/SQTDDTOT/ Stupid Questions That Don't Deserve Their Own Thread - /3/ (#1011129)

Anonymous
4/26/2025, 12:23:31 PM No.1011129
3d-female-character-with-question-marks_23-2148938890
welcome back
Replies: >>1011253 >>1011557 >>1011870 >>1012832 >>1013119 >>1013645 >>1013663 >>1013665 >>1013838 >>1013969 >>1014149 >>1014322 >>1014662
Anonymous
4/27/2025, 6:07:42 AM No.1011173
1735218165024601
1735218165024601
md5: 7e4c01d2f70abfc5fac3304a01578684๐Ÿ”
>auto detect boobs and automatically add physics to them
>I'm 99% sure there's a blender rigify plugin for exactly that, I wanna say it's called JiggleBone?
plugin name?
Replies: >>1011284
Anonymous
4/29/2025, 1:02:56 AM No.1011236
work
work
md5: 53b7e1df10c8280514cc977a3bb0709d๐Ÿ”
How important is to learn how to 3d sculpt for professional 3d artists?
I really really don't like sculpting, it's too messy, too random and i don't think you can even create usable topology unless you retopology.

I tried to like it, but i was very irked at how little control i had over it, unlike modeling where i could control exactly where i wanted a part, with sculpting you have to wing it and hope for the best. I don't know how to explain it, i can only call it chaotic. I don't even know what you can do with the finished product other than a static figure OR a retopology basis, because if you try to move whatever you sculpt, the topology will be an absolute mess.
Modeling is much more fun to me, i can actually do human-like figures (WIP pic related) without a millions of strokes trying to get the correct shape with hundreds of brushes.
I keep hearing how you need sculpting to do realistic humans with wrinkles and the like, but i want to know how true is that.
Basically, how far i can get without sculpting in the 3d professional world.
Replies: >>1011237
Anonymous
4/29/2025, 2:07:55 AM No.1011237
>>1011236
There are no professionals on this board. Don't come here expecting to get inside industry advice.

>I keep hearing how you need sculpting to do realistic humans with wrinkles and the like, but i want to know how true is that.
The thing about wrinkles, is that if you can't model them all. You can try, but you'll end up with a a messy model with terrible shading, that has way too many polygons, and is a pain in the ass to weight paint or UV. So instead of trying to create topology for every little wrinkle, people resort to normal maps to fake those wrinkles. Because the details are so small, you can manipulate light to create the illusion of wrinkles along the flat surface, and nobody will be the wiser. This light manipulating element is call "normals".

By changing the normals, you change how light reacts to the surface. You can paint normals using various methods. They work similar to textures. If you can texture, then you can make normal maps. So no, you don't need to learn sculpting to get all of those fine details. You just have to learn how to paint normals.

That being said, a lot of people find it easier to sculpt wrinkles into the mesh itself, and then "bake" those wrinkles into a normal map. Then apply the baked normals on a retopologized version of the model. It's a different path to arrive at same destination. If you think your normal paintings can match or exceed sculpted and baked normals, then you don't really have much to worry about.
Replies: >>1011252
Anonymous
4/29/2025, 10:59:18 AM No.1011243
batman_thumb.jpg
batman_thumb.jpg
md5: a6c737039f923bbb8d132affe47dc23e๐Ÿ”
TL;DR how do I cinematography?

When animating cameras how do you decide the composition, focal length, and the duration of each shot? I have a decent understanding of visual composition and a little bit of cinematic language (like 180 degree rule), but this is otherwise new territory for me.
Replies: >>1011414 >>1011551
Anonymous
4/29/2025, 5:03:27 PM No.1011252
e7c8ef7803f645d1a3adaa4c794f2d4f
e7c8ef7803f645d1a3adaa4c794f2d4f
md5: 6ddaaa3a21afa47a7540c58d58da20ed๐Ÿ”
>>1011237
>There are no professionals on this board
And no I'm not posting my work.
Replies: >>1011269
Anonymous
4/29/2025, 6:31:17 PM No.1011253
Drowning
Drowning
md5: 0a7166e7782e9b137447c3ebeaf7fb3b๐Ÿ”
>>1011129 (OP)
so has AI replaced ya'll yet or what?
Replies: >>1011271
Anonymous
4/30/2025, 2:51:06 AM No.1011269
>>1011252
Even if you were a professional, without proof of your experience, your advice won't appear very credible.

If that's the only part of my post you found issue with, then I suppose everything else I said is correct?
Anonymous
4/30/2025, 4:37:04 AM No.1011271
>>1011253
Have you not seen the Minecraft Movie?
Anonymous
4/30/2025, 8:17:03 AM No.1011275
file
file
md5: 5ea10ca13c61fb33aaec0d36ee11a6df๐Ÿ”
making a tamer12345 knuckles model and banging my head on a way to get the quills/dread shape without it looking like a dried shit log grafted on his head
Replies: >>1011285
Anonymous
4/30/2025, 9:37:01 AM No.1011284
>>1011173
wiggle2, aka wiggle bones, and it's not automatic. you have to add boob bones but automatic weights don't work terrible with them, then you just add wiggle and adjust. I just downloaded it yesterday coincidentally so I'm not 100% on how to use it but I did watch a few tutorials and it seems basically it's just a spring emulator so to speak
Replies: >>1013061
Anonymous
4/30/2025, 9:38:02 AM No.1011285
>>1011275
>tamer12345
KEK
Replies: >>1011286
Anonymous
4/30/2025, 9:59:16 AM No.1011286
>>1011285
well yes, i like tamer :)
Replies: >>1011287
Anonymous
4/30/2025, 9:59:43 AM No.1011287
>>1011286
he's kek
Anonymous
5/1/2025, 3:52:46 PM No.1011362
f02dfa18ce0fdc604e688dbd205b488b
f02dfa18ce0fdc604e688dbd205b488b
md5: 7e69de41e6e46eb82bb7131385c7e413๐Ÿ”
Hello, can you tell me the limitations of Blender when it comes to sculpting, rigging/and animating for vidya? I googled and lurked here for a while and came up with this workflow to create assets. I'd appreciate any feedback from anons with experience so I don't blindly waste my time learning suboptimal tools.

My use case will be creating and animating assets for my game. I will use Vroid for humanoids, model and sculpt environment assets, and sculpt monsters. Animations would be basic game animations and some cutscenes (short and not too complex). The style will be stylized pbr (similar to genshin, wuva).

With regards to sculpting, would I be able to do everything with blender. I have hard surface modelling experience, but never sculpted before. I'm following Modeng's Artstation course, where he uses Zbrush to finalise environment assets made in Blender. I'm also sculpting monsters and other creatures I can't make in vroid. I would like to know whether this can be done in Blender or if ZBrush would be better.

I know some anons say that Maya/ 3ds is easier for animating, but since I'm making short animations (movement, attacks, idle, interactions), can I get away with it? I hate autodesk and would prefer not to give them money. I don't plan to work in this field, so I don't have to follow an industry standard, just a good workflow to make my games.

Thanks.
Replies: >>1011367
Anonymous
5/1/2025, 5:19:44 PM No.1011367
>>1011362
I don't agree with your preconceived notion of "the process" You are missing the forest for the trees by focusing so much on details like what program has limits for doing xyz. It starts to matter if you're trying to go industry, but as you said you don't care so just pick something and stick with it. I'd wager most of the time you've spent doing pipeline theorizing could have been better spent actually doing proof-of-concepts, understanding what does and doesn't work instead of just being told something. Maybe you've already done that, but from your post it doesn't sound like it. Every program sucks. That's why people defend their choice like it's their identity on this board.
Replies: >>1011907
Anonymous
5/1/2025, 8:00:24 PM No.1011374
I bought a nice base model (2 dollars) and made some changes to suit my project, then I go to export it to my game engine. This is where I run into a conflict from the base model:
There are modifiers active on the model (not applied) as well as blend shapes that go to various facial expressions.
To export, I need to APPLY the modifiers.
But I can't apply the modifiers on an object that has blend shapes.
What are you supposed to do in this situation?
I've made a copy where I removed the blend shapes, applied the modifiers, then exported and its great in engine. But I want to bring the blend shapes with it. How?
I imagine there is some trivial method to do this easily but in my searching I get old forum posts that say it's totally over, no hope, etc.
Replies: >>1011380
Anonymous
5/1/2025, 10:38:47 PM No.1011380
>>1011374
I vaguely remember that there's a free addon to apply modifiers on objects with a blendshape
Replies: >>1011415
Anonymous
5/2/2025, 12:37:12 PM No.1011414
>>1011243
>>>/t/1361357
Anonymous
5/2/2025, 2:14:43 PM No.1011415
>>1011380
You're right, I've found it.
It's called "SKkeeper", last update on GitHub from January 1st of this year.
I will download it tonight and give it a try.
Anonymous
5/3/2025, 11:59:10 AM No.1011444
gh
gh
md5: 26a276b59b1d244b6a282934a827daaa๐Ÿ”
this is definitely a stupid question, but
I'm looking at this guy's PS1 style asset pack, and all of the textures are regular 128x128 affair
what confuses me is that none of the UVs (except one or two) go outside the UV space, and yet the scale of the texture on the props somehow looks natural
what are the odds of that even working? I thought you'd have to scale outside the UV space to make sure it fits right, instead of it fitting the mesh automatically
Replies: >>1011446 >>1011449
Anonymous
5/3/2025, 12:48:28 PM No.1011446
>>1011444
Its not "odds", it's good work
Replies: >>1011447
Anonymous
5/3/2025, 12:53:11 PM No.1011447
7dsfsdf
7dsfsdf
md5: ccf7d9101304b2b956b7f8a568164de0๐Ÿ”
>>1011446
they're just downscaled regular wood textures though. idk man
Anonymous
5/3/2025, 1:02:24 PM No.1011449
>>1011444
If your problem here is that that one table looks like ass compared to the other ones, it's because of texture filtering
Replies: >>1011480
Anonymous
5/3/2025, 1:14:23 PM No.1011451
retarded sign2
retarded sign2
md5: 09c08854a20569dd6711546891bd2fd9๐Ÿ”
I'm using 3d max 2012. How the fuck I erase these stupid retarded words carved on the mesh? Fuckign retard literally did cut parts of the mesh just to write that shit. Really why the fuck people do this retarded shit?
Replies: >>1011456 >>1011667
Anonymous
5/3/2025, 2:21:29 PM No.1011456
>>1011451
redo the UV and/or re-assign materials
>2012
there are people who were born when this came out who are more competent at 3D than you
Replies: >>1011457 >>1011458
Anonymous
5/3/2025, 2:44:47 PM No.1011457
we can make her pretty again
we can make her pretty again
md5: 422f5669f47c4ae79a0bc04cb12d3cc1๐Ÿ”
>>1011456
>redo the UV and/or re-assign materials
I'm a noob. How do I do that? Please Explain Like I'm Five

I tried fix it manually it using the "vertex" tool and i got pic related(looks like shit)
Anonymous
5/3/2025, 2:48:57 PM No.1011458
3493285908345
3493285908345
md5: 33bd2b7271a51b4a2d42e895e4abd453๐Ÿ”
>>1011456
>there are people who were born when this came out who are more competent at 3D than you

I started with this 3d modeling thing just 3 months ago so please be patient I'm a noob. I just want create and edit skins for videogames that were realeased 20 years ago :D (MANHUNT and GTA SA)
Anonymous
5/3/2025, 5:24:52 PM No.1011467
bismark turret 002
bismark turret 002
md5: 7b52d5273b7e6835e4036ef0551049ec๐Ÿ”
Beginner here
How do I go about modeling the blast bags of naval guns. I need it to look natural while having a low tricount (>200)
Replies: >>1011468 >>1011469 >>1011852
Anonymous
5/3/2025, 5:28:12 PM No.1011468
>>1011467
*<200 I'm retarded
Sculpting and then retopo does not work for me either
Anonymous
5/3/2025, 5:40:51 PM No.1011469
>>1011467
Have you try just copy and paste that specific part from a tank with that foreskin?
Anonymous
5/3/2025, 10:03:34 PM No.1011480
fdssfsdfdsf
fdssfsdfdsf
md5: d3a78d139dcbfd3e614c0cde66ac9276๐Ÿ”
>>1011449
I'm retarded but not that retarded. I was just surprised the texture atlas sort of approach of using a single texture worked so well
I just tried it on a load of assets and it looked like shit, pic related being one of them
getting a photo texture gave me a x10 better result and took significantly less effort
Replies: >>1011506
Anonymous
5/4/2025, 7:23:47 PM No.1011506
>>1011480
>what works for someone else doesn't work for me, I like what works for me better
Great question, anon. Glad you found what you were looking for.
Anonymous
5/4/2025, 8:28:08 PM No.1011507
BlenderExtrude
BlenderExtrude
md5: 4524048dfd079de11906efa7e193b2d0๐Ÿ”
Im trying to get my wings in blender by just making models and I want to make tis rectangular grid system, i have a few questions:
1. I discovered I can extrude a cube with a cube as endpoint by selecting the entire cubical part and extruding, basically creating a cubical end point at the end, but it only works in one direction. In image related, it moves the entire cube upwards, leaving that twodimensional sheet behind. How do i fix that?
2. Can I extrude to specific lengths and angles? Like entering in a box somewhere: "Extrude selected along +35% off x-axis by 5m".
3. How do I bevel just one vertex of a grid without bevelling edges of all adjacent edges?
Replies: >>1011512 >>1011519
Anonymous
5/4/2025, 9:51:34 PM No.1011512
BlenderVerticesDoubles
BlenderVerticesDoubles
md5: 518095db1f8afc41400e3f8c29d13036๐Ÿ”
>>1011507
Oh, i figured out another thing I need to know:
4. I discovered I had several vertices that had multiple identical copies that didnt all connect to the same edges. So if I move that vertex, there's a second version of it connected to stuff. How do I get rid of that,a s in Merge all vertices that I have selected? i cant find a tool for that. problem is, i cant even select all vertices with the same coordinate because one blocks the view on the others. Is there a global command to fuse all vertices with the same coordinates (within a tolerance)?
Replies: >>1011519
Anonymous
5/5/2025, 2:30:19 AM No.1011519
>>1011507
I'm not sure what you're describing here. But maybe don't extrude entire cubes at the same time? It sounds like you're making excess faces that are overlapping each other.

