🧵 /wip/ - Works In Progress
Anonymous at Thu, 30 May 2024 12:41:11 UTC No. 984984
/wip/ - Works In Progress - High Level Edition
Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.
Previous thread: >>982476
Anonymous at Thu, 30 May 2024 14:42:21 UTC No. 984990
>>984989
It looks like a drone scan
Anonymous at Thu, 30 May 2024 14:48:19 UTC No. 984991
>>984989
Fantastic. Too good for /3/
Anonymous at Thu, 30 May 2024 18:29:02 UTC No. 985003
>>984986
I got six and I'm aimin' 'em
Anonymous at Thu, 30 May 2024 18:30:03 UTC No. 985004
>>984989
how you do that painterly effect?
Anonymous at Thu, 30 May 2024 22:03:20 UTC No. 985017
>>985004
it is quite possible that it is a painting!
Anonymous at Thu, 30 May 2024 22:32:16 UTC No. 985022
>>985017
why would a painting be posted in /3/?
the chair nerd at Thu, 30 May 2024 22:55:35 UTC No. 985028
>>984989
Very nice. Loose the coffee cup its cliché. Try a Cantucci with Santo Wine.
the chair nerd at Thu, 30 May 2024 22:57:07 UTC No. 985029
>>985028
The sant owine coud give out an inverted image of the dumo. Now that would be spectacular and in the spirit of Brunelescci
Anonymous at Thu, 30 May 2024 23:51:50 UTC No. 985034
>>985022
it doesnt look like 3dcg !
Anonymous at Fri, 31 May 2024 00:25:55 UTC No. 985036
>>985029
holy shit you are right!!!!! i wish i had thought of this earlier!
Anonymous at Fri, 31 May 2024 00:31:49 UTC No. 985038
the chair nerd at Fri, 31 May 2024 01:18:49 UTC No. 985049
>>985038
Over my dead body biotch.
Anonymous at Fri, 31 May 2024 01:34:05 UTC No. 985051
>>985049
What are you scared of?
Post the donut you tripfag
Anonymous at Fri, 31 May 2024 06:19:09 UTC No. 985065
>>984989
what the fuck how did you get it to look exactly like an oil painting, it's spot on
Anonymous at Fri, 31 May 2024 16:54:02 UTC No. 985095
>>985049
he's talking about your pink donut, make sure you spread it a little
Anonymous at Sat, 1 Jun 2024 17:08:01 UTC No. 985180
>>985172
the anatomy is not there
Anonymous at Sat, 1 Jun 2024 17:20:25 UTC No. 985182
>>985181
oh shit the compression killed the colors
heres my tweet of it: https://x.com/pinilandok_/status/17
Anonymous at Sat, 1 Jun 2024 17:23:11 UTC No. 985183
>>985180
Please be more specific
Anonymous at Sat, 1 Jun 2024 18:43:29 UTC No. 985188
>>985182
this is NOT 3dcg. Stop posting this garbage
Anonymous at Sat, 1 Jun 2024 22:31:58 UTC No. 985222
>>985188
This is the WIP thread
Anonymous at Sat, 1 Jun 2024 22:33:22 UTC No. 985223
>>985183
It means that It's gone.
Maybe you can find the anatomy if you look closer
Anonymous at Sun, 2 Jun 2024 06:18:47 UTC No. 985245
>>985231
Nice bollards
Anonymous at Sun, 2 Jun 2024 10:52:55 UTC No. 985255
>>985245
true emoji
Anonymous at Sun, 2 Jun 2024 17:53:23 UTC No. 985282
I'm stuck again. The cylinder mesh is supposed to deform around these underlying points. Each point has the same 1m radius. So all the bulges should look the same. Unfortunately, only the left most point creates a proper bulge. While all the other points make weird spiky shaped protrusions or half bulges. I don't know what's causing this.
It's very difficult to figure out what's wrong, because there are like 3 layers of complicated nodes at work. Any one of them could be the problem.
I'm so very close to it working though. It's very frustrating.
Anonymous at Sun, 2 Jun 2024 22:29:27 UTC No. 985299
>>985282
Oh thank fuck. I found the problem. Luckily it wasn't anything major. Just a small oversight.
Well now.I have a proximity based deformer. It can't do anything impressive yet. But the cool thing about this, is that each vert in the cylinder mesh knows where all the underlying points are at the same time. Verts aren't just sampling 1 point at a time, they're sampling all the point they can "see" by using the triangulation I came up with in the previous thread: >>984247
When a point comes into range of a vert, a scalar calculation is done to push the vert out of the point's radius. When two points come within range of a vert, two scalar calculations are done for both respective points, then averaged. And when 3 points come within range, 3 respective scalar calculations averaged. 4, 5, 6, 100. It doesn't matter. The vert will find the average.
Merely going with the average doesn't get the best results, but that's ok. Now that I can combine multiple samples into 1, I can figure out better math to get smoother results.
Anonymous at Sun, 2 Jun 2024 22:46:58 UTC No. 985300
>>985279
Posting them so often just makes them feel cheap imo. Just makes it obvious that you're not doing much more than flipping assets. I won't deny there's a craft involved and you have an eye for composition, but something about the frequency just makes it seem really shallow and surface level.
Anonymous at Mon, 3 Jun 2024 16:57:40 UTC No. 985360
>>985311
People who makes art themselves tend to have a inherent dislike for low effort art and asset flips. It compounds from dislike to distaste when
the flipped art is actually objectively good. Like if I doodle something and tell a image2image AI to make something out of it all credit goes to the AI not me.
The bar for what counts as cool if you use tools like that in my view is to make something that would be impossible without it that transcends the media.
Making synthetic traditional art that would be special due to the craft behind it by applying generative filters is frowned upon for the similar
reasons people dislike 'stolen valor'. You're cheapening the real thing, adding 'noise' to search for that type of content while benefiting
off the popularity of the sort of thing you kinda fraudulently depict it to be. These are the sort of reasons why people will react with repulsion to such works.
Anonymous at Mon, 3 Jun 2024 17:33:16 UTC No. 985362
>>985360
so the only true 3D art is the raw render? O.o
pyw or gtfo beg
Anonymous at Mon, 3 Jun 2024 19:34:22 UTC No. 985375
>>985362
>so the only true 3D art is the raw render? O.o
It's about Signal to noise. People exploiting the sort of tools you are using can have a very large output of work but other creators won't care about any of it
precisely because it's possible to create for low effort. At best it's yet another cool looking image at worst it's just more noise making it harder to find any real stuff. You bring such tools to any place where makers gather and they're ofc gonna look at you a bit sideways. Like when AI hit artstation etc.
It's nothing new either. Generative AI art tools are just the latest addition to the pile, people on art forums have had the very same sentiments
against art generated in Poser, Daz, Bryce etc since approximately the dawn of the internet.
AI artists need to create their own spaces where they can look at one anothers work in case they really care to see what other people make with AI.
I've had a lot of fun with generative AI myself making cool images, doesn't mean I'm interested at all to see 'the body of work' of what someone else have generated. When it comes to 'slop' like that it's best to just keep it to yourself, it's like that home-video of your vacation or your porn collection, it means something to you specifically, to others it's just a waste of space.
Maybe you show a few curated pieces to your close friends and family but you don't bombard others with that shit.
Anonymous at Mon, 3 Jun 2024 23:23:59 UTC No. 985392
>>985375
its not AI lmfao how dense are you? you just keep running your mouth with these verbose words salads in a desperate attempt to sound profound and smart; trust me it has the adverse effect.
pyw or gtfo;
Anonymous at Mon, 3 Jun 2024 23:33:58 UTC No. 985393
>>985392
>its not AI lmfao how dense are you?
Looks like running image2image AI ontop of a low-fi render so In absence of knowing what you use that's what I would guess it is.
Any image and 'impressionist painting in the style of X' would yield similar looking results.
