tiny amount but it's very much within the acceptable zone.
    >>
    >>1029739
    You extruded fingers out of the palm? That tends to make the palm look like a block. The palm is a complex shape. The row of knuckles are on an arch from two different angles. A helpful technique is to make the fingers and arrange them where they need to go and then make the palm from the fingers.
    >>
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    >>1029739
    Depends
    For a cartoon, it's fine; but you should be aiming for photorealism if you want to improve as artist. Use your own hand as a guide.
    >>
    >>1029754
    Thanks for the feedback. I'll keep it in mind and post updates later.
    >>
    big shork
    >>
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    >>1029138
    Maschinen Krieger type designs are so cool
    >>
    >>1029767
    Animations, stills, a game?
    >>
    >>1029767
    where can i see your stuff?
    >>
    Is it cool if I use 3d meshes for my contour lines? I have no idea of how to texture paint, so for anything that doesn't need to be painted, I'm trying to get clever about it.
    >>
    >>1029807
    It's a thing you can do in more static places like say the tip of a character's nose as it doesn't really deform, but using such outlines in places like in your picture (deformation hotspots) will often cause clipping issues. As in, the outline mesh will clip with the body when you bend the spine no matter how you arrange the vertex weights. You can bandaid it by floating the outlines further from the body, but then they'd clip through clothes (assuming you don't outright not render that part of the body when clothes are on) and may look strange at glancing angles (but that's generally not noticeable).

    If you really don't want to texture it, you could literally graft the outlines onto the body. They generally follow the edge flow anyway. That way there won't be any clipping with the skin.

    I think there's also 2 other ways you can tackle it:

    You can make a small image that's just 2 solid colored boxes: one with your skin color and one with the outline color. And unwrap the polygons where you want the outlines to be so that the edges of these polygons would "dip" into the outline color, creating the outline. Since the 2 boxes are straight and parallel, the outline won't be pixelated either.

    You can also use vertex colors and just color ramp their factor so the interpolated color along a polygon isn't a linear gradient but actually sharp.
    I used to use this approach a lot, but do note that a single color can only go one way. Meaning, if you color three vertices in a polygon the same color you won't get a line along these verts, you'll get a solid triangle. So if you want outline intersections you will have to use multiple colors and mix them in shader.
    >>
    >>1029811
    Thanks for the advice. I'll keep it in mind!
    >>
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    >>1029830
    Wow that slaps! He looks great!
    >>
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    >>1029833

    Thanks, I usually specialize in inorganic stuff.
    >>
    Some people build entire cities for games and i am struggling to block out some facades.
    >>
    >>1029835
    Just look at that face! I can hear him laugh

    >>1029845
    It'll become easier the more you do it
    >>
    >>1029560
    This is so fucking good. Style really stands out. Any plans to rig it?
    >>
    ay yo, anyone got a copy of maya installed - i've got an old ass file i want a model out of out but can't be asked installing autodesk malware
    >>
    File: test.mp4 (3.39 MB, 1920x1080)
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    Got the computer to crap out a thing that will automatically do fairly believable rotation for a jet model thats just following a curve. Not sure if that weird jerkiness is from using NURBS instead of bezier, which apparently is a massive difference in Blender, or just my camera setup losing its mind. Figure itll look pretty good once the kinks are worked out or just covered up by hand.
    >>
    >>1029727
    really cool and cute, gj anon!
    >>
    >>1029867
    Yeah.
    >>
    >>1029799
    i don't know, really. i just like making those characters and posing them sometimes. it's probably an undiagnosed form of autism
    >>
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    i keep making tile pseudo textures for no reason
    >>
    >>1029888
    Cool. I'm making a nsfw anthro game at the moment so I'm always interested when other people post anthro characters here.
    >>
    >>1029903
    You can model my BWC with photo reference to satisfy your anthro characters with. It's a hung large package. Gonna satisfy your bussy aswell.
    >>
    >>1029138
    Challenge: I'm working on a geometry nodes solution, I can't get done:
    I have 2 objects, a plane with 'heightmap deformations', and an object with thousands of mesh islands. I don't want to split the mesh into islands, it should remain one object.
    I want to place all the mesh islands on the surface of the plane.
    Here's a basic example image of what I have, the centers of all the boxes should be on the surface of the plane
    >>
    >>1029904
    Sweet post some image planes of your dick. Make sure you're at MAX hardness. you do kegels right? If you ain't camera ready start clenching.
    >>
    >>1029905
    Basically the trick is to split them anyway ("mesh island" as a group id for "split to instances"), do whatever you need to do per insteance, then use "realize instances" to put them back together as a single mesh.
    >>
    File: 1781479967958143.png (1.56 MB, 1920x1080)
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    I just wanted to post something because I haven't made anything in a long while.
    I'm going to slate myself here
    >Too retarded to angle them without fucking everything else up
    >Metal doesn't even look metal
    >Can't into lighting
    >Need to go back and do the nose pads anyway
    >Did the lenses way too transparent
    Anything else I've missed bros?
    >>
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    >>1029845
    This could be the most complicated procedural material i've created to date.
    >>
    >>1029913
    Update

