🧵 Untitled Thread
Anonymous at Sat, 9 Mar 2024 20:42:35 UTC No. 977059
Ok, /3/. What do I do next?
Anonymous at Sat, 9 Mar 2024 23:13:29 UTC No. 977087
>>977086
*picrel
*blender
Anonymous at Sun, 10 Mar 2024 00:04:27 UTC No. 977091
>alright i set uo my image planes....ill oick it back up tomorrow
And then he never did.
Blocking out a figure takes less time than it took you to find your porn folder in the image selection window.
Anonymous at Sun, 10 Mar 2024 00:13:05 UTC No. 977093
>>977059
I might give you advice, but you have to promise me that you will stop being a pedophile.
Anonymous at Sun, 10 Mar 2024 01:04:34 UTC No. 977100
>>977086
jesse
Anonymous at Sun, 10 Mar 2024 02:04:08 UTC No. 977106
Why model a pre-puberty child tho?
Anonymous at Sun, 10 Mar 2024 02:13:45 UTC No. 977108
>>977059
burn all your electronics, then find jesus or whatever
Anonymous at Sun, 10 Mar 2024 11:29:18 UTC No. 977150
Here is my first model I have done some time ago. It was super easy having all the limbs separated and does not look that bad for game prototype purposes. I want to do Tabako-san properly.
What is the common approach to the limbs? Are they created separately and then joined to torso, or are they done like I am doing on the right? Joining two objects with vertices seems rather difficult. I guess it does not matter when you are sculpting, and then do retopology, because the result will be a single mesh?
Maybe I should have just added cylinders for each part and try to connect them... or just fuck off and watch a tutorial.
>>977086
Anon.. what?
>>977091
It was midnight! And I've got distracted by my friend's anime stream. I am back and will try to make something out of her.
>>977106
I envisioned a game set in rural Europe about infertile race of hebe witches. The goal is to make them fertile, hehe.
>>977108
No can do.. wish that was not the case, sincerely.
>>977115
Thank you!
>>977130
She is super cute, the source is Madogiwa no Tabako-san.
Anonymous at Sun, 10 Mar 2024 11:47:38 UTC No. 977152
>>977150
Awful, you are clueless
Anonymous at Sun, 10 Mar 2024 11:58:54 UTC No. 977153
>>977152
That's absolutely true, lol. What standard should I hold myself up to as a literal first timer?
Anonymous at Sun, 10 Mar 2024 12:13:33 UTC No. 977154
>>977153
By getting rid of blender has its the worst 3D software in existence. If you’re going to learn how to make bodies at least sculpt it first. You learn more from sculpting than building the body by blocks.
Anonymous at Sun, 10 Mar 2024 12:56:14 UTC No. 977159
>>977154
You are right, downloading Blockbench this instant.
Anonymous at Sun, 10 Mar 2024 12:57:12 UTC No. 977160
>>977159
Jesus you are such an insecure fag, ngmi
Anonymous at Sun, 10 Mar 2024 13:08:57 UTC No. 977161
>>977160
Sorry, maybe this is more your speed.
You are right, downloading Blockbench this instant. /s
Anonymous at Sun, 10 Mar 2024 13:53:54 UTC No. 977164
>>977161
Retard
Anonymous at Sun, 10 Mar 2024 14:04:24 UTC No. 977166
>>977059
Tabaco uoohh
Anonymous at Sun, 10 Mar 2024 19:34:16 UTC No. 977198
OP here.. I tried and failed. Did not do anything I liked. I will try following a proper tutorial first.
https://www.youtube.com/playlist?li
Anonymous at Sun, 10 Mar 2024 20:26:07 UTC No. 977227
>>977201
Oh no! I was slightly mean to a pedo with no eye for forms that will clearly never make it, golly gosh i killed this board :(((
Anonymous at Sun, 10 Mar 2024 20:28:34 UTC No. 977228
>>977227
Except for every other thread you ruin. Forgot to include those :^)
Nice strawman though!!!!
Anonymous at Sun, 10 Mar 2024 21:05:09 UTC No. 977230
>>977228
Oh my bad I didn't realise you were a schizo
Anonymous at Sun, 10 Mar 2024 21:18:59 UTC No. 977231
>>977198
Keep it up, you'll get the hang of it
Anonymous at Sun, 10 Mar 2024 21:23:12 UTC No. 977232
>>977115
That method would be in any way useful only if you're using that as a basis for sculpting. It would not be easy to convert what you cdreated into useful topology.
>>977150
Most people model limbs separately. You can connect them together by remeshing it, or you can just cut holes into them and connect them vertex by vertex. E.g., cull the leg a little bit to get a round faceless boundary, and then cut a hole into the torso so that it has a boundary with equally many vertices as the boundary of the leg. Then just connect the edge loops.
>>977227
I agree with the other anon. You should definitely just shut up.
Anonymous at Sun, 10 Mar 2024 22:10:03 UTC No. 977239
>>977236
Box modelling is fine, when you know what you're doing. You do not. Your topology is useless.
Anonymous at Sun, 10 Mar 2024 22:25:03 UTC No. 977240
>>977239
you dont know box modeling shut up.
Anonymous at Sun, 10 Mar 2024 23:08:17 UTC No. 977247
>>977236
>guilty gear models was done this way.
