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🧵 Untitled Thread

Anonymous No. 929689

Oh no! The CG police are here!

They're on the hunt for the perp and the only description they have is
>he couldnt model this simple object lmao

Prove you're not him by recreating this VERY SIMPLE object

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the chair nerd No. 929699

Oh shit I'm guilty. I think I messed up the topology somewhere in the process.

Anonymous No. 929700

>>929699
why are you such an edgelord?

the chair nerd No. 929701

>>929700
Checked. My daddy was bismuth.

Anonymous No. 929702

>>929701
a what now? How old are you ?

🗑️ the chair nerd No. 929703

>>929702
I'm twelve.

Anonymous No. 929714

>>929699
>sharp edges

Get in the van.

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Anonymous No. 929716

This was a pain in the ass

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Anonymous No. 929721

wasnt me

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Anonymous No. 929722

alright, you got me

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Anonymous No. 929724

For all my Max heads out there. Not gonna finish this, but you'll never take me alive!

🗑️ the chair nerd (banned) No. 929743

>>929702
Lol I got banned for posting I'm twelve. Man I 'm getting old you got me. Hey Jannies fuck you.

Anonymous No. 929749

>>929724
Maxchads can't keep getting away with this.

Anonymous No. 929755

>round corner shader at render time
heh nothin personnel

Anonymous No. 929781

>>929724
arrimus?

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Anonymous No. 930236

top lel

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Anonymous No. 930259

>>929689
Are you meming or are there actually /3/utists out there who can't do it?

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Anonymous No. 930270

Sometimes I say to myself that I like hard surface, but then I remember all the bool-cleanup-subdiv autism and change my mind.

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Anonymous No. 930273

>>930270
> You must wait longer blah blah blah
Fuck you board, here's the right image.

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Anonymous No. 930293

Anonymous No. 930388

>>930270
For sonething as simple as this you could literally just throw a bevel node at the normal input, though.

Anonymous No. 930411

>>930388
In this case the bevel is not where I needed to clean up. It's the unevenly spaced edges on the sides of the cylinder (see those small triangles) that fuck up subdiv. I guess I should have have more faces on the cutting cylinder, but I never know how much geometry is just enough.

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Anonymous No. 930454

>>930259
I don't see your waffle iron anon

Anonymous No. 930483

>>930411
>subdiv
That's why I told you to just use the bevel node. Just give the cylinder a high enough polycount, autosmooth the whole mess and add the bevel node. The end.

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Anonymous No. 930499

Officer, I believe you have the wrong person.

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Anonymous No. 930503

>>930454
No I refuse to do it, its so dumb.

Anonymous No. 930504

>>929689
I'm a HoudiniChad.

I believe that will suffice, officers.

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Anonymous No. 930588

I've seen shapes you people wouldn't believe. Like circles with squares in them. And triangles with circles in them. And also squares with triangles in them. All those moments...

Anonymous No. 930596

>>930588
This is like showing the 3D cop your CIA or other spook ID just to dab on them.

Anonymous No. 930598

>>930588
>sharp edges

Into the wagon with you

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Anonymous No. 930831

my bevels officer

Anonymous No. 930842

>>930831
>Failed
It's ok, rookie.

Anonymous No. 930888

>>929689
How would you do this without >>929724 (ie in Blender)? Something like make the pattern on a plane and bool it so it becomes a circle? Sorry I'm a noob

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Anonymous No. 930890

>>930888
Create a cube
subdivide the top face till you get the amount of squares you want
Then with all your new faces selected go to, faces > extrude individual face and lift them up a bit
Then inset faces with the transform pivot point set to 'individual origin'
Add a second, cylinder object.
Boolean union to the cylinder, delete the cylinder
then bevel the edges.

Good luck.

This is mine and I cba to spend more than a minute on it so you'll have to accept officer.