    There's still a lot to model and texture, but it's a rough concept.
    >>
    >>1029950
    Built for my BWC.
    >>
    File: Back.png (646 KB, 1381x783)
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    >>1029807
    >>1029811
    I stopped being a baby and painted the contour lines. I didn't know I could use Clip Studio Paint's vector lines to get good line art in seconds, but now that I do, I'm not longer afraid to try a bit of painting. Blender's internal painting functions suck, and its tough to texture paint when you know nothing of 2d art like me.
    >>
    >>1029907
    Got an email?
    >>
    >>1029888
    >the censors
    kek
    also nice trips
    >>
    >>1030003
    Yeah
    [email protected]
    >>
    >>1030066
    I was serious at doing a porn collab with me being the model/actor and you the developer.
    >>
    >>1030070
    Well I'm looking for collaborators who make 3d models and not so much are models themselves.
    >>
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    vibe-modelling a cold war battle rifle of some sorts, only took explicit references for the magazine and the muzzle device, the rest was pretty much modelled 'on the fly'. i nicknamed it "AR-33"
    >>
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    Making props for my game
    >>
    >>1030080
    Breakable?
    >>
    >>1030086
    Your virginity - yes. Broken in by my BWC.
    >>
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    >>1030086
    Ofc
    >>
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    >>1029950
    Update
    >>
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    >>1030074
    >>
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    Hand as part of a VR model. I was wondering if there was anything majorly off with it.
    >>
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    >>1030096
    Update
    >>
    >>1030404
    Yeah compare it to references for sure. Remember in vr this hand model os going to be right up against the camera. It needs to be very detailed.
    >>
    >>1030468
    Ok, so the problem is a lack of detail? The issue with the ref I am using also lacks detail as it is just the basic sketch of a hand. I'll try to ad more detail though. Thanks for the tip.
    >>
    >>1030475
    Proportions too.
    >>
    please help me out guys. I'm working on this stylised manticore model (tail not done yet) and i kinda hate how he looks, what is wrong with him? Any critiques?
    >>
    >>1030518
    Could probably be a little longer
    >>
    >>1030518
    Use references
    >>
    >>1030518
    Are you really rolling with no textures at all? It's hard to make stylized models look good without textures.

    Monsters like that kinda need teeth to be scary. I assume you wanted to keep the polycount super low and welding them onto the head would need a lot of supporting geo, but you can just float some scary ones over the muzzle. Some actual eyes would help too.

    The colors are kinda weird.
    Why are the bells so dull? You'd expect them to look golden. If you're using blender, make sure your viewport color output is actually srgb and not that "filmic" shit that was(is?) the default on some versions of blender, that one washes out the colors and doesn't match the output of a normal game engine, which generally use srgb.
    I think you might want to change the color of his head and nose. Why is the head a different color from the body, anyway? The green nose looks goofy, at least make it dark.

    Just my 2 cents.
    >>
    >>1030498
    The finger proportions were based on the reference I was using.
    >>
    >>1030522
    Post it
    >>
    >>1030524
    Here.
    >>
    >>1030526
    Aha yeah. Use a photograph or a scientific illustration.
    >>
    >>1030542
    Ok. I'll try using that.
    >>
    >>1030109
    flip the charging handle so the your fingers would rest on the curve when it's pulled
    Reduce the bulk where the stock is supposed to fold into
    >>
    making a 1:1 model of our home kitchen
    >>
    >>1030563
    I'm sorry man
    >>
    Rate my cunny. I've been working on it for 2 days now. No sculpt, straight to topology using only a character sheet image as reference.
    >>
    Needs some of this
    >>
    >>1030602
    nice, whats the topology like?
    >>
    >>1030644
    For now, it looks like this
    >>
    >>1030649
    that looks clean as fuck, how did you get so good at box modeling organic forms like that?
    >>
    >>1030651
    I have a decade of practice (mostly edits of already existing models). The model in the image is using subdivision; the real mesh is way rougher. I've learned that a few well-placed n-gons will take you a long way.
    >>
    >>1030651
    My answer was a bit vague, so I'll expand on it. I use and study a lot of references; for instance, for this model I'm using one image to draw the quads over since it has the overall proportions I wanted for it, but I'm at the same time looking at other references (more polished 3D renders and even figurine images close to what I want). All that to understand the shapes I want and how I need the topology flow to behave for future rigging.
    >>
    Same mon different clothing.
    >>
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    >>1030672
    Pic related
    >>1030658
    It never occured to me that you can use N-gons to your advantage pre-subdivision; save a whole lot of time in term of optimizing the mesh for animation and games.
    >>
    >>1030658
    >>1030660
    its still pretty impressive to me even without subD, thanks for your response i hope i can get to this level one day
    >>
    >>1029888
    posing is fun tho~!
    (I wish I wasn't so bad at poses myself :*(
    >>
    I hope I finish this one soon
    >>
    >>1030712
    pleasant
    >>
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    Some trees
    >>
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    Still learning shit. Trying to capture a 90s CGI feel, i.e. literally just mixing albedos for the shaders and nothing else
    >>
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    >>1030563
    i made my basement
    >>
    >>1030830
    >just mixing albedos for the shaders and nothing else
    What does this mean? Do you do it by hand or automate somehow?
    >>
    >>1030849
    I mean for the shaders, I don't use files to define roughness, metallic, ambient occlusion, etc. I just use the albedo/color of a texture instead. I plug two albedo PNGs into a mixed color node and use a noise texture on the factor with a color ramp in-between to tweak how the two PNGs actually combine together. I then daisy chain a couple that same setup together with other PNGs (like for dirt or rust) to get a final output I'm satisfied with. I'm sure there's a better way do this but that's the basic setup I've been using so far.
    >>
    >>1030830
    I really liked this render. I think you did a great job with this aesthetic.
    >>
    I finished this one last week, but I spent the next few days making a few changes. Lately, I've been struggling to tell the difference between having an art style and just staying in my comfort zone. By the end of it, I felt like I was repeating myself creatively.
    >>
    >>1030865
    Thanks anon, it's from a game I'm making with pre-rendered backgrounds like ff7-9, hence the attempt at a 90s CGI aesthetic
    >>
    >>1030867
    Nah that's sick, I'd play that
    >>
    >>1030867
    I have to use a saying that I've only seen vapid women on instagram use, but it feels the most fitting - "it's giving" Kingpin "vibes".
    Which I love btw.
    >>
    >>1030941
    'Vibe' is a word popularized before you were born
    >>
    >>1030943
    I was specifically referring to "it's giving X vibes" not "vibe" specifically.
    >'Vibe' is a word popularized before you were born
    Well probably considering it's from like the '60s. I hope you didn't just confuse me with a zoomer who thinks any of their slang is new/not ebonics.
    >>
    >>1030928
    >>1030941

