🧵 Ben Bolton
Anonymous at Sun, 18 Aug 2024 06:44:10 UTC No. 992348
Was this guy always like this? He's gone full white supremacist transphobe everything in the book. Kind of a shame because he is a very good gun modeler
🧵 God of Fear and Hunger [WIP]
Anonymous at Fri, 16 Aug 2024 21:55:25 UTC No. 992285
Here are some captures of a current project.
🧵 3D CG porn / hentai
Anonymous at Fri, 16 Aug 2024 19:13:19 UTC No. 992269
How do you go at making these 3D model sex scenes like CHOBIxPHO?
Kinda want to get into it to make some passive income selling them on a patreon and stuff.
🧵 Untitled Thread
Anonymous at Fri, 16 Aug 2024 16:24:24 UTC No. 992261
Where do I get realistic or even functional stl files of guns?
i dont want to print an ak and work on it for 40+ hours only to realise i cant even take off the magazine... baka...
🧵 Untitled Thread
Anonymous at Thu, 15 Aug 2024 13:16:06 UTC No. 992195
Where the fuck are free packs with hundreds or thousands of sculpting brushes for Blender? I need to do rocks, I can't find anything. There is an old classic rocks brushes pack on blendswap and it doesn't work in Blender 4. There are some videos with VDM brushes but the whole workflow looks retarded - they have to sculpt outside of sculpting mode in some special magical plugin's mode and I don't want to learn yet another workflow and UI just to sculpt some rocks, also all their VDM brushes are mostly non-free anyway. Why is it so hard to find anything?
Is there a place where I can pirate packs like picrelated? Inb4 "free versions" of those packs are empty and I'm not sure why they even exist, maybe to bypass platform restrictions that require to have a free version.
Can I pirate some other sculpting program that has tons of environmental sculpting brushes included? What that program's called because I'm gonna do it.
🧵 Low poly realism
Anonymous at Thu, 15 Aug 2024 03:16:23 UTC No. 992167
I'd like to know more about how artists back in the early 2000s used to texture. I've been trying to replicate the low poly realism style with no supporting maps except diffuse, normal maps and specular, since all of the detail is in the diffuse, and it's been somewhat difficult with moderate success. I can't really grasp my head around on how artists painted micro-detail with real-like visible skin detail down to every blood vessel, every pixel highlight of gloss and color variation. It's to me not the same workflow as when working with high poly, modern standard characters. My characters do not have the same depth, and look flatter in colors since it's inhumane for me to paint a pixel perfect realistic body by hand. Even using generators. I'm using Substance for texturing. Are there courses for something like that in the direction I could watch or some advice on how to utilize substance painter better or any of you guys could drop a hint on how to replicate a skin in something like pic related?
🧵 Untitled Thread
Anonymous at Wed, 14 Aug 2024 21:47:35 UTC No. 992152
im new
is there any way to align the plane with the horizon
🧵 bill cipher made in nomad sculpt
Anonymous at Sun, 11 Aug 2024 15:05:51 UTC No. 992017
i havent seen much talk about nomad sculpt on here so i just wanted to know if you guys think its good or i should move to a different software
🧵 3D BBC porn
Anonymous at Sun, 11 Aug 2024 03:43:43 UTC No. 992000
What's the best software to use if I want to make 3D BBC cuckold porn?
🧵 How the hell do you make Silicon Graphics-esque renders?
Anonymous at Fri, 9 Aug 2024 01:11:27 UTC No. 991879
I've been wondering this for a long time now. I know it involves NURBS modeling, image textures, and basic diffuse + gloss shaders, but that's about all. Is there anything I'm missing?
🧵 Untitled Thread
Anonymous at Thu, 8 Aug 2024 17:55:50 UTC No. 991841
Anyone have good people to follow for renderings of ridiculously luxurious spaces? I love this shit
🧵 Untitled Thread
Anonymous at Wed, 7 Aug 2024 16:19:17 UTC No. 991758
What are some good courses that actually teach Hard Surface and Topology fundamentals? Every course I've tried so far has been focused on boolean stuff, which I'm not opposed to using but I'd like to actually learn the basics first before instead of just b000000ling everything, if you know what I mean.
🧵 AI really is the future of 3D. There is no stopping it.
