We (programmer and 2D artist) are working on a small 3D idle game.
Was wondering if any 3D artists here with some experience in low poly, cute characters are interested.
Would be nice if we could launch a project consisting of only 4chan devs, but if we can't find someone we will end up looking elsewhere like artstation
We will be paying commission, but please keep in mind we have a small budget
>>1020919 >Back when I was young people made things for fun, and if money came out of it that was just a nice bonus.
Yeah back when you could buy a house and feed yourself on a single salary that sounds nice but we live in a world where a cardboard box is $600 a week grandpa.
>>1021199
The last two who are actually important are old, one that does the retopo and the other one that does the textures. The first two are just the same shit you see on other AI threads here where it just generates high fidelity-looking model based on the image that ends up being wrong in parts...
>>1021170 >Some time
All of those videos are several months old, it should have happened already by now, and yet all the commercial generators create awful useless results.
>>1017868
Hold it, the Oscars are very clear that only one country gets the award. You claiming a France guy produced the video in France then released it on Latvian. Also they changed the name from Straume. How do you look at this an not see corrupt filmmaker who lied about stuff to get an award. I...
>>1017826 >Any other things Flow did that people should know?
Highest viewed film in Latvia
Won an academy award
Won a golden globe
Made 50 million euros and only cost 3 to make.
also first animated film to win an independent spirit award.
>But... but the cat didn't speak
You can keep coping.
>>1017789 >international feature film
Flow had zero speakers and didn’t follow the rules on TV license because it soon after went to MAX an American only audience television/streaming service.
Any other things Flow did that people should know?
>>1021091
Geez dude, racist much? Polish people have been pretty nice in my experience. but you're making them sound like a bunch of cutthroat fraudsters and womanizers.
>>1021085
You generally want to avoid triangles and stick to quads because triangles interfere with your ability to easily add more detail or loop cuts.
Stick to quads and optimize to tris as the last step. It's quite low poly already and you won't be hurting anything. That said, your topo is actu...
>>1021093
thanks anon. It probably shows but I'm quite a noob when it comes to this so having people point out those things to me sure is a great help. I'll keep an eye on that tummy while doing the animations.
In any case, how are you supposed to tackle spherical things like a big belly on a low po...
Where can I commission someone to make a 3d version of this character? I want it as good as the models you see in video games like Code Vein or Digimon time stranger. Also, should be editable and usable for VRchat.
I have a $500 budget.
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Last: 11/1/2025, 12:25:20 AM
72 hours in blender.. le sovl... so much better than pbr and crappy modern games... now I can finally make my groundbreaking game with a self-inserted trans protagonist to stun the world
>>1021202 (OP)
As the comment you didn't include in your screenshot says, his Maya nitpicks are well documented in the Obra Dinn devlog, so you could just read that
>>1021129
Not OP. But one of their videos came up on my tiktok feed like 2-3 days ago. Apparently some Smiling Friend fan inserts her OC into scenes of the show as if she's a character. When I say the video, I just thought "huh, neat" and kept scrolling. So I didn't catch her name. But it's just som...
>>1021079 (OP)
ok so what character/artist are you wanting to get harassed this time? just go ahead and say it so I can go follow their work and think they're actually kinda cool.
Okay, so I see there's a lot of shit flinging on this board over these two programs, and the general conclusion is that Maya is better at animation and used in professional pipelines.
Can someone just explain to me in depth what makes Maya a better program for animation than Blender? I understand blender has it's strengths but I'm just curious about the animation angle. What tools does maya have that makes it superior for animation?
what is up with these ai poojeets aggressively asking people "then what's wrong with it? uh?!"
is it all the same retard on different boards?
it would be very funny if it was an AI bot trying to learn. literally asking for feedback in the most autistic way possible. fitting
but it's probably just a ...
>>1021039
I'm not the guy posting the slop, as a matter of fact I've been following OP's threads for months, but >>1021003 is the first post I've ever made on these threads. I'm not the guy posting the slop, I think he's retarded for thinking you can use inconsistent dogshit like >>1020961 for refer...