    Thanks. I also like games with this kind of run-down urban setting. I usually draw inspiration from Duke Nukem 3D and GTA2 (dusk mode).
    >>
    >>1030867
    kino, great work. somehow looks less dystopic than the real downtown Rio at night, lol
    >>
    >>1030867
    the skybox texel density is not consistent with everything else
    >>
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    >>1030952
    Thanks. Downtown Rio is in pretty rough shape these days. On top of that, the city's now full of those awful orange dumpsters, so I almost felt obligated to include them in the scene.

    >>1030967
    Yeah, it really didn't turn out well. The reason is that I convert my textures to indexed color once I'm finished with them. It worked fine for the environment textures, but it made the skybox way too pixelated. I ended up redoing it and left it in its original color mode instead. The resolution is still the same (1024×1024).
    >>
    >>1030712
    Did some texturing.
    >>
    >>1031002
    Do you plan to build a full scene around it? It looks really good so far, and I think the texturing is coming along really nicely.
    >>
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    2.06 MB JPG
    >>1031009
    I'm thinking of adding some ivy and a couple of pot plants and some clutter objects and putting the whole thing on a cobblestone pavement. I already did something similar in picrel
    >>
    >spend all afternoon making myself a mini I can print on JLC because I am sick of browsing cults and dealing with shitty models JLC won't accept
    >My model is just as shitty
    >too noob to fix
    fuuuuuuu
    >>
    >>1031010
    >a couple of pot plants
    >>
    I've been putting together a little hobby desk scene for something. Most of the time has gone into a cool shader and geometry generator for the paint bottles to be driven by a single color and have the paint on the nozzle randomized and I'm happy I got that all working mostly the way I wanted.
    >>
    >>1031027
    This stuff doesn't have to be that high fidelity, but the knife especially holds up really well even when very zoomed in.
    >>
    >>1031011
    You have to use references
    >>
    >>1031031
    You mean image references? Aesthetically I have no issues with my model, it's intentionally shitty. Technical issues are what I was posting about. Like the mesh count and thin faces.
    >>
    this is an airship model I made for my RTS game, or rather one I blocked out for it. It's meant to be a sort of floating, long endurance trade ship that parks itself near an urban center or somewhere else where commerce is to be done and transfers cargo to and from itself via a fleet of smaller airships.
    I hate it. I hate it I hate it I hate it. It looks like a predator drone that tried to kill itself with a 12 gauge. I will be reworking it as soon as possible.
    >>
    >>1031091
    different angle. I like the idea of the floating slipways, honestly, and I like the idea of it being built around a giant gantry crane as depicted, I just hate everything else about it. I'm going to try and retain it in the redesign but I've decided on a visual design for this faction and I don't quite know how I could fit the crane into it.
    >>
    >>1031092
    and these are the smaller ships as aforementioned, It's supposed to basically be the analog of the resource collector from Homeworld. the idea is that they use pulse jets since they're cheap to produce and maintain, and they aren't traveling very far or very fast so fuel consumption and lack of thrust are less of an issue. That and pulse jets are also very cool.
    The wings are attached to struts that I intend to have fold downwards when the ship docks, which is what those cutouts in the hull are for. The hull is hollow and can hold several shipping containers, but I thought that was less visually interesting than the belly.
    >>
    >>1031011
    I thought you were complaining about aesthetics but looking at this now, you're using some kind of tool to detect bad geometry for 3d printing. The model would be fine for 3d, thin faces and intersecting geo are fine there but i guess they're a problem for 3d. You can probably just boolean the whole model together, it will give ugly topology but your model should end up watertight with no intersecting geometry
    >>
    >>1031028
    I did my airbrush now too
    >>
    >>1029138
    hey frens, can i have a bit of feedback on the topology of this bitch? i am trying to follow references but its still a very cryptic topic for me :(
    >>
    >>1031103
    Pits far too low
    >>
    >>1031094
    That's right yeah. I can badly model but I'd like to learn best practice for making prints. Which seemingly nobody seems to do judging by the quality of prints on cults.
    >>
    >>1031027
    >>1031028
    >>1031098
    Good quality on both the model and the shader. I think it's heading in the right direction.
    >>
    >>1031114
    Thanks. I'm still working on getting enough assets to put my actual scene and renders together, but here is a quick composite test.
    Ignore that the airbrush is floating, I haven't built the stand yet.
    >>
    File: file.png (956 KB, 1413x947)
    956 KB PNG
    >>1029138
    Can't figure out how to fix the chest area keeps getting this dark shadow pls help :D
    >>
    >>1031145
    You probably have a duplicated edge along that ridge. Or your normals on those faces are flipped.
    You should figure out a better edge flow on the chest though, terminating to a point like that it going to be rough.
    >>
    File: new bottle 02.png (1.41 MB, 1385x899)
    1.41 MB PNG
    This whole thing started as me trying to make a good version of these paint bottles. I did them but didn't really like how fake/glassy the bottles looked. And after a lot of screwing around with shaders I have one that I think is a lot better.
    The label can rotate around the bottle so that you can rotate the plastic part and see the mould line some of the time. I also changed to a more straightforward copy of the real paint's label so it looks less odd just because it's unfamiliar. Right now there is just a bit of a crease in the label but I have to add a couple more weathering variations, make the color name a mask, and make the red part of the label driven by the central color like my last version.