Anonymous at Tue, 4 Jun 2024 04:58:47 UTC No. 985415
>>985397
I'm the one that called his shit cheap, but your example doesn't even remotely come close. Worse than a PS filter (which is what I'm assuming the dude is doing, just using a decent combo of them so it doesn't look like shit). Really don't know why you went off on some AI tangent. It should be obvious enough that he's not throwing it through img2img. But then again, considering your fixation on it, I guess it's not obvious.
Anonymous at Tue, 4 Jun 2024 05:30:28 UTC No. 985417
got my alchemy bench done, for the most part anyway.
i still need to add a bench or a step ladder or something next to the cauldron
>>985253
awesome
>>985332
i like the front shield and its is attached
🗑️ Anonymous at Tue, 4 Jun 2024 09:44:14 UTC No. 985429
>>985397
the other dude is a retard; he talks too much without posting his own stuff. hilarious!
>>985415
pyw now
Anonymous at Tue, 4 Jun 2024 09:47:07 UTC No. 985430
>>985397
hes a retard; too much talking not enough art posting.
>>985415
its not like im hiding my process; they literally wrote an article about it.
https://80.lv/articles/impressive-p
that being said my color graded still look good on their own.
now, pyw
Anonymous at Tue, 4 Jun 2024 10:40:18 UTC No. 985435
>>985420
Iirc when you hit the magazine release on a Scorpion the magazine is just going to fall out, you wouldnt need to hit it like an AK mag
This does look cooler though, nice work
Anonymous at Tue, 4 Jun 2024 10:45:34 UTC No. 985437
>>985420
How long did it take to make the animation?
Anonymous at Tue, 4 Jun 2024 11:56:58 UTC No. 985442
>>985299
New bulge-pole just dropped. I got the bulge to be more even by making the mesh scale along the normals.(Not actually a good solution, but it approximates the solution I'm going for) You can see in the previous webm that the verts of the mesh fling far away from each other. Especially when the points get close to the verts. But now they distribute tidily. Never flinging to far.
Anonymous at Tue, 4 Jun 2024 12:47:21 UTC No. 985446
another wip thread RUINED by some no-talent wannabee making basically architecture calling his seniors "retards"
the chair nerd at Tue, 4 Jun 2024 14:58:15 UTC No. 985453
>>985446
BOO-HOO
Anonymous at Tue, 4 Jun 2024 15:52:07 UTC No. 985460
>>985453
Post your donut tripfag
the chair nerd at Tue, 4 Jun 2024 16:12:21 UTC No. 985463
>>985460
Jamais.
Anonymous at Tue, 4 Jun 2024 17:23:05 UTC No. 985471
>>985463
You are in /donut/ Post your donut
Anonymous at Tue, 4 Jun 2024 18:42:19 UTC No. 985485
>changed the bindpose so the tets between the legs don't intersect at start frame
>modelled the arm muscles
>modelled a more complete hand (4 fingers / hand)
>modelled more realistic eyes
Been getting heavily into facial blendshape rigs. As it turns out I already have experience with doing that but with simulation I have to adjust the process. It may not be end up being necessary to have to bind the SDF outer tissue to simulation attachments to "sculpt" the blendshapes as it seems like i can just skip that step and sculpt them by hand with sculpting tools since they will be getting simulated again anyways, massively simplifying the pipeline.
Now, I make the SDF outer skin, then detach the head to create blendshapes, then reattach
Anonymous at Tue, 4 Jun 2024 18:59:28 UTC No. 985487
>>985485
My fucking sides
Anonymous at Tue, 4 Jun 2024 21:02:45 UTC No. 985496
>>985430
I've posted my work in the last thread. Have fun finding it.
Anonymous at Wed, 5 Jun 2024 07:30:24 UTC No. 985535
>>985534
Is it made up of hundreds of keyframes of micromovements with bezier curves? I'm just starting out in animation and no clue what this would look like.
Anonymous at Wed, 5 Jun 2024 16:09:21 UTC No. 985577
>>985536
Do you have videos to look at where people use your technique? Just interesting
Anonymous at Wed, 5 Jun 2024 21:01:16 UTC No. 985603
>>985577
Why would you need videos? Seems like it'd be common sense to keep things as simple as possible so its easy to work with.
Anonymous at Wed, 5 Jun 2024 21:10:00 UTC No. 985604
>>985602
In my eyes he's already perfect
>>985485
I'm intrigued and disgusted at the same time
Anonymous at Wed, 5 Jun 2024 21:30:41 UTC No. 985611
>>985604
<3
Anonymous at Thu, 6 Jun 2024 09:54:13 UTC No. 985665
>>985442
Very excited about this bit of progress. All the underlying points now all move out of each other's way. This is so cool. This is no mere "sample nearest" setup. No. This is all the points calculating all the other points that are in its vicinity, adding up the steps to move out of each near point, and averaging those steps in a weighted fashion to ensure that the sum of the steps is maximally distant. The result is a very smooth kind of "pushing".
Here in the webm, I'm dragging one point in between all the other points, and you can see how they all react to each other in order to make room. They're not entirely "hard". Meaning, two points can get pushed closer than their radius would normally allow. But that's only due to 3 or more points pushing in opposing directions. It creates a sort of "pressure" that the inner points can't escape from. As you add more surrounding points, the inner ones just get averaged more and more into the center. I think it may be possible to scale them all in a way to perfectly displace them as if they were hard marbles. But it's probably not worth the effort. As the displaced points will be very far away from where the points truly are. That would make things needlessly complicated. It's probably for the best to just allow them to cluster up.
I also made the mesh deformation slightly better. But I doubt that's noticeable. There's still a lot more to do in that department. But for now, I'm just enjoying these points pushing each other around.
Anonymous at Thu, 6 Jun 2024 12:43:11 UTC No. 985671
Anonymous at Thu, 6 Jun 2024 12:47:34 UTC No. 985672
>>985671
look for blender suspension rigging tutorials. essentially a target bone for height which is shrinkwrapped to the floor with alot of constraints
Anonymous at Thu, 6 Jun 2024 13:00:50 UTC No. 985673
>>985672
i only use maya
so you can make the inside wheels wiggle and shake to the sides?
Anonymous at Thu, 6 Jun 2024 13:14:01 UTC No. 985674
>>985670
VGH
Anonymous at Thu, 6 Jun 2024 21:13:12 UTC No. 985714
>>985670
Really nice texturing anon. I also like the little turret pointing down at the fire like it's looking at it. Not too sure if it makes sense since the gunner probably doesn't see out the barrel, but it gives it personality and I like it anyway.
The treads look great by the way.
Anonymous at Thu, 6 Jun 2024 21:14:13 UTC No. 985715
>>985676
Find a color palette that works, like the anon said in the other thread.
Anonymous at Thu, 6 Jun 2024 22:01:25 UTC No. 985723
She is almost ready for her first scene, bros. Fingers came out better than I expected.
Inner skin complete and thus outer skin almost complete. I had an issue where my voxel was failing to generate a single, manifold mesh because I had some big gaps between skeleton / muscles and also I was unable to preserve enough detail on the face noticeably the eyelid region and the fingers while keeping the same detail on the rest of the mesh. This held me back for hours but I was eventually able to split the voxelization process on a arbitrary basis and then merge them together later...
I switched all my final renderings to "fisheye" lens as I believe it looks significantly more realistic
Anonymous at Fri, 7 Jun 2024 01:41:24 UTC No. 985748
>>985723
Wtf, this worse than I expected. Please post more.
If you and Cris worked on a project together it would be the best day of my life
Anonymous at Fri, 7 Jun 2024 01:42:39 UTC No. 985749
>>985723
I'm making this my wallpaper
Anonymous at Fri, 7 Jun 2024 04:00:36 UTC No. 985763
>>985723
>Red Skull if he transitioned
Anonymous at Fri, 7 Jun 2024 07:42:22 UTC No. 985781
>>985723
the dick shaped tits make me feel really un-easy
Anonymous at Fri, 7 Jun 2024 13:47:44 UTC No. 985813
>>985748
t. weeping architecture kidd
Anonymous at Fri, 7 Jun 2024 20:17:52 UTC No. 985860
>>985488
very cool.looks like a comic
Anonymous at Fri, 7 Jun 2024 21:00:56 UTC No. 985870
>>985858
i am so confused about zbrush, is hard surface stuff supposed to be poly modelled? i want to start sculpting but i have no clue what object to start off with. any tips? i was thinking of remaking this as a sculpt since its more orangic in shape but felt like maybe i am jumping in too deep especially for a new software.