>>1021161
Gonna give that a shot on the weekend, need to learn that anyway for a mechanical thing Im gonna make that probably won't work great if I blend it. Might settle for just getting it SLS printed from steel and buying a harbor freight polishing wheel because machining is expensive and this is...
>>993097
Similar question. Is there a simple sorta-3D software for designing simple assemblies? I'm trying to figure out how my firearm action concept would operate, and it's really hard to do with layers in Paint.NET. Something very casual, it wouldn't have to do much.
>>1021178
no. the circle is just demonstrating the bounds of what other vertices will be affected by the proportional move. change the size of it with scroll wheel. the blender documentation is INSANELY comprehensive so like, read that shit as you go homie. https://docs.blender.org/manual/en/latest/...
How do I get these quads to stop rendering themselves as concave? I've tried flattening with loop tools, smoothing, merging vertices, making the vertices planar, but nothing is removing this rendering effect. It's appearing elsewhere in the model as well in spots, so I'm wondering if there's some gl...
>>1021107
-Create some blobby base head
-create a noodly limb that's a spearate free floating mesh, a basic cylinder with whatever chains you need for deforming it, But just the one noodle/subdiv cylinder uncapped and widened at the base
-shrinkwrap constraint from the limb's root bone to the body m...
>>1021096
probably the core-waist should be better
and you need better hair, but over all looks nice
a little of anatomy and hair modeling, studies that
>>1017322
If you want to learn more about this specific "genre" of 3D then the nsfw rendering discord has some amazing tutorials. Really helpful people too. Some random dude helped me rig gamora's butthole
I can model the character, but I am absolutely lost on how to texture it. I usually only handpaint my models and never work in low poly, so I'm clueless. Where do I even get the fucking textures for it? Every tutorial I found is just about how to do ps1 style furniture. How do I texture a more complex character that needs clothes, a head etc? Every texture I look at that could work is copyrighted as well.
>>1019694 (OP)
As much as people like to avoid it, but the reality is you need to be good at traditional art.
1. First you draw concept art for your character
2. Then you draw it from different angles, finalize everything
3. Then you start to abstract away unnecessary details to make it fit for PS1 >MGS...
>>1019694 (OP) >>1019702
Genuinely astounding how you are so much of a retarded nigger that you can't figure this shit out by just grabbing the model and eyeballing it.
>>1021137
Blender doesn’t have ik/fk by default, you must be talking about their version of auto rig. Which obviously isn’t built for custom rigs like 3 leg dog, 1 leg human or horse standing upright. You’re not a rigger anon if you’re relying solely on automated rig operators.
>>1021110
We're animators not rigger nigger, and beside blender have ik/fk snapping by default and it's just a click of a button, that's why fk/ik snapping is non issue in blender, then there's Maya....... The reason why this thread exist
>>1019429
Mfw when blender already have animbot tools built in and the addon that surpassed Maya is actually crackable without shitton of anti-piracy bullshit like animbot
>>1020776 >>1020791 >>1021049 >>1021052 >>1021140
Just make it in Zbrush, the industry standard with the most advanced toolset and features instead of coping and doing mental gymnastics with your freetard software made by hobbyist neckbeards >muh cost
If you're too illiterate to sail the seas in 10 ...
>>1019739
holy shit...you can build stuff and expand the house in the game?? at first i thought its a mod but apprently its a built in feature? thats so cool! ive only been grinding the main quest all this time haha
>>1021109
Hey Nick, I'm just not gonna pay 300 dollars for your software, and I don't care about funding some random nobody. Tough world we live in today. If we can get it for free, we will get it for free. Tell it to the Russians and Balkans who have practically the hugest group scene and piracy co...
>>1021081
If you're using a CAD you're probably precision modelling mission critical components and you probably make a lot of money. Have some respect and pay for a tool errors in which can cost people lives. Do you not think it's important to have tools like this properly funded?
Do modern video game trailers use the same in-game 3D models, but render them differently due to hardware limitations? If so, why do the models often look worse during actual gameplay, and can that visual difference be fixed through shaders or other rendering techniques?
For instance, look at the hair in the pic I posted
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>>1020078 >"is it hardware limitations?" > not it's not, here's why >"right, but is it hardware limitations?" > not it's not, here's why in more detail >"but it's hardware limitations, right?" > not it's not, here's why in clearer detail >"waaah waah don't treat me like a baby by explaining things t...