    Old ones on the right, new one on the left.
    >>
    >>1031002
    Added some stuff
    >>
    I'm trying to recreate a 90s CGI feel. How does this look? Is she cute or is something fucked up with her face? I've been working on it almost nonstop since yesterday so I genuinely can't tell anymore.
    >>
    >>1031228
    Looks great, anon. Are you using geometry nodes for the vines?
    >>
    File: 1767077786334434.jpg (1.96 MB, 3840x2600)
    1.96 MB JPG
    >>1031286
    I'm using Ivy Generator
    It's a free addon by antoine bagattini

    https://www.youtube.com/watch?v=TAMY3FfED6g
    >>
    File: plant_01.webm (531 KB, 500x700)
    531 KB
    531 KB WEBM
    >>1031098
    I made a copy of my irl little fake succulent. Doesn't hold up that well but as background scatter it's good enough.
    Did a neat little geometry node to give some organic randomization to the shape of each leaf.
    It's not the most detailed model in the world, but it's a very small fake plant.
    >>
    >>1031329
    >fake succulent
    literally the easiest plants in the world to care for
    >>
    >>1031285
    Why are you making Rinoa?
    >>
    >>1031285
    She is cute though her nose is a bit too prominent.
    >>
    >>1031228
    Very nice, I really liked the addition of ivy to the building.
    >>1031285
    The modeling looks good. She reminds me of Rinoa. I really wish Blender had some kind of “legacy” support for things like Blinn, Phong, or even Gouraud shading. It would open up a lot more artistic possibilities, especially when it comes to creating an old-school look.
    >>
    >>1031285
    1. The upper part of her nose bridge is too wide.
    2. Look up references for the pit region. Check out how how the shoulder connects to the pec.
    >>
    File: 1782415635699044.png (1.07 MB, 1920x1080)
    1.07 MB PNG
    >>
    I hate that /3/ is so slow and /adg/ is so schizo
    Isn't there a happy middle ground?
    >>
    >>1031440
    >Isn't there a happy middle ground?
    no
    >>
    >>1031445
    The internet is over...
    >>
    >>1031440
    /agdg/ is so schizo precisely because it's so fast: the only way to be a true "regular" keeping up with discussion is to be a nodev who spends all their time reading the thread instead of gamedev work or anything else; such people are unlikely to be the most mentally stable individuals
    >>
    >>1030602
    >>1030649
    >>1030658
    That's extremely impressive if I'm completely honest. It's very basic but very well executed
    >>
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    826 KB PNG
    Going through a book, progress so far
    >>
    >>1031485
    what book?
    >>
    >>1031487
    See >>1031302
    >>
    I want to render a video that is going to take a few hours, but I also want to play videogames on my PC.
    Why must I suffer like this?
    >>
    >>1031489
    Play games, start render before going to be, win-win
    >>
    >>1031498
    But I'm always being
    >>
    >>1031506
    I think they meant "before going to bed"
    >>
    File: sketch.jpg (108 KB, 979x1345)
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    need to take a break from big titty anime girls
    >>
    >>1031545
    Right back to the skull faced demon guys
    >>
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    booba
    >>
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    >>1031572
    slightly better booba
    >>
    >>1031572
    >>1031577
    Why is she a normal map?
    Is she supposed to be tangent normal map chan?
    >>
    >>1031595
    I saw someone on youtube do it so I stole it, supposed to be easier to spot mistakes but I just like the colors more than the default gray
    >>
    >>1031596
    Is it a matcap or just like a shader coloring things by the normal direction?
    Are there no other matcaps you would rather use? There's not just the default. The ones that replicate zbrush's default kind of red waxy look is nice, and they're just built into blender.
    >>
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    123 KB PNG
    >>1031599
    Yep it's one of the built-in matcap, I tried the other ones but like this one the most for now, I'll probably get sick of it later
    >>
    Some shit i made on day Uno
    I want to make decent looking low poly models for my RPG
    >>
    >>1031596
    It gives you a good confirmation of what angle everything is facing
    >>
    roboto
    >>
    >>1031604
    Nice, keep going anon