But if you're trying to stack individual boxes on top of each other, then perhaps what you should do, is first create 1 rectangle that's not attached to the others, Select that rectangle, and then Press Shift+D to duplicate it. The duplicate can be moved where you want, and won't have any faces attached to the other geomet

>2. Can I extrude to specific lengths and angles? Like entering in a box somewhere: "Extrude selected along +35% off x-axis by 5m".
Normally, an "operator panel" is supposed to pop up when you use any action. It's located on the lower left of the window. Open that to adjust the act with greater precision. If it's not popping up for you, then press F9 to force it to show.

>3. How do I bevel just one vertex of a grid without bevelling edges of all adjacent edges?
Select the vertex you want to bevel, and press Ctrl+Shift+B

>>1011512
Select at least 1 of the overlapping vertices.(even if you can't select them all because they're blocking, it's fine) The go to Mesh > Merge > By distance. By default, this action won't merge any of the unselected vertices. You have to toggle an option for it. Press F9 to open the operator panel, and select "unselected". That should work.

Bonus: Press Alt+Z to turn X-ray vision on and off. With x-ray enabled, you can select overlapping vertices, since Blender sees them all. You can also check if you have any unwanted faces inside of the mesh.
Anonymous
5/5/2025, 11:31:03 AM No.1011533
I'm working on a project where I want to really convincingly capture the feeling of an execution video you might see on a rekt thread, I'm wondering if I can get the required realism from blender with enough tweaking or if the kinds of simulations I'd need will require something like houdini. I'm kind of a blender novice but I think this project will bring me to like an intermediate skill level over time since I already have decent experience, if that affects the answer.
Anonymous
5/5/2025, 8:21:35 PM No.1011548
3tep18
3tep18
md5: 78eae9fdb1a8f5985c08456c8b3dabcc๐Ÿ”
Trying to make a low poly car for a game

If I have a large flat surface that's full of quads (which are the result of loop cuts on the other side of the model), is there any reason not to dissolve the quads if the model is largely going to be static?

For example the underside of a car, I used loop cuts to create the faces I needed for the top of the car, and as a result the underside is full of quads despite being completely flat, can I just dissolve them so the underside is a big flat n-gon or will I have consequences down the line
Replies: >>1011549 >>1011554
Anonymous
5/5/2025, 8:43:13 PM No.1011549
>>1011548
okay african man. tell me what happens if you leave a ngon. what did they teach you in the mozambique training center?
Replies: >>1011554
Anonymous
5/5/2025, 8:48:51 PM No.1011551
>>1011243
Read Framed Ink 1 and 2
Anonymous
5/6/2025, 2:55:11 AM No.1011554
>>1011548
>>1011549
ignoring that dinosaur of a program, isn't it acceptable for an area as long as it would be a single sheet of metal on the actual car? I'm think the geometry needs to be functional (I'm modeling a car rn too, with a very different approach but still) and so if you were modeling it part-by-part you could easily have the underside or any other large metal sheet start off as just a single extruded quad so here he could merge the faces at least in the center of the bottom of the car where they'd end up one large quad. Is that correct, or no?
Anonymous
5/6/2025, 5:08:45 AM No.1011557
E5vsCQAWUAEz10Z
E5vsCQAWUAEz10Z
md5: 996ab2afc0c7446d435bfd3f9562d9a8๐Ÿ”
>>1011129 (OP)
What would be the best and comfiest workflow for handpainting low/mid-poly models? i'm starting with blender, but i see that for handpainting people use plethora of softwares and i find it really cumbersome, like is there really no better option than juggling 3 different softwares (3d coat, substance painter, substance designer)
are there blender addons that make it easier to handpaint through things like photoshop or clip studio paint? i'd appreciate guidance and recommendations for the best ones if there are
Replies: >>1011565 >>1011569
Anonymous
5/6/2025, 11:03:30 AM No.1011565
>>1011557
> are there blender addons that make it easier to handpaint
ucupaint or something like that
Replies: >>1011575
Anonymous
5/6/2025, 1:59:21 PM No.1011569
>>1011557
Auto Reload is useful
Replies: >>1011575
Anonymous
5/6/2025, 5:52:02 PM No.1011575
>>1011565
>>1011569
Thanks anons, these certainly look great and found some videos to learn that are really good too
do you guys happen to know any UV unwrapping addon to make it easier/better?
seems like blender is infamous for bad uv unwraps but im not sure to what extent, but figured there must be some "fix" right?
Replies: >>1011577 >>1013064
Anonymous
5/6/2025, 7:07:50 PM No.1011577
>>1011575
a lot of people use UV-Packer
Anonymous
5/7/2025, 3:38:38 AM No.1011594
5IKLV
5IKLV
md5: 9e4098f8b0f18c9163cfbb0b93e69a22๐Ÿ”
Is this a valid approach to avoid having to subdivide the topology of the base object in order to create the face necessary for extrusion?
Replies: >>1011595
Anonymous
5/7/2025, 5:57:55 AM No.1011595
>>1011594
Totally valid, game engines don't mind intersecting geometry apart from the fact that the obscured part still needs vertex processing which is marginal on today's hardware.
Only if your model is super high poly where you could tell there's a sharp transition where there shouldn't be one.
Even there you can use the technique for hard-surface models.
Anonymous
5/7/2025, 6:04:41 AM No.1011596
How do I do re-topology without that retopoflow addon in blender?
I have it and used it for a while but it's time consuming as hell because I can't select stuff properly and going back and forth between it and edit mode lags.
Anonymous
5/7/2025, 7:00:58 AM No.1011597
I'm 80% fighting against moving around in Blender. Is there a retard guide for every thing navigation related somewhere?
Replies: >>1011605
Anonymous
5/7/2025, 1:00:01 PM No.1011605
>>1011597
numpad:
1 for front
3 for side
7 for top
ctrl and any of those for opposite side. alternatively you can click the widget thing at the top-right if you don't want to remember those
if you want to recenter the camera to the object, press . / Del on the numpad
after that it's just the basics. scroll to zoom, middle to move, shift and middle to pan

would recommend this:
https://www.youtube.com/playlist?list=PL3GeP3YLZn5hhfaGRSmRia0OwPPMfJu0V
Replies: >>1011609
Anonymous
5/7/2025, 4:39:12 PM No.1011609
>>1011605
Perfect, just what I'm looking for, thanks.
Anonymous
5/8/2025, 11:29:29 AM No.1011649
Any tutorials or courses that go into miniature design for 3d printing? specifically chasing tutorials that design modular pieces/kits.
Anonymous
5/8/2025, 9:22:35 PM No.1011667
crush logo
crush logo
md5: 4b68c663bc395db90559133517edef16๐Ÿ”
>>1011451
>can have a texture that is literally just 2 pixels you can zoom into infinitely any pixilation
yeah, what a dummy, why would anyone ever do that
Anonymous
5/10/2025, 8:52:43 AM No.1011748
example-signature-guweiz-13
example-signature-guweiz-13
md5: 268283787cf249dd365ab6728f2334e6๐Ÿ”
Is this considered anime or semi-realistic? Do I need to learn sculpting to make a 3d model of something like this, or can I make it with a Blender anime modelling workflow?
Replies: >>1011755 >>1011758
Anonymous
5/10/2025, 12:15:15 PM No.1011755
>>1011748
It's anime if your heart believes it is
Replies: >>1011797
Anonymous
5/10/2025, 1:20:27 PM No.1011758
>>1011748
>Is this considered anime or semi-realistic?
it's a stylized character, which doesn't mean much, but it's closer to a real human with blurred features than to the stereotypical anime character

>Do I need to learn sculpting to make a 3d model of something like this
I recommend that you learn how to sculpt to gain the freedom of creating anything with THE POWER OF YOUR EYEBALLS and experience, instead of being tied to following tutorials, but if you're more interested in using 3D models than making 3D models then you should look into DAZ3D, not everyone need to be making 3D models
getting good at sculpting takes from 3 to 5 years depending on your affinity
Replies: >>1011797
Anonymous
5/10/2025, 2:51:30 PM No.1011762
file
file
md5: 5fa3489ac6692f3e0c602a4a2a114d2e๐Ÿ”
This is more game dev related but how hard is it from a 3d artist perspective to make nice looking models without them clogging up performance? I have seen some beautiful games from a couple of years ago but modern ones don't look so nice and sometimes when you see the wiremesh of some of these you wonder what is going on in the graphics department.
Replies: >>1011819
Anonymous
5/11/2025, 2:50:33 AM No.1011793
booleans not working
booleans not working
md5: d8ea4043f373c65d1f6030116e413339๐Ÿ”
is this boolean cutout not working because I am breaking every topology convention or...?
Anonymous
5/11/2025, 3:32:36 AM No.1011797
>>1011755
:')
>>1011758
I plan to use it for video games, so DAZ is not really an option. I'm learning anime modelling right now, so I can drop the Unity asset placeholders. I'm modelling the environment assets in Blender.

> freedom of creating anything with THE POWER OF YOUR EYEBALLS and experience
I'm planning to learn sculpting afterwards. Not picking up sculpting or illustration a few years earlier is honestly one of my biggest regrets.

Is it possible to create good concept art to make original 3d models without any illustration skills? I came across photobashing when looking into this, but I have no idea how effective this is without illustration skills to make the final concept.
Replies: >>1011854
Anonymous
5/11/2025, 4:00:03 PM No.1011819
>>1011762
>a welding line modeled as polygons
Isn't that the kind of thing that should be handled by a displacement map to start with? Cause that's definitely one way to do what you asked.
Replies: >>1011862
Anonymous
5/12/2025, 1:01:04 AM No.1011849
Studio tomoco
Studio tomoco
md5: a4c9f8959d226d0fe0e62462cafd7919๐Ÿ”
has anyone got the Studio Tomoco HDRI file for use with blender? it's used in Substance normally
Replies: >>1011853
Anonymous
5/12/2025, 1:56:48 AM No.1011852
>>1011467
other complete beginner here but if nobody else replies maybe my idear might help. Maybe run a high poly cloth sim, and then freeze the sim and do a lowpoly model around it kinda like a cage. idk
Anonymous
5/12/2025, 1:59:30 AM No.1011853
>>1011849
Adobe Substance 3D Painter\resources\starter_assets\environments\Studio
Anonymous
5/12/2025, 2:16:34 AM No.1011854
>>1011797
I've been looking into AI models to get concept art recently. Several game studios have been using AI for environment and character concept art. Try Midjourney subreddit or ai generals in /g/.
Anonymous
5/12/2025, 5:34:33 AM No.1011862
>>1011819
Not really, displacement maps take up a good deal of texture space and requires "time travel" to make it work. Physically adding the polygons is easier by comparison; especially if it can be done procedurally.
Anonymous
5/12/2025, 10:53:24 AM No.1011870
>>1011129 (OP)
new to this
i wanna create 3d characters that can be used in games

so far, this is what i have gathered about the process:
1. conceptualize
2. create basic model
3. sculpt details
4. bake details from high poly sculpted model onto the low poly model
5. retopology
(kinda confused on 4 and 5; do i have to duplicate the high poly sculpted model, re-topologize one of them, then bake details from high poly to the re-topologized model? or simply bake details to the basic low poly model instead of creating a duplicate?)
6. uv unwrap
7. texturing
8. rigging
9. animate

and now, the tools:
1. blender
2. zbrush for adding sculpted details
3. substance painter for texturing

did i get that right? is there anything else i should know?
Replies: >>1011875 >>1011879 >>1011949
Anonymous
5/12/2025, 11:38:31 AM No.1011875
>>1011870
for step 4 and 5, the retopology IS the low poly model that you're baking onto. all you need is the high poly you sculpted and the low poly you created from the retopo
the only duplicate you might be making is if you used something like Quad Remesher to clean up the topology of the sculpt automatically (it keeps the original sculpt and produces a new mesh). not sure how ZRemesher works but it's the same thing. in general, it's just the sculpt and the low poly though
for retopo, if you struggle with blender it might be worth looking into topogun, though you can still do it all in blender if you want

I'd recommend using PureRef for the concept stage, it's very useful and used widely in the industry, and free
https://youtu.be/3l_1_WiKZaw?si=HYd1vh428j6eAd13
this is good for a general game character overview: https://www.youtube.com/playlist?list=PLBLrsmVrcZpRSANersBvy9Dsf2kuNx6AR
and here's a solid retopo course [in topogun]: https://www.abeleal3d.com/courses/TOPO
Replies: >>1011892
Anonymous
5/12/2025, 12:51:39 PM No.1011879
>>1011870
this is almost right, expect that retopology and uv unwrappning both need to happen before baking details. the baking is essentially a part of the texturing process.
also not all game characters will have a baked normal map, some will only modify the vertex normals, common in anime styles, and sometimes you don't do anything with the normals.

in the case where you do bake normals the important thing is that you have 2 version of the mesh, one game ready with topology that supports deformation without wasting polygons(on this one triangles are okay and even encouraged in some cases). and one highpoly mesh for details. this mesh is often all quads to support subdivisions for sculpting, but its not a requirement it just needs to be the right shape.

the order you create these 2 versions is not set in stone. sometimes it may make sense to fully sculpt the entire character and then retopologize it. other times you might fully finish the lowpoly before starting on sculpting details.

in the case where your highpoly is fully finished but you have no lowpoly you would use any clean topology you have as a starting point and optimize it for games, parts without clean topology would need to be retopologized from scratch.

in the case where your lowpoly is fully finished but you have no highpoly you would duplicate the mesh and optimized it for subdivisions., then subdivide and sculpt details. (certain parts may need to be remeshed instead)

You could also blockout your character with decent topology and duplicate it, use one copy of that mesh for sculpting, and the other for your game ready low poly.

