I just got diagnosed a few months ago.
I'm 31.
I have so many regrets. But I can't change the past so I'm working on being better, now that i know im not just a naturally lazy piece of shit. Still trying to find the best medication though.
There is more to Blender than just making models. There is rigging, texturing, animation, shaders, and that's just the things I know that I don't know. Until AI can make a proper 2D animation, I seriously doubt its abilities in 3D.
There's actually a Stable Diffusion LoRA that tries to add topology lines to an image
it's not directly usable in 3D but it gives you a visual guide for how it should look
https://civitai.com/models/105670/game-dev-tools-03-topo
AI idiots forcing their shit everywhere are so stupid
9 months ago
Anonymous
>messes up a little >NOOO AI WILL NEVER WORK JUST STOP DEVELOPING IT
9 months ago
Anonymous
>someone mentions that AI should be trained for topology >here's something adjacent to that but still not all there >WAAHHHH STOP FORCING AI SHIT ON MEEEEEEEE
Look at you. Shut the frick up.
just two more weeks!
9 months ago
Anonymous
It's absolute fricking useless, but the AI drone shills it as being revolutionary, useful and applicable to everything.
9 months ago
Anonymous
schizophrenia
9 months ago
Anonymous
ok luddite
9 months ago
Anonymous
>someone mentions that AI should be trained for topology >here's something adjacent to that but still not all there >WAAHHHH STOP FORCING AI SHIT ON MEEEEEEEE
Look at you. Shut the frick up.
9 months ago
Anonymous
>adjacent
mate, that topology is shit throughout and completely unusable
any quad remesher can do better and those are shit too
9 months ago
Anonymous
Hey frickface, someone said AI should be trained to do topology and there just so happens to exist something along those lines
have a nice day.
9 months ago
Anonymous
I'm gonna fricking kick your fricking ass
9 months ago
Anonymous
>something along those lines
if the produced topology is shit it's not even close to being "along those lines", keep seething.
9 months ago
Anonymous
Along the lines of AI generated/assisted topology, yes. Black person.
9 months ago
Anonymous
>topology is literally along lines >anon claims jpeg generator is something
9 months ago
Anonymous
yeah it's a visual aid, use it as reference, get the general idea of how it should maybe look
are you moronic?
9 months ago
Anonymous
But it's GARBAGE
If you reference it your work will be GARBAGE
9 months ago
Anonymous
But it'll be better than using nothing with no understanding of topology
9 months ago
Anonymous
But it's worse than whatever picture you fed it
9 months ago
Anonymous
Why would you use that garbage as reference when you can reference actual topology made by humans? AI Black folk are so fricking stupid I swear.
9 months ago
Anonymous
Maybe you just want a rough idea of how it should look in your specific use-case
9 months ago
Anonymous
You don't get a rough idea, you get garbage
9 months ago
Anonymous
>Hey, AI, give me a rough idea of how to make pretty crystals >Mix bleach and ammonia
Retopology is time-consuming but it's not that bad. But really you want to make a model in a way that you don't have to do retopology, it's what I learned lately.
Many materials still use lead. It's not a problem as along as it doesn't end up in the air or things people eat/might eat, like lead paint on old toys.
ibjust want cold fusion and free energy.
every industry would change overnight.
sucks that imaginary zeroes stored in a digital wallet prevent the progress and enlightenment of the entire human race.
Technically, we do have flying cars.
They're extremely restricted and there's tons of other factors as to why they've repeatedly failed with regards to adoption.
he following too much his 2d reference art which is only correct on a given angle.
he wants the mouth to look like lithe the cartoons or comics should have a control on the mouth fixed on the camera, kinda like mickey mouse and his ears in 3d which always have the same angle.
what he is doing is ballsy in my opinion, but I would say he is almost there.
I used to find modelling quite tedious and time consuming, but once you understand the workflow it's actually a bit of fun. The real time consuming part now is that I need to make very robust and detailed orthographic references for whatever it is I want to model.