    >>1031630
    Domo arigato
    >>
    File: miro tut7.jpg (217 KB, 997x2014)
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    back to big titty anime girl
    >>
    File: coffeemaker.jpg (145 KB, 1295x1056)
    145 KB JPG
    idk, just wanted to do a better version of the coffee maker the other thread was posting.
    >>
    >>1031693
    Can you tell me how did you made that panel lines?
    >>
    >>1031705
    Nta but it could be separate geometry with a high resolution bevel on the corner edges
    >>
    >>1031705
    which panel line?
    >>
    >>1031691
    very nice
    >>
    >>1031721
    This scifi panel lines, how did you done it, Is it bevel + extrude or anything else?
    >>
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    FUCKS SAKE
    >>
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    >>1031738
    It's over
    I can fix the bad bridges but the extra loops for the bends are on the wrong side too
    >>
    >>1031739
    wtf did you do? Are the normals just flipped?
    >>
    >>1031740
    The fingers are pointed the wrong way, I attached the thumb to the wrong side...
    >>
    File: file.png (268 KB, 632x1536)
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    >>1031741
    Kinda proud, I was just following the book but this was the first time I had to figure out how to use what I learned
    >>
    >>1031705
    blockout the base geometry of the whole shape, and then cut it into pieces and add supporting edge loops with a subsurface modifier. All the lines are different pieces.
    >>
    >>1031739
    Learn to love starting over
    >>
    File: file.png (1.24 MB, 1182x1810)
    1.24 MB PNG
    This is my limit for the weekend, but Normal-chan is coming along slowly
    >>
    >>1031755
    Keep it up!
    Thanks for posting stuff!
    Nobody else posts anything.
    >>
    >>1031287
    How hard is it to make buildings in blender? I want to create cool architecture for my world build but I don't know if it's worth learning. I made a donut a few years ago and haven't used blender since
    >>
    >>1031759
    Very easy, you need basic knowledge of topology and hard surface modelling
    >>
    >>1031759
    How to extrude and move vertices
    >>
    When you first saw this did you realize that was supposed to be heat shimmer? I think it looks pretty cool and close to what you'd see through a long ass lens, but I also thought about it for a few hours.
    >>
    >>1031772
    I thought that's what it was meant to be, but it feels like the intensity is too high or there's something slightly off about it that I can't put my finger on.
    >>
    >>1031630
    Texturing in progress, did some rigging too
    >>
    >>1031772
    Too non-uniform and the scale of the effect is too large, but otherwise yeah
    >>
    i got carried away by the thighs
    >>
    >>1031790
    Good. Quick access zipper
    >>
    >>1031772
    It took about a second for my.brain to rectify. If I could see more of the mountain and water warbling it'd be more obvious
    >>
    >>1031790
    >Meatflaps so close to the zipper
    >>
    >>1031790
    Mind posting the topology?
    >>
    People are too obsessed with the word topology (saying this as a topology obsessed person), it's getting diluted to the point of meaningless and people just conflating 'topology' with 'any 3d object'.
    You, and a lot of others, are looking for the term 'wireframe'.
    >>
    >>1031809
    Sorry I'm new I don't know terminology.

    How about 'show me dem polys'?
    >>
    >>1031811
    It's not your fault. Every social media "look I made a cube, here is a British AI voiceover because I'm totally not Indian" poster just thinks 'topology' is 'making a 3d model'.
    I think it probably stems from sculpting being the starting point now, and people just deal with decimated static meshes (fine a lot of the time) and the polygons are irrelevant or inconsequential, and then they have to learn some polymodelling at some point and think "oh, manipulating polygons, this must be that topology thing people talk about. And yeah, I guess decimated meshes don't *really* have topology in any meaningful sense (bad topology, maybe?) but topology is "HOW the polygons have been assembled to make the mesh", not "polygons assembled to make the mesh".
    Yes, I am autistic before anybody says anything.
    >>
    >>1031812
    Wanna see this post's topology
    >>
    I'm gonna buy the 2026 substance painter release after using 2021 off-and-on for a few years. Other than the editable paths what features should I look into?
    >>
    >>1029140
    Someone spent hours on this, and never once thought 'I'd better check how shirt sleeve buttons actually work'.
    >>
    >>1029685
    This is fucking incredible. If you manage to get the details worked out, please release it into the wild in some form, whether as a tutorial or an add-on or whatever.
    >>
    >>1029905
    Can't you just use a mesh islands node to figure out which points are in each island, then for each set of points which share an island index figure out the centre of the island with an attribute statistic node taking the mean position vector, work out where on the surface you want it to go (probably just raycast straight down from the centre point, I guess, if you simply want to drop them onto it), and then use the offset of a set position node to move them all the right amount.
    Getting Blender to do this with each island can be tricky, because there's no 'for each island' option in for each element, but I found you can get away with using attribute statistic maximum on the island index of each point, adding one to that to get the actual number of islands, feeding that into the iterations of a repeat loop and using the iteration number as a filter to select only one island at a time. There's probably a neater way to do that, but it works.
    >>
    >>1031822
    >If you manage to get the details worked out
    I haven't. lol. I stopped working on it, because of the horrific possibility that it may not be something I can fix.
    But here's a channel where someone does something similar: https://www.youtube.com/@stefanmayr1983/videos
    Start with the "Modify Blender geometry nodes hair groups " series of videos in order to learn how it works. And then watch the "Blender hair full walkthrough" series to learn how to actually style hair.

    His approach to the nodes is different from mine. But the general ideas are more or less the same. Hair clumps into a voronoi type pattern, unless you use texture to define the boundaries.
    >>
    >>1031809
    Same problem with the word "anatomy". Topology is the anatomy of 3d.
    Some people aome time sounded smart criticizing topology and now everyone says it to also sound smart.
    Plus there's trolls
    >>
    >>1031832
    As an /ic/ refugee, isn't this just asking for the construction? It just helps you copy so you can learn how they did it
    >>
    >>1031838
    nta, but for a sculpt, asking for the topology is pointless. Since in most cases the sculpt's topology is being remade with every stroke of the brush. The pattern of the wireframe will look totally random to the human eye. As it's all done algorithmically on the fly. You might as well ask for the topology of a crumpled piece of paper, for all the good it will do you.