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Anonymous No. 930931

>>930888
in Maya I'd:
1- make a plane
2- select faces then circlularize component
3-extrude faces and turn off keep faces together, change the offset and thickness values.
And thats it, you can also bevel the faces to make the edges look nicer

Anonymous No. 930944

nigger anus shape

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Anonymous No. 930948

Anonymous No. 930999

How the fuck do I make it so that it has unfull faces for fuck's sake

Anonymous No. 931025

>>930999
the fuck you mean?

Anonymous No. 931075

>>931025
See the OP pic, at the edges of top part of the object, the pattern cuts off and leaves those square things cut in half or more. Can't figure out how would one do that, I only found an option to make it so that parts that don't fit in fully are not removed.

Anonymous No. 931092

>>931075
Oh right, I think that's just a product of making the 'flat topped pyramid' pattern on a cube and then using a union boolean operation with a cylinder.

Anonymous No. 931096

>>931092
Maybe I'm retarded but I did that and pyramids that don't fully fit in just get removed

Anonymous No. 931098

>>931096
Can you give a screenshot showing both objects before the boolean operation in wireframe mode so I can get an idea of your geometry?

Anonymous No. 931099

>>931098
No, I'm phoneposting right now. Later, sure.

Anonymous No. 931109

>>931092
It's an intersection with a cylinder.

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Anonymous No. 931121

what's the right process here? how do i preserve the bevel along the booleaned edge

Anonymous No. 931124

>>931121
Apply the bevel after the boolean add the bevel modifier to the bottom of the modifier stack.

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Anonymous No. 931125

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Anonymous No. 931128

>>931124
I'm under arrest by now but I can't do that without overlaps and there's margins in between my squares, help!!!

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Anonymous No. 931129

>>931128
Try this?

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Anonymous No. 931134

>>931129
I turned it off since it wouldn't bevel it at all otherwise. It doesn't bevel right because of some weird boolean logic I don't understand and I dunno how to work around it. I got it to work when the difference object is smaller here.

Anonymous No. 931206

>ngons
how do i fix it

Anonymous No. 931243

>>931206
position the camera so they are hidden

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Anonymous No. 931375

i made this with tinkercad

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3DGuy !!XhQDOznbDw3 No. 931386

>>929689
Mine has more little boxes

Anonymous No. 931394

the real flex would be if someone could CNC one of these real quick and cook a waffle on it

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Anonymous No. 931427

>>929689
here ya go

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Anonymous No. 931934

>>931375
>>931375
>>930948
>>930890
>>930831

>hard edges
>creasing

You're nicked

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Anonymous No. 931943

Just kill me already ;_;

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Anonymous No. 931946

probably a little late but not bad for a noob IMO

Anonymous No. 931954

PEOPLE STRUGGLING HERE YOU GO.
https://www.youtube.com/watch?v=eSbtoJUyvpA

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the chair nerd No. 932063

Printed a fast in memoriam of this thread and of OP's sexual choices in life.

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Anonymous No. 932065

>>932063

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Anonymous No. 933138

I have some questions for my model and for how to fix the surface.
What do the these curves that show up in viewport shading: wireframe mean? They appear when I have the subdivision modifier on.
Are the flickering surface texture issues in the top right photo the result of the overlapping curves at the canyons between the pyramids? How do I make the sides very smooth like in the OP photo?

Steps:
1. pyramid shape from cube
2. two array modifiers to make 11x11 grid of pyramids
3. boolean intersect modifier on grid with cylinder target
4. bevel modifier using width type: width, had to uncheck Clamp Overlap
5. subdiv modifier

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Anonymous No. 933141

Plz help, my waffle has caught autism.