Should have rolled for Nyandola in the thread i started modelling when i asked. Now because of your inaction the frog won and is the current one i'm working on before starting on 'Dola.
I just rechecked the archive and all rollers that replied to me were for the frog. Not a single gato mention.
The dildos incident was from a different anon like 2 threads after that.
I followed some low poly guides and just adjusted to my reference image I had, but otherwise it was just youtube vids on one screen while I modeled on the second screen.
it took me like 3 days to do it I think between work and all. I kept hitting wrong hot keys and enabling shit I didn't know wtf, or editing faces instead of vectors, but wasn't bad. I'm not super artistic either so yah.
Yeah but it feels like a betrayal of the whole open source philosophy, since you're basically forced to slap on some paid add ons to get anything done.
I've seen people to some really good shit with just the free stuff. What are some good payed add-ons?
I make porn animations, got 91k followers on twitter by making garbage somehow.
Link?
9 months ago
Anonymous
The issue is that all those cool designs you see are not an example of the possibilities of blender, it's the full extent of what the software is capable of. When you try to do anything outside of that you suddenly find yourself looking through the documentation for developers and staring at a python console.
9 months ago
Anonymous
Im sfmnewbie
9 months ago
Anonymous
I definitely see how you have such broad appeal. Nice animations, only human/humanlike characters, futa so that you don't have to look at some guy's butthole, etc. Keep up the good work.
Why? Whats the difference with maya or other softwares, i dont know shit about this world but its always everyone saying blender sucks for some reason.
Honestly, it really depends on how much you focus, but maybe a year or possibly less, with anatomy / sculpting being the main chunk of focus. Modeling a character like this would be broken up into:
1. Learning the interface. You can want to model stuff all you want but if you don't know where things are you'll get discouraged instantly, so it's good to take your time familiarizing yourself with the interface and doing random easy modeling tutorials. And make sure you add everything you use into your quick favorites, or you'll be wasting your time navigating menus.
2. Sculpting, which will be the main chunk, understanding appealing proportions, understanding form etc. Focus on large forms -> smaller -> smaller, never work at a high resolution until you've developed major forms, etc. etc.
3. retopology, which is a pain, but is pretty quick to understand.
4. texturing + materials, which will be fast or slow depending on what kind of stuff you're going for.
5. rigging, which you can get super involved in, or you can just use an auto-rig like everyone else
6. lighting / compositing / etc. other shit
Too much Polygon.
Too much verticles.
Shit optimization
its probably a 3d printing model, so it literally doesn't matter
Make a bean shape torso, then a bigger bean shape head above. Then give it limbs and hair.
You can paint eyes and a mouth into a alpha texture, but since I dont know how to draw I just model them. The thing I struggle more with is hair, but Im just learning.
Fricking based. I went through a low-poly chibi phase myself. I absolutely love these little homies. I never got too good at it but it was a main focus of mine for a while. Like you hair was the bane of my existence. I've lost all my face textures from them since I always did it on a separate texture with different expressions on it so I could change them by moving UV coords.
Damn, those are really nice, I like the details on the vest a lot.
Have you got better with hair modelling? Any tips or tutorials on hair or overall making of chibi? I cant find any specific tutorials on chibi models sadly.
Gonna save the image for inspo
I've made several things in blender now. Sculpted, mesh and grease pencil. However, graphic design isn't my literal job so i'm not going to get a phD in this shit.
You're just picking up techniques and learning the tools by doing these tutorials, you can worry about the nature of your art based on a tired quote later.
he basically (very quickly) runs you through where to download models (smutbase), how to pose them, how to (quickly) set up the camera, and adding lights
the idea is that by the end you'll have the know-how to be able to start making your own pinups
Yeah but you Black folk have crabs in a bucket mentality, I post my content on here and some moron will show up and start sperging in the comments or something
you know an artist is legit when they don’t want anyone to see their art rofl
9 months ago
Anonymous
Yeah the random one off sperg comment from Ganker will totally ruin you.