Anonymous at Fri, 7 Jun 2024 21:14:56 UTC No. 985871
>>985870
good question indeed.
hard surface in zbrush is more like using really accurate brushes rather than extruding , there's no need to remake this sculpt. you can continue in zbrush.
it will be actually better since i assume this is poly modeled and zbrush likes unfiform topology. your main issue will be handling the subtools and getting into alphas and polygroups.
its a real mindfuck, you can do the same stuff in blender but it will be slower and less intuitive.
my advice , if you want to learn sculpting start with zbrush, and if you're serious about it buy a course with structured learning.
i used to be good with blender but i forgot it all years ago, now im coming back with zbrush because i feel like that's what people are gonna use in the future.
the last consideration is economical, if there's more demand for organic 3d you're simply gonna make more money
Anonymous at Sat, 8 Jun 2024 00:19:36 UTC No. 985884
>>985858
another one, stick to modeling in maya/blender and just import that stuff to zbrush. it just makes the most sense.
this one was for practice purposes only
Anonymous at Sat, 8 Jun 2024 03:04:03 UTC No. 985898
I started learning 3D and there are so many things to learn.
I found it incredible how the rendering makes the work less ugly, very different from a traditional drawing where the margin for
making mistakes is much narrower.
Anonymous at Sat, 8 Jun 2024 11:35:19 UTC No. 985938
>>985898
wait until you learn about compositing and other post-processing stuff
Anonymous at Sat, 8 Jun 2024 15:13:13 UTC No. 985947
>>985871
>if you want to learn sculpting start with zbrush, and if you're serious about it buy a course with structured learning.
any resources you would recommend?
Anonymous at Sat, 8 Jun 2024 15:25:58 UTC No. 985950
>>985949
also this excercise felt like pissing blood, it made me model the whole thing in blender and import it.
matter of fact, i could've finished it there. which is a testament to how powerful blender is
Anonymous at Sat, 8 Jun 2024 16:13:42 UTC No. 985955
>>985949
>learning from handholding busywork exercises udemy and piss station
cringe
Anonymous at Sat, 8 Jun 2024 16:16:26 UTC No. 985956
>>985950
>matter of fact, i could've finished it there. which is a testament to how powerful blender is
yeah thats why i am so confused if i should dedicate the time to learn zbrush. i mean zbrush makes sense for characters and monsters but i am into into that field. i thought i could pickup zbrush since i can make brick walls and shit but then i can just use displacement maps and get away with it.
i am just so conflicted lol, i think i am just dumb
>>985955
what else would you suggest/shill anon?
Anonymous at Sat, 8 Jun 2024 16:39:24 UTC No. 985957
>>985955
good luck with non paid content, take a look around you
>>985956
no point in using zbrush as one-stop-shop. if you got a strong computer you could sculpt as well.
Anonymous at Sat, 8 Jun 2024 16:46:09 UTC No. 985958
>>985956
You could also learn to sculpt in blender, you don't need to use zbrush unless you want to work in the industry
Anonymous at Sat, 8 Jun 2024 22:12:39 UTC No. 985977
>>985973
Thanks anon.
You always make me feel better about myself.
Anonymous at Sat, 8 Jun 2024 22:40:52 UTC No. 985980
>>985977
B-bae...how are you posting t-this?
Anonymous at Sat, 8 Jun 2024 23:14:15 UTC No. 985988
>>985973
Is this supposed to be a joke ?
Anonymous at Sat, 8 Jun 2024 23:19:43 UTC No. 985990
>>985973
The hands are really small
Anonymous at Sat, 8 Jun 2024 23:21:10 UTC No. 985991
>>985988
what do you mean? Soon she will have multiple types of hair and eyelashes as well as different types of clothes
>>985990
small hands are appropriate for this type of woman.
Anonymous at Sun, 9 Jun 2024 09:32:40 UTC No. 986060
>>985991
>Soon she will have multiple types of hair and eyelashes as well as different types of clothes
I can't wait
Anonymous at Sun, 9 Jun 2024 09:38:27 UTC No. 986061
>>985973
>>985990
>The hands are really small
Yes, that's the only thing that's bad about it.
Anonymous at Sun, 9 Jun 2024 16:06:13 UTC No. 986099
>>985973
What a beauty
the chair nerd at Mon, 10 Jun 2024 16:26:55 UTC No. 986300
>>986250
I'm loving this.
Anonymous at Tue, 11 Jun 2024 16:04:25 UTC No. 986410
>>985949
>udemy
lol
Anonymous at Tue, 11 Jun 2024 17:40:19 UTC No. 986423
>>986396
Is the model dupposed to look like a corpse in decomposition?
Anonymous at Tue, 11 Jun 2024 17:41:33 UTC No. 986425
>>986396
>there is no going back
We know anon, you are too far gone
Anonymous at Tue, 11 Jun 2024 21:50:24 UTC No. 986440
>>986425
All I can do now is execute on these blendshapes. Its put up or shut up time. They will make me or break me
Anonymous at Tue, 11 Jun 2024 23:16:31 UTC No. 986452
>>986431
I haven't been able to work on a personal project in like 2 years. Got tons of ideas sketched out, but once I finish a commission, I'm just burnt out for a week or two, and once I get back up on the horse, someone else wants another several month long project. Like I could work on my own stuff in my free time, but I have that stigma where if I'm working on something for myself during my free time, I should be doing the thing I'm paid for instead and feel guilty about having free time.
Like a parent that see's you playing and having fun, and they ask if you finished your homework, and you tell them yeah, so they tell you to go study.
Anonymous at Tue, 11 Jun 2024 23:23:51 UTC No. 986456
>>986452
I'm guessing you do everything at the same desk?
try separating your work spaces from your downtime spaces if you can.
it wont solve the issue completely, but it helps a lot to have to have that line
Anonymous at Wed, 12 Jun 2024 10:03:00 UTC No. 986506
>>986456
I would, but I don't have the room or separate computers to do that. I just try to stick to a loose schedule to try and keep things separate, but the edges of it are a bit blurry.
Anonymous at Wed, 12 Jun 2024 10:24:10 UTC No. 986508
>>986452
i know that feel - i feel like i'm perpetually on the brink of burn out. i think i might need to build a few of hours of personal work into my weekends. i know if i just make a start i'll happily work on something for a few hours - it's just the dread of making the start.
that said my last couple of weekends have involved me kicking off and nursing renders so who the fuck knows
Anonymous at Fri, 14 Jun 2024 14:52:36 UTC No. 986771
The beginning of strings. Took a stupid amount of effort to figure this much out. But on the bright side, I finally know how to use the shortest edge path node. It clicked, and then everything fell into place, and I cleaned up about 20 necessary nodes.
Anonymous at Fri, 14 Jun 2024 16:46:02 UTC No. 986784
>>986771
Rudimentary sim. Dunno if this foundation is solid enough to scale up to a more complex hair sim. But that's the goal.
All it does it is check where the roots are, and then corrects the distance between points, and updates the position. But the way it corrects for distance is just going point by point in sequential order starting from the roots. So the correction is very root centric. That might not be good. Dunno.
Maybe if I work on collision with the ball now, then I can figure out a correction that isn't root centric.
Anonymous at Fri, 14 Jun 2024 19:40:03 UTC No. 986799
>>986784
This classic paper have deets on a very good way to make simple physics chains that you have some more control over.
https://www.cs.cmu.edu/afs/cs/acade
Anonymous at Fri, 14 Jun 2024 19:41:47 UTC No. 986800
>>986799
this is a demo of what it can achieve https://www.youtube.com/watch?v=KpJ
Anonymous at Fri, 14 Jun 2024 21:28:02 UTC No. 986811
>>986436
show wireframe
Anonymous at Fri, 14 Jun 2024 21:56:56 UTC No. 986813
>>986812
very nice, was trying to think of some other good beginner projects to do after i finish the chess set i'm working on. mechanical pencil seems like a fun one, might try modeling the pencil i use.
