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Anonymous No. 992883

Niggas can make detailed models here, but they can't make a good render.


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Anonymous No. 992881

so uh, 3D right? you guys modeling and stuff?


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Anonymous No. 992879

mr beasts thumbnail compositions suck ass.


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Anonymous No. 992869

>File
>New
>General
>Don't Save


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🧵 Anime General

Anonymous No. 992867

Previous thread >>986003

Discuss and post anime styles in 3d. From figurines to celshaded models, etc.
Recommend Youtube Channel :
https://www.youtube.com/@user-sy9do4tr4h
https://www.youtube.com/@yuucg5187
https://www.youtube.com/@mmcganimetic
https://www.youtube.com/@fusako3d
https://www.youtube.com/@user-pp2os6zr2d
https://www.youtube.com/@ShionMgr


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Anonymous No. 992846

Mods made a mistake. We're sorry.


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Anonymous No. 992830

why is Blender still such unintuitive garbage?


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Anonymous No. 992829

Make 3D Moles


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Anonymous No. 992828

JANNIES ARE FIRED
POST NURBS


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Anonymous No. 992810

What the fuck


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Anonymous No. 992781

I work in a game studio.

We're saving money by getting everyone to do concept art; People on the team say they can't draw.

We're doing silhouettes. Team lead pulls out a permanent marker on an A4 sheet draws a crude looking UZI that looks like a T with a trigger guard and asks the team member you seriously can't do that?

I love our team lead. he's a wonderful guy.


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🧵 Fusion 920 halp

Anonymous No. 992743

Hey lads. Wrong place i think, but didnt find any better.
Using Fusion 360, work as cnc op and programmer in stone industry, want to fabricate table that has miter edge, need to cut small pieces that will be hand fabbed and finished.
Anyway in Autocad i drew pieces, in Fusion i want to just check if everything is ok.

Having hard time lining up radius part smaller pieces. Anyone knows how to do said operation?

In Autocad theres "Align" function where you pick piece that you want to align, choose one point, then reference point etc, but in Fusion i do not see any place where something similar would exist. Theres align and joint, but non of them really do what i want.

I would like to take my small piece, choose two miter points and then put them on my radius. But atm i eye balled said activity, because closest that i got was to use move, pick one point and then rotate and see when it was close enough.

How to do that accurately?

Simplest here would be to just draw pieces as they already need to be but i would like to use Fusion to check stuff in the future, that who ever drew something, it goes together ok. So even if i manage to butcher pieces in their right place now, i do not want to keep doing that.

Cheers


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🧵 How the fuck do i learn how to make something like this

Anonymous No. 992695

Give me some direction /3/, this shit seems so overwhelming


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🧵 It's over for adobe

Anonymous No. 992677

You faggots need to start using InstaMAT.
It's over for adobe

Source: faggot


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Anonymous No. 992639

where are my redwaxcells


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Anonymous No. 992617

you guys all mocked cris.

now he has multiple gamedev styles.


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Anonymous No. 992567

Maybe not strictly 3d question but certainly adjacent to 3dcg. Can anyone with knowledge of Substance Designer explain why blending together (with Subtract mode) of Linear Gradient passed through Transformation 2D and Curve creates a shape like this? How this works, what actually happens? This result just seems like magic and I really wanted to understand the "math" behind this.


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Anonymous No. 992523

>Be Bryce 3D and POV-Ray
>Pieces of software that haven't received updates in over a decade
>Still manage to BTFO modern AAA graphics in terms of aesthetic value
How do they do it?


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Anonymous No. 992506

What is the usual baking workflow with Substance Painter? As I see it, every object has to be baked individually which makes it seem kinda hard to use. If I bake, for example, stylized lightning on a tree, I will only have a bake for a particular angle of light, which means I can't just copypaste this tree throughout the scene with different angles, because it only ever works for one particular angle. Baking multiple angles of the same tree seems wasteful, also it seems like a crazy time sink to go through every object on scene one by one and bake them individually, especially if you need to carefully preserve the same settings, like lightning colors and angles.


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🧵 Blender General

Anonymous No. 992490

Previous: >>987105


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Anonymous No. 992487

Best way to set up jiggle like this in Blender?


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Anonymous No. 992448

So I finally got to this issue with shading of grass planes. Pretty sure I've read few times something about this. There were suggestions to use vertical normals I think? I tried that and I think it made shading of those planes more binary, like one side is always at its brightest, the other side is always at its darkest. Then I hacked the material shader itself to skip lightning entirely and it works, but this is not really what I want. Because I want it to be shaded, but I want it to be shaded the same way from both plane sides. Any ideas?


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🧵 Anna Anon

Anonymous No. 992430

>decent character animator gets ahold of koikatsu
>makes gangbusters on patreon
>worshipped by coomer anons on 4chan
Why haven't you taken the Koikatsu pill, anons? Certainly better than dicking around in SFM at least.


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🧵 Good tutorials/people for Zbrush

Anonymous No. 992428

I suck at Zbrush. I know my anatomy, enough to be productive for my needs, but I suck at handling the software. How do stop relying on dynamesh? How do I do intricate details? How do I handle impossible angles curves in ears? How do I spread patterns of details evenly and cleanly?

Looking for your best advice/references. Could be book, video, paid tutorial, idgaf. I want to get better.