Yeah that sounds like a perfectly reasonable chief concern to someone already making 2k a month making PORN
You're a moronic liar lmao
I guarantee the only 3d art you ever "made" was in your imagination
You can still download blender and not be a crab, its still not too late for you
nta but i know exactly where hes coming from.
posted some stuff only a tiny handful of times and it gets ignored more or less, still do it for a living and probably half a million people or so know my work, dont know the real numbers but its probably double that or more.
>make something from scratch >okay its decent enough, this aint too bad >make something to try and fit aesthetic of specific game >how the FRICK did they get do this AAAAAAAA IM GOING INSANE
every tim
That's how you learn though, I remember becoming a god at photoshop when I was 17 or something just because I wanted to make good looking forum signatures and tried to copy shit I saw.
When the brain implant comes ill just get to sit there and think of a game and it will be made we are almost there bros and you know normies will Take decades to get on the tech so I'll be making profit for a good while heheh
blender with polyquilt seems like a decent approach for modeling characters wtih low-med polycounts, but the slight delay of moving vertices kills it for me.
it lets you lay down loops and draw out quads like a ribbon wherever you touch an edge, so it's really flexible for just quickly putting down quads or tris in specific patterns. you can put down loops, rings, or strips with one tool.
blender with polyquilt seems like a decent approach for modeling characters wtih low-med polycounts, but the slight delay of moving vertices kills it for me.
I had to learn a bit of blender to port a model from one program to another and OH MY GOD IS 3D MODELING BOOOOOORING!
it's thousands of sub-menus to get to the right tool that makes the program do what you want. will I be glad when AI completely takes over the whole field.
to shill the more expensive choices or sunkcost fallacy due to their niches that blender caught up to (sculpting was better in zbrush but technology let lender catch up)
Blender and its community isn't part of the same industry continuum that pioneered the art form. For the most part blender users just spend a few years blindly pecking at the program and then decide to start making tutorials. For other software, the question of "how do I do X" is answered by a tech support person and if it isn't available out of the box it's implemented by the developer or your in-house programmers just for your singular project; for blender you spend half an hour googling without knowing the terminology and settle on a stupid hack that kinda works while you don't even understand why.
Just compare how these two people do twist bones:
One of these people isn't aware that every bone has IK settings available in the bone properties panel or that you can copy constraints. Everything in the blender community is like this, if blender became the standard program overnight it would result in a total competency loss for the whole industry.
Partly contrarianism induced by annoying FOSStard shilling, partly Autodesk sunk cost homosexuals. >nuoooh you should be sculpting in Blender even if it hangs on a fraction of the verts that Zbrush deals with >nuoooh you must pay hundreds of dollars to Autodesk for your 90s-tier Donut 3D commercial job or my own employment is in danger!
Zbrush isn't properly 3d, instead you get a strange projection method because of this but doing it in this method makes it so much more powerful.
nice
I made this as a character replacer for TES 3 Morrowind, I never got around to finishing it, I actually finished a lot of it including some basic animations so you could play the game, but holy shit, getting a rigged character into Morrowind even OpenMW is such a chore, every attempt I ended up with a mess. The character has body customization but I wanted to let you customize the face, so I wanted to decompile the TES Oblivion faces and copy the way that they do morphs, but at best I could get was the facial expressions it jumps between.
There's a male body, there's a few basic outfits, there's a mer male and mer female head, as well as a prelim sculpt for the mer body type, there are orsimer heads and there's a partially done Khajiit and Argonian body as well, I haven't touched this in years, but I wish there was more support around to help finish this.
Would sculpting be the best way to get about making a 3d model based on drawing like picture related? I previously have tried the whole approach of making shit initially into boxes and manipulating the vertices but that shit got fricking tedious and completely unintuitive fast so I dropped it, especially when shit started clipping in moronic ways. Couldn't even get the head done that way.