Anonymous at Fri, 14 Jun 2024 22:56:46 UTC No. 986821
>>986396
am I witnessing a actual goddess come to life?
Anonymous at Sat, 15 Jun 2024 13:02:30 UTC No. 986848
any recommendation on my little scene ? i haven't work on presentation and lighting, im trying to figure out what could be improved or added 3D/Txt, obv the water could be better, trying my best with my knowledge of unreal material
I feel like adding even more stuff would hurt the readability of the scene, I was going for really stylized but ended up more realistic..
i animated the fish swimming and fabric moving with washing machine already. sry reddit spacing
Anonymous at Sat, 15 Jun 2024 13:38:08 UTC No. 986852
>>986848
focus on fundamentals first before doing scenes like this.
Anonymous at Sat, 15 Jun 2024 13:43:46 UTC No. 986853
>>986852
what are the fundamentals ?
Anonymous at Sat, 15 Jun 2024 13:45:28 UTC No. 986854
>>986853
scenes like this
Anonymous at Sat, 15 Jun 2024 13:55:44 UTC No. 986855
>>986853
fundamentals are technical skills. Once you have technical skill in isolation you can create multiple objects in one scene
Anonymous at Sat, 15 Jun 2024 14:24:29 UTC No. 986857
>>986856
what are you trying to say, that you have some technical ability due to your isometric blender eevee scene? You need to grind
Anonymous at Sat, 15 Jun 2024 15:06:29 UTC No. 986861
>The fundamentals poster is back
Anonymous at Sat, 15 Jun 2024 15:39:08 UTC No. 986864
>>986848
That's neat, it looks like something that would get a few hundred/thousand upvotes on r/blender. You can take that as a compliment or an insult.
>>986853
Gesture, form, color, light & shadow, perspective (not usually relevant in 3d), anatomy (if applicable), etc. Artistic principles you can learn to make art better and quicker.
There's no "the" fundamentals as people usually word it since many artists will disagree as to what is important and will include/exclude different things in their lists, but you can learn from multiple people to get the whole idea.
I think what you made demonstrates a good degree of competence.
>>986852
>>986855
Dunning-Kruger posts
>>986857
You're schizophrenic to a degree that it confuses people.
Anonymous at Sat, 15 Jun 2024 15:43:52 UTC No. 986865
>>986864
thanks, anything you would rework ?
i know the fundamentals btw, i was playing dumb tto schizo poster
Anonymous at Sat, 15 Jun 2024 16:16:12 UTC No. 986870
>>986848
i think it looks good as-is anon, once you light it it's gonna look crazy...
Anonymous at Sat, 15 Jun 2024 18:13:59 UTC No. 986875
>>986845
dat bunda
Anonymous at Sun, 16 Jun 2024 05:11:17 UTC No. 986919
>>986852
As someone who autistically screeches about learning fundies, that dude doesn't really need them, and seems to have a basic grasp of it, and where to stop ("adding even more stuff would hurt the readability of the scene").
While things could be improved, the dude has an understanding of what makes something look visually pleasing. The composition is interesting, the color choice is nice and light, which adds to the whimsical theme, and the details lead the eye around the small scene in as good a way as you'd need.
Maybe you should focus on fundies.
Anonymous at Sun, 16 Jun 2024 21:48:56 UTC No. 987003
>>986848
I'm truly sorry for the responses you're getting anon-kun, the quality of the posterbase has fallen dramatically, seriously all the posts were either gibberish or dumb fucks talking right out of their ass, fuck 'em. Your mini scene looks good, good work anon
>reddit spacing
Anons pointing that out are some of the most midwitted fucks to have ever disgraced my retinae, I don't use Reddit but have been accused of using it because I spaced my posts in order to give them better readability. Don't listen to those fucking niggers, they can Reddit these balls
Anonymous at Sun, 16 Jun 2024 22:51:08 UTC No. 987008
>>986848
Could I see all of the fish individually? Did you model them yourself?
Anonymous at Mon, 17 Jun 2024 00:53:37 UTC No. 987017
>>986864
>You're schizophrenic to a degree that it confuses people.
not him, but you don't know what schizophrenia is and you are using it as a buzzword.
Anonymous at Mon, 17 Jun 2024 01:55:39 UTC No. 987023
>>987022
It doesn't bend much in real life, only 90 degree on the vertical axis, you need to twist around the lumbar area to get a wider range
Anonymous at Mon, 17 Jun 2024 02:01:32 UTC No. 987025
>>986848
I like it a lot. Looking forward to seeing the finished piece.
Anonymous at Mon, 17 Jun 2024 02:07:50 UTC No. 987026
>>986848
I think it looks real neat. I'm just confused with what that kinda smear thing with the black in it is.
Anonymous at Mon, 17 Jun 2024 03:00:24 UTC No. 987031
>>987024
>You can also see my thread caled failing at blender
Stay in your containment thread, freak.
Anonymous at Mon, 17 Jun 2024 05:38:36 UTC No. 987041
>>987003
thanks anon, i rarely come here for this reason, i guess this place is still mostly people who don't do 3D. I don't know why I apologise for reddit spacing since everyone here actually go on reddit
>>987008
yea in zbrush, they don't look that good but they aren't any close up
>>987026
some translucency test for faking god ray
Anonymous at Mon, 17 Jun 2024 06:02:55 UTC No. 987043
>>987041
>thanks anon, i rarely come here for this reason
Why? Only one dude sperged out on you, and the rest were either compliments or basic critiques which you asked for.
Anonymous at Mon, 17 Jun 2024 10:50:11 UTC No. 987055
>>986848
preddy good. hard to give decent feedback without seeing it in motion but:
1. the sand on the left hand side should probably reach the back wall
2 .water shader obscures things a bit too much
3. washing machine would benefit from not being full of water imo
4. foam bubbles would help tie things together, esp gathered aroun the washing machine.
5. the label on the detergent bottle is a little sussy. don't know if it's moon runes or if you genned it. maybe change that up a bit.
Anonymous at Mon, 17 Jun 2024 11:13:16 UTC No. 987057
>>987041
...and this proves my point why you need fundies ;). Just look at that those seams - there is no fakin fundies lmao. Love to see you squirm.
-anon
🗑️ Anonymous at Mon, 17 Jun 2024 13:18:45 UTC No. 987070
>fixed her massive underbite resulting from not checking the jaw bone rotation.
Do any of you anons have any advice on if / how to proceed on a potentially violent and hot scene? I planned it all out, recreating a very famous few sequences from a movie, got the clips together and edited it together in resolve but in a different order, but now I'm worried that even though it was very very famous that it may be simply too violent for today's times, even on this site because its directed against a certain demo. Like, it may be a relic from 25+ years ago now.
Anonymous at Mon, 17 Jun 2024 13:21:48 UTC No. 987072
>fixed her massive underbite resulting from not checking the jaw bone rotation.
Do any of you anons have any advice on if / how to proceed on a potentially violent and hot scene? I planned it all out, recreating a very famous few sequences from a movie, got the clips together and edited it together in resolve but in a different order, but now I'm worried that even though it was very very famous that it may be simply too violent for today's times, even on this site because its directed against a certain demo. Like, it may be a relic from 25+ years ago now.
Anonymous at Mon, 17 Jun 2024 13:58:39 UTC No. 987078
Can I get feedback in lighting?
>>987045
Anonymous at Mon, 17 Jun 2024 18:22:42 UTC No. 987102
Does anyone know the best place to get guitar references? When I say references I mean more like blueprints so I can just block them out and cheat.
The ones I have always seem to take the neck angle into account so it shortens the neck and fucks up the blocking in in the top view. The body is fine because it's flat anyway. Whenever there's a side view and a top view on the ref then the side view is always much shorter so doing it that way doesn't work neither. Even trying to scale it doesn't work because the length gets (roughly) right, but then the depth is way off. I've tried doing the scaling all kinds of ways and it never works.