Why do retards like you always bring up GG like it was some group effort and crowning 3d achievement that you took part in? It's like trannies and autists "claiming" famous people just because they show a single quirk that's commonly associated with their disabilities.
What one studio/person does doesn't give you credibility, it gives THEM credibility. Just because something works for them and their workflow that they developed for their project, doesn't mean it's applicable to all projects.
Anonymous at Sun, 10 Mar 2024 23:12:27 UTC No. 977248
>>977247
>It's like trannies and autists
ironic too, considering that's the majority of guilty gears playerbase
Anonymous at Mon, 11 Mar 2024 00:32:56 UTC No. 977256
>>977247
box modeling is not a guilty gear thing, you imbecile
Anonymous at Mon, 11 Mar 2024 04:34:36 UTC No. 977277
>>977256
>box modeling is not a guilty gear thing, you imbecile
Tell that to this guy >>977236
Anonymous at Mon, 11 Mar 2024 14:05:52 UTC No. 977323
>>977243
show wires so i can steal it
Anonymous at Mon, 11 Mar 2024 14:45:05 UTC No. 977324
>>977243
Why does it look like you stolen a model and assumed we wouldn’t know. It doesn’t match with your current knowledge of how you modeled your characters.
Anonymous at Mon, 11 Mar 2024 17:44:53 UTC No. 977335
>>977150
I'm a fan of box modelling. when you box model, you can begin very simply like this anon does: >>977115 It might not seem right to actually go with boxes at first, they're so rigid and angular. But think about it... what is a cylinder but a subdivided box?(pic related)
As long as your basic boxes are connected properly, then you can just subdivide to add more geometry. Using the subdivide modifier, you can see what your model looks like subdivided, without harming the basic boxes you constructed.
But it's likely that you want more control over the shape of you model than mere boxes. Well that's easy to do. Just add "loopcuts". While in edit mode, press Ctrl+R, and hover over the geometry you want to "cut".(they call it cutting, but it's actually dividing faces in half.) The loop cut tool will automatically calculate a route through the faces of your geometry. It knows where to go, because the faces are all cleanly aligned, unless you fucked up somehow.
The example this anon gave >>977115 is pretty good. But there are a number of decisions they made that would create trouble with loop cuts.
But in any case, with box modelling, you can connect simple shapes at the joints to make sure they're all connected properly, and then add as many loop cuts as you think is necessary to round the figure out. Because the boxes were all connected cleanly, the loopcuts will be clean too.
It will take some exercise to get used to the process. But once you get it, box modelling is pretty easy, and gives you a ton of control. It boils down to just laying out connecting zones, and then bridging edges in between.
Anonymous at Tue, 12 Mar 2024 10:16:32 UTC No. 977402
Keep it up anon, the market for sexy little girls/teenage is there if you're into it.
You're better than me for already starting...
Anonymous at Tue, 12 Mar 2024 16:53:02 UTC No. 977423
>>977390
>Making something this cute without anatomy knowledge
h-hey, you're not allowed to do that
Anonymous at Tue, 12 Mar 2024 16:57:59 UTC No. 977424
>>977419
I'm usually pretty easily impressed by 3d models but this doesn't look very good imo
Anonymous at Tue, 12 Mar 2024 19:01:24 UTC No. 977446
>>977441
Okay I admit that looks pretty great.
Anonymous at Tue, 12 Mar 2024 21:56:08 UTC No. 977461
>>977419
>>977441
ah that technique for making hands isn't good, and you can see in the final mesh the hands still have the boxiness of the original...boxes.
It's better to make all the parts of the hand, position them correctly, and then connect them. The curve of the palm will emerge automatically.
Trying to extrude out hands from the wrists always sounds like a good idea but you can never get rid of that box shape, and everyone in the world is a veritable expert in what hands look like.
Anonymous at Wed, 13 Mar 2024 06:50:49 UTC No. 977518
>>977419
>>977441
is that the same model? Doesnt look like it desu
Anonymous at Wed, 13 Mar 2024 10:57:11 UTC No. 977525
>>977419
>>977485
Now i see your mistakes, because you never care enough about wiring, the model itself becomes useless when moving around. You just created a poster.
Anonymous at Wed, 13 Mar 2024 18:34:41 UTC No. 977556
>>977525
Yeah the primary advantage of box modelling over sculpting is laying the ground work for good topo from the beginning. If you don't mind retopo, or even "like" to do it, though. Then w/e. You're just doing more work to give yourself more work.
Anonymous at Wed, 13 Mar 2024 20:00:51 UTC No. 977574
>>977556
All you did was put the ingredients into the bowl and bake the cake without structuring into a circle bowl. That’s what you did. We build sound wiring so nothing bad happens during animation takes. The human body isn’t built like that at all, there’s clear signs it will deformed into a mess.
This whole “It takes a lit longer” sounds like Bullshit talk from amateur CGI blender artist. They don’t have experience or knowledge, what’s a house if you build it entirely of triangles, a very angry customer.
Anonymous at Wed, 13 Mar 2024 23:37:02 UTC No. 977602
>>977574
I'm not the OP and you may have noticed that my use of the word "yeah" was me agreeing with you.