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🧵 Is there any way to convert a .gmd file to anything blender can open?

Anonymous No. 926884

Im trying to 3d print a model from the game catherine full body. But the model is in the format .gmd there is also one thats .gmod and one thats .gfs

I cant find anyway to convert it to something usable.

Tried a script in 3dsmax specifically designed for that file type. But i think it’s outdated as it only gave me errors


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🧵 Untitled Thread

Anonymous No. 926854

Remember that this is your reality. Self-alleged industry tryhard anons need not continue to lie to themselves.

https://youtu.be/Oab3268dGC8


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🧵 How to practice arch viz

Anonymous No. 926835

For those who work in arch viz, how do you start? I want to make portfolio pieces to get an intership, but not quite sure where to start. Trying to make things from imagination just seems unproductive. I was thinking of re-creating good looking buildings in my town. Are there other options? How did you get your foot in the door?


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🗑️ 🧵 Untitled Thread

Anonymous No. 926800

Do you love me?


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🧵 Unreal Engine 5.1 Released

Anonymous No. 926781

https://www.unrealengine.com/en-US/blog/unreal-engine-5-1-is-now-available

https://docs.unrealengine.com/5.1/en-US/unreal-engine-5.1-release-notes/

>We’re excited to announce that Unreal Engine 5.1 is now available. With this release, we’ve built upon the groundbreaking feature set introduced in UE5, making it more robust, efficient, and versatile for creators across all industries. As part of this effort, we’ve been stress-testing the engine against different workflows, making it applicable to more sectors.

>We’ve laid the groundwork for the Lumen dynamic global illumination and reflections system, the Nanite virtualized micropolygon geometry system, and Virtual Shadow Maps (VSM) to support games and experiences running at 60 fps on next-gen consoles and capable PCs, enabling fast-paced competitive games and detailed simulations to run without latency. Lumen now supports the Two-Sided Foliage shading model, by gathering lighting from the backface and scattering it through the leaf, attenuated by the material's Subsurface Color.

>Meanwhile, Nanite has also been updated with a Programmable Rasterizer to allow for material-driven animations and deformations via World Position Offset, as well as opacity masks. This exciting development paves the way for artists to use Nanite to program specific objects’ behavior, for example Nanite-based foliage with leaves blowing in the wind.

>In this release, we’ve continued to enhance tools for building massive open worlds with additional functionality and improved workflows. World Partition now supports Large World Coordinates, enabling you to create massive open worlds without loss of precision.


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🗑️ 🧵 Untitled Thread

Anonymous No. 926780

https://www.unrealengine.com/en-US/blog/unreal-engine-5-1-is-now-available

https://docs.unrealengine.com/5.1/en-US/unreal-engine-5.1-release-notes/

>We’re excited to announce that Unreal Engine 5.1 is now available. With this release, we’ve built upon the groundbreaking feature set introduced in UE5, making it more robust, efficient, and versatile for creators across all industries. As part of this effort, we’ve been stress-testing the engine against different workflows, making it applicable to more sectors.

>We’ve laid the groundwork for the Lumen dynamic global illumination and reflections system, the Nanite virtualized micropolygon geometry system, and Virtual Shadow Maps (VSM) to support games and experiences running at 60 fps on next-gen consoles and capable PCs, enabling fast-paced competitive games and detailed simulations to run without latency. Lumen now supports the Two-Sided Foliage shading model, by gathering lighting from the backface and scattering it through the leaf, attenuated by the material's Subsurface Color.

>Meanwhile, Nanite has also been updated with a Programmable Rasterizer to allow for material-driven animations and deformations via World Position Offset, as well as opacity masks. This exciting development paves the way for artists to use Nanite to program specific objects’ behavior, for example Nanite-based foliage with leaves blowing in the wind.

>In this release, we’ve continued to enhance tools for building massive open worlds with additional functionality and improved workflows. World Partition now supports Large World Coordinates, enabling you to create massive open worlds without loss of precision.


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🗑️ 🧵 Untitled Thread

Anonymous No. 926767

SNOOP PABLO MOTOS


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🧵 Untitled Thread

Anonymous No. 926745

Midjourney V4 by some random I kneel


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🗑️ 🧵 Does anyone have this Unreal Engine materials pack?

Anonymous No. 926731

once it was free around march 2019, did anyone managed to grab it or have? could you reupload it somewhere? its too expensive
its also in audionews/gfxnews but no ratio


https://www.unrealengine.com/marketplace/en-US/product/fabric-materials-56-pack


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🧵 Untitled Thread

Anonymous No. 926722

https://twitter.com/CarsonKatri/status/1585412662724272128/

Someone is trying to make some Substance Painter using Stable difussion.


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🧵 Untitled Thread

Anonymous No. 926661

How are game objects like this made? Like what's the process?


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🗑️ 🧵 Untitled Thread

Anonymous No. 926628

>mfw I realize blender is best than all other software


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🧵 Untitled Thread

Anonymous No. 926602

>Redshift in zBrush
zChads can't stop winning


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🧵 Trying to find an old CGI animation

Anonymous No. 926585

I remember seeing a really interesting CGI animation which was this horror comedy of degenerates working in a diner at night talking about forming a band. Does any of you have it or know where to find it?


