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🧵 Untitled Thread
Anonymous at Tue, 28 Dec 2021 14:34:51 UTC No. 872506
Hello /3/, I am a VFX artist who mostly uses image manipulators and video compositors (After Effects, GIMP, you get the idea). I know almost nothing about 3D modeling or blender, the most I've ever done are small icons and text. I want to make a N64-quality character (i.e. super low quality) and have them wave at the camera. How long will this take to achieve/learn from scratch? Can you guys point me toward any tutorials that can help?
Also, I may or may not end up using an old version of 3DS Max on a win 2000 PC. It's a long story. If this ends up being the case, are there any difficulties I should be aware of that won't show up in a modern tutorial?
Sorry for the autistic question and thanks for any advice. Pic unrelated.
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🧵 Starting 3D Modeling and Sculpting
Anonymous at Tue, 28 Dec 2021 04:33:40 UTC No. 872450
I'm totally new to this stuff. Is an AMD Ryzen 3 5300G good enough for decent performance? I also have 8G RAM and 256 SSD
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🧵 Question From A Non 3DCG Brainlet
Anonymous at Tue, 28 Dec 2021 04:11:59 UTC No. 872446
I have an Iphone. I filmed a video. I want to post on 4Chan. I need to convert to VP8 Webm. How?
Ive found converters that turn it into VP8 but every time I try to upload to 4Chan it says its an audio stream and doesnt let it upload.
I gotta believe there is an easier way to do this seeing as how so many have Iphones. Can a smart person help me out?
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🧵 Is Million polygons a lot for a detailed artwork(!) character model?
Anonymous at Mon, 27 Dec 2021 19:09:07 UTC No. 872357
Not the game or anything else. Just art for render.
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🧵 Better method, which?
Anonymous at Mon, 27 Dec 2021 16:04:34 UTC No. 872331
Which is a better workflow:
A ) A method that is faster, simpler, but harder to make, and is more unreliable on their results since it depends on artist skill.
But can produce higher results if you spend more effort.
B ) A method that is slower, more convoluted but actually is easier and more reliable, since it rellies on more smaller steps made using multiple software features.
The results can be similar but they cant be pushed to the same results as A limits.
Basically A is a hand made luxury craft artwork method but is harder to make and B is a more assembly line of factory made art work, but B is more reliable to produce results than A, but A can produce (not always) higher results in quality.
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🧵 Joint-based facial rigs
Anonymous at Mon, 27 Dec 2021 15:56:13 UTC No. 872330
Does anyone have any good tips or tutorials on constraints, controllers and etc for joint-based rigging to share? Everywhere i look it's either for shapekey/blendshape rigs, which i don't need, or using rigify, which won't do for me since i already have the facial skeleton.
Any software ones will do.
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🧵 Untitled Thread
Anonymous at Mon, 27 Dec 2021 12:33:47 UTC No. 872317
Arrimus would be easily 20x faster using Zbrush like Pavlovich. He has to speed all his recordings up.
https://www.youtube.com/watch?v=Iih
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🧵 3D Printing help
Anonymous at Mon, 27 Dec 2021 08:34:16 UTC No. 872284
Me and a buddy gone ahead and bought a 3d printer. I'd like to print out some vidya game models for myself and also give it a test run on a larger scale.
Question is how do I find free STLs that aren't shit? cults3d has paid stuff that I don't wanna spend money on.
I'm looking for Bloodborne/Dark Souls STL files desu do I have to import the models into blender clean up and then use it as a test if I can't find a solution?
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🧵 Untitled Thread
Anonymous at Mon, 27 Dec 2021 00:54:02 UTC No. 872240
Can anybody tell me how to create this cool blue shine on a black surface?
I tried, but it doesn't look that good.
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🧵 Hybrid method
Anonymous at Mon, 27 Dec 2021 00:34:42 UTC No. 872237
What happens if I make diferent parts of my model using diferent techniques?
I was thinking of:
>Head (Sculpting)
>Arms (Low poly cilinder)
>Shoes (Box modelling)
>Skirt / Shirt (vertex modelling and then sculpted)
> Chest (Sculpted from makehuman retopo)
> Legs (Primitive modelling)
> Hair (Vertex modelling)
> Props (Voxel modelling / Asset forge)
I mean, is entirely possible, I'm curious to see if has someone done this before.
