500x293

3g5vsnxve4t01.jpg

🧵 Untitled Thread

Anonymous No. 868054

I know there's things about /3/D modeling they aren't telling me.

Anonymous No. 868056

UV master is actually very much worth using

Anonymous No. 868096

>>868054
>Zbrush
>Maya
>Substance Painter
>Substance Designer
>XNormals
>Mamoset
Learn theses programs, I beg of you.
>Subdivision modeling
>Sculpting
Only through these methods can you achieve a power greater than any Anon. Learn to know the professional side of the /3/d, Anon, and you will be able to save yourself from certain death.

Anonymous No. 868106

>>868054
Yeah, machine code will always be the best way to draw. ASCII art was just classic misdirection

Anonymous No. 868107

>>868054
Fuck off Cris.

Anonymous No. 868116

>>868054
Not from a Blendlet.

Anonymous No. 868128

>>868054
There's this schizo anon on this board who keeps asking about how to do animation that is automatically balanced using a physic AI and timed smoothly.
We keep pretending that there is no such tool even tho there is and we've been using it for years lol.

The name of the tool is Aur... Oh wait someones calling me, I gotta take this, nvm I'll be back to finish this post later bros.

566x541

images - 2021-12-....jpg

Anonymous No. 868129

>>868096
Not him but how and where do i learn to make things with difficult natural curves like this?

Anonymous No. 868137

>>868129
Arrimus3D, Elementza. Polycount has a gigantic thread about how to model these kinds of shapes. It's called "How tf do I model this?" or something like that iirc.

This isn't too bad. Keep in mind you can also make the base shape with booleans and then clean everything up. (You can also do everything with booleans to the end and smoothen the edges in Zbrush, it's kinda hacky but can be useful).

But yeah, this kind of thing is my worst enemy as well, I can usually complete these tasks, but with tons of pain and overtime.

Anonymous No. 868199

>>868129
Please use the good questions thread next time

https://youtube.com/playlist?list=PL0RqAjByAphH9emGFNAcha1prKi1P_I3n

Anonymous No. 868213

>>868199
Awesome, thank you. Im using 3dsmax but these tuts are still useful

Anonymous No. 868244

>>868213
Good for you, 3ds shits all over blender when it comes to hard surface modelling, especially with a ton of commercial plugins.

Anonymous No. 868287

>>868054
It's worth it to go to a school to learn 3D

1920x1080

4chan ar15.jpg

Anonymous No. 868419

>>868129
I learn't it by modelling weapons. They're full of surfaces like that so if you take your time and make a few detailed ones
they'll force you to figure out the technique for every kind of surface you'll be up against.

I didn't have any particular learning resources myself, I just looked at good models like your pick related there and took note of how
other artists solved problem areas and reverse engineered and replicated the techniques evidently used just by contemplating the wireframe.
After a while you'll have a bag of tricks for solving any issue you come up against.

One big tip I can share is to smoothly shape and bend very exact compound curves by using bend modifiers and FFD/lattices
to roll and curve your geometry into shapes instead of modelling it. This will be a lot faster and cleaner than placing vertices manually by hand.
Lot of surfaces you can treat similar to how you'd build a physical thing in a shop, you do your cut out and take it to the virtual equivalent of a bending fixture.

Pic related was my first serious attempt at cracking those kind of hard surfaces. Took me about a week back then, now I could prob do that thing within a day.

Anonymous No. 868445

>>868419
>modeling guns
already a red flag here

Anonymous No. 868454

>>868445
Millenia was doing about a dozen a week back then, I've only made a handful ever so I think I'm fine.

>made quite a lot of edged weapons tho...

Anonymous No. 868620

>>868445
>guns
>red flags
I don't think so, anon!
Now shut up, or I'll shoot you with my gun!

Anonymous No. 868695

All productions do these days is use 3D scanned people and asset libraries

Anonymous No. 868698

>>868695
That explains the butt ugly characters

Anonymous No. 868708

>>868445
How's that a red flag? Stop being such a cunt, the model looks nice.

Anonymous No. 868709

>>868708
>American claws typed this

Anonymous No. 868710

>>868709
I'm Swiss, you brainless mongrel. Also stop being a fag, you're just mad because you can't make something nearly as good as that.

Anonymous No. 868712

>>868054
Don't ever fall for the meme of "don't design. just copy".
Retards will keep spouting shit about your stuff never being as good as a dedicated concept artist's stuff but that's because they themselves lack creativity or dedication.
Always strive to make something new and/or original. At the very least something authentically yours even if it's based on something that already exists.
Be creative no matter the goal you set for yourself.

310x298

1638455257328.jpg

Anonymous No. 868720

>>868710
>A mountain Jew
HUEHUEHUEHUE

Anonymous No. 868757

>>868712
God! Is this something people actually say? That’s fucking disgusting. I never modeled before or anything but isn’t it an art? Shouldn’t design be half of it

Anonymous No. 868848

>>868757
That advice is specifically about building a folio for a job where you are to model other people's concepts, chances are you aren't as good as designing characters as a real character designer so your folio won't be as good.

You should absokutely design and model your own concepts for practice and for any other reason though

Anonymous No. 869039

>>868096
>Mamoset
wait why should you learn it if you already learning substance?
because of the material library?
seems a little overkill...

Anonymous No. 869078

>>869039

Baking and presentation. It's a very artist friendly real-time renderer and is good practice for using an actual game engine.

Anonymous No. 869096

Make sure you are editing the base shape key before you spend hours tweaking your mesh.