Atm can't draw because I am at my folks and my fricking secondary tablet it busted, so I am trying to figure other ways of being productive in regards of my autism project.
i thought there was a missing frame but i was mistaken. i'm using blender to make it so i assume its ok to post even if it isn't 3d.
https://files.catbox.moe/4ltkto.gif
It's procrastination more than anything else, and maintaining focus. Typology and weight painting are the real culprits behind making 3D models tedious.
Try to find more reference images of the character in different positions as it can really help out with the shape of the model, also texturing isn't the worse thing ever as it's just seem work and finding the right material to apply.
It's when you're going to start a UV-unwrap, if you didn't already know about it. Essentially, you cut up a model by highlighting edges. After cutting your selection in the UV editor you place that selection on a UV-workspace, and apply a checker texture to see if the cutouts are sized and rotated correctly. Once that's done you can take you're workspace layout and place an image or personal image onto your workspace.
It might not be the full details, but it's the workflow I remember.
I should probably give blender another go. I can probably make some giantess fetish porn renders or something. I've seen artists I like do it, and I'd like to know how hard it really is.
Frick it, I'll give it a go. I used to make other giantess content so I have a lot of ideas. Someone on /d/ started off doing this, now he makes some good frickin shit. I forget his name though.
Finding the model will be the harder part for ya
Or animating it but babby steppus forst
Where do you guys look for models? Not necessarily character models, but set dressing and stuff too.
>I'd like to know how hard it really is.
You take a regular woman model, scale it up, and put in a city model.
I took maya in college and it was hard. I fell behind and couldn't figure out how to get my toolbar back or how to get my imge to look like the professors. These UI are always so complicated. Just let me use it like a video game not like microsoft office
Tried to get into it, made the donut, but I'm aggressively intimidated by working in three dimensional spaces absent any haptic feedback. I remember I used to love working with clay, but working with clay lets you use your hands and you get a sense of raw satisfaction from it. That satisfaction is totally absent from 3d modelling. For me, anyhow.
The donut tutorial covers too many things for a first tutorial imo. Like the particle system and proportional editing. I prefer Polygon Runway's approach of starting with cubic forms with simple materials and lighting. That allows you to get a satisfying image in about an hour and you can work from there to learn more complex stuff.
It takes time isall, even if you figure out the ui, hotkeys and the tools, focus on hard or softbody modelling, topology. Before you even get to the materials, not just texturing but material creation.
Unless you have a use for those skills like gamedev or an artistic outlet then idk man. Everything is pretty infinitely complex, if you're gonna do something do something you love and do it well.
A UV map without a billion marked seams is always gonna be stretched in some areas so don’t stress. All you gotta do is understand where to hide that uv stretching so it isn’t seen as much.
Those tutorials using auto UVunwrap are sort of going to bite you in the butt when you start texturing and notice massive amounts of texture island bleeding (you texture one part of your model, and you see the texture also appear somewhere else), severely low res textures because critical parts of your model got turn into tiny islands by the auto unwrapper so they lack texel density they need.
It's about minimizing UV stretch on top of minimizing visual seams.
Funny thing I learned about seams lately though is they can actually break up visual monotony and contribute positively to a model (seam in the middle of a helmet model for example).
Animation is probably easier to do in maya but blender is going to fricking assrape it soon enough…2 more weeks bros…maya is going to get her butthole gaped by big blender wieners (BBC)
Is it possible to make a career out of something 3D related or is it saturated as well? I was getting into programming and I sort of like it but at the same time I fricking hate computer science theory (zero interest) and all the people around that. I think I would kill myself for staring at code all day. I was never a computer nerd anyway, I don't like discussing compilers, languages or whatever, I just like to code from time to time.
Is environmental artist or something like that really fricked? I think making props or cool stuff like that would be nice as well
If you don’t live near the jobs it’s kind of impossible. Remote opportunities are extremely rare, online work is kind of swarming with people and the rates are horrendous slave tier wages. And to get hired by companies if you live near them you do need to be kind of stellar at art, not just kind of ok. Your chances of being hired and having a successful life while being meh at coding are probably much higher for sure and your pay will immediately be substantially better. Also almost no one loves their job, and being paid like shit, having to drive in to a studio in a city, and slow raises can destroy a passion quick. And you will not be doing “fun art” at first. probably naming files, making sure there’s order within projects and stuff is named correctly. Sorry for the black pill but unless you are extremely extremely talented I wouldn’t try to do art professionally. Just keep it a hobby to possibly turn into a financial path and do something else.