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🧵 Finding work
freelancing at Sun, 26 Dec 2021 22:30:59 UTC No. 872214
Ive been doing 3d for 1 year now and Im pretty good with game props
These 2 months ive earned only form cgtrader about 500$
also today i finished a work for 100 bucks and didn't get paid:/ i believe there no way getting them
What i wanted to know
What websites are there from doing 3d freelance or finding a full job
I know about artstation
Ive tried upwork but couldn't find anything
What do
How should i present my work for the client
I do moatly game stuff
Any tips appreciated
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🧵 Untitled Thread
Anonymous at Sun, 26 Dec 2021 17:33:50 UTC No. 872183
Here's my ass from 2016 rolling in cash. You're welcome.
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🧵 Untitled Thread
Anonymous at Sun, 26 Dec 2021 01:47:58 UTC No. 872124
rendered my tank, pls rate.
:D
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🧵 What are the CG implications of the creation of amerimutts in Blender?
Anonymous at Sat, 25 Dec 2021 16:11:27 UTC No. 872046
https://youtu.be/tLJxdYkHbuM
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🧵 Creating personal asset pack advice needed
Anonymous at Sat, 25 Dec 2021 15:41:41 UTC No. 872042
Since I realized I dont have to create from scratch all my assets and code and godot scenes in every project, I realize I can instead create a collection of assets and scenes I can recycle in my newer projects to speed up my speed to finish a project.
Of course is something obvious, but I just realized until yesterday I dont need to start from scratch in every project.
So, my question is more like how common is for 3D artists to have an asset pack for their own personal kitbashing and use.
Also, are there any good industry practice regarding this?
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🧵 Untitled Thread
Anonymous at Sat, 25 Dec 2021 12:14:56 UTC No. 872010
>juggling literally 9 projects at once
>have to do maintenance on 2 other large projects
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🧵 MERRY CHRISTMAS TO EVERYONE
Anonymous at Sat, 25 Dec 2021 10:20:59 UTC No. 872006
Yes, even you Blender users
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🧵 I fucking give up
Anonymous at Sat, 25 Dec 2021 07:52:24 UTC No. 871989
How do you guys rig? I finihsed this yesterday with like a million vertices, tried rigging it from some yt tutorials, crashed. Spent the morning down it to a few tens of thousand, thought low-poly would work, crashed. Ctrl + J, maybe a single mesh would work, still crash. Any help is appreciated...
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🧵 is this even good?
Anonymous at Sat, 25 Dec 2021 05:20:48 UTC No. 871969
i feel like after almost a full year of teaching myself blender i should be able to make something better than this in the 9 days of off and on work it took me. i dont even have textures for the fuckin thing, just uv.
does this even look good at all? i feel like it looks like garbage. to be fair, i never even had a reference, so maybe thats why it looks like shit.
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🧵 UV software
Anonymous at Fri, 24 Dec 2021 09:28:22 UTC No. 871841
I'm planning to switch my UV workflow.
Currently I'm using pirated Headus UVLayout with a Blender bridge. It does everything I want, but can be kind of a pain sometimes, and the dongle thing is retarded. I also expect it to just stop working with some random windows update one day.
I'm thinking of switching to RizomUV, but I want to first make sure it can do what I want, and that simpler native plugins can't do the job equally well. Specifically:
- I *need* to be able to straighten arbitrary islands based on multiple edges (webm related)
- I want some form of UV transfer (from unwrapped parts to those that aren't yet).
- I want to be able to extend UVs to an adjacent face in textured 3D preview (MagicUV does this already, but does Rizom?).
- It would be nice to have grouping by material, island locks for packing and texel density matching.
I've looked at TexTools, ZenUV and UVToolkit, and it doesn't seem like any of them can fulfill the first of my requirements. Are there any other plugins that can do the job? Can Rizom even do it? Any other programs for the task?
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🧵 Blender General
Anonymous at Fri, 24 Dec 2021 05:42:15 UTC No. 871828
Festive edition
Previous: >>865717
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🧵 Blender Thread
Anonymous at Fri, 24 Dec 2021 01:48:45 UTC No. 871805
Here's a Blender thread since I couldn't find one in the catalog that wasn't just retards arguing.