there are countless ways to blockout your character, polymodeling, assembling primitives and remeshing them, zspheres, shadowbox, using an existing basemesh. how you blockout could define the order you make your meshes.
Replies: >>1011892
Anonymous
5/12/2025, 4:42:29 PM No.1011892
>>1011875
>>1011879
alright, i understand the workflow now and got that bit sorted out
is this process applicable for creating the kind of assets nintendo creates? (stylized, simple)
any specific tutorials/series that show how this is done by industry professionals?
Replies: >>1011894
Anonymous
5/12/2025, 5:32:09 PM No.1011894
mario odysssey
mario odysssey
md5: d57274632664353f0dfe9a2adbe0573d๐Ÿ”
>>1011892
idk what their exact process is but I'd imagine it's pretty much that. in some cases I doubt they sculpt at all and use subd modeling instead for those nice rounded and smooth shapes they're known for, but they'd still be unwrapping it and texturing. plus use the bevel modifier for props, they never seem to use very sharp edges

would recommend going straight to the source and looking at their models, that way you can look at them in blender and try to reverse engineer it, look at how they might've made it, plus you can see their textures:
https://www.models-resource.com/nintendo_switch/

as for courses, this is probably what you're looking for:
https://keelanjon.gumroad.com/l/beginners-guide-to-blender-by-keelanjon?layout=profile
polygon runway's stuff would be good too
Replies: >>1011898
Anonymous
5/12/2025, 7:21:14 PM No.1011898
>>1011894
yes, that's exactly what i have been doing the past several months
i have already downloaded quite a number of their models and have been reverse-engineering to see why they have modeled their assets that way, but it's really difficult to understand the thought process those developers went through, plus i'm a newbie
there are also certain things i'm quite unsure of when it comes to developing game-ready assets
like for example, is it okay to have more than one (detached) mesh inside the model? how does that work? do the separate parts inside the model move as intended when the main armature is animated?
i have somewhat grasped the concept of topology, so it's just comes down to practice
the gumroad course is exactly according to my style preferences
but are these models made to be ready for game engines?
Anonymous
5/12/2025, 9:30:28 PM No.1011907
>>1011367
> most of the time you've spent doing pipeline theorizing could have been better spent actually doing proof-of-concepts
You're absolutely correct. Looking back, it was a form of procrastination where I spent way too much time researching instead of actually using them.
Anonymous
5/12/2025, 11:10:31 PM No.1011914
Anyone know where to find this Wingfox Blender Elaina Tutorial? https://www.wingfox.com/c/8999_48845_29884
Anonymous
5/13/2025, 5:07:29 PM No.1011949
>>1011870
You can either duplicate and bake the high poly to the low poly or use the multiresolution modifier and click bake from multires in the cycles render engine
Anonymous
5/15/2025, 7:30:21 AM No.1012060
When should i worry about transparency? Im trying to use a texture to save tris so it doesnt need to be semi-transparent, but i dont know if doing a lot of that will impact performance more than having the tris would
Replies: >>1012061
Anonymous
5/15/2025, 7:49:54 AM No.1012061
>>1012060
You'll have to profile and see what the impact on your specific case is
Replies: >>1012062
Anonymous
5/15/2025, 7:55:25 AM No.1012062
>>1012061
Hmm. Well im not going to do that, so i guess ill just yolo it. As long as the answer isnt clearly "dont" then ill probably be fine
Anonymous
5/16/2025, 2:41:11 PM No.1012137
How the FUCK do I properly UV map an organic environment?
I'm trying to UV map an island 3D model that was given to me by someone using Sketchup. Since he just needed to make renders, the whole topology is fucked up, so my solution was to take the elevation curves, make them meshes and connect the vertex between elevation curves. I turned 140k tris into 4k by doing this.
But now, trying to UV map this shit has been a nightmare. The flat areas are alright but the cliff walls are all fucked up and stretched out and no matter what I do, it doesn't work.
I've tried to find tutorials about UV for environments but I just see hard surface ones.
Replies: >>1012181 >>1012186
Anonymous
5/16/2025, 11:57:44 PM No.1012181
>>1012137
Can you do it procedurally? What does it look like?
Replies: >>1012186 >>1012240
Anonymous
5/17/2025, 12:23:28 AM No.1012184
file
file
md5: a3d1a34783cad67e5f5527fd27dac3aa๐Ÿ”
Why does this look wrong?
Also this is a step file so how i understand it the viewer itself makes these polygons and not the CAD program.
Anonymous
5/17/2025, 1:00:56 AM No.1012186
>>1012137
Why even bother optimising if you're just offline rendering 140k tris is nothing. I grabbed some height field tiles from usgs a few weeks ago and just brute forced it onto something like 20 million quads lol
Also >>1012181 or why even bother with a UV map just texture bomb that shit and mask out the cliffs using dot product of up and normal
Replies: >>1012240
Anonymous
5/17/2025, 11:03:59 AM No.1012215
4yw63y54u5winxxxxxxxx
4yw63y54u5winxxxxxxxx
md5: aaa2bf75740f5907ca77f3bf179d56ef๐Ÿ”
Where can the leaked models of the Winx reboot be found?
A fag is trying to sell them and I'm so pissed
Replies: >>1012222
Anonymous
5/17/2025, 3:10:56 PM No.1012222
>>1012215
link to the fag?
Anonymous
5/17/2025, 10:20:57 PM No.1012240
file
file
md5: 2d1808c9bb46eda7fb69563dac4e95e9๐Ÿ”
>>1012181
>>1012186
The problem is that I'm taking that model and making it into a three.js app where users can move around and explore the island. That's why I have to be extra greedy with tris count and textures.
Now that I think about it, the island might look like shit because it's pretty barebones.
Maybe procedural texturing is the go to, do you guys have any good tutorials or repos for materials? I might just export the model into Unreal and bake it up there, to be honest.
Anonymous
5/17/2025, 11:57:54 PM No.1012243
It's been a shitload of time since I last did a fluid sim (before Blender switched to the half-assed mantaflow implementation), but I need to do one for an upcoming project.
I need an object to suck up water from a scene to drain a volume of water. Not really like a sponge from all directions, but more from the bottom kinda like a straw. Is there a good way of doing this? Like yeah I could just make the object delete the fluid, but I don't think that'd have the same kind of effect with flow and stuff. I had the thought of just running a sim and then reversing the footage as well, but I'm not sure that'd look right either.
I haven't done a look on YT yet, and I'm sure there's some pajeet that has some tutorial in half-intelligible english, but I figured I'd ask here first.
Anonymous
5/21/2025, 6:10:47 PM No.1012463
Angriest Bunny
Angriest Bunny
md5: 47b15f76eff7487f82338a2696b9c6ec๐Ÿ”
>doing some texture painting in Blender
>paint a texture on an object (green and blue splotches on a sphere sphere)
>want to continue in the morning
>save project
>go to bed
>come back
>project loads without any texture data, the texture is back to solid black
WHAT?
Replies: >>1012464
Anonymous
5/21/2025, 6:14:39 PM No.1012464
>>1012463
You need to save the texture separately
Replies: >>1012472
Anonymous
5/21/2025, 7:16:14 PM No.1012471
gem
gem
md5: 53f17136ca8a1124836335fa2fccb4eb๐Ÿ”
What is the oldest lightwave 3D modeler that is still compatible with windows 10?
Do these versions produce models supported by ancient (1995) lightwave software?
Anonymous
5/21/2025, 7:21:15 PM No.1012472
>>1012464
WHY?
Cant I save it in the project file?
Replies: >>1012473
Anonymous
5/21/2025, 7:25:22 PM No.1012473
>>1012472
You could try "automatically pack resources" under file>external data, not sure though
Replies: >>1012474
Anonymous
5/21/2025, 7:42:42 PM No.1012474
BlenderMapPainting2
BlenderMapPainting2
md5: 75c286b1f3fee5ac906881fa9bf9bf20๐Ÿ”
>>1012473
Works, thank you.

Now I have a different question: can I pack multiple image textures onto the same object, one having an alpha layer (how do erase stuff, I can only find brush, not eraser) so one peeks through beneath the other one? I was assuming this box was like a layer stack so I assumed the topmost texture, but that doesnt seem to work. How do I set a hierarchy of textures?
Replies: >>1012490
Anonymous
5/21/2025, 8:20:06 PM No.1012475
Despair. So with the help of AI, I try to make in godot 4, a viewer for 3d models from a certain game.
I generate the mesh using ArrayMesh.AddSurfaceFromArrays. At the moment, the script can import a textured 3d model. But I'm stuck trying to add blend shapes. The LLMs I tried, can't make a working gdscript code for importing blend shapes. And I looked, but couldn't find any gdscript code that does this. And I try to guess from documentations how It's supposed to work, but I get errors and I have no Idea what they mean. So can anyone provide a working example for generating blend shapes with AddSurfaceFromArrays?
Anonymous
5/22/2025, 4:16:06 AM No.1012489
textures
textures
md5: 00ac8d58c187f8bd3c050f52dcaaddf7๐Ÿ”
>Modeling
>UV Wrapping
>Shading
>Rigging
>Compositing
All these are nice an important, but where do i learn to do textures like pic related?
The more i learn about all these things the more i realize they all dodge the topic of texture making.
Any good course? I suppose it's photoshop, but i know very little of that.
Replies: >>1012490
Anonymous
5/22/2025, 6:06:43 AM No.1012490
blender
blender
md5: 7c89b3ae6e49179702dddb54c43730b5๐Ÿ”
>>1012474
Each face is a separate material. If you want transparency, connect your textureโ€™s alpha to the alpha of the BSDF shader, or mix the BSDF shader with a Transparent BSDF using a mask. If you want to mix different textures, learn how to mix textures in shader editor.

To paint transparency, choose a different brush or change the brushโ€™s blending mode (to the right of the color picker).

>>1012489
I think most people use Substance Painter for this, but you can do it in Blender, there are plenty of tutorials on youtube.
Most of the materials in that picture use simple repeating textures, so I would use something like BlenderKit.
For the beans, youโ€™ll need a picture, so I guess Photoshop. But if it was something like wall graffiti, you can easily paint decals in Blender. For stylized stuff texture painting seems good enough.
Anonymous
5/22/2025, 11:46:51 PM No.1012535
afk_journey_character_pack_download_by_codeerrro_dim1ofr-fullview
New to 3d been trying to get the files from the mega linked on this page to work but I cant find the files when I'm on the blender, the folders appear but none of the files inside show. I don't know if I'm supposed to run the python script to get them to work and im getting errors when i type the commands listed in the text document.

https://www.deviantart.com/codeerrro/art/AFK-Journey-character-pack-download-1125421047

Appreciate the help.
Replies: >>1013106
Anonymous
5/23/2025, 1:36:29 PM No.1012554
Screenshot_20250523-081846
Screenshot_20250523-081846
md5: 245b22e88f242ef0bf6cf3dbe602eac0๐Ÿ”
I've been following those polycount tutorials on rigging low poly characters to retain their volume when bending (at elbows and knees)
What's the best practice for this joint at the hip? I've looked at a bunch of old models and they have a similar topology, but when I move the leg forward with this setup the ass deflates into nothingness.
Replies: >>1012555
Anonymous
5/23/2025, 1:53:47 PM No.1012555
>>1012554
Add a desicated ass bone that follows half the rotation of the leg
Replies: >>1012561
Anonymous
5/23/2025, 2:33:55 PM No.1012561
>>1012555
>follows half the rotation
Do you mean to make a bone constraint or to give it a 50% weight?
Replies: >>1012696
Anonymous
5/26/2025, 4:17:07 PM No.1012693
Don't know where to ask and having issue finding learning material myself (i am retarded) so gonna ask here. Using Substance painter for this one, models will be used for vidya (one day, probably)

How the fuck do people texture wood splinters and shit quickly/procedurally?
I'm planning on making a bunch of planks and other wooden shit for a modular kit and some of them will have splintered edges that need to have lighter/different material. How would one go about masking those damaged edges for texturing?
ID maps, autistically painting masks by hand or is there a better way that doesn't require hours of tedious work?
Or do i just fake it with transparent planes the way people do shit like hair/vegetation? Would still need to make those to project on the texture though.

I'm kinda confused
Replies: >>1013524
Anonymous
5/26/2025, 5:37:33 PM No.1012696
>>1012561
Constraint. You need it to be a rotation, not linear like a weight would be
Replies: >>1012765
Anonymous
5/27/2025, 9:56:59 PM No.1012765
Screenshot 2025-05-14 at 2.30.05โ€ฏPM
Screenshot 2025-05-14 at 2.30.05โ€ฏPM
md5: 0f48a4dc92ecdbb7931a2112af6b2271๐Ÿ”
>>1012696
I'm trying to learn more about Jordan Speer's 3D workflow.

I know he uses Cinema4D and Zbrush, and he multiplies the Ambient Occlusion by a color for some of his materials. But there's something else going on in his renders.

Everything feels so flat, almost like it's a piece of airbrushed art. I think it's some post processing noise. There's also bold edge lighting on some elements, which I think might be duplicated geometry. I also don't know how he achieves this sort of plastic soft look. His art style seems so unique to everything else out there.

Is it really all just really clean, thick sculpting? Or are there other tricks I'm missing.

I've spent around 8 years doing retro low poly box modeling in blender so I'm intrigued to branch out into more high poly / sculpted stuff.
Replies: >>1012767 >>1012805
Anonymous
5/27/2025, 10:31:44 PM No.1012767
>>1012765
What focal length is he using?
Replies: >>1012772
Anonymous
5/27/2025, 11:03:13 PM No.1012772
>>1012767
Unknown. He basically never talks about his methods in any of his work. I can't tell if he is using focal length trickery or literally flattening all his models so it looks scrunched.
Anonymous
5/28/2025, 4:37:18 PM No.1012805
Screenshot 2025-05-14 at 2.31.15โ€ฏPM
Screenshot 2025-05-14 at 2.31.15โ€ฏPM
md5: b3b5c5226efbdb4ae805aed68d2f7801๐Ÿ”
>>1012765
I'm still hunting for answers. How can I get these sort of material effects?

It almost looks like clay. It's like the crevices of the models have color applied to them somehow, and everything has a sort of wonkiness. The trees in the background are simple, they're just spheres with vornoi noise displacement modifiers, but everything else just looks like lumpy sculpting.

I think it has something to do with taking the ambient occlusion and a color ramp, but my experiments have not yielded results close to this at all.

Any ideas?
Anonymous
5/28/2025, 7:34:34 PM No.1012821
image
image
md5: f62d69a0a6e991323ae92d3a67a8e466๐Ÿ”
I had a try at baking one of my sculpts to low poly, but I get weird seams. Google gives me tens of tutorials saying the same thing, "use margins", but the margins themselves have weird colors in them. I don't know what's going on.
Replies: >>1013018 >>1013020
Anonymous
5/28/2025, 11:38:35 PM No.1012832
>>1011129 (OP)
anyone got UVpackmaster? or where can i find it?
Replies: >>1013065
Anonymous
5/30/2025, 5:02:45 AM No.1012878
So through a weird turn of events, I've kind of landed the opportunity to do some work for an actual company. A local branch of a national company as well. Not sure if it's a position yet or just contract work. Contract seems likely, but a position would be nice.

