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🧵 becoming blendlet in current year
Anonymous at Sat, 5 Mar 2022 07:57:57 UTC No. 885697
is there a point in becoming a blender user when any other professional package is easier than ever to pirate and gives better overall results?
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🧵 Head scan
Anonymous at Fri, 4 Mar 2022 20:39:46 UTC No. 885642
/3/ Do you have any advice on how to photoscan (or scan another way, preferable cheaply) my head? I've tried this so many times, but all I've been able to create is this scan in the image..
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🧵 Untitled Thread
Anonymous at Fri, 4 Mar 2022 15:12:34 UTC No. 885573
How dificult would be to make Charle's game on unity?
Isn't most of the dificulty the amount of cutscenes you need to make?
All the webms I see are basically some cutscene until some basic choice, which would be some fucking basic if/else condition, then play another cutscene.
All this shit is trivial to code, and I'm 100% sure, like I can bet money is made on cinemachine on unity with some fucking store asset pack and asset pack animations.
So what's the catch?
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🧵 Texture libraries
Anonymous at Fri, 4 Mar 2022 14:55:14 UTC No. 885568
Please post good cheap or free texture libraries that you use.
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🧵 How good is Unreal for movie/animation making?
Anonymous at Fri, 4 Mar 2022 09:07:49 UTC No. 885543
I started reading about Unreal and watching tutorials, and what I gathered, is that it has a superior VFX/Particle system based on nodes, as well as Chaos for very nice looking destruction.
I am Blender user myself, and VFX/Particles is something that I struggle with, in terms of constant weird simulation behavior (especially Fire with it's weird shading settings and non-intuitive shaders and attributes). Also animating destruction - it can be done in Blender, but apparently it is much harder to do in a beautiful way.
But since I am not familiar much with Unreal yet, I am asking how good it actually is, compared to Blender, Maya, Houdini, etc for making movies?
For example, this animation was made in Unreal. How hard it would be to make something similiar to this in other software: https://www.youtube.com/watch?v=tIp
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🧵 Low poly pixel art thread
Anonymous at Thu, 3 Mar 2022 21:56:19 UTC No. 885493
Another thread where we autistically argue about the merits of this style.
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🧵 Untitled Thread
Anonymous at Thu, 3 Mar 2022 17:35:46 UTC No. 885449
I wish there was a simple tool for voxel/lowpoly modelling as LittleTiles mod for Minecraft
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🧵 self-reflections not working
Anonymous at Thu, 3 Mar 2022 02:42:15 UTC No. 885396
If I set my metallic to 1 and I have a normal map created from Painter I get a total black areas in maya (renderman) or equally bad, extremely stretched shading in blender (cycles). In real life these areas would be self reflecting yet when I try to increase the diffuse or specular depth amount it does absolutely nothing in both programs. This simply cant be correct. This is a tangent space normal baked from SP. What should I do?
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🧵 Pixel over now supports 3D animated models
Anonymous at Wed, 2 Mar 2022 19:54:52 UTC No. 885368
https://www.youtube.com/watch?v=0zL
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🧵 /wip/ - Works in Progress
Anonymous at Wed, 2 Mar 2022 07:26:20 UTC No. 885313
/wip/ - Works in Progress
- Collage Edition: Series 3 -
>Golem Ascension
Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.
Previous thread: >>882434
List of free resources: https://pastebin.com/cZLVnNtB
Check out the /3/ Discord: https://discord.gg/ujt5vtr4DE
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🧵 Untitled Thread
Anonymous at Wed, 2 Mar 2022 07:02:16 UTC No. 885312
Is there any reason not to learn Unreal for game making?
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🧵 So, why I don't see a lot of people animating by sculpture?
Anonymous at Tue, 1 Mar 2022 21:33:40 UTC No. 885273
https://www.youtube.com/watch?v=SdS
This has been on the table for 8 years now. I know that game developers need rigged characters for games, but for common 3D animation, why don't people do this instead? To me it seems far more comfortable and efficient than going through all of the hassle of rigging.
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🧵 Untitled Thread
Anonymous at Tue, 1 Mar 2022 18:11:48 UTC No. 885242
Without references how should you try to make your loops and cycles, trots and walks, as natural,balanced as possible?
since references are not gonna be always available, and your scenes are not gonna be always some roto look alike
in fact, after observing how the references and models moov... how do you time and space your characters anyway so to achieve maximum naturality, balances and weight? from rotations to position, without always having roto available, how do you make sense of the required spacing and timing?
taking example of pixar or dreamworks and their, semi naturallist kind of motions which dont always exist in real life nor possible to get by roto...
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🧵 Untitled Thread
Anonymous at Tue, 1 Mar 2022 16:05:01 UTC No. 885221
trying to make mindblowing 3d animation, and aside from hyperrealistic cat speaking swahili and eatin bugs, what
else can be considered of a, disney hirable kind of rigs and animations?
i have hard time trying to fill in my 15 second demoreel somehow other than ball bouncing about and some free rigs walking as it piss itself
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🧵 Untitled Thread
Anonymous at Tue, 1 Mar 2022 14:41:15 UTC No. 885206
whats the natural way of motion that creates correct balance and weight change in a character movement? a loop, a cycle, or just any sort of acting? how much spacing is correct spacing?
like a loop means the end point is equal the start point i suppose, but then there are then different types of emotion and walks, "double bounces",
what are their criterias?
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🧵 Untitled Thread
Anonymous at Tue, 1 Mar 2022 10:21:58 UTC No. 885165
I'm currently working on a scene for a short ad where I'm trying to make a block of 3d text appear out of a cloud of smoke. Here's my prospective workflow:
>Render the text
>Use the text as a smoke domain
>Hide the text
>Generate smoke inside each letter until they are full/solid
>Change the shape of the smoke domain to a large cube*
>Render the smoke dispersing into the larger domain
>Reverse the clip
>Fade from the reversed smoke clip to the original image of the text
*Okay so this is the only step I don't know how to do. Is there a way to simply switch the smoke domain to be a different object? I don't think I could use something like shrinkwrap to transform the domain because shrinkwrap doesn't really work on things like text that have gaps in them. Is there like a reverse shrinkwrap I could use to have the text mesh expand out to a larger mesh?
I guess I should mention, it doesn't really have to be a cube I just need there to be a flat face in the direction of the camera. I can draw a diagram if anyone wants.
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🧵 The Legendary Moonlight Sculptor
Anonymous at Tue, 1 Mar 2022 05:56:48 UTC No. 885151
>alright boys i'm gonna become the greatest VR sculptor
starting with my first creation I will name them numerically to keep track of process and start uploading the process on youtube
https://www.youtube.com/channel/UC0
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🧵 Untitled Thread
Anonymous at Tue, 1 Mar 2022 02:53:14 UTC No. 885143
Does anyone have a good gamerip of Roxanne Wolf's green room from Security Breach? I'm trying to make a good phone wallpaper and I can't find any.
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🧵 Untitled Thread
Anonymous at Tue, 1 Mar 2022 02:31:40 UTC No. 885140
How to do translucent color retro console effect in Blender software? Can't seem to find tutorials on this anywhere
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🧵 Untitled Thread
Anonymous at Mon, 28 Feb 2022 23:58:24 UTC No. 885127
Any advice regarding making my own kitbash library of basemeshes to speed up my workflow?