I was making only 44k after 4 years working at a graphic design firm doing random photoshop shit like splitting apart things in a file from bgs. I was forced to drive into work despite my home desktop being substantially better than our work comps. I started at 37k. Friends are already making near six figs and their work ends at 3pm usually and it’s WFH. Not a day goes by where I wish I couldn’t go back in time and stop myself from this path.
I mean, it's equally as shit to get a job in programming right now dude, plus again I don't like it, I don't like computer science, I don't like discussing language implementations and whatever bullshit, I'm not a nerd, I'm too low iq and get zero joy out of that stuff. I like programming a bit but idk just a bit.
Sometimes I think about the times I will have to look at 500 lines of code (minimum) and I want to KMS
The art jobs are basically only limited to major cities where studios are and that really sucks since the pay is not good and you are gonna be living in a stinky rats nest apt with roommates for a loooong time. My options were Baltimore or DC. Sucked ass. You’ll be making double the money at an entry level position coding. Life is so much easier to bear when you don’t have to constantly worry about money. Art rarely gives a life like that unless you just own the art business.
And then you gotta take into account living in a city, every restaurant is expensive as frick, parking/parking garages is usually never free, stuff in balmer is still far enough to warrant a car or bike so you gotta have one. The little money from art jobs goes fast as frick if you aren’t careful.
The art jobs are basically only limited to major cities where studios are and that really sucks since the pay is not good and you are gonna be living in a stinky rats nest apt with roommates for a loooong time. My options were Baltimore or DC. Sucked ass. You’ll be making double the money at an entry level position coding. Life is so much easier to bear when you don’t have to constantly worry about money. Art rarely gives a life like that unless you just own the art business.
I mean, you keep saying art, but there must be a bit more technical side to it
9 months ago
Anonymous
Nta but I got to send emails, refill and order office supplies sometimes, randomly clean stuff. I worked at Deloitte it was definitely not the “dream art job” I imagined in my head but it was the only studio nearby and no one was going to provide entry level workers with relocation. But idk may work for you. I was too scared to take a risk and move to a different state and collect more debt.
Maya Indie is $300/year, should I go for the one who might end up getting me a job (even if unlikely)? when I go to artstation the projects done on Maya look much better than those in blender which makes me think once people get proficient enough the ditch blender and go to Maya
I learned modelling in a week. It's pretty easy. Not a big fan of how some things work but still. Now I'll focus on modelling some assets and will try to learn Godot next. Once I know how to model assets and implement them in a basic game I'll learn how to texture, then rig/animate. That's my plan.
Took a week off in july and I watched an hour tutorial video per day and spent the whole day practicing as if it was work. I didn't even do the donut, it looked outdated. Learning the basics is easy, just learn how to navigate and how to call the menus and that's it. Then it's a matter of knowing specifics like character modelling and such.
Don't get me wrong, I know how to work with the software but I don't do like super-polished stuff, but at least I can work without constantly looking at YT videos. If at some point I wonder "Could Blender do X?" I look it up and there's always a tutorial or a script to download.
I genuinely am. I use Wings3D to model because it's dead fricking easy, but it doesn't have any animation support so I still need to import shit back into Blender and struggle there.
I suppose I'll hang around. For now I'm interested in modeling weaponry, melee or firearms of a fantastical nature. I have this weapon in my mind's eye, a gunmetal shotgun that's fantastical, weighty, and very deadly, but looks nothing like a contemporary shotgun. When I google or youtube blender weapons tutorials it's always, without exception, tutorials on contemporary firearms like AKs, submachine guns, etc. Very frustrating.
https://www.youtube.com/playlist?list=PLa1F2ddGya_-UvuAqHAksYnB0qL9yWDO6
Something like this is probably the most import thing to learn in Blender, don't worry about the Donut tutorial, the Blender interface is complex and relies heavily on hotkeys, it gets very fast once you get used to it but you really do need to be shown how to access these features.
