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๐Ÿงต Untitled Thread

Anonymous No. 882012

I figured out you can post 3D model on /3/ in a shitty way just by posting baked world position into texture.
You nerds shouldn't have problems turning this image into a shape

Anonymous No. 882024

That seems like it would be way more effort than it could possibly be worth for the mess you'd get out of it.

Anonymous No. 882027

>>882024
Yeah, exactly. Cool idea in theory, in practice... meh

Anonymous No. 882032

>>882027
Still, it's not without merit, and it could be viable for low poly models. We could go somewhere with this if we were motivated.

Anonymous No. 882050

or you could actually post a whole animated mesh as a texture
https://youtu.be/EUTE1SoOGrk?t=389
https://youtu.be/gQMeyedKmh0?t=1241
it's nothing new

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Anonymous No. 882054

>>882012
>>882024
Literally takes just 4 nodes.

Anonymous No. 882055

>>882054
cool

Anonymous No. 882065

>>882054
If you ignore the garbage spewing out of her sleeves and all the holes in her.

Anonymous No. 882067

>>882065
It can only be as good as the quality of the texture. Post 4k exr and it will be perfect.

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Anonymous No. 882100

Gunt.

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Anonymous No. 882102

>>882100
>that anon who tried putting negative values into png file

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Anonymous No. 882103

>>882102
Where do you see negative values?
This exact png recreates original model perfectly.

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Anonymous No. 882106

>>882103
How about you download your file and see what it does

Anonymous No. 882108

This is some cool shit I never knew about. Is there a limit to it or could it also work for higher poly models?

Anonymous No. 882109

Not interested you autist

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Anonymous No. 882117

>>882106
Ok then.

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Anonymous No. 882120

>>882108
All seams will be fucked up for sure and you need margin between islands or else you gonna get some artifacts like in the sleeves here >>882054
Obviously you gonna lose original topology
And if you wanna post it on /3/ you have 4mb limit. I recommend using at least 16bit png, because 8bit are not precise enough

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Anonymous No. 882137

So this is the power of blunder

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Anonymous No. 882164

>>882012
You could always do that with zbrush.

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Anonymous No. 882179

It can be kinda useful. Unlike Distribute Points node, where points are random, here points are on grid, and the density is controlled by UVs.

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Anonymous No. 882187

>>882012
thats some dogshit uv mapping

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Anonymous No. 882188

>>882179
Better version.

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Anonymous No. 882246

Ooo, lemme try.

Anonymous No. 882296

>>882012
what the fuck am i looking at

Anonymous No. 882329

>>882246
hmm

Anonymous No. 882377

>>882246
stop wasting empty space in ur unwraps pls
>>882296
cris-tier model using smart unwrap