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🧵 Is Fusion360 worth learning for hardsurface gamedev modelling?
Anonymous at Mon, 10 Jan 2022 13:45:27 UTC No. 875017
I've been using blender for ~2 years now and recently fusion has caught my eye due to its simplicity and "just werking" workflow. Is it worth learning it for game development/cinematic props? or is it just garbo software for 3d printfags?
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🧵 element 3d
Anonymous at Mon, 10 Jan 2022 09:07:49 UTC No. 874990
>only download I can find gave me an invalid license file. pls help me
3D bros...
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🧵 Untitled Thread
Anonymous at Mon, 10 Jan 2022 06:18:05 UTC No. 874982
are there some sort of (practiced)method to plan out balance(and naturality) of walking cycle so that it doesnt limp unwantedly like for every single frame like 24 frames, 48, like maybe accounting its speed and weight, angles between legs, gravity direction etcetc and whatever schematics to just make sure the thing turns out as wanted and fine? like maybe a limp actually looks like limp and a walk looks like walking andnot looking floaty tx
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🧵 We keep winning blender chuds
Anonymous at Mon, 10 Jan 2022 06:02:27 UTC No. 874981
https://www.youtube.com/watch?v=Ua_
New blockchain tech is being developed to stop piracy.
Lmao industry cucks, your time of piracy is over.
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🧵 /3/ biggest cope.
Anonymous at Sun, 9 Jan 2022 22:24:15 UTC No. 874898
Daily reminder that kenney has 59k twitter followers and rake in more cash than 99% by making his low poly 5 minutes untextured meshes free.
He basically makes just on patreon 6k per month, not counting reselling his meshes into asset forge and asset packs.
All while you cry about muh jobs, muh industry tools, muh software wars.
While in reality, you could be Kenney, but you decide to argue about tools.
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🧵 3D print STL
Anonymous at Sun, 9 Jan 2022 21:53:05 UTC No. 874897
I cant manage to find an STL file of a 30-06 springfield box mag can somebody help me out? as for why, dude theyre like $60 a piece if you get a bulk deal. JUST THE MAG AND MAYBE SOME ACCESSORIES NOT LOOKING FOR FULL FIREARMS thanks frens
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🧵 Untitled Thread
Anonymous at Sun, 9 Jan 2022 18:30:54 UTC No. 874855
ENA Season 1 models. How creative can we get with them?
https://twitter.com/Utu_Nui/status/
https://drive.google.com/file/d/1G4
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🧵 Addon blender thread
Anonymous at Sun, 9 Jan 2022 16:22:25 UTC No. 874835
https://www.youtube.com/watch?v=U1W
How much does blender + addons compare to industry tools?
So far I use modifier tools, retopoflow, simply cloth and VRM import.
Waiting for MALT to stop being dogshit.
Any other addon I should learn to use?
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🧵 Untitled Thread
Anonymous at Sun, 9 Jan 2022 14:36:25 UTC No. 874814
how reliable is wine to emulate propietary tools?
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🧵 Untitled Thread
Anonymous at Sun, 9 Jan 2022 12:48:50 UTC No. 874775
https://youtu.be/G4DjNSxlxSM
>Mfw i just learned about blender 3.0 new asset browser
>Mfw now i can make my scene using individual blend objects, link them and just paint them with the armor paint sync addon
This is literally AAA productivity levels.
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🧵 Untitled Thread
Anonymous at Sun, 9 Jan 2022 10:41:30 UTC No. 874751
How many does your portofolio need to make this kind of salary? what are they all you may require?
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🧵 Untitled Thread
Anonymous at Sun, 9 Jan 2022 10:11:23 UTC No. 874738
How much design is usually needed for a big project like genshin until one can say "yes it s populated enough"
i mean like how much does a single model in genshin probably cost to create?
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🧵 Untitled Thread
Anonymous at Sun, 9 Jan 2022 09:56:43 UTC No. 874737
does anyone has or know where i can download this tut
gfxpeers is down and other websites make you wait for 14h to download it
https://www.artstation.com/marketpl
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🧵 Industry freelance bros pls explain
Anonymous at Sun, 9 Jan 2022 07:48:09 UTC No. 874727
Maya subscription 1700$ per year
Zbrush subscription under Maxon 360$ per year
Substance painter 600$ per year
Photoshop 252$ per year
Added together = 2912$ per year
Newfag to the 3D industry here, Do industry freelancers really have to buy the cost equivalent of a new used car every year just to have the possibility of a studio hiring them for a freelance gig.