Anonymous at Wed, 7 Aug 2024 15:34:27 UTC No. 991751
Hyperhuman Rodin can generate 3D models from an image. Yeah the topology is shit but that doesn't matter. The first cars ran like shit because there weren't roads for them to run on. People assumed that horses would never be replaced since cars werent practical at that time due to fuel, terrain, maintanence etc. All it took was the infastructure to make them the better option. The internet is the infastructure that makes sure AI can only get better. Right now these 3D generation tools aren't usable in a professional enviorment but it is only a matter of time before the gaps are bridged and either way things like topology and UVs have been outsourced for a while now. It doesn't change the fact that you can generate a model like this with just a picture in a matter of seconds... There is no winning against that. It's just too useful for companies or studios. Butlerian Jihad isn't coming to save you. If you choose to die on the hill of artist cope you are going the way of the carrige and horse.
🧵 Untitled Thread
Anonymous at Wed, 7 Aug 2024 00:44:12 UTC No. 991719
Really want to use this beautiful model as a reference but I'd like to have it on my machine first, and the author didn't allow it to be downloaded sadly. Anybody willing to rip it for me with Nsight or ninjaripper? After hours fucking around with Nsight I feel no closer to knowing what I'm doing when it comes to ripping browser models/textures.
https://sketchfab.com/3d-models/cav
🧵 I'm an Idiot
Anonymous at Mon, 5 Aug 2024 21:54:02 UTC No. 991624
Ok I've been practicing some animation tests in blender, and got stumped with this specifically.
I'm trying to make a cube fall on another mesh surface, but it keeps going through.
I've tried the force field, collision, and rigid in physics, but still nothing. The block animation is fine, I just can't get the mesh to stay solid.
I've looked up tutorials, but nothing came up specifically.
Any ideas/advice?
🧵 /wip/ - Works In Progress
Anonymous at Mon, 5 Aug 2024 21:34:05 UTC No. 991621
/wip/ - Works In Progress - High Level Edition
Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.
Previous thread: >>984984
🧵 Untitled Thread
Anonymous at Mon, 5 Aug 2024 02:51:23 UTC No. 991590
How come 3d max users haven't made their own teapot tutorial to compete with the famous donut tutorial.
If your software is superior then logically there should be a superior tutorial that shows you how to use it from start to end.
FYI. There isn't
🧵 Untitled Thread
Anonymous at Sun, 4 Aug 2024 20:41:52 UTC No. 991572
I'm really trying not to be a doomer, but how am I supposed to get into the industry when china is churning out thousands of students every year that can put out work like this? why would anyone me as an environment artist for american wages when can hire like 5 guys overseas for the same price? how could I realistically even compete? do I try and segway into a more technical like tech art? or do I pray that I somehow network with the right people and they pity me enough to get me a job?
🧵 Untitled Thread
Anonymous at Sun, 4 Aug 2024 13:39:27 UTC No. 991535
What is the lifecycle of AO textures in gamedev? Lets say I'm modeling whole levels as Blender scenes, at which point should I create AO textures? Surrounding geometry matters so when I move things AO changes. Which means it's probably best to keep AO as shader node on Blender side, and only bake them into AO textures when everything is done. But this doesn't sound very convenient or maintainable, it seems I'll have to go through every object in scene, bake every AO texture individually and connect them into corresponding BSDF slot in shader? This is also destructive, because I cant' just move things afterwards without reintroducing AO shader node manually... Overall, sound like maintanance hell. Is there something to automatically bake AO, maybe even automatically rebake AO when objects move? Found some reddit comments saying that AO is mainly a dynamic effect in games, meaning it's not even baked but computed in real-time... But then other commenters say there are many games that actually DO bake it.
https://www.reddit.com/r/pcgaming/c
Also, is there such thing as self-AO? I think it would make sense to prebake AO shadows object casts on itself for curvy objects, but ignore shadows related to other objects in scene and leave them for realtime AO effect of game engine. But I'm not even sure how to tell Blender for example to only include self geometry into AO computations.
🧵 /beg/ - Beginner's General
Anonymous at Sun, 4 Aug 2024 01:11:10 UTC No. 991511
>Post beg related issues, concerns, and work. If you are med, or adv, remember what it was like to be a beg and DONT confuse the needy begs.
>List of free resources: https://pastebin.com/cZLVnNtB
I made an eye cube
🗑️ 🧵 Untitled Thread
Anonymous at Sat, 3 Aug 2024 20:27:30 UTC No. 991499
imagine learning from this beta cuck