Need some chad to hold my hand here. And I don't need to hear anything about fundamentals.
Anonymous at Mon, 17 Jun 2024 18:48:46 UTC No. 987106
>>987102
>And I don't need to hear anything about fundamentals
sounds like you need to hear about the fundamentals of googling, son
Anonymous at Tue, 18 Jun 2024 00:08:37 UTC No. 987117
>>987072
Your character's huge mouth and jaw looks like Dee Jay's from Street Fighter.
Anonymous at Tue, 18 Jun 2024 10:55:22 UTC No. 987142
>>987117
Thanks for the insult.
There are measurements online from a study on human head size for both adult male and adult female, from wikipedia if you google human head
https://en.wikipedia.org/wiki/Human
I took the average measurement (50th percentile) for all parts of the skull for female for all parts. I am working to real world scale.
Anonymous at Tue, 18 Jun 2024 11:14:15 UTC No. 987144
>>987117
>>987142
also, what you see in >>987072 is an approximation of the final result as the outer fat layer hasn't had internal pressure from the tissue and bone from the fem solver applied to it yet either. This is the underlying anatomy, with the skull bone, jaw bone, and masseter tissue
Anonymous at Tue, 18 Jun 2024 12:39:15 UTC No. 987148
Storefront so far
got a few more things to add to the counters, and maybe a vine creeping along that back wall.
unwrapping all of this is going to be a bit of a chore.
>>986845
nice anatomy
nice ass too
>>987080
>>987111
that's really damn cute.
Anonymous at Wed, 19 Jun 2024 22:17:48 UTC No. 987431
>>987164
at the rate i'm going it should be ready to open some time next year lmao
that god damn smile is far too cute
>>987321
i really like the ear changes, the fluff around her neck is nice too
her torso shape is a significant improvement
great work
Anonymous at Thu, 20 Jun 2024 08:22:39 UTC No. 987509
>>986784
Didn't change much. Just added an arbitrary downward vector to work as a gravitational force, and did some bullshit math to get something of a momentum vector, and added it with the gravity so the momentum and gravity work together.
The results are nice, but I'm pretty sure the math is wrong.
Still no collision.
>>986800
>>986799
Looks great. Shame I don't know how to read the math the paper provides.
Anonymous at Thu, 20 Jun 2024 12:21:44 UTC No. 987548
>>986799
I had read that paper months ago and I was intrigued by the approximation it suggests for point to point springs that avoids the square root.
I tried to implement it in my own soft body simulator previously but it didn't work out. I've tried it again today and it worked. It gives a nice speed boost.
>>987509
There is no algebra in that paper. It's all code examples. You can't blame math this time.
Anonymous at Thu, 20 Jun 2024 12:30:25 UTC No. 987550
>>987548
I don't know code. I'm doing everything in geometry nodes.
And yes, there is math too. I don't even know what a couple of the symbols are. Googling the triangle bring up "delta". Never handled that in math class before. And I can't even google the foreign cursive symbol, because I can't highlight it to copy it.
Anonymous at Thu, 20 Jun 2024 13:33:51 UTC No. 987557
>>987550
And what do you want me to do about the fact that you chose to implement something that's objectively complicated in a tool that's made by retards for retards?
Anonymous at Thu, 20 Jun 2024 13:37:41 UTC No. 987558
>>987557
I don't recall asking for you help. I only commented on the paper as a show of acknowledgement. It looks pretty great. Maybe I can glean something from it. Doubt it though. What with the math and code deficiency and all.
If you still feel like helping. Then tell me what that weird cursive symbol is among some of the math equations. Then I can at least look it up and potentially learn something.
Anonymous at Thu, 20 Jun 2024 15:31:55 UTC No. 987574
>>987558
as a not that anon, to me, it looks like a fancy lower-case lambda https://www.overleaf.com/learn/late
but it's just a name for a variable, so that shouldn't matter
Delta is often used to refer to a change in value, e.g. the difference in position from one from to another
Anonymous at Sat, 22 Jun 2024 22:42:05 UTC No. 987916
I need to do a lot of tweaks, tighten up settings. I really need to make the fat suck in a lot more, but not uniformly, because that causes self intersections and thus major major major problems. The extra jiggly-ness could be caused by not enough substeps, I'll have to investigate further. The overall quality of my skin shader has regressed despite me having UVs, and I don't know why
The blendshape face did not work and will not work.
Anonymous at Sat, 22 Jun 2024 22:56:34 UTC No. 987921
>>987916
The lighting makes it look like she has a little dick
Anonymous at Sat, 22 Jun 2024 23:00:18 UTC No. 987923
>>987916
also i may need to drastically reduce tet size
Anonymous at Sat, 22 Jun 2024 23:17:27 UTC No. 987928
God has forsaken us, no wonder the board feels dead
Anonymous at Sat, 22 Jun 2024 23:47:56 UTC No. 987932
>>987916
This is a vision of hell.
Anonymous at Sun, 23 Jun 2024 00:49:46 UTC No. 987942
>>987932
>This is a vision of hell.
There is potential. The truth is, I have to deal with a lot of different parameters, each with the ability to totally destroy an animation which is why i have seen some regression but still, rome wasn't built in one day
Anonymous at Sun, 23 Jun 2024 01:01:50 UTC No. 987943
>>987942
see for instance i can change just the skin around the implants and the buttocks or wherever really to be less stiff, but it will take me like 45min to 1 hour to see the result. Also you can see that simultaneously i had another setting too loose resulting in the secondary joint tissues just wobbling over and over and not settling, as you can see in the feet.
However, the chest and buttock points do in fact move a lot better here. Now to simulate both of these parameters to another value would take another 45min-hour
Anonymous at Sun, 23 Jun 2024 02:47:29 UTC No. 987954
>>987942
>There is potential
potential for a horror game, yes. With appropriate lighting this would be incredibly scary - actually, it already is. That model seems to radiate great malevolence
Anonymous at Sun, 23 Jun 2024 06:45:54 UTC No. 987979
>>987943
Fap, fap, fap, fap, fap, fap, fap, fap, fap, fap, fap, fap, fap, fap, fap, fap, fap, fap, fap, fap, fap, fap, fap, fap, fap.
Anonymous at Sun, 23 Jun 2024 06:53:52 UTC No. 987981
>>987943
You are my new favourite person on /3/
Anonymous at Sun, 23 Jun 2024 22:37:06 UTC No. 988031
Anonymous at Mon, 24 Jun 2024 02:56:54 UTC No. 988048
>>988031
you made the right choice in retracting your statement. No, really. I probably dont have very many sims left in me. I'm getting put off and drifting away towards other mediums (non computer, trad)
---
Here, I made the tet size too large as I didnt have a lot of time to sim and I didnt want to leave the computer on. I had to turn off the stand in sofa and floor from handling collisions because the body would just go through them and literally explode and then freeze my program every time. The idea was to assume the position and then have the couch start moving, at which point the secondary physics bones would take over and move the skin. Little did I know that it would just fail every single time and every time it would take quite some time to get the anim to the relevant frames
Anonymous at Wed, 26 Jun 2024 22:49:31 UTC No. 988342
>>987942
>>987943
>>988048
ew, ewwwwwwwwwwwwwwwwwwwwww
well done if youre going for that feel
Anonymous at Thu, 27 Jun 2024 11:05:04 UTC No. 988380
>>988361
do you know how you want to texture it yet?
Anonymous at Thu, 27 Jun 2024 16:15:55 UTC No. 988402
>>988361
This shit is making my dick hard. The atmosphere is immaculate.
Anonymous at Fri, 28 Jun 2024 09:07:08 UTC No. 988455
Finishing off a gun I started back in January and dropped cause of uni. There's a lot of small details that I'm not happy with how they turned out (especially weird shading artifacts), but I'm still proud of it for the most part considering my skill level. Still gotta do a high poly and texturing.
>>988361
Very nice anon. How long did it take you to make this?
Anonymous at Fri, 28 Jun 2024 11:40:24 UTC No. 988460
>>988036
Looking cool man, I like it
>>988361
>UVs next...