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Anonymous No. 933149

Did I do okay anons

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🗑️ Anonymous No. 933249

>>929689
arrest me

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Anonymous No. 933253

>>929689
i dont understand what's so difficult about it

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Anonymous No. 933254

please help me
I applied array x 2 to the cube, then bevel the edges
after that I created the cylinder
what do I do now

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Anonymous No. 933255

>>933254
I figured out
shove the whole cube object into the cylinder
boolean intersection, apply
move the result to the surface
join the objects

Anonymous No. 933261

>>930596
kekked

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Anonymous No. 933333

pretty easy

the chair nerd No. 933342

>>933333
Checkd and bail out of jail I would in fact eat a waffle that has more waffle in it because of 50% of the holes.

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Anonymous No. 933355

That's right officer, this anon right here.

>>931128
Try adding a Weld in between. Collapses transient verts. Also scale the cylinder slightly so the intersection is a little friendlier, mine ended up at 0.825 from just default primitive size. No real science to it, just vibes.

Also some of y'all need to use more subdivisions on your primitives when booleaning, sheesh.

Anonymous No. 935749

>>933253
Now bevel your edges.

Anonymous No. 935750

is this some weird cult? why are you all making these?

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Anonymous No. 935753

>>935750
>why are people on the 3dgc board making 3dcg things!?

Anonymous No. 935755

>>935753
i notice you didn't deny the fact its cult-like behaviour.

Anonymous No. 935761

>>935750
>autistic anon cant grasp doing things for fun

Anonymous No. 935765

>>930273
ehheheehe

Anonymous No. 935768

>>935750
it is a cult make the fucking iron

Anonymous No. 935769

>>930273
I love this.

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Anonymous No. 936700

Anonymous No. 936705

>>935753
I don't know why people are t just making a cube with the waffle iron then cookie cutting it into a cylinder...

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Anonymous No. 936708

The holy bestagon doesn't have such issues

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Anonymous No. 937038

Took me 10 minutes
:(

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the chair nerd No. 937059

>>937038

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Anonymous No. 937069

Anonymous No. 937082

>>930259
>>929689

You could make this 2 ways

1) cylinder, slice it horizontally, then slice the top at each of the coordinates you want,

or

2) booline the top with the edge of cubes.

there are probably better ways to do it depending on program you use, hell, probably a good way to sculpt it now, but its just not worth the effort to make unless you need to make it.

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Anonymous No. 937108

im sorry officer :(

the chair nerd No. 937137

>>937108
Omfg that is some Guantanamo level shit.

the chair nerd No. 937138

>>937069
Based af

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Anonymous No. 937175

>>937137
after some mace to the faces in jail, and some reformation the best i could do was this

the chair nerd No. 937177

>>937175
Ok back to minimum security.

Anonymous No. 937205

>>937069
sweet mother of God....

I kneel.

Anonymous No. 937206

>>937108
nice chinese toilet prison toilet manhole bro

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Anonymous No. 937246

Blendfag here. What should I be doing to make the outer edge smooth? The bevel modifier just freaks out any time I try to apply it after the boolean. Either doesn't do anything or produces weird glitches.

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Anonymous No. 937611

Wasn't so hard

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the chair nerd No. 937616

>>937611

Anonymous No. 938679

>>933149
no, retard

Anonymous No. 938682

>>929689
is this an industrial strength wafflestomper?

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Anonymous No. 938686

Is this good?

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Anonymous No. 938696

2 arrays 1 bevel and a boolean intersect
what's so hard?
I timed it and took 103 seconds

Anonymous No. 938697

>>937246
The bevel fails when there is no room for it. This happens when two vertices are too close to each other. You need to manually clean it up by merging or moving the offending vertices. Disable the clamp overlap in the bevel modifier to see where the glitches happen.

Anonymous No. 938698

>>938686
I think you should have even less light in your render, we can see too well right now.

Anonymous No. 938892

>>938698
I detect sarcasm.

Anonymous No. 938898

>>938892
I detect sarcasm that sarcastically detects sarcasm.

Anonymous No. 938974

Looks like an object that someone would make in their first 30 minutes of using Blender. Too easy.

Any amateur can make this in seconds.