    After the artist is done retopologizing their sculpt, then asking to see the topology might help you.
    >>
    File: file.png (1.9 MB, 1523x2058)
    1.9 MB PNG
    Normal-chan finally has some clothes

    >>1031756
    Thanks, too bad /3/ is so slow
    >>
    >>1031821
    Do you mean the fact that they are not physical meshes, or that they are not connected to the jacket? The layer on top is a sweater and not a jacket
    >>
    >>1031883
    The fact you don't need buttons there, likely. Nothing to button.
    >>
    File: Warbot.jpg (848 KB, 2050x2580)
    848 KB JPG
    >>1031774
    Texturing can be considered done. Need to complete rigging next
    >>
    >>1031630
    >>1031774
    >>1031886
    cool
    did you follow any hard surface tutorials before you made this
    >>
    >>1031884
    It's a cuff, no?
    >>
    >>1031903
    What purpose do buttons serve on a cuff? Think hard about it, and about what should be found nearby. Also think about where buttons are almost always placed on a cuff.
    >>
    >>1031904
    Are you just talking about the fold missing? Fuck man, I couldn't be arsed. But yeah fair enough
    >>
    >>1031905
    It's actually the whole junction you're supposed to button up that's missing, also it's always on the underside so that buttons aren't pressed against the skin. Basically its the equivalent of a car that'd have all its wheels stacked on the roof.
    >>
    File: latch.webm (671 KB, 800x600)
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    671 KB WEBM
    Making like a little locking mechanism thingy for a box. The animation still needs some work to feel properly satisfying but it's getting there.
    >>
    >>1031909
    very nice. the initial split at the end would benefit from a like shake like the initial button popping up
    >>
    >>1031915
    little* shake
    >>
    If you people don't post more WIPS i'm going to crash out. If you've made a single change to your blender project I want to see it.
    If you don't I'm going to start arguing with myself about the pros and cons of ngons and whether it's okay to use them and how.
    >>
    >>1031922
    I was trying to make a gumball machine, but then it started filtering me so I put it on the back burner with the other projects I start and never finish :3
    >>
    >>1031925
    Fantastic. Keep workin' on it.
    >>
    >>1031926
    Thanks! Due to your encouragement I think I'll try and finish it.
    >>
    File: file.png (299 KB, 747x1066)
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    >>1031922
    Almost done Normal-chan
    Just have to finish the bow and hairclip
    Then the book teaches how to do a crappy toon shader but I'm thinking of skipping it and try copying how GG does it based on some videos I found:
    https://www.youtube.com/watch?v=234m7y8D3cE

    Too bad the book ends there, so I still need to learn how to rig/skin/UV/texture/animate...
    >>
    File: miro tut10.jpg (281 KB, 1563x1726)
    281 KB JPG
    >>1031804
    >post topology
    Hands and knees on the ground first.
    >>
    >>1031950
    can you make her flatter?
    Also great work.

    >>1031935
    Nice job.
    Tbh I wouldn't pay that much attention to Noggi. He's not necessarily bad or anything, but there are some things he says that suggest to me that he doesn't really always know what he's talking about but he pretends to, which makes me worry about things that I don't necessarily KNOW and if I should be using him as a source when I know for a fact that he misinterprets and misunderstands certain things. You can just watch the guiltygear GDC talks, and also the mihoyo talks. There are a number of channels covering how to make high quality anime characters either from gacha games, or for vtuber avatars.
    And for example you don't necessarily want to do that face setup. If you were to commit to a GG aesthetic you REALLY have to commit and everything you do with the model afterwards will also require bespoke authoring, it isn't just 'a model you can now use in scenes and animate with a skeleton', for that you would be looking more at free camera anime games like mihoyo stuff or the other gachas, those models and methods look good and are a lot more versatile.
    >>
    >>1031951
    >can you make her flatter?
    It would be off-model.
    >>
    >>1031956
    it would also be off-tutorial
    >>
    File: file.png (1.68 MB, 1374x1933)
    1.68 MB PNG
    Finally done, too bad the book doesn't teach rigging/skinning/UV

    >>1031951
    >Tbh I wouldn't pay that much attention to Noggi
    Yeah he even says in one video that some discord roasted him, and I guess I don't wanna commit to the GG aesthetic so good point. Back to the youtube mines...
    >>
    File: Kero Lit.png (383 KB, 629x732)
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    >>1031979
    and today's work.
    He's going to have a draped cowl with some bone plates on it but I'm waiting until this is in engine so that I can do the cloth physics at the same time.

    Tomorrow I want to make a turtle, snake or wolf creature but I'll decide in the morning.
    >>
    >>1031950
    Ok I'm done. Skipped the splitting section since I'm not interested in printing. Offloaded the Zmodeller stuff to blender. Section 5 was too long I skipped parts of each video and winged them. She tends to over-detail things that don't matter much. I'd say 10/10 for this coloso course. If you can finish it, you probably don't need to hoard another figure sculpting course again.
    >>
    >>1031986
    Nice, which tutorial?
    >>
    >>1031988
    Nevermind, found it
    https://coloso.global/en/products/figuremodeler-miro-us
    >>
    >>1031986
    Very nice anon. Now it's time to make one of your own
    >>
    >>1031986
    >>1031994
    Nice. I've always wanted to learn how to make figures like this.
    Would this be useful for somebody who is mid at character modelling, or should you already be kinda good at it?
    >>
    File: miro tut3.png (586 KB, 754x1558)
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    >>1031997
    You should be fine up to the mamehinata section, you kinda need to know anatomy for the regensburg section. Just grind speedchar anatomy courses in blender. Also refs are important, can't just go with >>1031956 as your only reference.
    >>
    Need some help here bros, but I'm not sure if I'll explain it well enough. I'm doing >>1031925 and it's for the colours of the gumballs.