They're asking me my rates, and I'm not really sure what to say. I've been working freelance for quite a few years (around 10), and I have the skills to pretty much do any concept I set my mind to, but all of my work has been with individuals. Whenever I work with individuals though, I mainly just do a fixed cost estimate based on what they need done (makes it cheaper for them, and it gives me carte-blanche to work at my own pace and polish things) , so I've never actually done rates.
So I'm not really sure what a reasonable hourly would be.

Honestly, up until this point I've been wildly underselling myself and working at a loss (to the point I'm now a retail wagie to make ends meet), so I can't even use my previous work as a baseline and divide that up. Obviously I'm working with a company, so they have more money to throw around than an individual, but I don't want to give them a number they'd scoff at. Is $20-$25/hr reasonable? I don't even know what they want done yet.
Replies: >>1012879
Anonymous
5/30/2025, 5:19:34 AM No.1012879
>>1012878
Google rates for this kind of work in your country. If it's America then it's probably too little, but I'm comparing with software dev where I would expect to make like 100$/h in America lmao but that's an old story, before layoffs and shit.
Replies: >>1012882
Anonymous
5/30/2025, 6:21:27 AM No.1012882
>>1012879
Yeah I'm in freedomland. And I did take a look beforehand, but the range is pretty wide. Rates seem to be $20-$50 an hour which is why I mentioned 20-25. I just don't want to give them one number that I think is too high, but to them is super low and then get the short end of the stick.
Anonymous
6/1/2025, 3:22:29 AM No.1013005
I have never done sculpting before but there is something I want to try and sculpt using Blender (or zbrush, whatever). However, using just a mouse and keyboard is a fucking nightmare. Is there a pen tablet you guys would recommend for a beginner going into this? I don't mind a refurb product, but I know nothing about pen tablets in general other than wacom is a popular brand
Replies: >>1013523
Anonymous
6/1/2025, 7:05:21 AM No.1013018
>>1012821
Try making a duplicate of your model that is subdivided and bake on that. If that doesn't work, try a higher texture resolution and lower it manually if needed. Defining hard edges might help too.
Blender baking for low-poly is whack and the only people who say otherwise aren't actually working in LOW-poly.
Replies: >>1013020
Anonymous
6/1/2025, 7:29:22 AM No.1013020
>>1012821
>>1013018
Maybe try using cell object for bake. Try using ruler to get proper raycast length first though.
Anonymous
6/2/2025, 8:44:05 AM No.1013061
>>1011284
this but on cocks and bulges?
Anonymous
6/2/2025, 10:42:23 AM No.1013064
>>1011575
Use Rizom UV. Saves you a lot of effort.
Anonymous
6/2/2025, 10:43:25 AM No.1013065
>>1012832
Rizom UV is your friend
Anonymous
6/3/2025, 12:11:51 AM No.1013088
I animated a locker opening today
When do I feel happy?
Anonymous
6/3/2025, 12:45:02 AM No.1013091
Trying to make a brief animation of a character standing there while the light level rises and falls and their shadow rotates around them to symbolize time is rapidly passing.

How do I rotate the sun lamp to get a realistic looking shadow path?
Anonymous
6/3/2025, 6:14:45 AM No.1013101
file
file
md5: f48c614b1a5b5215f2f1a5d5c54cd746๐Ÿ”
Best way to gouge out some eyeholes in ZBrush?
Anonymous
6/3/2025, 7:37:00 AM No.1013106
>>1012535
file -> import -> import fbx
Anonymous
6/3/2025, 1:19:50 PM No.1013112
20250603_050807
20250603_050807
md5: 73c68df12dbc2497a565483ebff68e87๐Ÿ”
AI image whatever just an example image
If I wanted to actually model this and dimension it for fabrication is there a point where I'd either want to or have to ditch a full solid modeling approach?
Having everything be parametric and play nice is always great but I figure that it's not effective in every situation

Or from the alternate side how would you sculpt or free(?) model something like this then actually give it real dimensions and volume? I'm assuming there's some way since I'm fairly certain lots of figures are made in zbrush

Is there some intersection point with the two approaches where you'd do a bit of both at certain times?
Replies: >>1013113
Anonymous
6/3/2025, 1:32:46 PM No.1013113
>>1013112
-Model a very very roguh version, like just basic boxes and cylinders.
-position the camera so the angle is similar
-Add a reference image plane parented to the camera so it appears on the background of the model, keep is as a reference view
-alternate between refining the .odel and the camera angle until teh result is close enough to your satisfaction
Replies: >>1013114 >>1013116
Anonymous
6/3/2025, 1:33:47 PM No.1013114
>>1013113
Alternately just open the pic on the side and eyeball it
Replies: >>1013116
Anonymous
6/3/2025, 1:39:03 PM No.1013116
>>1013113
>>1013114
hmm yeah that makes sense
then i guess post tweaking for anything like mounting and fab i could just join the body with a less complicated shape that's properly dimensioned for whatever the need is and then scale till it's about right if needed
thx anon
Anonymous
6/3/2025, 1:50:11 PM No.1013119
>>1011129 (OP)
Where do I go to find lowpoly modelfag & animator willing to take large-ish (10+ models) commission without it costing more than a new kidney?
Every "obvious" place on the net is filled with people selling VRchat/vtubing avatars for 60000000$/model (and way too high poly anyway).
Anonymous
6/3/2025, 2:08:40 PM No.1013120
How useful is reading the entire blender manual? Should I just do video tutorials instead?
Replies: >>1013121
Anonymous
6/3/2025, 2:23:23 PM No.1013121
>>1013120
I tend to jump from tutorial to tutorial, grabbing pieces of information here and there. And then sometimes I open the manual and see information that would have been helpful, had I known earlier. So I suppose reading the whole manual would help. I don't see why not. I'm just too lazy to do it myself. But I certainly wouldn't discourage anyone else from doing it. I would only suggest that you do a little bit at a time. And attempt to make something that utilizes what you're reading. Because reading information is one thing, but applying information is another. So even if you have to make something super crude, just do it to have applied knowledge.
Replies: >>1013577
Anonymous
6/4/2025, 12:45:15 AM No.1013135
Is a tablet and pen absolutely necessary when sculpting models on Blender/Zbrush? I bought a shitty $30 tablet to learn sculpting, but I switched to mouse after about a week. It's just so much faster for me. I don't know if I'm handicapping myself since I'm a beginner and I end up fucking myself over in the future.
Replies: >>1013148
Anonymous
6/4/2025, 5:59:24 AM No.1013148
>>1013135
No.
Anonymous
6/5/2025, 4:26:19 PM No.1013206
What are some good sites to download asset packs ( like from Unreal Marketplace /Kitbash3d ...etc ) . I only know cgpersia
Anonymous
6/5/2025, 7:26:51 PM No.1013209
>3D modelling any real life object is just importing an image and tracing
So this is art?
Replies: >>1013211 >>1013212
Anonymous
6/5/2025, 7:37:04 PM No.1013211
>>1013209
You make it art if you can, even with 2D there's art and not art
Anonymous
6/5/2025, 8:33:14 PM No.1013212
>>1013209
why don't you try modeling it without tracing it? retard
Anonymous
6/5/2025, 11:19:06 PM No.1013223
Dumb question:
Is there a red board equivalent to /3/? Unless /ic/ is supposed to be the catch for making CGI smut.
Anonymous
6/8/2025, 10:45:02 AM No.1013331
how actually i can learn this thing
years ago i followed blenderguru tutorial like idiot. but nothing much left
Replies: >>1013380
Anonymous
6/9/2025, 2:08:50 PM No.1013380
>>1013331
I think having an end goal, and making something you'll use, helps. I only got into Blender proper, because I wanted to make avatars for vrchat.
Replies: >>1013426
Anonymous
6/10/2025, 9:19:29 AM No.1013424
IMG_5497
IMG_5497
md5: d4991c0c57bfbf7f65e361c774f054ae๐Ÿ”
Are people who create STL models to sell as 3D-printable figures usually creating them from scratch or exporting / editing from preexisting files (like games) and then selling them?
From what I know, modeling a full 3D printable figure from scratch takes multitudes of hours, so when they sell the STL for only $20 it seems too cheap to me unless they have a HUGE audience.
Replies: >>1013425 >>1013430
The Chair Nerd
6/10/2025, 9:28:25 AM No.1013425
>>1013424
I know a dude who makes a living with those figurines. It's mostly a labor or of love and gooning and no sane person would be in that business for realprofit. A 20 usd figurine is probably part of an extended edition that will make it's margin from scale but I've seen him sell 4-6k limited edition figurines to some geek that want his waifu in a certain pose and attire. Its not a huge audience at least in my town but those geeks are huge buyers that can fill their house with those pieces of plastic.
Replies: >>1013430
The Chair Nerd
6/10/2025, 9:32:41 AM No.1013426
>>1013380
This. If you don't have a project you don't have an incentive to apply what you learn. Make something up, design your next house, pimp your ride virtually, do the thing you always wanted to make in a computer even if the first time is bad. Do I need to start teaching zoomer a that intitiative is a real thing?
Replies: >>1013505
Anonymous
6/10/2025, 11:54:41 AM No.1013430
>>1013424
Most of the guys who do it for a living will start from a basemesh to save time, but won't waste time trying to make game models useful

>when they sell the STL for only $20 it seems too cheap to me
And it's even worse, eventually it will be leaked on Telegram or somewhere else if it's good enough

>a full 3D printable figure from scratch takes multitudes of hours
It doesn't take that long to make a model though, an experienced sculptor can make one a week, just make sure you don't compare yourself to the successful ones like Bulkamancer because they're usually a team, not an individual

>>1013425
>but I've seen him sell 4-6k limited edition figurines
BonBon? I don't know many fig sculptors who charge that much
Replies: >>1013434
the chair nerd
6/10/2025, 3:15:15 PM No.1013434
>>1013430
No. The one i know is an ex weta dude.
Anonymous
6/10/2025, 11:20:22 PM No.1013459
Bit of a more technical question here, why do modern models/textures looks plasticy and shiny? Is it normal maps making everything look metallic? Older games just look more "matte". I really don't know why this shinyness is plaguing every model, even professional artists fuck it up... I'm not talking about glass/metals/skin but stuff like dirt,rock,fur, it plagues all 3D media but I just don't know whats causing it. Is it PBR?
Replies: >>1013461 >>1013463
Anonymous
6/10/2025, 11:35:32 PM No.1013461
>>1013459
I personally think it's maybe a bit normal maps too, but probably more of a roughness maps fault.
Both of them are often generated from reinterpreting with different parameters the same procedural details and roughness maps are often tweaked to values way too excessive for their target material.
Replies: >>1013462
Anonymous
6/10/2025, 11:41:46 PM No.1013462
>>1013461
Like I don't know how to describe it but everywhere I look the materials just look so obviously fake. I think the best game for comparison would be Half-Life 2 or CoD4:Modern Warfare. Despite lower resolution thr materials still look grimy like in real life, maybe it's a lighting model issue or god knows what at this point, I'd love to know because it's bugging me.
Replies: >>1013463 >>1013467
Anonymous
6/10/2025, 11:51:45 PM No.1013463
>>1013459
>>1013462
They don't, you know nothing and picked up this opinion somewhere on the internet
Anonymous
6/11/2025, 1:03:06 AM No.1013467
>>1013462
Well I tell from my experience and from tutorials/courses, which teach using procedural roughness maps for wood, for dirt, for everything, and if you're not very careful you get very shiny everything. Roughness map is also sometimes used in inverse and called glossiness map (it's the same but 0 is absolute rough while 1 is super glossy).
Anonymous
6/11/2025, 4:29:30 AM No.1013477
what's the fastest way to make characters in the style of semi realism like korean games? all courses and tutorials focus on starting from scratch and for people that want to become 3d artists but i have 0 interest in that, i simply want to make characters for my game in the fastest and easiest way using every shortcut possible

also if i'm using base meshes, will the move brush be enough to get the likeness i want? i find it easy to use compared to the brushes that are more like drawing like clay
Replies: >>1013483 >>1013485 >>1013493
Anonymous
6/11/2025, 7:55:10 AM No.1013483
>>1013477
the fastest way would be to download a rigged model and drag&drop it into your game IDE
you don't need to make your models, if you try to make your own models then you'll never make a game
Replies: >>1013486
Anonymous
6/11/2025, 8:50:42 AM No.1013485
>>1013477
fastest? get a paid model with the style you want and customize it a little
Replies: >>1013486
Anonymous
6/11/2025, 9:02:35 AM No.1013486
>>1013483
>>1013485
but i can't find any that has this idealized realism/semi realism that korean/chinese games tend to have
all i can find are cartoon/anime/photorealism
also i do want to learn a little but everything is focused on people who want to be 3d artists not creating in the most efficient way
Replies: >>1013487 >>1013497
Anonymous
6/11/2025, 9:07:57 AM No.1013487
>>1013486
https://www.cgtrader.com/3d-models/character/woman/k-pop-series-sun-game-ready ???
i hope you have actual skill to do the modifications though and that you don't spend money on something then instantly give up. this is probably what the tutorials are trying to teach you in the first place
Replies: >>1013488 >>1013489
Anonymous
6/11/2025, 9:10:55 AM No.1013488
>>1013487
same person makes other models in the korean style so there's a few to choose from
Replies: >>1013489
Anonymous
6/11/2025, 9:18:09 AM No.1013489
collage-maker-24-aug-2023-01-28-pm-6333
collage-maker-24-aug-2023-01-28-pm-6333
md5: fe47f7620c2e5c4be840e7afb2fb712e๐Ÿ”
>>1013487
>>1013488
too anime what i want is like pic related and games like the first descendant and stellar blade but not eve the protagonist because she looks like the japanese style which tend to look like plastic dolls

And i don't have the skills so i want to learn but i want something focused on achieving the likeness i want using shortcuts like base meshes vdm brushes
Replies: >>1013490 >>1013491 >>1013497
Anonymous
6/11/2025, 9:21:53 AM No.1013490
the-first-descendant-official-jayber-character-gameplay-trai_e8c3.1200
>>1013489
also like this
Replies: >>1013525
Anonymous
6/11/2025, 9:28:10 AM No.1013491
>>1013489
how much 3d experience do you have? you should probably just learn some fundamentals first before you create your masterpiece
Replies: >>1013522
Anonymous
6/11/2025, 10:37:59 AM No.1013493
>>1013477
You can use game models no doubt about it but you can choose to either sculpt or modeling it vertex by vertex/face by face.