Anonymous No. 938984

>>938974
pyw

🗑️ Anonymous No. 938987

>>938984
It's really simple.
> Add Cube
> Flat subdivide a few times
> Inset and raise each face on the top.
> Add Cylinder, no caps.
> Solidfy/Shell the cylinder to create a vertical tube.
> Boolean; difference.

Made this in 3ds Max in about 2 minutes and I just started learning it a couple days ago. I could make it faster in Blender, ZBrush, or Maya.
https://imgur.com/iY1SCPL

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Anonymous No. 938989

>>938984
It's really simple.

> Add a cube.
> Flat subdivide a few times.
> Inset and raise each face on the top.
> Add a cylinder, no caps.
> Solidfy/Shell the cylinder.
> Boolean; difference.

I made this in 3ds Max in 2 minutes and I just started learning it a couple days ago. I could make it a little faster in Blender, ZBrush, or Maya.

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Anonymous No. 939321

I guess I was the only one thinking this looks like a tasty piece of chocolate.

Anonymous No. 939330

>>938989
all this smartassery and you still have sharp edges, OP's image has the sides beveled.

Anonymous No. 939343

>>939321
Delicious sss

🗑️ Anonymous No. 939548

>>939330
Ta-da

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Anonymous No. 939549

>>939330
Ta-da

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the chair nerd No. 939559

>>939549

Anonymous No. 939561

>Create a simple cylinder
>Create a bump map for the top
>Also create a specular map for the top
Done

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Anonymous No. 940238

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Anonymous No. 940284

Can't be arsed to try harder, have at it.

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Anonymous No. 940290

Took me 5mins.. I don't think I'm cutout for this industry. Done in inventor cause CAD

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Anonymous No. 940296

>>939321
I like the "milk chocolate" aspect of it, but chocolate should be much thinner, and chunks more large IMO.
Like this.

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Anonymous No. 940330

It's an SDF and it does have infinite resolution so you can, like...

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Anonymous No. 940331

admire every single little square.

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Anonymous No. 940342

Here's mine. Don't ask for wires.

Anonymous No. 940428

>>940331
Turn up your anti-aliasing samples in the viewport.

Anonymous No. 940429

>>940428
It's my own renderer. I haven't implemented anti aliasing yet.

Anonymous No. 940435

>>940429
I think you can turn on msaa with pretty much no implementation effort

Anonymous No. 940443

>>940435
Sure it could be done. If you want to try yourself, the source code is here:
https://sourceforge.net/projects/snes9l/files/sdf_05.tar.gz/download
There is no documentation but there are several examples. "script14.txt" is this one. "script13.txt" is the Bender I've posted here >>938107

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Anonymous No. 940458

>>940435
I think I misunderstood what you were trying to tell me. There is no MSAA setting because it runs entirely on the CPU and it's a ray-marcher.
https://en.wikipedia.org/wiki/Volume_ray_casting
Here I've rendered it 3x resolution and then I've scaled down in GIMP.

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Anonymous No. 940956

If it is a rubber foot, I wanted to add a place for the screw.

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Anonymous No. 942402

It was actually kinda tricky and the result wasn't too good desu

Anonymous No. 942981

>create rectangle
>up the subdivisions
>extrude all the squares individually
>create tube
>boolean subtract it from the rectangle
that actually how you do it or am I a retard? There has to be a simpler way of doing the squares...

Anonymous No. 942983

>>942981
You clearly don't know the waffle primitive you noob.

Anonymous No. 942986

>>942981
This whole thread is about a specific problem known as "bevel after boolean". It reveals if you're using Blender or another software where the bevel modifier can handle it.

Anonymous No. 943006

>>942986
that's why you bevel *before* the boolean

Anonymous No. 943007

>>943006
You may want to find another hobby.

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Anonymous No. 943058

>>929689
This thread has too many tight bevels, show me how round you can get

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Anonymous No. 943060

Is this round enough?