Good luck anon, you've got a loooooooooot of work ahead of you. Next time I highly recommend to at least mark seams as you make the models, I'm saying this as someone who used to model first and UV later, but in my little experience I learned that it's best to model and UV at the same time.
For example, look at that railing: you could have been more efficient and saved time by UV unwrapping one UV railing post and only afterwards duplicate it, now instead what you're likely going to have to do is UV unwrap one post, delete the others and replace them with the UV'd version of the post.
I'm not trying to bash you, this is all stuff you learn as you get more experience with this stuff, I've gone through this painful lesson as well.
I expect your project to take at the minimum 2 weeks to complete, but a more likely estimate is at least a month
Scene looks good, I'm curious to see what the final result will look like
>>988455
Cool design, did you come up with it?
Anonymous at Fri, 28 Jun 2024 12:33:33 UTC No. 988463
>>988460
>Cool design, did you come up with it?
I wish. It's the Howa Type 89.
🗑️ Anonymous at Fri, 28 Jun 2024 12:40:11 UTC No. 988465
>>988460
Thanks man. I'm trans btw and a huge fan of lowpoly.
Anonymous at Fri, 28 Jun 2024 15:16:19 UTC No. 988472
finally finished the eye rig, lots of alpha and UV fuckery going on since it's all images, but it somehow worked out in the end!! the dreaded mouth rig is up next..
>>988361
looking great anon, good luck on your UV quest!! hope you can stay sane unwrapping the gazillion things you have in your scene..
>>988455
super clean anon, can't wait to see it textured!!
Anonymous at Fri, 28 Jun 2024 16:02:31 UTC No. 988475
>>988472
Very cute
Anonymous at Fri, 28 Jun 2024 22:51:07 UTC No. 988499
>>988472
hella cool thingie with the eyes
Anonymous at Fri, 28 Jun 2024 23:44:57 UTC No. 988501
>>988361
awsome, what is this for ?
Anonymous at Sat, 29 Jun 2024 02:05:51 UTC No. 988503
>>988361
Best in the thread
Anonymous at Sat, 29 Jun 2024 05:29:44 UTC No. 988512
>>988455
thanks, not sure, just working on it when i have the time.
>>988460
yea, i was thinking that when i started on the store front. had to learn it somehow lmao
>>988472
awesome rig. i like how the dizzy eyes work
>>988501
>>988503
Thanks, i'm just making it for fun at the moment. i may animate something in it later on.
Anonymous at Sun, 30 Jun 2024 18:26:11 UTC No. 988624
>>988584
I dislike the crotch topology, also the line near the center of the body
You have a big ngon at the belly
The side of the body looks too flat, round it
I would add some loops to the torso and the knees/elbows
Anonymous at Sun, 30 Jun 2024 23:35:08 UTC No. 988636
>>988628
It's still too crumpled on the side. I made something similar starting with a torso of 8 sides, then added a cylinder of 8 sides for the legs and combined them, then worked a bit on the chest. The triangle between faces 1 and 2 I added to make the chest rounder. Adding 8 sided legs also required some triangles
Anonymous at Wed, 3 Jul 2024 00:50:49 UTC No. 988798
>>988584
>>988628
legs and chest are solid enough, arm anatomy needs some work though. Upper arms dont push out to the side like that (if you wanna give him large triceps consider raising the point more), forearms don't go in like that, especially not if as muscled as that character.
attached pic is just some google images reference that should demonstrate the concept enough
Anonymous at Wed, 3 Jul 2024 18:25:51 UTC No. 988855
Hi im back, worked mostly on the side and some texture, starting to think about the background. I have a couple of idea, maybe a water plane, or a sand floor to simulate being at the bottom of the beach, i don't know yet
Anonymous at Fri, 5 Jul 2024 01:15:45 UTC No. 988978
>>988911
A real doll.
Anonymous at Fri, 5 Jul 2024 01:51:24 UTC No. 988980
>>988936
Where has all your Donuts gone?
Anonymous at Fri, 5 Jul 2024 02:29:34 UTC No. 988981
>>988980
Sorry I eated all he's donuts ;^w^
Anonymous at Fri, 5 Jul 2024 12:05:50 UTC No. 989004
>>984999
I brush zlove
Anonymous at Sat, 6 Jul 2024 09:33:42 UTC No. 989050
>>987041
>since everyone here actually go on reddit
Speak for yourself.
Anonymous at Sat, 6 Jul 2024 12:22:57 UTC No. 989052
>>989047
>>989049
Yes it's definitely better. Try using a reference next to tighten the body proportions. You could try using PureRef to have the reference image above your screen as an semi transparent overlay and set it to ignore clicks so you can work on your mesh behind it.
Anonymous at Sat, 6 Jul 2024 22:57:42 UTC No. 989076
>>989049
nice moai head
Anonymous at Sun, 7 Jul 2024 13:23:24 UTC No. 989099
>>989052
Blender also has "import image as reference", then you can lower opacity on them and turn off clicking on the object in the scene items list
Anonymous at Sun, 7 Jul 2024 16:38:44 UTC No. 989104
>>989092
I like it but I would add more shading to the material or the texture. You should check those released models from Zenless Zone Zero, I think they have that 2d anime look
https://80.lv/articles/grab-officia
Anonymous at Sun, 7 Jul 2024 20:21:47 UTC No. 989127
Is there like a course or recommended sequence of things to make to improve at blender?
🗑️ Anonymous at Mon, 8 Jul 2024 12:36:38 UTC No. 989183
>>989126
Took a week off to chud, here's my first full chud at the end of the chuds. Chudwards and chudwards.
>>989127
Is there like a course or recommended sequence of chuds to make to improve at chudding?
>>989134
WIP lowpoly dechudding of my vrchat chud
>>989159
Chudding chudding
Anonymous at Mon, 8 Jul 2024 14:05:28 UTC No. 989187
>989183
Good morning Cris, don't forget to take your pills today.
Anonymous at Mon, 8 Jul 2024 15:14:04 UTC No. 989188
>>989126
Good base sculpture. Are you going to polish it and make a final sculpture?
Anonymous at Mon, 8 Jul 2024 15:15:45 UTC No. 989189
>>989159
Looks nice but her eyes are a bit crazy looking
Anonymous at Mon, 8 Jul 2024 15:17:58 UTC No. 989190
>>988048
Post more! I need more
Anonymous at Mon, 8 Jul 2024 16:15:36 UTC No. 989195
>>989104
Yeah, I'm still in the process of shading, but thanks for the tip!
Anonymous at Mon, 8 Jul 2024 16:35:27 UTC No. 989196
>>989190
second
Anonymous at Mon, 8 Jul 2024 19:19:02 UTC No. 989205
>>989188
I'm going to start another mini with an anatomy reference and some lessons learned
And maybe more clothes
Anonymous at Mon, 8 Jul 2024 21:13:52 UTC No. 989214
>>989125
What happened to all the dimension? It looks flat and dry now.
Anonymous at Mon, 8 Jul 2024 21:19:58 UTC No. 989215
>>989214
the shot was taken with a very low FOV camera + the engine is very old and basically supports no maps. I adapted it to the game's artstyle since the enemies look like that.
Anonymous at Mon, 8 Jul 2024 22:18:30 UTC No. 989220
>>989125
Looking cool anon, good work, I too like the early 2000s A E S T H E T I C, all those fancy maps and sculpting and baking are overrated, sometimes less is more, I especially enjoy the versatility of lower poly, not too low that it goes into PS1 territory (too basic)
Anonymous at Mon, 8 Jul 2024 22:21:37 UTC No. 989221
>>989215
>the engine is very old and basically supports no maps. I adapted it to the game's artstyle since the enemies look like that.
Shit man, it sounds like you need a better engine and art direction. Don't tell me you fell for the retro art meme.
Anonymous at Tue, 9 Jul 2024 09:38:23 UTC No. 989248
>>989221
I'm a modder who runs the game's biggest mod. I'm stuck in this artstyle for now. I don't plan to stay on this engine after release and will move to UE5 to have freedom and create more higher quality things. I want to pursue high poly AAA with good texturing.
