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🧵 Blender Question: How to Create Clothes

Anonymous No. 1001413

Hey Chuds! I am seeking more advise from wizards again, this time about creating clothes for a rigged character. I downloaded this Shantae model by Zy0n7, AMAZING model the rig itself is ok it gets the job done the only problem is the clothing. I wanted "pic related" clothing (blue jacket, red bikini top and bottom and sun glasses) but it is not included with the model. The creator said that the clothing and props are rendered only and where not part of the mesh data. I NEED to create this clothing but, alas I am but a lowly Chud with not much experience in creating, mostly posing and lighting. I have seen there are plugins for cloth but I honestly have no idea where to start to recreate these clothes.

>Could a wizard help a nigga out, what is the best way to create clothes and make it part of the rig when I'm posing it?
>Is there a website where I could download clothing and append it to the file?
>Is there a plugin that could make this easier to do?


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🧵 How to get the perfect 2D waifu shader?

Anonymous No. 1001374

Can some blender wizard help me?

I want to imitate this art shading in blender.

The issue is that the light and shadow boundaries doesnt seem to follow the definition if this was a 3D mesh.
They seem to imitate similar boundaries if the mesh were under a subsurf modifier and used a toon shader.
But at the same time the light shadow boundarie seems to follow very closelly if there are creases, similar in that area to a bevel operator more than a smooth subsurf surface. This is more obvious on the joint ares and the fingers and the groin area in some anime art, specially if there's something like a shirt of jeans.

The specular is closer to a metalic in PBR shaders or a phong model very shiny specular, It usually follow simpler shapes than the shadow, and sometimes is even the shape of circles or something that looks like the shape of a RIM light but beyond the area of a normal rim light.

There's also the reflected light of the ambient light, but this seems to follow something like a curvature map and a vector towards the left area of the camera view point.

There's also the RIM light, which follow fresnel logic, but in a simplified fashion.

Colors don't seem to follow really a realistic logic but more a color ramp type of logic.


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🧵 Untitled Thread

Anonymous No. 1001365

Modo is kill. But they are giving a free ten year license...
https://campaigns.foundry.com/modo-eol-license
Post your modo work in this thread.


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🧵 3d open worlds (non-unreal)

Anonymous No. 1001272

What techniques and programs are used to create open world games?
Unreal Engine has Landscape, yes, but I'm not interested in Unreal, I'm talking older games like Skyrim, Fallout 3, or even GTA San Andreas which I replayed recently, like how the FUCK did they create those massive open worlds? Especially in SA's case I find it especially impressive, as it has both kinds of environments one would be faced with in tackling this endeavour, both natural (countryside, deserts, mountains) and man made (roads, sidewalks, skyscrapers).
I looked up possible answers on G*ogle but all answers are just news articles glorifying (rightfully so) Beth's and Rockstar's open worlds, but there aren't actual technical details like what program they even used, settings, that kind of stuff, nothing that can allow me some wannabe to even begin trying to ape their work. I did find a very useful GDC talk going over modular kits [ https://www.youtube.com/watch?v=QBAM27YbKZg ], but while great that video goes over buildings and interiors (they used 3DSMax, one could use Blender as well if they wanted to), not open world creation. They touch on it briefly in the video I just linked, but more on a conceptual level, like oh we first draw a map, then we define the coastline, then the roads etc. but I'd like to know, again, more technical details, like are these worlds created as a simple plane in 3DS/Blender, how do they go about texturing such a huge plane without using enormous textures, how do they export it into a game engine, do they import it whole or do they slice it up in pieces for optimization and whatnot, and so on and so forth


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🧵 Lets show off what you sculpting rn

aa No. 1001181

are you sculpting something? or you just want to see other people's projects? post here then


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🧵 Untitled Thread

Anonymous No. 1001177

Okay i give up looking for a job so I'm gonna start making my own assets

Would anyone be interested to start a small studio making asset packs with revenue share. Some of my work here: https://imgur.com/a/hiqJkQ8
looking for feedback as well

Asset packs will focus more on environments and props since from my experience those are easy to make and generate more revenue
An asset pack i made 2 years ago and spend like 4 days on, has generated somewhere to 500usd so if we make a 1 asset pack weekly/biweekly i believe its going to work


If you’re interested pm me on Discord: walter_1057
I’m expecting for at least similar quality to mine

looking for feedback as well


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🧵 Juliet Starling Blender 3.6 Posing Lag

Anonymous No. 1001168

Hey Chuds, I recently downloaded a Juliet Starling model off SmutBase by the creator Digital Hell and its the best model they got of this character but the Posing speed is atrocious and I tried everything to improve it and nothing. I simplified it reducing all viewport options to 0, put the render engine to cycles GPU compute (I have Nvidia Geforce RTX 3070), using blender 3.6 (as comments in smutbase say downgrading helps), the 3D viewport always as solid and nothing works maybe a slight improvement to posing speed but still lagging in pose mode. Also the viewtarget for her eyes is able to be moved but her eyes do not move accordingly. Could a 3d wizard help a Coomer out, I'm still relatively noobish to blender as-well, please I'm begging for a hero. I'll leave the link to the model download so you can see what I'm talking about when trying to pose the character.