Since you are looking to make human characters and something more realistic I think that sculpting then retopologizing is better since the big polycount would be a bit harder to work with because it would look all cluttered, though you can model it manually no doubt about it, it would be more time consuming if you are making big changes.
Replies: >>1013522
Anonymous
6/11/2025, 11:26:05 AM No.1013497
>>1013486
>>1013489
I recommend you make the rest of the game first, using a placeholder model for humanoids
Replies: >>1013522
Anonymous
6/11/2025, 5:16:42 PM No.1013505
>>1013426
Or maybe you could start with something more manageable like a donut?
Anonymous
6/12/2025, 10:03:56 AM No.1013522
>>1013491
pretty basic
>>1013493
>You can use game models
what do you mean?
>>1013497
the game is basic and will mostly carried by the animations so i want to complete the model first to make sure the animations are perfect for it

looking at different face sculpts i have noticed the things that make them unique are things like wrinkles but this artstyle have pretty smooth skin so how do they make them look unique? is it just the shapes and sizes of things like eyes nose jaw?
Replies: >>1013526
Anonymous
6/12/2025, 12:28:20 PM No.1013523
>>1013005
get good with the mouse, having a tablet won't make you good. You'll end up still having to toil and practice but now you'll have a 90 dollar piece of plastic on your desk.
Anonymous
6/12/2025, 12:31:30 PM No.1013524
>>1012693
try asking your questions again, but omit the word 'quickly' this has no place in 3d, you do things properly (spend numerous hours) or you pay someone that will. You can always continue using free assets and have a chud game for chud gamers that nobody will play. If you want to shit something out fast as possible try shitting out a bullet into your empty skull.
Anonymous
6/12/2025, 12:33:33 PM No.1013525
>>1013490
You sound like a retard, go buy assets, faggot.
Anonymous
6/12/2025, 12:36:04 PM No.1013526
>>1013522
have you tried animating? are you using free animations? No game has ever been carried by free animations, not even the mixamo slop. Thinking you can just animate easily from a complicated mesh with rather high fidelity is some real low IQ super human shit. Animate a cube like a traditional bouncing ball test and report back.
Anonymous
6/13/2025, 12:53:57 AM No.1013548
file
file
md5: c058141875166df3b22978ae6d0e61a0๐Ÿ”
Does anyone know where this base human model comes from? Obviously it's most recognizable from Seinfeldspitstain's videos, but I swear there was another animation somewhere that used it. I can't find it anywhere, but I know a still from it was used for the profile picture of YouTube channel MegaGFilms (top right)
Replies: >>1013555 >>1013557 >>1013558
Anonymous
6/13/2025, 1:54:39 AM No.1013555
>>1013548
this is a board for people that make assets, if you're looking to press the download button go back
Replies: >>1013954
Anonymous
6/13/2025, 3:41:25 AM No.1013557
>>1013548
Ah yes, the /3/ board, the board where everyone has encyclopedic knowledge about every 3d model.
But to answer your question, it's probably an early DAZ or Poser model most likely.
Replies: >>1013954
Anonymous
6/13/2025, 4:51:42 AM No.1013558
8b3
8b3
md5: 176963dde7bc8641b53c880725f28494๐Ÿ”
>>1013548
Update: found the video in GIF form
Anonymous
6/13/2025, 7:00:49 PM No.1013577
>>1013121
thnx
Anonymous
6/13/2025, 7:48:50 PM No.1013584
Is there an alternative to Marvelous Designer that allows you to keep it perpetually without a mandatory subscription?
Replies: >>1013589
Anonymous
6/13/2025, 10:50:53 PM No.1013589
>>1013584
Retards like to say Blender, but those people are retards.
And this is coming from someone who uses Blender. MD and Clo3d (same program, different names) are unparalleled at their task and no amount of shitty workarounds in Blender is going to come close to what MD does. Anything you see/hear to the contrary from blendtards are the bare minimum, the retards that think 2 t-shirt shaped polygons sewn together with edge springs is a passable "shirt" for a character.
Unfortunately as well, nothing comes close to what MD does as it's uniquely built to do that one thing, and there aren't many other programs like it.
Honestly, in lieu of a subscription (which if you're passing the fee onto the client should be a non-issue), just 5-finger discount it from CGP. Though they might have an educational license too, which might be a way to go.
Anonymous
6/14/2025, 10:08:00 AM No.1013599
What's the best way to do deform correction on knees and such? Blendshapes or bones. I know I'll have to use blendshapes for the face and things like this: https://x.com/Sakura_Rabbiter/status/1717229001322959341 but a lot of game models I've ripped seem to use bones to correct joints. I'm hoping to use the model in unity or UE.
Replies: >>1013634
Anonymous
6/14/2025, 2:50:56 PM No.1013608
Yo, anyone know the link to that site that has lots of full body pics of naked real life models? (Not 3D or porn) I'm pretty sure i found that site through here, but only skimmed once because i don't really need it at that time, but now i'm learning modeling and i'm struggling a bit with anatomy, so a real life reference could help.
Also, wasn't there's a general here that has lots of link to resource sites like blendswap etc? Where did they go? I couldn't find them in catalog, shit is just filled with bullshit software war threads i couldn't care about
Replies: >>1013634
Anonymous
6/14/2025, 3:32:42 PM No.1013611
u all say u use blender right but wut kind of hobbyware jank should i use instead of substance painter tho? unlike most of u i actually have a job so i am open to buying a perpetual license from a real business as well.
Replies: >>1013614
Anonymous
6/14/2025, 4:16:32 PM No.1013612
sdsd
sdsd
md5: d8ecb80c5dc4c3f2b1056fcf2b6e7fe6๐Ÿ”
camera view in viewport and render result are different, i want render as seen in the viewport but don't know how
Anonymous
6/14/2025, 4:36:15 PM No.1013614
>>1013611
Ucupaint is pretty good. It basically streamlines and automates a lot of shader stuff and baking stuff that Blender can already do.
https://extensions.blender.org/add-ons/ucupaint/
Anonymous
6/14/2025, 4:43:12 PM No.1013615
sdsd
sdsd
md5: 1cb2d596b5b2e4ddb63c37935eb3f2fe๐Ÿ”
my render result is not same as viewport
it make so much unnecessary space, how can i fix it?
Replies: >>1013628 >>1013629 >>1013630
the chair nerd
6/14/2025, 11:44:45 PM No.1013628
chairs
chairs
md5: 941fe78024abdb97e03bf2c04397ddeb๐Ÿ”
>>1013615
Omfg a chair!!!!!!!
Replies: >>1013629 >>1013630 >>1013637
the chair nerd
6/14/2025, 11:46:22 PM No.1013629
>>1013615
>>1013628
Also shift+f to see the safe frames.
Replies: >>1013630 >>1013637
the chair nerd
6/14/2025, 11:47:23 PM No.1013630
>>1013615
>>1013628
>>1013629
Also if you want me tot teach you how to modle chairs, talk about chairs, render chairs just tell me!
Replies: >>1013637
Anonymous
6/15/2025, 12:04:30 AM No.1013634
>>1013599
I'd say bones. I know fuck-all about rigging for vidya, so take this with enough salt to kill a few slugs, but I think that while most game engines can support blendshapes/shapekeys, I don't think there's a simple way to tie bone movement to them in a similar way you would with drivers (or equivalent in other 3d software).
Again, loads of dead slugs, but I think there's a pretty good reason we don't see much in the way of corrective deformation with blendshapes.

>>1013608
I know OF the site you're talking about, but I don't know what specific site it is.
As for the resource thread, I used to be the curator of it, but it kinda died off.
Here's a link to the pastebin though ( https://pastebin.com/cZLVnNtB ), there's probably a lot of dead links in there, but it should still have some useful stuff.
It used to be in the /wip/ thread's OP, but even that thread has kinda been ruined by newfags, as evidenced by the image just being whatever nowadays.
Anonymous
6/15/2025, 1:02:05 AM No.1013637
>>1013628
>>1013630
>>1013629
oh thank you, here is resource i used https://blog.naver.com/nica887/223795774528
Replies: >>1013644 >>1013648
the chair nerd
6/15/2025, 3:43:21 AM No.1013644
>>1013637
https://www.youtube.com/live/3HHDA-jLeL0
Replies: >>1013648
Anonymous
6/15/2025, 4:10:00 AM No.1013645
attempt_at_study
attempt_at_study
md5: 2573c344a2f29731c0fe4bd8b4ee9705๐Ÿ”
>>1011129 (OP)
I'm a retard and already made a separate thread for my question but might as well try here instead.

How do you study models that you can't grab directly? Pic related. I tried to grab as many images as I could but can't get a good orthographic reference (and yes I know the model I'm doing looks like shit but I'm trying)
Replies: >>1013656
the chair nerd
6/15/2025, 5:25:03 AM No.1013648
Byrn Nuna.max
Byrn Nuna.max
md5: 793c1688f0a7a2134260e36e2c3cb5f4๐Ÿ”
>>1013644
>https://www.youtube.com/live/3HHDA-jLeL0
>>1013637
Stream ended video is here https://youtube.com/live/3HHDA-jLeL0?feature=share
Anonymous
6/15/2025, 7:04:51 AM No.1013656
>>1013645
In this specific case (super low poly), I'd just draw wireframes on top of the image's polygons in paint and just try to get a similar topology.
Anonymous
6/15/2025, 7:46:19 AM No.1013658
What are some sites to upload and download models?
Replies: >>1013659 >>1013660
Anonymous
6/15/2025, 7:56:01 AM No.1013659
>>1013658
And yes, I know I can just google it, but I want to know the one you guys use, like the most popular around here.
Anonymous
6/15/2025, 9:01:26 AM No.1013660
>>1013658
This place is more about learning to make your own
Replies: >>1013661
Anonymous
6/15/2025, 9:02:53 AM No.1013661
>>1013660
Alright, and once I make some, what side do you guys use to share it with the world? I want the world to see my work.
Replies: >>1013673
Anonymous
6/15/2025, 10:45:28 AM No.1013663
IMG_6641
IMG_6641
md5: fcb63b906cc1642af41ae31cea707492๐Ÿ”
>>1011129 (OP)
How would you go about making legs like this? Seems like a combination of sculpting and hard surface. Is Maya capable of doing something like this or is Zbrush the way to go?
Replies: >>1013664 >>1013666
Anonymous
6/15/2025, 10:46:30 AM No.1013664
IMG_6642
IMG_6642
md5: 3cbadcc0fdecb9dffafda9a776bf9f6d๐Ÿ”
>>1013663
Replies: >>1013666
Anonymous
6/15/2025, 11:22:47 AM No.1013665
>>1011129 (OP)
Will Blender get me laid?
Replies: >>1013678
Anonymous
6/15/2025, 11:23:47 AM No.1013666
>>1013663
>>1013664
Sculpt and retopo, you would do the sculpting in zbrush and the retopology in maya if you're an industry standard fag
Anonymous
6/15/2025, 4:57:26 PM No.1013673
>>1013661
Just post it on twitter duh
Replies: >>1013680
Anonymous
6/15/2025, 10:11:32 PM No.1013678
>>1013665
It could but...
Anonymous
6/15/2025, 11:03:05 PM No.1013680
>>1013673
why twitter, surely there's sites dedicated to models where I can share mine no?
Replies: >>1013681
Anonymous
6/15/2025, 11:09:37 PM No.1013681
>>1013680
If you want the world to see your work, you post it where the world is looking. You're just trying to get free shit.
Replies: >>1013684
Anonymous
6/15/2025, 11:36:49 PM No.1013684
>>1013681
I'm not, I'm just getting into this world and, after putting my instruction-following skills to the test with a youtube guide, I manage to do something very simple, a coin for a general here on 4chan. Now I want to do more elaborated stuff about things I like but I feel it'll go to waste if its just sitting in my hard drive, I want it not just to exist but to be used as well by others. God damn I didn't expect the 3d model community to be this hostile and put up such gatekeeping, not even the linux generals on /g/ are this bad. Worry not, despite this exchange, I'll still try to ask the same thing some time later, hopefully you aren't around at that day and hour.
Replies: >>1013687 >>1013689
Anonymous
6/16/2025, 12:05:50 AM No.1013687
>>1013684
No gatekeeping involved, you were accurately told it's twitter and didn't believe it
Anonymous
6/16/2025, 12:51:11 AM No.1013689
>>1013684
Used to be Sketchfab until that got merged into "FAG". I think Artstation might be the next bet though, since they have a 3d viewer alongside their other upload options, but I think they're also part of the FAG-gots. Technically you can still upload to Sketchfab and put things up under a free license if you want people to download. There's also the SFW version of Smutbase if you're desperate, Open3dLab, but that seems like a lot of just model rips and stuff.

Twitter is also full of faggots, but I'd also agree with others and say to post there if I were you. That, or Instagram if you're looking for the general public to see your shit. Anywhere else is just going to be other artists jerking themselves off, and giving you thinly veiled compliments that are more of a "come look at my shit" than anything actually useful. If you're out there genuinely looking for critiques, best bet is really a forum, some faggot discord filled with begginers, Reddit (if you must), or god-forbid here on /3/.

But yeah, there used to be good places for the shit you're asking, but the internet gets shittier and shittier everyday and places like that are dropping off or getting merged into shit like FAB (FAG). It's not gatekeeping, it's just the fucked up age we live in. Retards having access to the internet was a mistake.
Replies: >>1013691 >>1013692
Anonymous
6/16/2025, 1:15:25 AM No.1013691
>>1013689
What is this FAG thing? is it like a ToS thing or something like copyright? Anyways I'm not looking to make a career out of this, just merely model some simple things I like and a place for me to upload it, and hopefully see people using it. So I think Sketchfab and sites that have 3d model viewers fits me better than sites like twitter or instagram, the latter I would use if making a career was my priority.
As for critique, I'll stick with 4chan.
Replies: >>1013787
Anonymous
6/16/2025, 1:26:17 AM No.1013692
>>1013689
Also thanks for the reply.
Replies: >>1013787
Anonymous
6/16/2025, 6:57:32 AM No.1013708
1718848925612315 (1)
1718848925612315 (1)
md5: 91d0b9379846c2b1410db767281c1cd0๐Ÿ”
I come with a heavy question, I come with hunger for answers.

I tried making fortnite 3D blender porn a year ago, I never got better, I never got better. I want to present the evidence of lack of progress as well as present the works of others, current day, that are performing better works. Could it be proof of talent?