>>1020014
Not everyone is a basement dweller who plays with 3d models all day. You think regular normal folk even know what a polygon is in 3dcg context? Fucking elitist cunt
>>1019918
to add to what other anons said its not just the higher quality models, its also lit from the perfect angles, color corrected and goes through 30 layers of post processing to make the image look as appealing as possible. all those things while doable realtime (in the game) wont universally...
Every day I open /3/ and it’s the same thing. Blender donuts. Default cubes. Overweight men dragging vertices on their little anime girls. >How do I make hair? >How do I make cute loli? >WIP thread oversaturated
We’ve reached peak 3D artist. It’s time for a creative extinction event. The planet's filled with mid-poly orcs and slightly shiny anime girls. There's just an oversaturation of "artists" and the solution to this would be a global culling. You will never make money, you will never prosper from this, and you will be laid off as part of the wave in the next 3 months like everybody else.
Put down the tablet, get away from your computer, close Blender, and pick up a wrench. The world doesn’t need another Eevee render. It needs electricians, welders and forklift drivers to let you rediscover the joys of honest labor.
At the same time, the 3DCG industry will slowly begin to heal once this process has started, after all these dozen "creative minds" are back to tightening nuts and screws under a vehicle to apply their endless creativity to.
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>>1021038 >>1021045
what's a job that doesn't have me directly interact with customers/the elderly that isn't oversaturated these days? main reason i'm considering a tradesman job like mechanic/electrician right now is because my mother is a "the customer is always right" type of woman and having sp...
>>1021038
Solid rec, healthcare is king in terms of being fundamentally useful anywhere any day and age. Another job that is quite fundamental, but also very much 3dcg-relevant is a hairdresser. And I'm not talking about dumb-ass good-for-nothing barbershop folk, I'm talking real maestro of the curl...
>>1009519
to be frank, i don't know what to recommend to blender newbies these days. I learned most of Blender through a video series called Blender Underground. It was the absolute best series in its day
>>1020277
Work
Flow
These two words mean the flow of the work.
You're a noob, so you have no work and thus no flow.
Do some work, and you will find the flow.
Is there a way to emulate VRoid's PC version on my android tablet? I really don't like what mobile version offers (and lack computer), but maaan I wanna repeat after these cool Japanese VRoid avatar videos
Why isn't it bending properly when I use lattice? I want it to bend so it's easier to fit over my face. Some parts stay back and it causes the mask to look choppy and deformed.
>>1021031 (OP) >>1021058 >>1021059
It's also possible that your mesh has unintentionally disconnected geometry (multiple vertices exist in the same position), try selecting all vertices in edit mode, press m - "merge by distance".
You should up the resolutionnon that mesh by a lot, a lot.
Otherwise it's hard to tell from just this angle. The outer verts of the lattice might need to be moved too. It may also be the case that you need to exagerate the bend in the lattice to get the mesh to bend the way you want. Thats typical.
How can I create these two characters quickly with the least resources possible? Would an AI mesh generator be able to do the job, including shipped generated HD textures?
Seen people in shorts crank out entire anime girls in Blender or AI in like 7 minutes, meanwhile I’m still stuck tryin to do it.
Not looking for a "learn topology" lecture. I want to know what pipeline actually gets y'all from nothing to anime girl fast. Bonus if I no need to spend 3 months learning blender sculpting for it.
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Last: 10/28/2025, 11:23:10 AM
>>1020623 (OP)
If you want high fidelity slop then I suggest you look into Daz studio. It has enough presets and assetpacks with possible variations and modification settings to allow you to make some slop high fidelity model almost as if you were in videogame character creator. Look into the workflow, a...
>>1020700
Im sorry, if you cant google it on your own then you're probably not capable of downloading the model on your own, so its impossible for you :(
What are GOOD courses for 3D animation in Blender?
So far I only found Alive! by Pierrick Picaut. The rest suck fucking ass, but maybe I missed something
>>1021021
Right, but you might want to look into proper Pose to Pose workflow. I might be wrong but it looks like you're just placing keyframes randomly (and like most beginners, probably way more keyframes than necessary)
Again, I can't tell for sure so I'm sorry if I'm wrong, but those are usuall...