https://smutba.se/project/ac8017fc-0f88-4a46-94c5-1a9b6145f72e/


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🧵 Untitled Thread

Anonymous No. 1001163

What is the best workflow or tool to maintain consistent texel density in Blender? All I can find online is basically either "just place a reference plane with texture and manually scale every single texture comparing to that plane by eyeballing" or "idk bro I just select all my objects and unwrap them all together". This can't be serious right? This is very very far from something I would consider productive. Which is something like: a global setting to set texel density affecting all unwrap, uv and object operations, like 1m for 1024x1024, and then all unwraps take it into consideration and if any face of any object ever goes beyond 1m it will automatically get tiling of its texture. If it's less than 1m texture will not shrink to fit either. Is there anything like this?


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🧵 Untitled Thread

Anonymous No. 1001150

Hey everyone, I could use some advice. I'm 29 and currently stuck in a soul-draining 9-5 remote job, so I'm looking to pick up a new hobby for the weekends. I've been considering diving into 3D modeling, with the ultimate goal of joining a creative community and making new friends. One of my specific goals is to create a 3D render of this character, then resin print and paint it to test my skills. I'm aiming to achieve this by the end of March 2025. With the right resources and dedication, do you think this goal is realistic, or am I too old for it and it would be better to just commission a professional to do this?


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🧵 I have mastered 3D

Anonymous No. 1001113

I can now make an HD frame in 15 minutes after an initial investment of 6 days.

It's my most expensive workflow, but also the one that delivers the highest quality so far.

I have now mastered 3D.

Meanwhile you were argueing like idiots about tools and making fun of me, I was mastering blender and Krita.

I'm now really happy with this workflow.


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🧵 Untitled Thread

Anonymous No. 1001106

The only way to truly create retro CGI is by using period accurate hardware and software, anything else is forced soul from coping zoomers.


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🧵 Bored in Blender

Amerikkka No. 1001095

What do y'all do when you get bored in blender, I like to make dumb shaders but what do y'all like to do


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🧵 Untitled Thread

Anonymous No. 1001066

How does one become good enough to sculpt designs like pic related?


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🧵 Untitled Thread

Anonymous No. 1001020

Modo is officially dead


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🧵 How advanced are the rigs from Sircus3D animations? I'm referring his early work.

Anonymous No. 1000977

The way the models look remind me of DOA games so i used them for picerel.

If you want an example just find rule34 sircus video with the 5 nurses or search 'sircus3d hentai'. I got some ideas I want to bring to life and I need my animations and models to look exactly like that.
What type of rig is involved here and will I need to use any scripts to get it to bend and move the way I want? His breast and butt physics seem on point too so I have to wonder if it's hand keyed+ physics rather than relying solely on the engines physics.


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🧵 Hello guys I'm new here

Anonymous No. 1000966

Post hate all you want I know I suck lmao


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🧵 Untitled Thread

Anonymous No. 1000965

soul vs soulless


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🧵 Tablets with screen

Anonymous No. 1000948

My sister took back her Wacom Intuos Pro and moved to another place.
I need a new tablet. To be honest, the Intuos Pro was perfect for the job but ever since I saw the Cintiq stuff, I've been desiring a tablet with a screen for the longest time.

The Cintiq are expensive though so save money starting today but are there other brands that maybe do similar products AND are quality stuff?


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🗑️ 🧵 He won.

Anonymous No. 1000946

Here's a model of TRVMP. /3/ republicans, we are back.


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🗑️ 🧵 Trump win more 3d?

Anonymous No. 1000941

How will Trump win affect the 3d jobs?


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🗑️ 🧵 hey /3/ try this

Anonymous No. 1000873

look at someone's forehead while drinking anything (water preferred)


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🧵 its posible a FBX naked model to download?

Anonymous No. 1000865

hello anyones, i need a model of kirino and kuroneko from the anime oreimo in fbx to make a special model of dress in blender , important thing is they are barenaked with "HIGH" details . anyone know where i can download a model?


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🧵 Image to 3D generators

Anonymous No. 1000809

Imo current tech progression is basically generating a theoretical 3D scan of your input image, everything else is just repackage old techs for smoke and mirrors. The output models have the same usage as 3Dscans.
It seems quite good for generating small prop for kitbashing

Anyway, I wonder if anybody got a successful set up for ComfyUI to run locally. I'm only able to get it to work by sending the image to TripoSR API, installed through ComfyUI-Manager, which is not local ( at least the output is good and it's currently free for now )

I'm trying to install this sht but it's broken beyond repair
https://github.com/MrForExample/ComfyUI-3D-Pack
There's a supposedly working portable but there are so many missing modules to reinstall
https://www.reddit.com/r/comfyui/comments/1feb0th/easy_comfyui3dpack_working/


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🧵 Untitled Thread

Anonymous No. 1000782

Have anyone used blender as a 2D vector tool like inkscape?