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🧵 becoming blendlet in current year

Anonymous 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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🧵 Meme

Anonymous No. 885669

cool lilttle meem


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🧵 Head scan

Anonymous 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 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 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 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=tIprXeR23U8


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🧵 Low poly pixel art thread

Anonymous No. 885493

Another thread where we autistically argue about the merits of this style.


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🧵 Untitled Thread

Anonymous No. 885462

Why doesn't this look real?


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🧵 Untitled Thread

Anonymous 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 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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🧵 Untitled Thread

Anonymous No. 885387

I LOVE THIS HOBBY!!!!!


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🧵 Untitled Thread

Anonymous No. 885381

thanks gabe


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🧵 Pixel over now supports 3D animated models

Anonymous No. 885368

https://www.youtube.com/watch?v=0zL98VqeIrs&ab_channel=Deakcor


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🧵 /wip/ - Works in Progress

Anonymous 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 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 No. 885273

https://www.youtube.com/watch?v=SdSOhiDqmj8
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 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 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 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 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 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/UC0GhT1LhH0kt9ta0zolN7Tw


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🧵 Untitled Thread

Anonymous 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 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 No. 885127

Any advice regarding making my own kitbash library of basemeshes to speed up my workflow?