Anonymous at Tue, 9 Jul 2024 12:07:19 UTC No. 989254
>>988863
>>989125
loving that far cry aesthetic
that boy needs some phong
Anonymous at Tue, 9 Jul 2024 12:17:29 UTC No. 989256
>>989254
thanks, cryengine1 despite it's decades of age still blasts today. some people thought certain well shot indoor level pictures of it were from Unreal engine, kek.
Anonymous at Fri, 12 Jul 2024 04:38:37 UTC No. 989554
My brain has turned to mush. I thought I was coming to an understanding with geometry nodes. But now it feels like I can't figure anything out. Like a strained my brain too much, and it broke under the pressure.
All I want to do is scale multiple rows of points. But I don't know how to make the points understand which row they belong to. I can create all the points I want, but I don't know how to assign them their rows. I need to somehow build an index and then tell the points to line up with the index. But how do I build the index? It would be simple if all the rows had the same number of points. But I need each row to have a different number of points.
And that would be easy if I were only making a handful of rows. But I need to generate thousands of rows. So I can't just hand make them all. I need a procedural way to generate rows with a different number of points.
Anonymous at Fri, 12 Jul 2024 06:25:10 UTC No. 989556
>>989554
That's what the index node does anon.
Anonymous at Fri, 12 Jul 2024 06:34:24 UTC No. 989557
>>989556
I mean, I need something that goes like
0 0 0 0 0 1 1 1 2 2 2 2 3 4 4 4 5 5
Irregular but ordered, see? In any case, I think I may have found the solution in the Duplicate Element node. I was able to build my index with that. But there's still more to wrestle with before this node group comes together. Now I need to figure out how to get all the points to carry the appropriate scaling values. Which, in theory, should be simple since the index is built. I'm just being slow about it.
Anonymous at Fri, 12 Jul 2024 13:43:40 UTC No. 989584
>>989554
ok, this is good enough for today. I got the rays basically functioning how they should be. There's still some jank to it that I have to clean up. Some of the blocks are being rounded to the wrong side, leading portions of the line exposed. And when two points of a line are less than a block apart on one axis, the scaling gets all screwy.
But basically, I saw this cool 2D raycasting tutorial on youtube, and I'm attempting to adapt it in 3D, and within Blender's wacky geometry node logic. https://www.youtube.com/watch?v=NbS
I believe that if I can figure out this method of raycasting, then I can utilize it for simulations. Because simulations require noting the position before and and the position after a frame change, and then doing some math to see what point should interact with what other point. If you try to simulate all points to look at all other points, then the sim will run super slow. But, if you limit points to look only for the points within their trajectory, then the sim will work a whole lot faster, and more accurately. These rays effective draw a path of space for a point to look within. Well... not yet. That's what it will do when the node group is done.
Anonymous at Fri, 12 Jul 2024 14:46:25 UTC No. 989590
>>989584
looks like something similar to a vector to pixel (rasterization?)
Anonymous at Fri, 12 Jul 2024 15:14:16 UTC No. 989595
first time finishing a sculpt and i already find retopology finicky, i should have made the low-poly first then added the details.
>>988361
shit looks real nice
>>988863
hell yeah
>>989292
gives me solace to always see your work
Anonymous at Fri, 12 Jul 2024 15:18:10 UTC No. 989596
>>988442
not necessarily the same style but the base npr shader with noise textures should give results like pic related but your shot is heavily reliant on that sun light for shadows. i think i have seen an npr wood anime shader on YouTube. i want to get those white bevel edges in your reference procedurally but havent figured it out yet.
Anonymous at Fri, 12 Jul 2024 16:24:11 UTC No. 989601
>>989584
Juan the Godot dev did this kind of discretized 3d ray casting to make a highly performant voxel GI system
Anonymous at Fri, 12 Jul 2024 17:26:18 UTC No. 989605
>>989590
Yeah, that's what it's visualized as. I put in the boxes in, in order to see what's happening. But when the node is done, the boxes will be disabled. The edges are temporary too. I'm only using them to represent the length between two positions.
>>989601
Sounds neat. I don't plan on anything like global illumination. I have physics in mind. I just want a way for points to detect nearby points, so I can do faster collision detection. I saw this method somewhere. Forgot where. Might have been a Houdini demonstration or something. But the gist is to create these sort of cells, and then the points of the mesh only has to check which cell it's in, and which points it's cellmates with. Only interacting with the cellmates. Something like that.
Anonymous at Fri, 12 Jul 2024 18:48:54 UTC No. 989608
>>989514
Got this finished. Animation is jank and I could have made a better background but im ready to move on.
Took a long time go make a dumb 30 second joke, but whatever, im happy the way it turned out.
Anonymous at Fri, 12 Jul 2024 19:08:44 UTC No. 989610
Please rate this horrible topology. I have no fucking idea how to model clothes so I just opted into using shrinkwrap to get shape from the body and then make touchups before solidifying.
Honestly... any tips would be appreciated.
Anonymous at Sat, 13 Jul 2024 01:01:06 UTC No. 989642
>>989610
In the same position as you anon. Most clothing tutorials on YouTube are way too limited
Anonymous at Sat, 13 Jul 2024 01:03:07 UTC No. 989644
Anonymous at Sat, 13 Jul 2024 02:04:18 UTC No. 989654
>>989644
Seems like a much more high poly solution
Anonymous at Sat, 13 Jul 2024 08:10:43 UTC No. 989671
Any of you sorry sons of bitches want to make a fantasy setting farming game with me
Anonymous at Sat, 13 Jul 2024 12:25:55 UTC No. 989679
>>989644
What's MD
Anonymous at Sat, 13 Jul 2024 16:08:37 UTC No. 989692
>>989679
Marvelous Designer. It's specifically for making clothes and things, but it has a learning curve of its own with it being a kinda specialty program.
Anonymous at Sat, 13 Jul 2024 20:48:30 UTC No. 989714
>>989692
>>989654
am I wrong? it seems to me like anything it'd produce would be really high poly. unless the workflow is meant to be using it to make clothes and then retopologizing
Anonymous at Sun, 14 Jul 2024 03:57:04 UTC No. 989741
>>989734
goddamn
Anonymous at Sun, 14 Jul 2024 04:01:05 UTC No. 989742
Anonymous at Sun, 14 Jul 2024 08:44:45 UTC No. 989756
>>989734
nice
Anonymous at Sun, 14 Jul 2024 09:03:56 UTC No. 989759
>>989734
Is this the power of traintism?
Anonymous at Sun, 14 Jul 2024 09:21:55 UTC No. 989761
>>985665
Is this a geo node setup? Are you willing to share it?
Looks very neat
Anonymous at Sun, 14 Jul 2024 11:04:59 UTC No. 989767
>>989734
I'd love to see a timelapse or something of you making one of these.
Anonymous at Sun, 14 Jul 2024 13:36:31 UTC No. 989780
>>989761
Yeah, maybe later today, or tomorrow when I have time. Apparently I broke the node somehow, because it's not showing the deformation anymore. I'm too busy to fix it right now. But just know, the node doesn't work *exactly* how I want it to work yet. It only gets part way to the goal with a lot of jank. Don't think you're going to be able to simply plug it into your model and get good results. It will be messy.
Anonymous at Sun, 14 Jul 2024 14:10:44 UTC No. 989781
>>989692
>recommending paid specialty software for random hobbyfag who's asking for topology tips
buy an ad?
Anonymous at Sun, 14 Jul 2024 16:14:10 UTC No. 989785
>>989781
>buying software
>ever
what happened to this website?
Anonymous at Sun, 14 Jul 2024 20:19:47 UTC No. 989805
>>989780
Cool! Would ve appreciated, if only to have a look at how you did it
Anonymous at Sun, 14 Jul 2024 20:20:48 UTC No. 989806
>>989781
MD is absolutely worth learning. Just get it on cgpeers or something.
Anonymous at Mon, 15 Jul 2024 04:44:39 UTC No. 989823
>>989805
>>989761
Alright, here you go. https://files.catbox.moe/7a8pfu.ble
It's compatible with Blender 4.1.