>>1013702
Replies: >>1013709 >>1013710
Anonymous
6/16/2025, 6:59:22 AM No.1013709
Bikini
Bikini
md5: 910914d55c6a6235bf1da40444c3524d๐Ÿ”
>>1013708
heres what others can make
Replies: >>1013721
Anonymous
6/16/2025, 7:40:06 AM No.1013710
>>1013708
Others getting netter while you do nothing is not proof of talent, it's just proof of your lack of drive. You just did nothing much for a year.
Replies: >>1013711
Anonymous
6/16/2025, 7:41:32 AM No.1013711
1718849206274557
1718849206274557
md5: 7a22f949a8762ce24591e875a4408f2b๐Ÿ”
>>1013710
no, at the same time i had beef with a blenderanon who started at the same time, i never understood light, see the pics on this thread
https://warosu.org/3/thread/986401#p987487

i do not understand light at all
Replies: >>1013718
Anonymous
6/16/2025, 10:22:39 AM No.1013712
1750062028200
1750062028200
md5: 21e0d023176a5dec33c4b084a98bbfd7๐Ÿ”
Sculptors have "Anatomy for Sculptors".
Is there a "Topology for Modelers" database?

Especially for stuff like shoulders, hips, etc. Basically to learn best practice for animation models.
Replies: >>1013717
Anonymous
6/16/2025, 11:34:51 AM No.1013717
>>1013712
Several links are probably broken (web archiev might help) but http://wiki.polycount.com/wiki/Topology
Anonymous
6/16/2025, 11:37:17 AM No.1013718
>>1013711
Start with the basics, any tut about studio lighting will do: https://www.youtube.com/watch?v=aukE3PVVlDU
Replies: >>1013721
Anonymous
6/16/2025, 12:03:13 PM No.1013720
20250615_091020
20250615_091020
md5: 3c92dc0660b075f6db51f8bdb6c44ee7๐Ÿ”
Are there any communities besides /3/ and Polycount for 3D artists?
Anonymous
6/16/2025, 1:09:01 PM No.1013721
>>1013718
But what of anything else, look at >>1013709
what others are making
Replies: >>1013725
Anonymous
6/16/2025, 1:59:36 PM No.1013722
i'm stucked what should i model
Anonymous
6/16/2025, 2:41:40 PM No.1013725
>>1013721
Anthing else is a variant of that
Replies: >>1013726
Anonymous
6/16/2025, 2:43:01 PM No.1013726
1718670493277841
1718670493277841
md5: e1f7fceb4adb61334c173347b97c2fcf๐Ÿ”
>>1013725
I already tried that a year ago, look at my exercise on light, it failed
i have no natural eye for light, right?
https://warosu.org/3/thread/986401
Replies: >>1013730
Anonymous
6/16/2025, 3:01:17 PM No.1013730
>>1013726
Any excuse instead of following a tutorial
Replies: >>1013732
Anonymous
6/16/2025, 3:03:15 PM No.1013731
Stop replying to the mentally ill, they strive on attention.
Replies: >>1013732
Anonymous
6/16/2025, 3:08:21 PM No.1013732
>>1013731
NO, I want to know.
>>1013730
Can anyone learn, really?
>>>/ic/7604005
Anonymous
6/16/2025, 6:28:17 PM No.1013777
Screenshot 2025-06-16 114239
Screenshot 2025-06-16 114239
md5: 837d4167d69eea0ffe8487217a0ec208๐Ÿ”
My model's feet has shading that's inconsistent with the shins/thighs, you can see here that it looks a lot shinier, and in other cases the feet aren't shiny while the legs are. Both are the same material, I've recalculated the normals with no effect, and it does it with and without mixing in IOR textures.
I think it might be because I modeled the seams manually (I don't know why), if I slowly move the camera to look at the model from below it almost seems like the reflections get "stuck" in the seam for a bit before they start to appear on the foot as well.
In any case, is there a method to make things more consistent? The next model I make will probably use normalmaps/bumpmaps, could that be a potential fix?
Anonymous
6/16/2025, 9:31:44 PM No.1013787
>>1013691
>>1013692
Sketchfab is essentially on life support, and is likely to be killed off at some point in the future, because it moved to Epic's "FAB" (read: "FAG") ecosystem/marketplace, along with ArtStation and Quixel. ArtStation will probably stick around, but Sketchfab is probably going to slowly taper off until the plug is pulled.
Anonymous
6/18/2025, 12:51:03 AM No.1013829
Helmp
Helmp
md5: bfcc47a8991d0ba15ab605209f786d10๐Ÿ”
Is there a good way/good tutorial to make a skirt work with rigify?

having trouble getting weight paint to work right. i'd love to know how i can use the thigh.IK bones to push the skirt bones i've made. and possibly have the skirt bones slightly influence each other to pull the fabric.
Anonymous
6/18/2025, 4:42:49 AM No.1013838
Normalmapsculpting
Normalmapsculpting
md5: 23a37a684dea971c29d96da84a8f4940๐Ÿ”
>>1011129 (OP)
is there any addon in blender that does what uniform does? i thought ucupaint could do it, but can it? anyone more educated that could tell me if im stuck with either (sculpting then bake) or (lowpoly+emission only) or if im missing something
Anonymous
6/18/2025, 8:34:32 AM No.1013850
@iii521099
@iii521099
md5: bea3a35658ad89e69b87ce7d043fc2ad๐Ÿ”
I want to start sculpting and printing my own figs.
Is ZBrush the way to go? I see some jap artists (pic related) get some amazing results with what seems zbrush and random resin printers.

Any primer for an absolute starter shitter? Why ZBrush and not Blender?


I have a good desktop (I am a codemonkey) and a display tablet if that is any help.
Replies: >>1013852
Anonymous
6/18/2025, 10:29:50 AM No.1013852
>>1013850
Anon, that's sculpted clay
To answer your question you can use any sculpting software for this style of figure, Zbrush, Blender, Nomad, even 3D Coat if you want to for some reason
Zbrush is popular because it's industry standard and allows crazy polycounts, but that's more useful for western figures

I followed this course when I was getting started, it uses Zbrush but I used Blender because sculpting (and modeling) doesn't depend as much on the software as some people think
You can pirate it, the anime general might have it
https://coloso.global/en/products/3dcharacterartist-wandah-us?utm_source=youtube&utm_medium=organic&utm_campaign=3dcharacterartist-wandah-us_trailer_220928
Replies: >>1013880
Anonymous
6/18/2025, 4:11:45 PM No.1013857
sxxx
sxxx
md5: bf3b7415008a8188bfca0118aba9972a๐Ÿ”
I'm having hard times learning modeling
How many tutorials i have to consume until i can model without tutorial? when i am trying to model small part of product i have no idea about how to build shape,topology..

seems i don't feel like following tutorial as well
Replies: >>1013858 >>1013933
Anonymous
6/18/2025, 7:16:48 PM No.1013858
>>1013857
Good news, the thing you should be doing is practicing more instead of following tutorials, so you don't have to
Replies: >>1013884
Anonymous
6/19/2025, 3:09:41 AM No.1013880
>>1013852
So you are telling me that a jap made it with his bare fucking hands? Fuck. Now I feel worse.
Replies: >>1013896
Anonymous
6/19/2025, 7:34:28 AM No.1013884
>>1013858
i honestly no idea what you are talking about, all i do is messing around software, i keep stuck while modeling because don't know how to approach
Replies: >>1013895 >>1013897 >>1013933
Anonymous
6/19/2025, 5:00:15 PM No.1013894
file
file
md5: c6172bba689297ebb3e15818b5c2db57๐Ÿ”
I tried making my first real "big" scene and now I have a very laggy mess. how do I avoid this in the future?
Replies: >>1013911 >>1014032
Anonymous
6/19/2025, 5:18:24 PM No.1013895
>>1013884
Pick an object you want to model, then just do it. Try box modelling, or go poly by poly, or NURBS, or whatever. Just do it. Use you brain and figure out how to make, in your 3D program, the object you desire. No tutorial will teach you how to model arbitrary stuff.
Anonymous
6/19/2025, 5:20:00 PM No.1013896
>>1013880
Don't be too harsh on yourself, it takes 5 years to get good so better start today or tomorrow
Replies: >>1013898
Anonymous
6/19/2025, 6:06:55 PM No.1013897
>>1013884
I made a macross valkyrie using a toy on my desk as reference as my first model when I was a teen without internet or the manual for 3DS, stitching and extruding cubes, so just like fucking model a random thing and you'll learn tons
Anonymous
6/19/2025, 6:11:52 PM No.1013898
>>1013896
I have been dabbling in wd art for aroundish that time and I am still pretty bad.
I dont think I could do any better in 3d.
Anonymous
6/19/2025, 11:03:39 PM No.1013911
>>1013894
I don't know what your scene is made up of but I usually turn on viewport simplify to reduce the subdivisions (render tab -> Simplify) and a couple of decimate modifier (viewport only) on items I'm not touching anymore
If you need more there's this video
https://youtu.be/tyVnxy_7t6s?si=LYOflYxAorBzvn83
Replies: >>1014017
the chair nerd
6/20/2025, 3:44:04 AM No.1013933
>>1013857
>>1013884
>i honestly no idea what you are talking about, all i do is messing around software, i keep stuck while modeling because don't know how to approach
So you are telling us that you dont know how practice makes perfect?! Chinaman you are doomed.
Replies: >>1013934
Anonymous
6/20/2025, 3:53:43 AM No.1013934
>>1013933
nevermind, i am just suck at it now, i have to keep mess with it even it's shit
Replies: >>1013936
the chair nerd
6/20/2025, 4:12:24 AM No.1013936
>>1013934
That's the spirit. Keep sucking until you don't. I still suck at many tasks. You never stop learning.
Replies: >>1013938
Anonymous
6/20/2025, 5:30:01 AM No.1013938
>>1013936
Yes, I think you should do the same. Keep making donuts and some day you can post one here
Replies: >>1013950
Anonymous
6/20/2025, 12:11:53 PM No.1013944
์Œ
์Œ
md5: 584f360785424c38e1ea11abb8314cd6๐Ÿ”
it looks like total ass.
there;s circle shape dials and square hole etc...
Replies: >>1013953
the chair nerd
6/20/2025, 3:42:54 PM No.1013950
>>1013938
Dude donuts are my kryptonite no!!!!
Replies: >>1013966 >>1014162
Anonymous
6/20/2025, 5:48:25 PM No.1013953
sdsd
sdsd
md5: 2f375da154bdd7029898c6d9f6917de1๐Ÿ”
>>1013944
also i couldn't found solution for connect edge like this in 3ds max
Anonymous
6/20/2025, 6:26:11 PM No.1013954
>>1013555
>>1013557
Are there any boards where this would be a more appropriate question?
Replies: >>1013960
Anonymous
6/20/2025, 11:04:09 PM No.1013960
>>1013954
Try Reddit
Anonymous
6/21/2025, 2:32:55 AM No.1013966
>>1013950
That's why you should follow your own advice. You'll be making donuts really soon if you tried harder
Anonymous
6/21/2025, 4:02:34 AM No.1013969
wip___
wip___
md5: 3ff72f7536999bce983eef37840ebfe7๐Ÿ”
>>1011129 (OP)
Whats the best way to redirect edge flow on this to get rid of pinching?
Replies: >>1013976 >>1014004
Anonymous
6/21/2025, 7:48:16 AM No.1013976
pinch redirect
pinch redirect
md5: a12c5c9b6eeb5daffdc92da8d6884e89๐Ÿ”
>>1013969
Something like this, I guess. I'm not good at hard surface, but it might work.
Anonymous
6/21/2025, 9:21:38 PM No.1013997
1732758390828955
1732758390828955
md5: 7b4e49ad28b3bebc308c1a0a65c0fc45๐Ÿ”
Where did I fuck up and how do I fix it
Replies: >>1013998
Anonymous
6/21/2025, 9:29:46 PM No.1013998
>>1013997
Select upper teeth, clear all vertex groups, then assign all to upper jaw group. Then to the same for bottom teeth and bottom jaw
Replies: >>1014000
Anonymous
6/21/2025, 10:22:03 PM No.1014000
1719402681394945
1719402681394945
md5: c77482495dee95377533ba5345c9a247๐Ÿ”
>>1013998
Thanks, I got it
Anonymous
6/21/2025, 11:44:38 PM No.1014004
>>1013969
Average the space between verts or use shade auto smooth.
Anonymous
6/22/2025, 12:06:53 AM No.1014005
Jesus Christ is the Son of God, Who died for our sins and rose from the dead to give us the free gift of eternal life. He also promises to heal your body. You can ask Jesus for His gifts.
Anonymous
6/22/2025, 5:18:20 AM No.1014012
Where can I get anime girl models for printing? Paid or otherwise.
Anonymous
6/22/2025, 6:10:16 AM No.1014016
How do you get better at manipulating the primitives? Tutorials have given me a false sense of progress. I often find that when I go to make a shape, I struggle on my own only to consult a tutorial and find out I was doing it all wrong
Replies: >>1014045 >>1014063
Anonymous
6/22/2025, 6:26:58 AM No.1014017
capybara_thumb.jpg
capybara_thumb.jpg
md5: 609a34631b63c300860d243a41168816๐Ÿ”
>>1013911
thank you fren
Anonymous
6/22/2025, 1:33:37 PM No.1014032
>>1013894
instances, put things in logical collections that you can hide when working so it doesn't lag your shit out, use lower detail models when working in the viewport and higher detail ones in the render
Anonymous
6/22/2025, 3:44:18 PM No.1014040
1749298771687299
1749298771687299
md5: d677bf2e1a3f0849b7b4c9252d036a9e๐Ÿ”
The blender retopo lecture I'm following had me make extrusions from a shrinkwrapped 12-sided circle to cover this muscular arm.
For these protrusions, the instructor suggests insetting the faces to add topology and making adjustments.
Is this good practice, and should I be concerned with the non-flat poles it introduces? I'll be animating this model later, and there hasn't been much edge flow content so far beyond adding loop cuts at joints for cleaner deformation.
Replies: >>1014044
Anonymous
6/22/2025, 3:47:29 PM No.1014041
Is there a way for real time poking deformation without using physics in blender I just tried this geometry nodes boolean method but it was not what I need exactly I'm trying to stay somewhat mid poly and the object needs to deform and return to its shape in a controllable dynamic way?
Anonymous
6/22/2025, 4:13:31 PM No.1014044
>>1014040
Follow it through, then look at how the result behaves
Anonymous
6/22/2025, 4:14:39 PM No.1014045
>>1014016
>find out I was doing it all wrong
Was the result wrong? If not, then you did nothing wrong, and the different process is only really interesting if it's faster or more flexible
Replies: >>1014060
Anonymous
6/22/2025, 10:11:34 PM No.1014060
ka-jonh-liu-export3
ka-jonh-liu-export3
md5: 3e2854a87896d57706089c0623c843b2๐Ÿ”
>>1014045
I think it's more of an issue where my brain sees an object and has a hard time figuring out how to achieve that specific shape. Like getting from the primitive to a specific kind of shape is hard for me to understand. Like this chair for instance - I can tell you the artist probably started with a cube but my brain blanks out when it comes to actually getting from the cube to that shape.
Replies: >>1014061 >>1014064 >>1014085 >>1014154 >>1014163
Anonymous
6/22/2025, 11:15:19 PM No.1014061
>>1014060
Extrude and twist the cube until it looks like the chair. if it doesn't after 15 minutes, start over. After a wekk it's gonna look like a passable chair
Anonymous
6/23/2025, 1:32:32 AM No.1014063
>>1014016
Following a tutorial step-by-step is the absolute worst way to learn. It's paint by number or a lego instruction set. The end result isn't yours or the result of your work, it's theirs. Aside from an initial "here's where everything is, let's get you familiar with working in the software" You're learning nothing. Use a tutorial like a resource to do something similar, but not exactly the same as their result.
Anonymous
6/23/2025, 1:33:32 AM No.1014064
>>1014060
That's all kitbash
Replies: >>1014079
Anonymous
6/23/2025, 8:42:16 AM No.1014079
>>1014064
Great non-answer my friend! I raise my cube to you
NeoNazi.
6/23/2025, 12:41:44 PM No.1014085
>>1014060
Itยดs a skill you acquire with practice. There are no tutorials that teach you how to analyze a shape.
BlenderBros and other fucktards donยดt teach you how to do this.
Not even an academy or university can teach you how to observe and see.

