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🧵 Untitled Thread

Anonymous No. 907221

If I'm looking to make stylized models that look similar to pic related around the 10-20k poly range, would it be better for me to learn to sculpt in ZBrush or poly-model them in Blender?


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🧵 Untitled Thread

Anonymous No. 907203

>NO!!! YOU HAVE TO LEARN HOW TO DRAW BEFORE YOU 3D MODEL!!! DON'T BE ONE OF THOSE GUYS WHO CAN MODEL REALLY WELL BUT CAN'T DRAW!!!
Then how were the Greeks able to do this?


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🧵 Untitled Thread

Anonymous No. 907188

Can eye tracking be incorporated into sculpting/modeling?


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🧵 Blender violating their own design goals for Cycles???

Anonymous No. 907178

The official Blender wiki: https://wiki.blender.org/wiki/Source/Render/Cycles/DesignGoals
>"We do not intend to make a physically correct render engine per se, but we do think that a physically based shading system is much easier to use. With a flexible node system and shading language support, various production tricks are also possible. Not all rendering algorithms must be physically correct, but we prefer to avoid approximations where we can."

>shadow caustics is an approximation of caustics, which can already be done in blender with filter glossy and clamping disabled
>the original principled bsdf better fits the design goals than principled v2, as the latter is based on being more physically correct with less options for physically incorrect artistic choices
>everything else that was replaced in the name of realism over artistic control
Cycles was intended to an artist-friendly PBR renderer, as the goals imply. With that being said, there have been wishes made by the Blender community to make Cycles more accurate. Why do they want a physically correct Cycles instead of using renderers meant for realism, like Octane and LuxCore?


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🧵 Untitled Thread

Anonymous No. 907151

How can I make talking heads like in Fallout? Should I just model shoulders and head? Pic unrelated


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🧵 Untitled Thread

Anonymous No. 907106

official 3DCG vp9 thread 6 letter captcha edition


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🗑️ 🧵 I just want to pose hot video game chicks.

Anonymous No. 907099

Is SFM a fucking joke and should I be learning Blender instead?

(For 3D porn comics and animations.)


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🧵 Untitled Thread

Anonymous No. 907047

https://twitter.com/savannahXYZart/status/1544514153250971653

How do Industry cucks even compete with this level of SOVL?


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🧵 Untitled Thread

Anonymous No. 907018

My goal is to do hand painted models, so I've been wondering. Is sculpt/retopo worth it if I don't intend on baking any maps or should I stick to poly modelling?


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🗑️ 🧵 Untitled Thread

Anonymous No. 907004

Anon can you post Capcom CGI art or models?


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🧵 Untitled Thread

Anonymous No. 906991

What should I study if I want to sculpt and make anime figures for a living?


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🧵 Untitled Thread

Anonymous No. 906980

How long would it take you guys to make something like this?


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🗑️ 🧵 I Need Ideas

Anonymous No. 906963

INeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeas


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🧵 Can you make this with 70000 tris?

Anonymous No. 906953


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🗑️ 🧵 How do I fix this Macintosh (Mac) (Apple Computer) OSX build of Computer Code.

Anonymous No. 906841

The old OSX build runs fine (built in 2012).
The new one, where the code is pretty much the same, compiles and runs, but when it gets to a strlcpy invocation; the OSX kernel decides some memory was used incorrectly and terminates the process.

If I "fix" (ie hack around with a check) the first strlcpy "situation" ("does this pointer have the same contents as the other thing we're copying too allready? If so don't bother"), then the error just migrates to the next sorta similar code (and this time a blatant "you're not allowed to do that" error).

This code runs fine under the most memory secure stringent grsecurity-linux kernel. So it isn't like we're using the stack for execution of data-only stuff.
It also runs fine under regular linux and windows.
The code has not changed in these instances in 15 years, and the rest of the engine code is almost all the same as the 2012 working OSX version that it was branched off of a decade ago.

And yet when we compile today, on a recent OSX (High Sierra, but installed a few days ago); "you're not allowed to do that" and then the OSX kernel Aborts the process explicitly when we simply copy the name of a shader to the name field of a texture. This has worked fine for 15 years, maybe 20 or 30.

This code originates from John Carmack and Id software or Lord "Forest Hale" havoc. They're both good programmers and Forest Hale is very careful.

How do I fix this.
It's not the code: it's the build environment, or maybe OSX now needs some sort of hacks etc which it didn't have.

In the code, strlncpy etc from OpenBSD is provided in darkplaces/common.h and common.c. For BSDs it's Idefe'd out as they allready have the function and there would be a conflict.

Remeber this code worked for 30 years straight, and 15 years without any tampering at all: up till now trying to compile it on "modern" OSX. And yes we are doing it on a mac-mini; not crosscompiling.

Please help.
たすけて


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🧵 You're welcome!

Anonymous No. 906840

I made a thread here some months ago about how Cycles Principled shader ruins realism.
Everything tends to get this weird "halo" around it when you enable specular.
Everyone here were like "It's just how lighting works breh"
I noticed it because I was trying to recreate the look from photos and from how my eyes actually see things IRL.

- Turns out Disney messed it up because they wanted cartoony looks and now Blender refuses to fix it lol.

https://devtalk.blender.org/t/cycles-principled-bsdf-violating-energy-conservation/10828

https://blender.stackexchange.com/questions/212888/how-to-avoid-violating-energy-conservation-when-making-shaders-and-node-groups

https://www.youtube.com/watch?v=kgORQ5tMe2I


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🧵 Untitled Thread

Anonymous No. 906743

What do you think the 3DCG software landscape will look like in 10 years? What kinds of features etc would you expect to be widespread in that time?


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🧵 Untitled Thread

Anonymous No. 906700

How different is the work flow between Maya and blender


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🧵 Promo material for selling assets on stores?

Anonymous No. 906656

Do I need to be autistic about making promo pics like pic related for selling assets on Unity store/Unreal/Blendermarket and other places? Or should I just half ass it?
Also how would you rate my composition, I'm still learning.


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🧵 Untitled Thread

Anonymous No. 906612

This is a bucket


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🗑️ 🧵 Untitled Thread

Anonymous No. 906603

DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
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>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
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>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
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🗑️ 🧵 Untitled Thread

Anonymous No. 906602

DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
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>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
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>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
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>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
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>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
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>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
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>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"


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🗑️ 🧵 Untitled Thread

Anonymous No. 906601

DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
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>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"


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🗑️ 🧵 Untitled Thread

Anonymous No. 906599

DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
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