>>1021012
He probably got teased as a grot >hey small nose! Lemme use you jaw to level my table HAHAHAHAHAHA >look at the symmetry on this guys face! Its like he's halway in water!
>>1020904 >they eventually ported the rigs
No I am not wrong when I say you left out context. Medalist used Mgear in Maya had article screenshots proving it was 100% in Maya. Blender was referenced for drawing team, they did not use Blender for animation. They did not use Blender for creating charac...
>>1020903 >>Only used for background and objects, not building the characters or model.
Second article in the series is literally all about building the characters in blender. But I now understand a maya user would not have the mental acuity to understand multiple pages.
>>1020893 >Originally, Blender only dealt with poses, but at the request of the drawing team, Maya's rig and controller were also ported, so it was able to handle motion, and it was used not only for skate shoes, but also as a guide for character drawing.
What do you consider best practice when it comes to vehicle modeling? Especially for games?
Do you prefer to have super clean topology and make sure everything always connects properly, or do you say fuck it and not even bother connecting tubes, framing, bolts, standoffs, and similar details and just leave them floating on the model while leaving texturing to solve the rest?
>>1020784 (OP)
i prefer just painting the smaller details with height/normal alphas. box-modelling stuff down to the level of individual screws, welds and creases (though the latter can just be sculpted on and baked into the normal map) is just too much of a hassle
>>1020912
This applies to all realtime rendering. A vertex passed to the gpu is just a fixed set of numbers. Minimally in practice, it's: 3 position floats, 3 normal floats, 2 uv floats. You're free to add more "slots" (you can pass less as well, but that wouldn't be practical) when you're programmi...
I've been struggling with sculpting stylized rocks lately. It seems that the main brush for flat facets is Scrape/Fill, but it's kinda gradually ruining all the sharp edges and then I start fixing them with pinch or crease or whatever, and then use scrape again and it gradually turns into a mess and...
>>1020723 > Should I sculpt or should I box model things that I want to 3D print?
both, you should start with hard surface modeling first. >Zbrush or Blender for sculpting?
Zbrush is a better program, more performance and better tools, for hard surface it is not that good compared to blender but if ...
>>1020723 >1) Should I sculpt or should I box model things that I want to 3D print?
It depends on what you're printing but you'll usually end up doing both in the same project (unless you specialize in something like tanks or naked women)
>2) Zbrush or Blender for sculpting?
You'll need Zbrush if y...
>>1007862 (OP)
I have three questions.
1) Should I sculpt or should I box model things that I want to 3D print?
2) Zbrush or Blender for sculpting?
3) Is there something like the Blender donut tutorial series for Zbrush?
>>1020188 >The most frustrating mental gymnastics of all, to me, is when someone insinuates that these tools will enable everyone to become the director of their own film, gamedev project, etc
The reality is those people are hollow inside, they never had the drive and passion to express something wh...
Ok,maybe i asked and get control theory, so what's left is, to...write on a picture? and show how it works? like,in motion? Basically the right spacing, or even timing, or even, drawings
>>1020742
Its a solved science. Youre trying to rhink about "space" but so far you have nothing. You need to make more than nothing first, let it be terrible, and refine it.
In 3d the computer is doing all of the hardwork of figuring out "space".
>>1020639
I was speaking in animation. >>1020698
Hm, >Phony
How does this operate into walking then. >>1020699
My only trouble is timing and spacing. Otherwise how does this clarify everything else like looping, queueing... Damn I just thought of that.
>>1020698
Put this thing in the spot.
Skip ahead in time.
Put the thing in the other spot
Skip to the end
Put the thing in the last spot
Go back to fust after the first spot
Put the thing slightly ahead
Go to just before the second spot
Put the thing just before it
Go to just after the second spot
P...