https://www.youtube.com/watch?v=mfzgbJn8qwk
Replies: >>1014163
Anonymous
6/23/2025, 1:59:05 PM No.1014087
Are there any guides on how to do give a model 2d hair so it can keep the same Silhouette like gokus hair
Anonymous
6/24/2025, 7:37:58 AM No.1014149
>>1011129 (OP)
Is it realistic to learn python, C#, game dev, hard surface modeling in Maya , and 3d sculpting in ZBrush all at once?
Replies: >>1014150
Anonymous
6/24/2025, 7:45:44 AM No.1014150
>>1014149
If you are a neet or talented, yeah
Replies: >>1014152
Anonymous
6/24/2025, 8:05:50 AM No.1014151
Are quads supposed to stay flat? Whenever I model, my quads become warped, and whenever I flatten them by scaling them down on the surface normal axis, the vertices they share with their neighbors shift, making those neighbors non-flat.
Anonymous
6/24/2025, 8:22:54 AM No.1014152
>>1014150
I don't have any friends rn

but I don't feel like I'm talented, both coding and 3d modeling dont come naturally to me. I'm about a year in and I'm worried it'll be a jack of all trades, master of none situation
the chair nerd
6/24/2025, 9:16:57 AM No.1014154
>>1014060
Did someone mention a CHAIR!?!?!?
Replies: >>1014162 >>1014165
Anonymous
6/24/2025, 9:50:12 AM No.1014155
Where do you guys find orthographic images? Google search absolutely sucks these days
Replies: >>1014157 >>1014162 >>1014166
Anonymous
6/24/2025, 10:02:37 AM No.1014157
>>1014155
Or alternatively, what is the best way to approach modeling something if you only have angled shots and don't want to eyeball it?
Replies: >>1014162
Anonymous
6/24/2025, 1:13:18 PM No.1014162
>>1014155
>>1014157
It depends what you're making, but you should practice eyeballing it

>>1013950
>>1014154
Make a donut chair
Replies: >>1014166
Anonymous
6/24/2025, 1:54:51 PM No.1014163
>>1014085
What a retarded take, you don't know shit about academic art, there's specific schools that teach you to analyse a shape, like Russian construction for drawing and sculpture
>>1014060
Don't listen to the other anon, get a good tutorial on box modelling and you can do that image in a few weeks. Keep i n mind that's definitely kitbashing
Replies: >>1014202
Anonymous
6/24/2025, 1:56:04 PM No.1014165
>>1014154
I mentioned a donut, it might be that
Anonymous
6/24/2025, 3:39:39 PM No.1014166
>>1014155
what kind of thing are you trying to model? Most sites with those kinds of images are sort of specialized.
I agree with >>1014162 too, learning how to recreate something by eye is a very important skill.
NeoNazi.
6/25/2025, 1:54:22 AM No.1014202
>>1014163
>What a retarded take, you don't know shit about academic art

He wonยดt learn shit. Now stop wasting peoples time and preying on their gullibility.
Every single (good) hard surface guy is self thaught and when I mean every single one I mean EVERY SINGLE FUCKING ONE.
Vitaly, Guraziu, fucking Ian Hubert never stepped foot in an academy.

fuck off with your schools.
Anonymous
6/25/2025, 2:24:24 AM No.1014207
bnuuy
bnuuy
md5: 5bd12e5649a80863286f5fee37399a8c๐Ÿ”
Any good resources/guides on how to animate porn?

I need a good motivation to learn blender and some way of making it pay the bills.
Replies: >>1014210 >>1014212
Anonymous
6/25/2025, 4:05:56 AM No.1014210
>>1014207
If you're just doing animations you could do sfm. You can learn from both 3d and 2d animation tutorials though.
Replies: >>1014211
Anonymous
6/25/2025, 6:57:01 AM No.1014211
>>1014210
wow thanks for fucking nothing
i asked /aco/ and got an entire google drive folder
Anonymous
6/25/2025, 6:58:43 AM No.1014212
>>1014207
Google Anime Nyan, he's made and commissioned tons of them
Anonymous
6/25/2025, 10:20:00 AM No.1014213
A colleague has done a 3d scan in scaniverse (I think on their iphone?) and I'm trying to get it into autocad. Usually, I take a pointcloud and convert it from .las or .e57 to an .rcs in recap.
Recap doesn't accept .obj files, and i cannot convert it in cloudcompare. Fucking shit's driving me crazy.
Anonymous
6/25/2025, 10:56:50 PM No.1014233
Should I learn digital drawing first before getting into learning to make characters ? Or should I try learning both in tandem
Replies: >>1014234
Anonymous
6/25/2025, 11:08:12 PM No.1014234
>>1014233
How bout you try whichever appeals yo you?
Replies: >>1014235
Anonymous
6/25/2025, 11:20:54 PM No.1014235
>>1014234
Both appeal to me, that's the problem. I also like Liminal stuff so I wanted to make something in blender. Think I might just end up trying to learn both. I have a lot of free time atm
Replies: >>1014250
Anonymous
6/26/2025, 9:15:02 AM No.1014250
>>1014235
>Both appeal to me
Clearly not enough to actually start on one
Anonymous
6/26/2025, 6:46:53 PM No.1014261
Capture
Capture
md5: 79cc054c0a2ad22e89c47f08489bd00f๐Ÿ”
How to prevent selection through a solid mesh that is a different object? I don't think blender used to do this before, did I enable some option? I want to select vertices in the foreground without touching the object in the background that is occluded.

Pic for illustration purposes.
Replies: >>1014502
Anonymous
6/27/2025, 2:05:08 AM No.1014271
file
file
md5: 6cacf2613afd8efdd1c58f967233b735๐Ÿ”
Is there a way to like... rotate something in zBrush? eg., this cuff to align with the rest of the downward-directed sleeve?
Anonymous
6/27/2025, 2:48:04 AM No.1014273
fingerplates
fingerplates
md5: 5eb4a177002c13a480a5ff26409a3857๐Ÿ”
Why am i having so much trouble modeling the fingerplates over my hand? I keep having issues between the sizes of each plate or the positions of each armored finger.
Anonymous
6/27/2025, 4:12:58 AM No.1014276
Is it dangerous to torrent zbrush? Any uploader I find keeps getting branded as unsafe by the mob.
Anonymous
6/27/2025, 6:10:32 AM No.1014278
Captura de pantalla 2025-06-27 000843
Captura de pantalla 2025-06-27 000843
md5: 1406308c76cf1793160666f006c06faf๐Ÿ”
does anyone know any good free female models with proportions like this for blender? I want to use one for drawing references
Replies: >>1014283 >>1014288
Anonymous
6/27/2025, 8:21:04 AM No.1014283
>>1014278
Search booth/gumroad for "VRChat avatar base"

Import to blender, use the CATS plugin in blender for ez posing

Also, lots of other assets (hair, clothes, tattoos, eyes etc) that you can put on pretty ez for better references
Anonymous
6/27/2025, 9:22:56 AM No.1014288
>>1014278
https://flippednormals.com/product/1800-curvy-diva-reference-images-49776
sage
6/27/2025, 2:13:44 PM No.1014291
file
file
md5: df26de155dc43a72da477f2a0a237779๐Ÿ”
Why are Blender curves to fucking ass? Each time I'm making a sling it just rotates randomly no matter how many times I use Ctrl+T. Is there an addon somewhere that makes curve based straps not a mind breaking chore?
Replies: >>1014323
Anonymous
6/27/2025, 4:00:00 PM No.1014294
20250624_124758
20250624_124758
md5: eb8394d84e82923a9befd5aa97f1750b๐Ÿ”
I'm kind of shocked by how finnicky and annoying UVs and texture painting is between Blender and PS.

I hear 3DCoat is pretty good for textures... Any thoughts?
I tend to do blockouts in vertex paint, then take it to photoshop for the actual painting.
Anonymous
6/27/2025, 8:22:55 PM No.1014302
Is there a relatively quick and easy way to solidify parts of a ripped game mesh for the purposes of 3d printing? I'm aware it'll look like dogshit without work, I just really don't want to spend an hour merging vertices that should already be merged on a hard surface model.
Replies: >>1014316
Anonymous
6/27/2025, 11:53:21 PM No.1014316
>>1014302
>solidify
Does it really need that in order to be printed? A mesh that's just waterfproof can be printed
Anonymous
6/28/2025, 2:42:04 AM No.1014322
untitle
untitle
md5: 0f6e714b7d3fe0e90c32bbc2a4a107cd๐Ÿ”
>>1011129 (OP)
where do i even start with learning about lighting and shit (specifically in blender)? ive just kinda been fucking around and going by eye but i want to actually get better at it
Replies: >>1014324
Anonymous
6/28/2025, 2:56:11 AM No.1014323
>>1014291
i would just use the grab brush in sculpt mode
Anonymous
6/28/2025, 6:13:22 AM No.1014324
>>1014322
Learn how the fuck light works in photography? The principles are the exact same.
3d is photography, except you have complete control over everything in the scene.
Anonymous
6/28/2025, 11:31:30 PM No.1014345
1741492669298238
1741492669298238
md5: 36033344cdedb316673445596198faca๐Ÿ”
Retarded newfag question, but if I have a normal map input on a regular BDSF shader that's using a mask to divide and apply a different texture to different parts of the same clothing mesh that already has a normal, how can I properly bake the end normal map texture result out?

I'm using simpleBake, trying to bake it both through PBR and cycles results in a weak bump texture that's not even close to the accuracy/detail of what I'm seeing in the viewport.
Anonymous
6/29/2025, 8:37:59 AM No.1014361
file
file
md5: 7c7164172438264b6bff255d08f65b69๐Ÿ”
Are there any good GIMP plugins to help with making bump/height maps? I generally find making them in 2D faster and less tedious than modelling and baking, but sometimes the tools are too limited.

I should specify that I mean for drawing patterns and trim sheets, not base materials or phototextures.
Replies: >>1014362 >>1014384 >>1014395
Anonymous
6/29/2025, 9:18:45 AM No.1014362
>>1014361
not even photoshop is used for that, anon
you want substance designer or houdini
Replies: >>1014379
Anonymous
6/29/2025, 5:07:55 PM No.1014379
>>1014362
>substance designer or houdini
I wouldn't be asking about a GIMP plugin if I was made of money, but thanks.
Replies: >>1014388
Anonymous
6/29/2025, 6:19:23 PM No.1014382
Where is everyone getting zbrush? I cant make any torrented download work and I am not paying a fucking subscription
Replies: >>1014385
Anonymous
6/29/2025, 6:23:53 PM No.1014384
>>1014361
I create patterns procedurally inside of blenders shader editor and essentially turn it into a budget substance designer environment. This method is not user-friendly though. If you don't know how vectors work and how to do the math for the patterns you want to create, you may find it very difficult. It's very versatile and fun, if you learn it tho.
Replies: >>1014397 >>1014416
Anonymous
6/29/2025, 6:24:55 PM No.1014385
>>1014382
Z brush sucks monkey dick with smegma.
Replies: >>1014386
Anonymous
6/29/2025, 6:37:50 PM No.1014386
>>1014385
All the tutorials and courses I can find for what I want to do are for zbrush...
Anonymous
6/29/2025, 7:21:50 PM No.1014388
copernicustextures
copernicustextures
md5: 276efb19cf6eab41441c7ae94b939cc6๐Ÿ”
>>1014379
Oh. Houdini is free, but it'll cut resolutions off at 1K and watermark, so you'd have to dump all textures into an AI watermark remover.
Anonymous
6/29/2025, 8:36:01 PM No.1014395
>>1014361
Just use materialize
Replies: >>1014397
Anonymous
6/29/2025, 8:42:41 PM No.1014397
>>1014384
>procedurally
I want manual control, just with better tools for making the shape and defining depth. Node autism just takes too long.
>>1014395
Okay genius, how do you draw shapes in Materialize?
Replies: >>1014398 >>1014416
Anonymous
6/29/2025, 8:45:17 PM No.1014398
>>1014397
>Okay genius, how do you draw shapes in Materialize?
Make them in literally any 2D tool and then plug it through materialize as a diffuse, it takes 5 seconds for the materialize step.
Replies: >>1014400
Anonymous
6/29/2025, 8:48:33 PM No.1014400
>>1014398
Anon, I'm already making bump maps directly. I'm not converting diffuse to bump.
Anonymous
6/29/2025, 11:21:04 PM No.1014416
>>1014397
>>1014384
You can just paint in black and white, and then plug into the bump node, right? I don't have any experience with painting normals. But I dipped my toes into SDF autism, and learned how to create a tube shaped bump map in nodes.