Anonymous No. 943061

>>942986
>implying Blender bevel modifier can't handle it
lol it can perfectly handle it
cope industry standard nigger

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Anonymous No. 943062

>>943061
SDFs are going to be the next industry standard. Polygons are going to be obsoleted soon. Hardware has been moving in that direction for a while now. I can't imagine how the polygon people are going to react.

Anonymous No. 943068

>>929724
How did you do it? Start with a plane then generate topology, extrude, then clean up?

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Anonymous No. 943091

Look. There's a pimple. You must go there and squeeze it.

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Anonymous No. 943102

>>943060
you are getting some pinching on the outside edge though

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Anonymous No. 943105

>>929689
Consume dick, op.

Anonymous No. 943106

>>943102
I saw that too. It happened because I went a bit too heavy on the smoothing. If two smoothing functions clip into each other they may become sharp again.
If you look very closely there may also be two or three pixels where the ray-marcher failed to converge.

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Anonymous No. 943144

really fun thread to read, in tribute here's my crappy attempt, never really used blender before

Anonymous No. 943473

Serious question: when would you ever need to model this by hand instead of just using a displacement map on top of a cylinder? Seems kinda pointless to me.

Anonymous No. 943492

>>943473
For precision 3D printing would be an example.

Anonymous No. 943780

>>936700
we get it, you're gay

Anonymous No. 943912

>>939549
Hi yes I still see boolean artifacts.

Anonymous No. 944452

>>943062
>SDFs are going to be the next industry standard.
I'd like to know what that format is and how it'll be implemented.

Anonymous No. 944461

>>944452
If you have a recent enough video card and want to see a technology demo, you can try https://womp.com/

Anonymous No. 944464

If Womp works at all for you, that's the closest thing I could find to what a future 3D modeling software may look like. Otherwise visit:
https://www.shadertoy.com/
to get an idea of the capabilities of the technology. Standardization and formats are still all over the place as far as I know.
Even Blender seems to be thinking about it:
https://projects.blender.org/blender/blender/issues/103248

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Anonymous No. 944465

The moment I did a boolean with the cylinder, it destroyed shading.

Tried as much as I could to fix it. But at least the bevel looks pwetty

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Anonymous No. 944482

>>929689
Here, it’s this, nae even worth walking over booting up & opening Cad to bother with the 45 seconds it’d take to do it. Just read & can viz it yourself & save us all the time.

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Anonymous No. 944503

Gamers

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Anonymous No. 944504

>>944503

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Anonymous No. 944548

here ill save you the 30 seconds in gimp

Anonymous No. 944655

>>929689
I cant do this on blender the gaps always arent like the example idk what im doing wrong but it always fucks up in the bevel part :(

What are the stepsnfor doing this on blender?

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Anonymous No. 944667

Did I do it right, gamers?

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Anonymous No. 944669

>>944667
that's game ready

here's mine

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Anonymous No. 944670

everyone's talking planes, cylinders, how about we take this to the next level and talk about SPHERES?

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Anonymous No. 944671

>>944670
what a showoff

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Anonymous No. 944673

>>944671
cabrón, i need to see your BALLS

Anonymous No. 944815

>>944669
>First good result
>Made in Max
No surprises here

Anonymous No. 944833

>>944815
Post yours

Anonymous No. 944837

>>944833
already did, chud

Anonymous No. 944876

>>944815
Chuds can't into blender

Anonymous No. 944929

>>930888
You're under arrest

Anonymous No. 944932

>>944669

>>944815
>First

What did anon mean by this?

Anonymous No. 944935

My shading comes out quite odd with the the surrounding cylinder, presumably due to the uneven vertex distribution/bad topo, but I'm not bothered to fix it right now.

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🗑️ Anonymous No. 944938

was easy

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Anonymous No. 944941

was easy

Anonymous No. 945212

>>944932
software circlejerking because maxfags need to justificate paying money to autodick.
the only excuse if that if you got a key from school or whatever and then kept using max pirated, then you're a chad

Anonymous No. 945239

cba to do actually do it but i want to say:

Cylinder > Quad cap > Inset > Quad chamfer > Subdiv

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Anonymous No. 946100

>>937611
> Nah, that shit ain't counterfeit!