As far as specifics to what you want to create, that's well specific, you would need to give specific examples of what you want to achieve.
Moreso that I'm way too fricking OCD.
Every transform coordinate needs to represent a number cleanly divisible by 3 and not have too many floating numbers unless they're meant to be repeating. There must be an overall scheme to the numbers used as well. The armature for this is exactly 12m long.
I am recreating Sonic Adventure 1 assets to port over to Frontiers, but will have no time to work on it for a while since I decided to get my CDL A and will be stuck in a truck for 95% of the month.
I've been working very hard trying to learn blender. You can see my thread over on /3/. It's the one about shoulders.
I'm currently trying to figure out how to make self collision through geometry nodes. Today however, I've gone back to just trying to come up with smarter bone placement.
I have experimented with a few different twisting configurations in that area. But currently, I have only a single bone there. I might make it twist again, but for now I just need it to be a single block while I try stuff.
I bought a couple books on c++ programming 2 months ago and I've yet to get past the first chapter on either of them because I'm too afraid of failing and having to admit my dreams are dead because of my own incompetence.
just watch a youtube tutorial and start programming right away, now.
It's easier to get starting from someone explaining stuff, make sure you just learn the basics, as in programming logic and beginner stuff like data types, loops, functions etc. After that you're pretty much open to tackling anything depending on what you intend on doing (If you're doing games, for exemple, getting into OOP is ideal). If you're feeling extra insecure, you could certain things like: >Get an actual course, those are usually structured to get the basics into your head before going into other stuff >Swap out for an easier language (aka Python), don't get memed by 50 year old C/C++ purists, it's better for you to get the basics of programming than to spend triple the time learning how to deal with old languages' bullshit
>just needs time
Comon, man. You know exactly what this means. XPBD was a GSOC project from last year, and we still have yet to hear any word about it being implemented in the alpha build. I obsessively check the physics module meetings posts everyday over this too.
American animation is centered around riggers. They have holidays off for riggers. They fired hundreds of thousands of artists to accommodate riggers. They draw the entirety of modern animation from riggers. They post cartoon gifs made by riggers. They consoom products in worship of riggers. Their biggest event of the year involves throwing parties in honor of riggers winning awards. Their offices are completely overrun with riggers. They worship riggers like Justin Roiland and Zach Hadel and Vivziepop and the late Monty Oum while attacking the creators who actually built their industry before riggers took over. They watch rigger porn to a point where "Blender" does not make them think of a kitchen appliance but about 3D rigger software instead. They will tell you how much they are just pretending to love riggers but the evidence speaks for itself in that animation will forever be an industry of rigger loving riggers
Every once in a while I'll frick around with Blockbench but I never stick with it for too long. I'd definitely be better off with Blender but it intimidates me
A transform is a combination of a position, a rotation and a scale. Transforms also need to be relative to an origin. Objects keep their spacial data relative to their own origin (in local space), and the geometry's final position in the world is determined by multiplying the data by the object's own transform. If you have a mesh with a single vertex where the vertex is in position 1,1,1, and the mesh object's position in global space is also 1,1,1, then the vertex' global position is 2,2,2.
So, earlier you scaled the object in object mode to make it taller, but from the object's perspective in local space the vertices aren't actually spaced any further from each other. You modified the object's transform, not the points that it's made of.
Applying the scale (or other transforms) modifies the mesh so that the world positions of vertices become the new local positions and the object's scale is set to 1.
This type of space and transform manipulation is fundamental to computer graphics so it's recommended that you become familiar with how it works. Learning about vector and matrix math is all it takes.
Sculpt tools orientation is based on vertex and face normals, so maybe those are messed up? Toggle vertex/edge/face normals to see what direction they’re actually pointing.