The greatest animations ever made were made withjut digital tool, math, or even rulers. All this worrying abkut technical precision is a waste of energy. There's a pretty simple procedure, and if you follow it your movement sells and if you dont it looks phony.
why does it look like that when i shade smooth, still learning ig plz help, whats the best way to make a hole or hole shaped stuff, wich is usefull for modeling guns and vehicles
>>1020896
For me autosmooth works good as a first step during modelling of low poly stuff, but at some point, it often makes sense to apply it and manually adjust sharp edges (in some stuff I've been doing lately, autosmooth got like 80-90% of sharp edges, but the rest I needed to mark manually, kin...
>>1020862 >>1020859
auto smooth is a noob trap. Because it gives you the false idea that you can automate sharp edges. When you really cant. Autosmooth is useful for lazy people making super simple models. But when you go to make more complex stuff like guns, autosmooth will fuck up your model, and ...
>>1020859
oh ok thanks u, i am lost then idk what the best way to make guns or vehicles and stff blender is very unintuitive and booleans arent a good idea apparently :(
>>1008497
The problem is that Shrek does not look like Shrek from previous movies, that’s it. Also minecraft movie was single-handedly carried by Chicken Jokey and intentionally terrible acting, so that’s not an argument.
>>1020860
well it would take 5 minutes to figure out like it took me when I started using it, it gives you the product of what you would otherwise spend days fumbling around cobbling together with youtube videos
theres real answers already above but the keyword is easy
>>1020837
Shit out is the right word for that garbage lazy piece of code. If you don't know the answer let someone else answer it knowledgeably instead of using AI trash
I don't use blender but I started using claude.ai to shit me out shaders for unreal and I imagine it works much the same way for blender, so heres a python script and some basic instructions, ask grok or chatgpt if you have problems still
>>1017879 >>1017885
Both Quake and Doom are ancient PBR, they're not pixelart. Proper way to do lowres PBR textures is to do highres (or even infiniteres, if you do it in node-based system as a composition of noise functions, distance fields, etc) PBR textures and downscale / render at target resolu...
I want to make a cartoon about Sonichu based on comics, but I don't know how much time it will take to animate. I have experience in creating models, but I'm a complete noob in animation. I need to figure out if it's worth spending my time on this. How long will it take to create a 3-minute animation in a blender (if the models and rig are ready)?
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I think it's going to look like shit anyway, since I don't have time for animation and I'll have to ignore the flaws so that the animation process doesn't take a year. The video will probably look like it was made by a drug addict, although all the curvature of the animation and some models will be ...
What's some nice method to calculate coordinates for animating just about anything, including loop or cycles. Like, since numbers are simplers to process...
I hate the fucking animation slots.
What possessed them to take something that was simple and worked perfectly well and make it complicated for the sake of complicity. I can no longer export animations from blender to unreal because all the animations are the same. >Clearly keyframed jump animation?
Nope, everything is a walk cycle. >Want to check a tutorial on youtube to see how it works
"Here are 3 different geometric objects spinning around and keyframing them. Isn't this so simple now?"
I fucking hate this.
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Last: 10/23/2025, 2:28:34 AM
Well, you could just not update. Unless theres something in the new version you desperately need theres not much reason to anyway.
Been using 3.3.1 and its still works fine.
I know it's a bit outside the standard of this board, but does anyone know how PS2 and PPSSPP game models were made? Like those old RPGs, like Monster Hunter, Resident Evil 4 and Persona?
>>1020715
When you say "painting light" I'm assuming you mean vertex color baking, because doing full lightmaps was a bit of a waste on the PS2 generally.
Anyway read this book by Luke Ahearn if you want a better idea of what to do and WHY those things were done. There's alot of techniques that are...
>>1020135
I think this might be the most insane post I've ever seen on this board about lowpoly modelling I've ever seen. This might be tied with the gun waggle thread for the stupidest shit ever lmao.
Six whole models guys! SIX WHOLE LOWPOLY MODELS!
8/8 Gr8 b8 m8
>>1020715 >>1020716
And dreamcast had order-independent transparency which you can implement in modern shaders without sacrificing anything. This solves even the worst case scenarios involving interlocked planes of geometry.
>>1020276
Let's get started:
PS1 used "Gouraud" shading not flat shading.
PS2 also used Gouraud shading.
No normal maps or bump mapping was used.
Environment lighting was baked during the pre-pass and light maps were used to light up the world.