    >Have X many objects that are similar, but need some variety when it comes to colours
    >Know how to do this without needing to do each individually using a color ramp etc
    >But I'm planning on using something that is more akin to different patterns that I already have in a PNG
    >No idea how to randomize the patterns for each object like you can when you use a color ramp

    I know I haven't explained it very well, but does anyone know what I mean? I'm too retarded to use an array or something too so I'm going to end up with about 500 duplicated gumballs so if anyone can help with that as well I would appreciate it.
    >>
    >>1032014
    So you have a bunch of balls. They need to be different colors, and not just flat colors. Different textures.
    I'm a maya wizard, not a blender wizard, so idk how well my spells will translate.
    What you want is a texture atlas. Make a texture that's all of your textures in 1 organized in a grid.
    Uv unwrap your ball so it looks nice on just 1 of the textures. So like you'll have a 16x16 grid of textures in one texture file. The uvs should all be crammed onto just one of the cells of the grid.
    What you randomize then with w/e you use is the uv offset. Make sure it's in discreet values so the uv of every ball lands squarely on one of the cells.
    Alternatively, you could unwrap the balls to the full uv space , and offset the texture after expanding it to the size where one cell fills the while uv space.
    >>
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    >>1032014
    If you're talking about like, little designs and stuff like picrel, Here's what I would do.
    Drive the base color dynamically (quantize the options to a realistic number of gumball colors), and then the details, like speckles, or logos etc, drive with greyscale masks, possibly in a way that's driven by the base color (blue ball gets red speckles+logo, for example). That way you can mix and match a couple of different speckles with different logos and colors and all that with only a handful of greyscale maps rather than a ton of individual textures.

    The only thing is, I've done some of this recently and getting the random number in shader nodes has been a bit of a pain. Since you'll probably be creating the clump with a physics sim or geo nodes, you can probably set up an index var on the objects that can carry over to the shader as the seed though.
    One of the recommended options was to use the object's position as the seed, which works if you don't care which object looks like what, but it's not stable obviously.

    Also based on picrel, either procedurally generate a bit of variation to the spheres, or sculpt a few options to randomize between because they aren't perfect spheres as much as I thought.
    >>
    >>1032014
    Can you rephrase the question in terms on anime girls?
    >>
    >>1032014
    Look up how rhe image sequence node works. Allows you to load a series of images as if it were a video, then with a bit of work you can pick one specific frame (and thus image) based on the random value
    >>
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    >>1031895
    Not specifically, no, I've just been using Blender for at least 5 years now, practiced a lot.
    I also drew this guy before modeling him so it gave me a clearer picture instead of me having to figure out what he was gonna end up like as I did it. Not even a turnaround, just a few sketches. I highly recommend drawing your niggaz before modeling them
    >>
    >>1032016
    >>1032020
    >>1032024
    Appreciate it bigly bros thanks! At least I have some different things to try now so something is bound to work.

    >>1032022
    I'm sorry, I don't watch Japanese cartoons :(
    >>
    >>1032022
    how can I have multiple instances of a single pantsu mesh with different patterns?
    >>
    >>1032027
    >>
    Finally, rending out the clips I need for my project. It's been so long.
    >>
    >>1029727
    Love it, only thing I'd suggest is moving the little lego guy into the shadows somewhere. His white highlights are kind of overwhelming the rest of the scene.
    >>
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    >>1032036
    Fucking motion blur was disabled for some reason.
    At least I noticed after only the first hour
    >>
    >>1032027
    Look up the guilty gear xrd Jam implementation, had a different pattern per day of the week.
    >>
    >>1031986
    Sclupting is niggeraids and lame. Its only good for making paperweights and not articulation or reusuable game assets.
    >>
    >>1032014
    Assuming Blender:
    If there's only a handful of different patterns, just get your random factor, feed it into a greater than node, then feed that into the factor of a mix colour node. Basically functions as a switch to select between two different sets of colour information, which can include any texture with a colour output. You can repeat the process for each input of the mix colour node, doubling the amount of textures you can pick from each time, but it becomes a bit messy if you have more than four, so use a different method if that is the case.
    >>
    >>1031986
    I'm not familiar with zbrush. Did you use actual topology flow for that fig, or it's just a bunch of vertexes?
    >>
    File: AS-26.png (624 KB, 1490x1181)
    624 KB PNG
    a 3D model of an AK style rifle, this has never been done before in any point of recorded human history
    >>
    >>1032081
    It's pretty good
    >>
    File: Screenshot_13.png (1.63 MB, 1348x767)
    1.63 MB PNG
    UDREEEEEEAAAAAAAAAAAAAAAAAAA
    Super early WIP of a bronze age style house, the character is some weird lizard furry looking thing pay him no mind
    >>
    >>1032092
    >UDREEEEEEAAAAAAAAAAAAAAAAAAA
    I can hear him
    >>
    I hate animating. I could probably just learn it properly and it wouldn't be so bad, but I feel like it's like the last part of 3d that I really just have almost no idea about.
    >>
    >Animate something rotating on the X axis
    >Done it many times
    >This time it wobbles as it rotates