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Anonymous No. 946143

How did I do, wafflebros? Are there any more fun exercises like this?

Anonymous No. 946145

>>936708
Oo shiney
>>937069
haha
>>939559
funny
>>944503
hello gamer
>>944482
anons should be thanking you!
>>944465
It does look pretty

i hijacked your cool waffle thread muahaha

Anonymous No. 946232

>>946143
Need to be Subdivide-able and be able to hold it's shape Anon

Anonymous No. 946582

>>946143
I second this: are there modeling exercises meant to challenge fundamental understanding of certain aspects of the software? It's fun.

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Anonymous No. 946606

Anonymous No. 946643

>>931125
https://youtu.be/HrVagYC0ykE same feel

Anonymous No. 946644

>>937069
YES

Anonymous No. 946647

>>930890
that's pretty much the only way I can think of doing that in blender you're right

Anonymous No. 947823

sorry guys im trying to import the waffle asset from the store but can't seem to get it working? anyone more skilled wanna walk me through opening a blender file?

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Anonymous No. 947885

not quite subdiv ready
but works

Anonymous No. 948390

>>929716
close, but they centered one of the semipyramids, and you centered a seam intersection

Anonymous No. 948741

>>938696
Correct way to do this

Anyone who uses subd is a retard

Anonymous No. 948742

>>938989
You have failed to achieve the correct end result

Because this is hard surface not subd modelling

Sub surface div on this type of thing will give you an inferior result and a much longer process and it’s also less performant

If something can be hard surface modelled with booleans and bevels (preferably non destruct modifiers) the better. Some models cannot be made hard modelling style so are much better to subd model

Anonymous No. 948743

>>938696
you have to bevel the edges of the waffle you fucking tard

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Anonymous No. 948753

tried poly modeling, did not work as intended so I used booleans

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Anonymous No. 948755

fuck you all I just poly modelled it

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Anonymous No. 948756

I do not have enough cores for the render please understand.

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Anonymous No. 948797

>>929689
Here you go officer!

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Anonymous No. 951222

good enough I guess

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Anonymous No. 951962

Today I learned that bevels are evil.

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Anonymous No. 951976

>>929689
am i free to go mr officer?

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Anonymous No. 951995

>>929689
haven't used blender in a longtime sir, and they changed it.

Anonymous No. 952016

>>929689
>doesn’t show the probably awful topology
Yeah, I’ll pass

Anonymous No. 952048

>>952016
Pussy.

Anonymous No. 952051

>>952048
I can shit that out in a minute but there’s literally no challenge when topology isn’t a factor

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Anonymous No. 952068

is this the correct topology officer?

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Anonymous No. 952069

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Anonymous No. 952084

>>952069
Kekw

Anonymous No. 952106

Topology people need to find another hobby.

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Anonymous No. 952112

>>952016

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Anonymous No. 952117

Ready for my sentence.

>>930890
applying bevel at the end did nothing, no beveling showed at all.

Anonymous No. 952139

>>940342
>donut guy shilling his material addon again

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Anonymous No. 952152

fuck if I know how to make this shit. only been learning for about a week

Anonymous No. 952194

>>952106
Were too busy working on actual projects where we properly model production ready meshes lmao. You can’t magical realism your way out of bad 3D, it’s either done well or it’s shit and textures will warp and rigs will break the model.

Anonymous No. 952203

>>952194
What is "good topology" anyway?

Anonymous No. 952259

>>952203
See
>>952069
>>952068

Anonymous No. 952268

>>952259
See
>>952106

Anonymous No. 952272

>>952259
Nice job hiding your retarded work mate
>>952084

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Anonymous No. 952273

plasticity crack when

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Anonymous No. 952309