Image not available

1177x747

image-28.png

🗑️ 🧵 Untitled Thread

Anonymous No. 945453

Working on a daughter of the cosmos model from bloodborne for portfolio. Any feedback on my low poly?


Image not available

1226x929

07345982347578234-5.png

🧵 How to add shapes that mess with structure edges?

Anonymous No. 945427

How would one approach at adding details that affect the structure edges of the model, without fucking up the edge flow and causing the 'pinch' effect when applying subdivision.

Example this fire hydrant, the flat shape on the back (text excluded, just the shape).


Image not available

500x750

ilustration.png

🗑️ 🧵 Untitled Thread

Anonymous No. 945357

I've developed a new 2D cheap as fuck style.


Image not available

1920x1080

Render 1.png

🧵 cups

Anonymous No. 945352

post your cups


Image not available

320x270

E875B1DC-391B-406....jpg

🧵 Untitled Thread

Anonymous No. 945213

No one *actually* does hard surface in Blender, right? All the people making buildings and props for indie games have to be using some other software.
Blender (and subdivision modeling in general) look so unbelievably shit for hard surface that I genuinely can't believe anyone uses them for such. They're missing so many simple but incredibly useful tools. It seems like Blender is completely focused on organics without really any thought put into hard surface.
CAD is so powerful and intuitive for doing hard surface, it's absolutely baffling that no one's made a polygon modeling software with CAD tools and workflow. Doesn't need perfect CAD precision, just basic shit like 2D-sketch-to-extrusion workflow, arc tools, tangent/parallel/etc. constraints, loft and sweep tools, and the like. Would absolutely revolutionize hard-surface.
>what about CADsketcher!!
Janky as hell and missing like 90% of the features you'd want from CAD


Image not available

1920x1080

JollyUmbreon.png

🧵 Paper Umbreon in a Cafe

MewArtist !!mumvRNoX9TG No. 945175

Haven't been here in a while. But yeah. Here's some art I made as a raffle prize for a friend of mine. This probably should've gone in /vp/ but eh... whatever.


Image not available

1918x1078

ss_0ccc92a724b78c....jpg

🧵 Untitled Thread

Anonymous No. 945165

>2023
>still no simple way of importing xnlara models to sfm
Why the fuck does it have to be like this
Every tutorial that I found for this is hours long, outdated and has broken links for plugins that you need to install.


Image not available

1537x1329

image_2023-05-05_....png

🗑️ 🧵 Untitled Thread

Anonymous No. 945145

I tried making him in sculptgl, how did i do?


Image not available

1280x720

lawnmowerman.jpg

🗑️ 🧵 Old CGI

Anonymous No. 945082

Post old CGI from before the 2000s


Image not available

1280x720

1678041883584234.webm

🗑️ 🧵 Golden job opportunity

Anonymous No. 945074

To explain quickly my situation: I'm a backend programer and left my job to pursue the gamedev dream. I haven't worked for 3 years and now I'd like to get back to it since I can gamedev efficiently.

So, I dreamed for a second to find a job on my new hobby (anything 3D) but after a few research, I gave up cause no 3D degree/experience/portfolio. I surprisingly aslo have a hard time finding a decent webdev job. But through someone I know, I met a guy that is a project manager for a news channel in my country.
I send him my resume for a .NET job but when he saw that I put Unity in it, he told me that he had a lot of stuff done in Unity (3D animations, parametrized scenes for 3D TV sets, etc...

The guy was very cool because he told me that he doesn't expect me to be an expert but since I'm a dev, I should still make some progress quickly on whatever he asks me. So I have a few questions if anyone works on a similar job/company:

- What are THE MUST HAVE skills for these kind of jobs for Unity?
- Any courses for Unity on that specific subject
- If you worked on these type of projects, any advice to give me on stuff to know, concepts, whatever... ?

I just want to know the maximum amount of stuff before starting.


Image not available

1550x872

FrNkKqQXsAA3FFH -....jpg

🧵 Untitled Thread

Anonymous No. 945055

What do you guys think about this movie? Does it look good?


Image not available

815x651

unknown-30-1.png

🧵 Untitled Thread

Anonymous No. 945013

Still actively work on this model for portfolio. What advice can you guys give that can help me improve


Image not available

756x622

rip.png

🧵 Untitled Thread

Anonymous No. 945006

https://www.gamesindustry.biz/unity-lays-off-hundreds-more-closing-half-of-offices
Lol
lmao


Image not available

1100x618

508356_orig.jpg

🧵 Untitled Thread

Anonymous No. 944999

do you model guns?


Image not available

224x224

mfw this shit.png

🗑️ 🧵 post your work, then, fag.

Anonymous No. 944976

For all the trash talk againts cris, at least he can make some garbage waifu model on godot and make it run.

The rest of fags here love to post WIP screenshots and WIP renders, and larp how they work on a AAA studio or some advertising firm but can't post some personal shit because of NDA, or faggot blender vs autodesk flamewars or AI cope threads.