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🧵 Untitled Thread

Anonymous No. 926577

Is she right? Do blendlets need bananas?


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🗑️ 🧵 Untitled Thread

Anonymous No. 926569

Is this still a thing in 2022?


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🗑️ 🧵 Untitled Thread

Anonymous No. 926536

what is better for modeling?


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🧵 Untitled Thread

Anonymous No. 926528

Aloha! I just started a 1-year 3D course last week. I will be posting weekly updates on my progress.

This week we started with basic interface stuff in Maya. How to move around, how to rotate, layers, history, pivot point manipulation, focusing, adding base models, soft selections, difference between NURBS and polygons - all that basic stuff.

I decided to get a head start on the actual modelling part while applying the knowledge they taught us of how the interface functions. The course is pretty intensive, so I intend to learn as much as I can this year. I already had some experience with Maya, but I'm very rusty since it's been almost a decade since I last touched it.

Here are some models I made after fucking around with Maya after the lesson, yesterday. No reference images just yet.


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🧵 Looking for a Megumi Kato card for Koikatsu

HikariLover2 No. 926512

Excuse me, maybe this is unexpected for most of you, but I have been looking everywere for HEN太's Megumi Kato card, since the distribution was suspended and it was the only decent-good looking model of her:
https://www.pixiv.net/artworks/96976400

If someone is willing to help me, I would be very grateful, since is the only Koikatsu model whose desing style looks like her anime version from the Saekano/Saenai Heroine no Sodatekata anime TV series.

PS: And before you say it, yes; I asked in the Koikatsu general thread, but it wasn't very helpful. I just want the card that contains the model character data, so if some of you still have it, please tell me T_T


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🗑️ 🧵 /3/ Minimum Viable Product

Anonymous No. 926508

As a /3/d artist, what would be the easiest shippable game I could make as a solo dev? I can code/design, but my main strength is in visuals. Is there something I can make that's more fun than a walking sim?

I'm not a character artist so it can't be porn.


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🗑️ 🧵 It's fucking over for props modellers

Anonymous No. 926470

https://www.kaedim3d.com/
https://www.mirageml.com/
https://www.hypothetic.art/
https://nv-tlabs.github.io/GET3D/
https://github.com/AutodeskAILab/Clip-Forge

I know guys, you're dabbing on 2D fags, but honestly, prop modelling is now automated.


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🧵 Quixel Mixer is dog-shit

Anonymous No. 926457

You heard me.

> Forgets the paths to your bakes/input maps each time you open a project. Every time.
> Forgets that you downloaded various surfaces and has to re-download them. If you're not part of Ebic Gaymes club, you are charged for this
> Can only rotate studio light around Z-axis
> Perpetually "beta"
> Apparently, if you use multiple texture sets, material ID masks no longer work properly (a mask applied to a folder will not affect the children inside of the folder)
> Duplicates project files upon upgrading
> Brush icons are so tiny you cannot feasibly use the selection interface
> "workarounds"

This software is made by stuttering, aspergic mongoloids

I've used this since it was a shitty photoshop plug-in and it hasn't gotten any better. Quixel has to be allocating the majority of their budget on laser-scanning rubber butt-plugs and 10 million different individual rocks and twigs.


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🧵 Untitled Thread

Anonymous No. 926445

How is 3D animated movement different from traditional claymation movement?


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🗑️ 🧵 Blender - Free & Open Source!

Anonymous No. 926436

Blender is a free and open-source 3D computer graphics software tool set used for creating animated films, visual effects, art, 3D-printed models, motion graphics, interactive 3D applications, virtual reality, and, formerly, video games. Blender's features include 3D modelling, UV mapping, texturing, digital drawing, raster graphics editing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, sculpting, animation, match moving, rendering, motion graphics, video editing, and compositing.

Blender is released under the GNU General Public License (GPL, or “free software”).

This license grants people a number of freedoms:

You are free to use Blender, for any purpose
You are free to distribute Blender
You can study how Blender works and change it
You can distribute changed versions of Blender
The GPL strictly aims at protecting these freedoms, requiring everyone to share their modifications when they also share the software in public. That aspect is commonly referred to as Copyleft.

What you create with Blender is your sole property. All your artwork – images or movie files – including the .blend files and other data files Blender can write, is free for you to use as you like.

That means that Blender can be used commercially by artists, by studios to make animation films or VFX, by game artists to work on commercial games, by scientists for research, and by students in educational institutions.

Blender’s GNU GPL license guarantees you this freedom. Nobody is ever permitted to take it away, in contrast to trial or “educational” versions of commercial software that will forbid your work in commercial situations.

Blender respects your privacy, no registration is needed, no connection to the internet is made if you decide to install and use Blender. Blender does not need internet to function properly.

You can try out Blender now here: https://www.blender.org/download/releases/3-3/