Has anyone managed to freelance for companies using pirated software or do they check you for that at the door?
If they do check you at the door, how did you guys pay for all this software starting out? inb4 you say just work at McDonalds or a minimum wage job for a few days. I checked the average monthly salary a burger flipper at mcdicks in my home state of Texas and they only give you 1925$ per month, so optimistically if I didn't have to pay for any food rent or gas I would have to work almost 2 months just to use industry standard software to freelance.
Do you guys have to go to college to get a high paying job just so you can have the chance to work in 3D as a sidegig?
>INB4 blendfag spotted
I'm not an autistic blendlet youtuber dicklicker that worships yanscupts, or fucking cris for that matter, I just want to now how you guys managed starting out so I can learn from your experience.
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🧵 final FOSS AAA cheap workflow thread.
Anonymous at Sun, 9 Jan 2022 06:00:41 UTC No. 874722
this board mocked me when I said I wanted to produce good looking 3D assets at really cheap price.
Look at this, this took me like 1 hour to make with my new workflows I've developed.
:O
And the best part is that I can still push this baby with armor paint, Zen UV, rigify, retopoflow and simply cloth.
:O
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🧵 the state of 3d world/a generic thread
icantevengetinto3dafteralthis at Sun, 9 Jan 2022 03:23:10 UTC No. 874705
how s the job industry of 3dblendonendo?
trying to figure out the whole thing's state as im trying to "get in"
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🧵 Untitled Thread
Anonymous at Sun, 9 Jan 2022 01:20:58 UTC No. 874687
I found a cool app to make lego models bros.
:O
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🧵 Shading Rig Stylized Shadowing Technique
Anonymous at Sun, 9 Jan 2022 00:47:42 UTC No. 874677
Hey anons, I've been on an NPR quest for a couple months. On the way, I picked up an obsession to add vector-perfect detailing to models, such as shadows, highlights etc.
Here are my findings.
Textures can work, but they kinda suck.
Normal editing can work, but doing it requires autism beyond even mine, and forces some sacrifices regarding geometry
Guilty Gear style textures are almost great, but putting together those textures is pretty annoying, you have to juggle UV maps to do other things, and once again some concessions are needed in the geometry.
I've come to this new technique, white paper came out not too long ago. Vector precise, completely geometry independent, dynamic wrt to light direction, seems like the holy grail.
https://lohit.dev/ShadingRig/
I've spent the past week implementing this into a Blender addon, and I think this might just be able to satisfy my autism, but I'm still putting together a model that showcases its features.
Anyway, I was wondering if any anons into NPR would be into helping me test the addon, find bugs/get ideas for features?
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🧵 Untitled Thread
Anonymous at Sat, 8 Jan 2022 23:31:38 UTC No. 874658
I'm trying to make an player model for a TPS in Unity. I'm trying to make the character's arm go front and back without it looking weird. I'm not good with weight painting so can you please help?
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🧵 Untitled Thread
Anonymous at Sat, 8 Jan 2022 20:09:52 UTC No. 874612
Is going to school for 3D/CGI a meme?
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🧵 Untitled Thread
Anonymous at Sat, 8 Jan 2022 09:10:36 UTC No. 874551
sup bros tom platz of 3 here with another video
like comment subscribe and lets make some passive income making slightly above shovel-ware quality assets
https://youtu.be/SuVtKfL6a5Q
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🧵 Untitled Thread
Anonymous at Sat, 8 Jan 2022 00:10:44 UTC No. 874493
How long will it take until Blender has a good sculpting tool?
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🧵 Untitled Thread
Anonymous at Fri, 7 Jan 2022 21:21:05 UTC No. 874470
I refuse to do the donut tutorial
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🧵 Project organization
Anonymous at Fri, 7 Jan 2022 20:34:29 UTC No. 874462
Pretty random thread, but the catalog is shit anyway and this just popped into my mind. How do you organize your projects and do you have any tips how to improve your project structures?
One thing I'll say is that even though it seems that most projects are structured in a way where textures, materials and meshes are separate, I think I prefer the approach where every asset has its own folder and everything connected to that asset is in the same folder.
I find it easier to just find e.g. a park bench folder and see all of the textures, materials, meshes and blueprints in the same place, than to have to search for invidual parts of the bench in various places.
I don't really see major issues with it, but I guess it depends on the project type. There is still is one problem with this approach - where to put materials and textures for trims and tileables or other things that aren't connected to a single asset? I usually put them in a separate folder which kinda breaks the whole structure, but it still works fine for me.