But I don't see here fags doing animations or 3D games.
Only some WIP screenshot and some NDA larping.

Don't worry, I know you're too busy working on illumination or dreamworks to post some non WIP render.
I'm sure you have done national advertising shit on fortune 500 companies.
Sure, I understand you have an NDA.
Fag.


Image not available

640x480

_resize.jpg

🧵 Untitled Thread

Anonymous No. 944965

Is there anywhere I can download the original Stratavision3D program? I want to become adept at using out-of-date modeling tools.


Image not available

1280x720

567.png

🧵 The current year

Anonymous No. 944951

Why in the year of our lord 2023 is it still completely impossible to find a blender tutorial on modelling a house that isn't either

1. Purely exterior with a hollow shell of nothingness inside
2. Purely interior for a presumably fixed camera that has nothing outside
3. A postmodern shitbox made by extruding the default cube a couple of times


And why is there no comprehensive solution to the eevee lightbleed/crazy jagged shadow problem that actually works? Nothing anybody suggests actually fixes the problem

I just want to make a nice normal suburban house with a nice interior that also looks good from the outside, with a nice backyard and some low poly but not visibly low poly neighboring houses- so my character can freely walk in and out of the house without necessitating camera cuts to hide that the interior and exterior are actually totally separate .blend files. And I want the lighting for the interior and exterior to not necessarily look professional studio quality but merely not be super fucked up. Pls help me


Image not available

373x58

based.png

🧵 Untitled Thread

Anonymous No. 944936

>*Refuses to credit when making changes*


Image not available

554x190

1679521948589537.png

🧵 Untitled Thread

Anonymous No. 944888

What does /3/ think of 3DCoat? I'm mainly interested in it for texture painting, and I don't want to give my money to Adobe.


Image not available

1625x1000

mona.jpg

🧵 Untitled Thread

Anonymous No. 944836

How can someone preserve their creations?
I've seen people write that digital art is volatile, but their viewpoint always seems incomprehensive.

Consider a fully modeled, textured, and rigged character or even a static scene; how do you preserve it?
All that data lives comfortably in the project file, but software comes and goes and different versions of the same software would have trouble opening the same file.
Maybe use interchange formats? Ok, but no software supports all interchange formats and no interchange format supports all features your software provides.
It becomes increasingly important to find a solution since ever increasing monitor resolutions can cause the rendered result of your work to be no longer suitable for viewing. Many digital artworks that were created in the early 2000s or 90s are the size of a postage stamp on modern displays. If you could store the "raw" data (models, textures, animations) you could just rerender your scene.
Except as technology improves, shading models change. Think about the difference in quality when renderers switched from scanline rendering to ray tracing to path tracing to whatever the new hotness is (metropolis light transport?). Sure those were all improvements, but at a certain point an artwork has to be "done" and however it looks is part of that regardless of whether or not it reflects the current skill level of the artist.

This is pretty different to traditional art.
Sure no two photographs of the same artwork can ever be identical; different lighting conditions/camera angle/etc. But those two photographs will be a lot closer together in quality than a CG scene rendered with a scanline renderer vs a bidirectional path tracer.
While different lighting conditions can affect traditional artwork, it doesn't affect the fundamental shading of the subject(s) of the artwork like how different light transport models would.

Maybe all this is stupid, but isn't there a way CG art can last at least the artist's life?


Image not available

300x168

300fa30ffa8d1f403....jpg

🧵 I challenge anyone to make a cheaper style from scratch

Anonymous No. 944802

I love how not a single 4chan hater can make a finished model, with UV, texture and rig in 3 hours for a production cost of 2-5 usd.

It's literally a speedrunning style of 3D autism.

And no amount of butthurt will change the fact is a supreme bootleg cheap style, that everyone easily recognize.

Also, It runs flawesly in igpus, I could literally make my style run on a fucking N64 machine.
So, yeah.

It has a lot of advantages, and as of now, It's even competitive with current AI to make a finished 3D model, and even if AI will improve, I doubt a single faggot here can make a style that is economically competitive (by hand) with AI.

It's trully a marvel of 3D.
And It's not low effort.

Took since 2017 to actually being able to make it, so It took 6-7 years to develop such style.

feel free to cope then.
lol.


Image not available

2480x2480

untitled3.png

🧵 Untitled Thread

Anonymous No. 944788

little fantasy character sculpt


Image not available

969x91

script.jpg

🧵 Maya script editor

Anonymous No. 944780

Interested in the script editor for Maya. found it hard finding good scripts. wanted to see what community might have instead of Chatgpt


Image not available

1280x720

maxresdefault.jpg

🧵 Godot 4 vs ue5

Anonymous No. 944706

What would you recommend for a rts toy example?

Godot seems the way to go for everything 2D, but breaks making anything look good in 3D.

Unreal on the other hand is designed for fps and what I read so far has catastrophic orthographic rendering.

Haven't used either.

What does anon suggest and why?