You would probably need two image. The first image to paint the bump on, in black and white. And the second image just block-ins to define the strength of the texture below. I don't know. I'm just tossing an idea out there.
Replies: >>1014422
Anonymous
6/30/2025, 12:33:05 AM No.1014422
file
file
md5: 086a745786629f431d5f972943953457๐Ÿ”
>>1014416
>You can just paint in black and white, and then plug into the bump node, right?
Yes, this is what I'm doing, albeit more so using the gradient tool and layering noise. What I am asking about are plugins specifically for aiding in making bump maps this way, but I guess everyone here just models and bakes or does a lazy diffuse to bump conversion.
Anonymous
6/30/2025, 9:12:25 AM No.1014437
file
file
md5: 524feb53490676a54c0f5972aace8e99๐Ÿ”
how do I get these trees without spending $120 on it
Anonymous
6/30/2025, 1:38:41 PM No.1014447
20250630_152511
20250630_152511
md5: 9b17cd685f02693455a2b0ae8d13f715๐Ÿ”
I'm still completely lost on what makes one topology "good" and another "bad".
My general understanding is that faceloops should follow shadow directions (to avoid jagged/square shadow shapes) and you should have edgeloops in convenient places (for UVs) but looking at pic I seriously don't understand what's meant to be good or bad.
Replies: >>1014502
Anonymous
6/30/2025, 4:21:16 PM No.1014452
DoubleKneeJoint
DoubleKneeJoint
md5: 5582ddad7a1915928d3629141a08c49f๐Ÿ”
What's the downside of using double joints? This is with auto weights and fixes the problem of legs clipping into each other when at full bend.
Replies: >>1014502
Anonymous
7/1/2025, 4:29:10 AM No.1014487
Fishnigga
Fishnigga
md5: 36bf00ff9c3cd4e2e137e12e07e2a308๐Ÿ”
My Asarohead came out wrong.
Replies: >>1014731
Anonymous
7/1/2025, 2:11:23 PM No.1014502
>>1014261
you might have hallucinated that

>>1014447
good topology is topology that works for you
if it deforms in the right places and doesn't produce shading artifacts, it's good topo
all the torsos in your pic are good

>>1014452
>What's the downside of using double joints?
in my experience, a possible downside is that it doesn't export well to game engines that have an avatar system, they expect a certain number of bones in certain positions
I'm sure there are workarounds, but it's a headache when you're a beginner
Anonymous
7/2/2025, 9:54:46 AM No.1014557
1751442851566
1751442851566
md5: 4b35eed5dde519d7eefac4e8bfc0f613๐Ÿ”
Is there /3/ Discord group?
I've been enjoying Discord as backups in case this whole site goes kaput
Anonymous
7/3/2025, 1:11:57 AM No.1014599
3uaaa1eee4nc1
3uaaa1eee4nc1
md5: 97e62a9d2240e58fe407f3a000216396๐Ÿ”
For making 3D models that are only meant to be viewed in an isometric perspective at a fixed low resolution, would it be wise to use isometric pixel art sprites as reference images, and/or design the model specifically so that it's perfect to see in that resolution/view-angle?
Anonymous
7/4/2025, 5:31:35 AM No.1014649
file
file
md5: ab9c600644265679bb52a25e3fe56962๐Ÿ”
Can anyone share a good tutorial about auto-weights?
Replies: >>1014681
Anonymous
7/4/2025, 2:07:23 PM No.1014662
Blender
Blender
md5: 457b9435d2981b057950b26e73a56b14๐Ÿ”
>>1011129 (OP)
I want to create cavities on this surface using the rounded rectangular shapes. I tried using Boolean modifier, but it creates artifacts. What should I do?
Replies: >>1014681
Anonymous
7/4/2025, 8:40:28 PM No.1014681
04-07_20-38
04-07_20-38
md5: a7b5d29afc52124be4020050838b112e๐Ÿ”
>>1014649
it's not exactly rocket science

>>1014662
create edge looks around the booleans, it will make cleanup easier
Replies: >>1014695
Anonymous
7/5/2025, 2:10:15 AM No.1014694
My sculpting isnt coming along very nicely.
Replies: >>1014711
Anonymous
7/5/2025, 3:32:02 AM No.1014695
>>1014681
nevermind actually
i want to create a game-ready asset and i just looked at a few game assets i downloaded to study them
all of them are modeled to be multiple separate parts to keep the vertex count low and the modeling work simple
i think i'll do that instead of creating cavities that only make the geometry worse
i only need some tips on how to make this structure uniform and how i can go about making it this way
the front and bottom (pic) is flat surface, but there's some part of it on the sides and back that'll be curved
it'll obviously create a non-quad/tri topology
should i go with subdivision?
Anonymous
7/5/2025, 10:51:48 AM No.1014711
>>1014694
my life isn't coming along nicely
what's wrong with your sculpting? maybe I can help you to avoid dealing with my life
Replies: >>1014731
Anonymous
7/5/2025, 11:48:17 AM No.1014712
Nintendo Asset
Nintendo Asset
md5: 1cce6190a67d3f4fe6ae89de302ec9cd๐Ÿ”
is it okay to model game-ready assets like this?
it seems every single nintendo asset is modeled like this, with lots of separate simple parts in a single mesh instead of having a complicated geometry
should i take this approach if i want to create stylized models like nintendo?
Replies: >>1014774
Anonymous
7/5/2025, 7:14:21 PM No.1014730
is there a "how to curve a mesh around another mesh" tutorial in blender for retards?
my meshes keep disappearing
Anonymous
7/5/2025, 7:15:52 PM No.1014731
>>1014711
>>1014487
It isnt very intuitive unlike actual phyisical clay
Replies: >>1014739
Anonymous
7/5/2025, 9:27:52 PM No.1014739
>>1014731
what does your clay asaro head look like?
Anonymous
7/6/2025, 11:28:36 AM No.1014774
>>1014712
Yes, this is fine ultimately.
However, if you don't mind a few extra polygons, you can union the separate pieces and mark seams around them to get a much more 'readable' UV map for better texturing. Otherwise you'll need to use an AO or maybe bevel bake to get a good idea of where one part is overlapping another.
It's a balancing act between optimization and convenience.

I do suspect that maybe the Nintendo assets you're looking at only appear this way due to how they've been extracted (or exported by Nintendo to begin with). It's fairly typical for hard edge boundaries to just be completely separated upon export to most model formats since it has the same effect visually without having to track extra data per edge.
Replies: >>1014779
Anonymous
7/6/2025, 1:09:27 PM No.1014779
>>1014774
is it possible the models are created like this with lots of separate simple parts due to the way their uvs are mapped? i looked at some of the uv unwraps, and it doesn't look like another part of the mesh gets selected in the uv editor when i select a vertex (like i usually would if the model wasn't separated like this)
Replies: >>1014787
Anonymous
7/6/2025, 6:36:50 PM No.1014787
>>1014779
Maybe, but it's hard to say without seeing the texture. If everything is flatly colored then there's not much need for UV considerations in how the model is constructed.
Anonymous
7/7/2025, 12:29:52 AM No.1014816
I haven't done any 3D stuff in a very long time (like 15-20 years or more lel) anyway what's the current meta? I remember sculpting was the new thing, is that how everything is done now? Or some AI bullshit?

Is there any place still for box modeling? Or like that tedious extrusion by extrusion surface modeling? Are Bezier patches and NURBS dead (outside CAD)?

t. Raydream and Nendo oldfag (lmao) (nah I pirated Maya up until the last MOTIF version after Autodesk bought it, and used Blender off and on through the years)
Replies: >>1014818
Anonymous
7/7/2025, 1:26:08 AM No.1014818
>>1014816
It completely depends on what you're trying to make, what you're good at, and how fast you can do it.
If you're doing something organic (like a character) and need it to be a sub-d model then sculpting + retopology is generally going to be the best way to go.
Hard surfaces can be done a bunch of different ways. Beziers are still good for making pipes or otherwise curving a surface non-destructively (lattices in Blender). NURBS are kinda redundant with sub-d unless I'm missing something. Some people use sculpting for hard surfaces for whatever reason, but I still find booleans + manual cleanup to be the most reliable way to get the desired shape.
Really just go follow a bunch of modeling tutorials and figure out what works best for you.
Anonymous
7/7/2025, 7:34:28 AM No.1014833
asaro1
asaro1
md5: d356ad9334991fd54eea857d9bcdb6f0๐Ÿ”
So is sculpting just pulling shit and grabbing shit or am I doing it really fucking wrong?
Replies: >>1014856
Anonymous
7/7/2025, 3:46:32 PM No.1014851
If I specifically want to model, rig and animate breasts, where is the best source of information?
Anonymous
7/7/2025, 5:35:19 PM No.1014856
>>1014833
You're doing it so wrong it's trolling at this point
That's why you're not getting help, anons think you're doing this on purpose
Replies: >>1014857 >>1014941
Anonymous
7/7/2025, 6:00:21 PM No.1014857
>>1014856
I was following some sculpting tutorials by the lettet and that is what the guy does.
Just grab and pull and flatten and move stuff around until it looks good.
He ended up with very good realistic heads so I was trying to do something far simpler (an asaro head)
Anonymous
7/8/2025, 3:24:52 PM No.1014894
Blender
Blender
md5: f8f130f7cacb87fc2acd8549b2613b8c๐Ÿ”
how should i combine these two? boolean is probably not the way to do it, that messes up the topology
should i add more loops on the bigger object and manually bridge them together?
Anonymous
7/9/2025, 12:35:34 AM No.1014929
Never 3D modelled here. Legally, what would happen if I took front/side views of my favourite PS2 human models and used it as a reference for the 3D models that I'm making, obviously not doing it 1:1.
Replies: >>1014943
Anonymous
7/9/2025, 7:15:31 AM No.1014941
>>1014856
Anon please I am very fucking retarded.
How is it not doing it wrong then?
Anonymous
7/9/2025, 9:18:34 AM No.1014943
>>1014929
If the character isn't really recognizable as the original, then you'll have no problem. You can't copyright body proportions.
Anonymous
7/9/2025, 9:47:36 AM No.1014945
Is it worth learning this Blender stuff if you can already draw in 2D? I hear this has quicker turnaround in terms of making finished, coomable stuff so it could be fun. Is it easier to learn if you can draw already?
Replies: >>1014955
Anonymous
7/9/2025, 4:22:28 PM No.1014954
is there a nice working userscript for ripping from sketchfab?
Anonymous
7/9/2025, 4:58:21 PM No.1014955
>>1014945
If nothing else it's worth learning so you can make your own posable reference models for drawing.
>Is it easier to learn if you can draw already?
Yes. Presumably you'll have a much better grip on anatomy than the average 3D noob. Also, modelers often rely on front/side/back sketches of characters to make them quickly and accurately, so it's good to be able to do that yourself.
Anonymous
7/9/2025, 5:34:55 PM No.1014956
Are there any good sites for environments ripped from games? There's plenty out there for characters and individual models.
Replies: >>1014957
Anonymous
7/9/2025, 5:41:25 PM No.1014957
>>1014956
>There's plenty out there for characters and individual models.
such as? except for models resource
Replies: >>1014958
Anonymous
7/9/2025, 5:51:35 PM No.1014958
>>1014957
>models resource
Good when they actually haves something. Other sources are SFMlab, and sometimes Sketchfab and even Devientart.

I just wish there were more for levels/maps from games. I know they can be a different format to models, but I see plenty of vrchat worlds featuring them.
Anonymous
7/11/2025, 7:24:10 AM No.1015017
RA Marsh Viewport vs final (1)
RA Marsh Viewport vs final (1)
md5: c920a4d974504fcde3a613ebd06cae95๐Ÿ”
Is learning blender the easiest way to make something like this? Iโ€™m an artist that wants to make my own 3D backgrounds and scenes and light them, then use them for painting references. Learning something like this feels very daunting, but Iโ€™m just trying to feel out if thereโ€™s any avenues that might be a little easier.
Replies: >>1015022 >>1015052
Anonymous
7/11/2025, 9:08:29 AM No.1015022
>>1015017
you could get free assets and place them in a scene using unreal or unity too, which might be easier to start with
Anonymous
7/11/2025, 11:18:57 PM No.1015052
>>1015017
I'm not sure if it's worth the effort compared to just getting good as a 2D artist

>the easiest way
That would probably be using AI
Replies: >>1015075
Anonymous
7/12/2025, 4:56:06 AM No.1015075
>>1015052
I donโ€™t think Iโ€™m bad, but Iโ€™m working on a project thatโ€™s a little less intensive than a comic, but lots of illustrations. I feel like if I could make a set of something or find one that is already made, it would allow me to be consistent and have to strain less drawing.
Anonymous
7/12/2025, 9:39:17 AM No.1015083
Screenshot 2025-07-12 003417
Screenshot 2025-07-12 003417
md5: 0d226a48a7c4db150bf1ec6f5ed0ef10๐Ÿ”
I'm trying to make a jacket that can close, open, and lay flat. Is there a way to make it so the ends of the bones maintain certain a distance away from each other? I tried using maintain distance, but I think that it only works on unconnected bones.
Anonymous
7/13/2025, 5:14:35 AM No.1015120
When do I dynamesh and when do I ZRemesh? I can't stop zremeshing.
Replies: >>1015228
Anonymous
7/14/2025, 12:15:13 PM No.1015228
>>1015120
You dynamesh until you have your primary forms (and some secondary) and then you zremesh so you have topology that matches your forms
At least that's the theory
Anonymous
7/21/2025, 11:39:24 PM No.1015615
1723286145897011
1723286145897011
md5: 7df86c2b799ada844c228060e3c3343f๐Ÿ”
Why is this transparency happening in my render, but in the material preview it looks fine? I'm using blender.
Anonymous
7/22/2025, 3:55:38 PM No.1015648
in my head this sounds silly but it might be a thing
I know people start with high poly sculpts and bake those details down
but do they also go from pbr materials, to baking those details down to flat textures?
Replies: >>1015686
Anonymous
7/23/2025, 6:59:03 AM No.1015686
>>1015648
define flat texture
if you mean a classic texture with only color, specular, and maybe a bump map, no. It's just a different selection to bake vs. selecting PBR.