I moved it to a new file, since the file it's normally in has a bunch of weird meshes and junk I don't want anyone to see. Hopefully none of the weird stuff was accidentally appended.
The node is messy as hell, even I forgot what half of the stuff does after a few weeks of not working on it. You're not just getting 1 node. You're getting 9. 5 of which are probably the most important ones for functionality. The other 4 are just for convenience sake. 2 nodes aren't mine. the one that quickly finds the minimum of of multiple groups. I got that off the blender stack exchange. And the one that creates points for all other points. I copied a Youtube tutorial for that. Though, I did modify it a bit to suit my needs. The other 7 nodes are all my own invention.
For the floating verts, the broad concept is this: First, a huge list is created, and that list carries every possible combination of 2 points. Then, the list is edited down. Only points that can "see" each other after the voronoi calculation remain on the list. Then a distance averaging calculation is done to make the points push and pull away from each other.
For the mesh deformation: The floating verts are given a radius. And then the mesh is told to stay outside of that radius. The mesh can read multiple of the floating verts, and tries to stay out of all their radiuses. Being averaged somewhere in between. Which gives the mesh that faux-squishing effect.
If you figure out any way to improve the node, drop it here for everyone.
Anonymous at Mon, 15 Jul 2024 10:36:31 UTC No. 989839
it's been a while since I did done anything so I sculpted an asaro head and then quad remeshed it to see if it'd look cleaner
I'm not sure what I'm doing with my life but I want to get better at sculpting
Anonymous at Mon, 15 Jul 2024 16:16:14 UTC No. 989850
>>989823
Oh wow, that's a lot more than I expected!
Thanks for sharing
Anonymous at Tue, 16 Jul 2024 16:35:04 UTC No. 989964
>>989961
Is that the exoside quad remesher?
Anonymous at Tue, 16 Jul 2024 16:39:39 UTC No. 989967
>>989964
No, I'm just sub-D modeling. No sculpting/retopology.
Anonymous at Tue, 16 Jul 2024 20:04:09 UTC No. 989974
>>989734
Train-senapi has graced us once again with his elite skill. You're too good for this crappy board anon
Anonymous at Wed, 17 Jul 2024 12:25:23 UTC No. 990020
>>989734
this tickles my 'tism
Anonymous at Wed, 17 Jul 2024 15:48:08 UTC No. 990024
>>989961
i love him
Anonymous at Thu, 18 Jul 2024 20:24:52 UTC No. 990118
yea bro I'm totally gonna sit down and learn some design for once
oh wait no, I'm going to spend two hours baking and texturing bullshit where I'm not going to learn a damn thing instead. maybe I should try a course or something
Anonymous at Thu, 18 Jul 2024 21:17:26 UTC No. 990128
>>989961
Got some beak and eye details added.
>>990077
>i want to sculpt a quacker next, is their anatomy hard?
I'm just doing sub-d modeling so sculpting shouldn't be hard, unless you want to go full autism and do the feathers separately on top of the body. Just do upper/lower beak and feet as separate objects.
The wings might be a bit of an issue in how they lay against the body and unfold, as there's generally a bit a plumage that they tuck into on the sides. I had a really hard time figuring it out and ended up kinda fudging it on a goose I've modeled previously, and I'm not sure how I'm going to go about it here.
Anonymous at Fri, 19 Jul 2024 13:45:01 UTC No. 990179
>>990128
>The wings might be a bit of an issue
yeah this is what i am trying to plan out, my plan is to sculpt the head and body, then subd model the wings (wing arm part) then just use feather alpha images to parent it to the arm and rig it and fold it anatomically
Anonymous at Sat, 20 Jul 2024 03:17:01 UTC No. 990223
Can someone tell me why my bricks look wet? I've fucked around with roughness, metallic, ior, and the HDRI and they still look slippery.
Don't need to worry about the displacement or nothing. This is just a small section of it as an example.
Anonymous at Sat, 20 Jul 2024 13:41:54 UTC No. 990246
>>990223
If you're using a normal map, it may be to intense or not set up correctly according to whatever software you're using
Anonymous at Sat, 20 Jul 2024 14:17:58 UTC No. 990248
>>990138
That's weird. The textures shifted between programs? How does that happen?
>>990223
Looks like a roughness issue to me. But then again, the detail is so high, that the map may be too intense like the other anon suggests. Have you tried reducing the overall influence of the normal map?
Anonymous at Sat, 20 Jul 2024 15:40:47 UTC No. 990252
Anonymous at Sun, 21 Jul 2024 16:11:30 UTC No. 990371
>>990248
well, not shifted but I had to invert the roughness and then tweak it some more to get it to look right, but it's still not 100% the same
Anonymous at Sun, 21 Jul 2024 16:46:48 UTC No. 990373
>>990371
Did you do it in SP? You need to switch it from openGL to directx (or the other way around, I can never remember) before you export things like roughness and normal maps. Otherwise you need to use the invert node.
You also need to make sure you're using the right, I can't remember what they're called because it's been ages since I used it, "sets". You know that shit where there's like a million options like metallic, blender metallic, unreal, or whatever? Those ones. If you don't know what I'm talking about I'll boot it up and post a screenshot. You get different outcomes depending on which one you choose though.
I'm telling you this like you probably don't know more than me about it anyway kek.
Anonymous at Sun, 21 Jul 2024 17:00:06 UTC No. 990374
>>990373
I'll look into that, thanks man
Anonymous at Sun, 21 Jul 2024 17:17:44 UTC No. 990375
>>990374
Yeah no worries. It can be a bit awkward to have it look the same on both. I'm not sure if lights from your scene are imported to SP too or if it's just that one generic light it has. Lighting plays a big part in how things comes out.
Funny enough I have my own problem with that atm so I'm going to include it in this post just in case someone knows what's up with it. You don't have to read it because it doesn't to pertain to your issue, I don't want to waste your time.
>Have a plastic container
>It should be glossy with the label (that wraps the whole way around) being less glossy because it's paper
>When I render it out the container half above the label is glossy, but the part below the label seems much rougher and more like the paper
At first I thought maybe the label was overlapping at the bottom onto the container. But the label and container are two separate materials and when I check the bottom part of the container does have the glossy material. I don't know if it's a lighting issue, but it doesn't seem to be because I don't think the light would cut off like that. It's really jarring to look at. Pic related for clarity.
Anonymous at Sun, 21 Jul 2024 17:19:32 UTC No. 990376
>>990375
Also I can't get reflections to show up on my floor unless I turn the roughness down to 0 but then it turns into a mirror. Not sure why that is unless it's a lighting issue too.
Anonymous at Sun, 21 Jul 2024 23:12:59 UTC No. 990388
>>990376
pierrick picaut has a good video on evee reflections
Anonymous at Mon, 22 Jul 2024 02:33:04 UTC No. 990398
>>990388
It's not even eevee ;_; does it really look that bad?
Anonymous at Mon, 22 Jul 2024 06:08:14 UTC No. 990404
>>990398
the model is fine, if you wanted a bit more realism you could add some micro scratches to the glossier plastic to break up the highlight a bit..
as for the lighting issues, the matt-ness of the bottom is probably just bounce light from your floor. try get rid of it in the render to see if anything changes
Anonymous at Mon, 22 Jul 2024 17:42:45 UTC No. 990444
>>990404
Yeah I might add some imperfections actually good point.
>the matt-ness of the bottom is probably just bounce light from your floor
I didn't think of that. I'll give that a try and see how it pans out. Thanks.
Anonymous at Mon, 22 Jul 2024 21:29:25 UTC No. 990474
>>990375
Is that not just the bounce reflection of the diffuse table?
Anonymous at Mon, 22 Jul 2024 21:30:27 UTC No. 990475
Anonymous at Tue, 30 Jul 2024 09:05:11 UTC No. 991019
Anonymous at Sat, 3 Aug 2024 17:05:06 UTC No. 991477
>>991304
neato
Anonymous at Mon, 5 Aug 2024 21:43:34 UTC No. 991622