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๐Ÿงต Untitled Thread

Anonymous No. 857223

What was the easiest thing you picked on when you first began with 3D? What was the hardest?

Anonymous No. 857245

My peenus weeanus

Anonymous No. 857295

>>857223
>easy
Coffe cup
>hard
Su-34

Anonymous No. 857296

>>857295
>Su-34
I know the that feel. Aircraft are very tough. I've never completed an aircraft model before :/

Anonymous No. 857297

>easy
everything is points
>hard
everything is points

Anonymous No. 857303

>>857223
>easiest
Hammer
>hardest
Porsche 911 GT3R

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Anonymous No. 857320

>>857296
i finished one but did not bother painting it

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Anonymous No. 857323

>>857296
i finished one but did not bother painting it

Anonymous No. 857346

>easy
using mirror modifier and subdivision surface
>hard
not applying transforms and adding modifiers unwrapping uvs

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Anonymous No. 857349

>easy
folding chair
>hard
player model

im awful with organic shapes and tried after 2 weeks of learning blender

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Anonymous No. 857520

Easy: Literally everything in 3D
Hard: node work in houdini, proper topology, hard surface modelling, coding

Anonymous No. 857522

>>857520
nice lips, would fuck

Anonymous No. 859202

I'm still struggling with lighting

Anonymous No. 859205

>>857223
Spaceships. So easy I'm doing them even 30 years later AND getting paid for it. I do official ship artwork for Star Trek books, technical documentation, calendars and other merch.

Anonymous No. 859208

>>857349
>im awful with organic shapes
Same
>learning blender
I see a fellow blender user.
>>857295
>>857296

>Su-34

Are you Zbrush users I can do any machine in blender.

Anonymous No. 859231

>>859208
>Are you Zbrush users
No >>857323

Anonymous No. 859265

>>859205
show some work, I love spaceships.

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Anonymous No. 859379

>>859265
>show some work, I love spaceships.
Not him however here I made this right now in blender. All you need to do is ad some details etc.

Also there are like 4 different models of this on the internet who do not agree with on another so I simply made my own thing.

3D is great for quick concept building of space ships.

Anonymous No. 859449

>>857223
>easiest
Your mom
>hardest
My dick

Anonymous No. 859450

>>859265
Look up the Star Trek: Ships of the Line Calendar series. I'm contributing since 2001. I'm using Lightwave since the very first release.

Anonymous No. 859479

>>857223
>easiest
modeling boxy things
>hardest
working smart instead of hard

Anonymous No. 861800

>>859449
This

Anonymous No. 862052

>>859379
Your blocking should always aim for the final silhouette. This wouldn't fly because all federation ships need unobstructed bussard ramscoops when visible from the front.

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Anonymous No. 863158

>>857223
a tree on 3ds max

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Anonymous No. 863229

>>857223
>>Quaternions
Does anyone have a batter video explain this
https://www.twitch.tv/videos/1162695404

I don't want to listen to a tranny, even though he seems to be a smart guy but that voice is grating as fuck.

Anonymous No. 863355

>>863229
Trying to understand Quaternions on a mathematical level is actual bigbrain stuff and def hardmode for most people.
The thing is that you absolutely don't have to understand how quaternions work underneath the hood inorder to use them.

If you are coming at it as a developer or artist you just wanna focus learning what a quaternion multiplication does to your rotation.
You don't need to understand how it does it via all that clever 4D fuckery. Just what will happen when you multiply quat A by quat B, or by some vector.

I've programmed with quaternions for all my rotations for several years without a hitch in unity.
Multiplying quaternions and vectors to set all my rotations and made use of the quaternion functions built in to unity.
Mainly Qaternion.Slerp, Quaternion.LookRotation and Quaternion.AngleAxis.

Unless you are the one that have to implement such functions from scratch it's not really necessary to understand them.
For as difficult as quats are to understand they are super easy to use, using quaternions in your work is not big brain stuff at all.

As I said, used them for years and I still don't understand exactly how they work despite several attempts
spending an afternoon here and there to see if I can make any sense of it.

This vid and the tool they post is the closet I've ever been to have it click for me: https://www.youtube.com/watch?v=zjMuIxRvygQ
I felt I was mostly there after having dicked around with that thing for a few hours.

Anonymous No. 863504

>>863229
trannies live rent free in your head

Anonymous No. 863549

>>863229
>he seems to be a smart guy
maybe but holy fuck his presentations are long winded, how can you waste THREE (3) hours explaining the dot product? FIVE hours for linear interpolation? Doesn't he have a script?

Anonymous No. 863616

>>863549
men go straight to the point, while women like to get carefully closer and closer, in the most roundabout way possible, trying not to step on others

Anonymous No. 863697

>>863504
and wont live very long in real life, dilate.

Anonymous No. 863699

>>863504
They are not only in your head...

Anonymous No. 864239

>>857223
>Easiest
Modeling
>Hardest
Texturing, Lightning scenes

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Anonymous No. 864245

Making complex hard-surface shapes in high-poly modeling that doesn't look "blocky". Very hard, took a lot of practice and experience. Pic related from 2009, the kind of stuff I was trying to make (pic is not my work).

Anonymous No. 864279

easy: sword
hard: where the buttcrack, vagina, asscheeks, legs, and hips all come together in a poseable figure

Anonymous No. 864280

>>857223
>easiest
posing, i think. started in SFM like 8 years ago

>hardest
composition, perpetually, and proper asset creation (e.g. sculpting, texturing)

composition is relatively easy to get a hold of, but it's hard for me to be satisfied with something i make

Anonymous No. 864324

>>864239
lol get a load of this guy