    I have no idea what the problem is. I've reset scales and I've changed origin points and it keeps happening. This is the sort of simple problem I have then I get massively frustrated because I can't solve it and stay off blender for about 2 weeks.
    >>
    >>1032125
    Which axis (local or world) and is its parent moving?
    >>
    I've modeled a bench
    >>
    >>1032143
    We need these. Thank you.
    There's like 200 different guns and 10 million different benches
    >>
    >>1032143
    Looks good, anon!
    >>
    File: 2princesSQ.mp4 (3.55 MB, 320x320)
    3.55 MB
    3.55 MB MP4
    >>1029560
    >>1029861
    I wasn't going to but then I remembered 3dguy ...I loved when he puppeted his actors on shitbox mocap. it is 1 of a kind..so I tried it like tha masta
    >>
    >>1032167
    Could been a ps1 protag
    >>
    >>1032081
    >>
    >>1032143
    looks good
    show me the bright orange wireframe
    >>
    File: blender_MqzggcYsQd.png (1.47 MB, 1178x990)
    1.47 MB PNG
    >>1032231
    Can't really give you such luxury
    >>
    File: file.png (1.38 MB, 1167x1645)
    1.38 MB PNG
    Normal-chan is rigged
    >>
    File: backrooms.png (2.86 MB, 1920x1080)
    2.86 MB PNG
    >>1032298
    I threw together some artisanal replicas of stuff people were making with AI. Both of these took about half an hour (for this one) and an hour for the next one.
    >>
    File: 0001-0250.webm (3.27 MB, 960x540)
    3.27 MB
    3.27 MB WEBM
    >>1032305
    >>
    >>1032126
    I think it's local. It doesn't have a parent it's just a lone object. Or maybe that counts as it being the parent.
    >>
    >>1032330
    sounds like a gimbal lock
    >>
    >>1032331
    I'm not sure what it was, but I deleted my keyframes and restarted. Reapplied my scale, rotated it again, inserted the keyframes, and now it seems fine.
    It might have had something to do with me trying to work it out from keyframe 0 instead of keyframe 1. When I went through it frame by frame it was rotating on every axis for some reason. It's fixed now though, but I appreciate your help.
    This is also the usual thing that happens. I stay off blender for a week or so, come back to the issue with a clearer head, and solve it almost immediately.
    >>
    File: Maria Flor.jpg (270 KB, 1200x800)
    270 KB JPG
    evil possum
    >>
    File: 1775544866257032.png (3.65 MB, 3840x2160)
    3.65 MB PNG
    >>
    >>1032305
    love the accurate texture
    I've got serious backrooms autism, and this holds up very well for me personally
    the standees add a good amount of personality to it too
    >good 'room
    >>
    Holy fuck skinning is painful
    If AI ever becomes useful in 3D I hope it's for auto-skinning
    >>
    >Messed up the rotation so that the armature is 0 but other objects at 90 so now the Mirror Vertex Groups doesn't work now
    Is the only resolution suicide?
    >>
    Doing this Zero to Hero course, I guess it's good to learn a little bit about everything which is nice.
    >>
    >>1032430
    >Just needed to do "Ctrl+A, apply rotation"
    I'm so fucking back
    >>
    File: fun(1).jpg (202 KB, 1209x1719)
    202 KB JPG
    >>
    File: file.png (1.82 MB, 1466x2037)
    1.82 MB PNG
    Holy fuck I can't believe Normal-chan is skinned
    Now to learn UV
    >>
    >>1032428
    We need a smarter, volumetric solution to skinning. And we needed it 15 years ago.
    The best I've seen so far, is something called "implicit skinning". There is a lot of documentation on it, but the eggheads that invented it, didn't make it available on a platform that regular people use, so its development has stagnated.
    >>
    File: file.png (2.6 MB, 1600x2259)
    2.6 MB PNG
    >>1032460
    Oh boy I sure do love doing UV
    Oh wait it's just more skinning...
    >>
    File: fun(2).jpg (147 KB, 1005x1717)
    147 KB JPG
    I added veins and mole

    >>1032431
    based speedchar enjoyer
    >>
    File: file.png (1.41 MB, 1381x1285)
    1.41 MB PNG
    >>1032553
    I think I'm done... I'm convinced knees were created by satan now
    >>
    File: soytan.png (854 KB, 1584x885)
    854 KB PNG
    Thinking of making this a free vtuber/vrchat avatar
    >>
    >>1032625
    Nope. Put a $100 price tag on it.
    Someone will pay it.
    >>
    >>1032655
    Very kind of you anon
    >>
    File: Slate-Tile.jpg (482 KB, 1586x965)
    482 KB JPG
    Does this look like slate roof tiles? I'm trying to have actual materiality in my sculpt
    >>
    >>1032696
    The only thing I would say is that roof tiles tend to be pretty smooth. The ones with texture to them always seem to be quite thin, more like the slate kind as opposed to clay. Yours do have the the slate kind of texture, but the thickness of the clay kind. For all I know though the ones where you live are like that or the ref that you used are like that.
    Absolutely make sure you overlap them too. I don't know if it's the angle of the camera or not, but some of the lower ones look overlapped, but higher up it looks more tiled the way you would tile a wall or whatever. They generally always overlap so any rain runs off more easily. Without ridge tiles the highest layer of tiles look longer because nothing is overlapping them. Yours look the same size all the way down without ridge tiles which might be why it feels like they don't overlap.
    But again, maybe they're like that where you live or in the ref that you used.
    >>
    File: soytan3.png (796 KB, 1584x885)
    796 KB PNG
    >>1032625
    So far so good.
    >>
    File: WIP collage.png (2.83 MB, 1500x1000)
    2.83 MB PNG
    Collage edition

    Previous thread: >>1029138
    >>
    holy epic fail lol
    >>
    new thread fellas
    >>1032729
    >>1032729
    >>1032729
    >>
    >>1031630
    Arigato Mr Roboto
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