I learned how to use Koikatsu from years of dicking about with it out of nothing but a lust for big titted anime girls.
If my machine wasn't garbage I'd learn Blender for the same reason.
>watching sfm porno >"The physics here are shit, that's not how breasts move" >"There is absolutely zero resistance on that penetration, how is that meant to be sexy" >"The angles are all wrong" >decide to make my own >download Blender >load up 2023 how to Blender tutorial >settle in for a full weekend of learning fun >tutorials look easy >this is just like KK timeline!!
>download blender scene release from a sfm artist >load it up and play >I can't turn the wireframe off >what is the button to preview with textures >this is way harder than KK timeline >grudgingly fap to existing sfm >totally lose interest in learning blender >go outside and get exercise instead
Nofap is great, but fap tells you with absolute clarity what is actually important
That's correct
Game dev has to be the most subhuman job ever invented
you got any facts to back that up?
That would be telemarketing scams sir please do not redeem the Google play card
>he says posting on a board about video games
>Game Dev
>OP is a job for 3D artists
nothing more soulless than making games for money
only make games if you actually have passion for it
source?
yeah, other game engines too
Game devs are the israelites of software production. Everything they make is poisoned.
>every troony wants AI to do all the work to make their "art" instead
What's the point
What's wrong with that?
>What's the point
its fun.
Aren't trannies the ones throwing a tantrum about AI "stealing" their fortunes
Nah, don't forget that the AI troons are the ones that wear "programmer socks"
yes
wrong
yes, no, who cares. They don't and never have needed a reason to seethe
yes, they're the ones yelling about muh jerbs, ai propaganda is the domain of rightards, pajeets and ex-nftgays
they did until they realized AI could give them real time anime girl voices for their discord erp sessions
My ADHD prevents me from learning anything. It is a miracle that I was able to learn English at all.
I'm too blended to be lazy.
Same, that made all my hopes die, along with my dreams
I just got diagnosed a few months ago.
I'm 31.
I have so many regrets. But I can't change the past so I'm working on being better, now that i know im not just a naturally lazy piece of shit. Still trying to find the best medication though.
Why bother learning it when AI will make 3D faster than any human in 30 years from now
more like 12 months
more like 2 more weeks
There is more to Blender than just making models. There is rigging, texturing, animation, shaders, and that's just the things I know that I don't know. Until AI can make a proper 2D animation, I seriously doubt its abilities in 3D.
don't forget topology
This is the shit we need to focus on having AI learn.
There's actually a Stable Diffusion LoRA that tries to add topology lines to an image
it's not directly usable in 3D but it gives you a visual guide for how it should look
https://civitai.com/models/105670/game-dev-tools-03-topo
AI idiots forcing their shit everywhere are so stupid
>messes up a little
>NOOO AI WILL NEVER WORK JUST STOP DEVELOPING IT
just two more weeks!
It's absolute fricking useless, but the AI drone shills it as being revolutionary, useful and applicable to everything.
schizophrenia
ok luddite
>someone mentions that AI should be trained for topology
>here's something adjacent to that but still not all there
>WAAHHHH STOP FORCING AI SHIT ON MEEEEEEEE
Look at you. Shut the frick up.
>adjacent
mate, that topology is shit throughout and completely unusable
any quad remesher can do better and those are shit too
Hey frickface, someone said AI should be trained to do topology and there just so happens to exist something along those lines
have a nice day.
I'm gonna fricking kick your fricking ass
>something along those lines
if the produced topology is shit it's not even close to being "along those lines", keep seething.
Along the lines of AI generated/assisted topology, yes. Black person.
>topology is literally along lines
>anon claims jpeg generator is something
yeah it's a visual aid, use it as reference, get the general idea of how it should maybe look
are you moronic?
But it's GARBAGE
If you reference it your work will be GARBAGE
But it'll be better than using nothing with no understanding of topology
But it's worse than whatever picture you fed it
Why would you use that garbage as reference when you can reference actual topology made by humans? AI Black folk are so fricking stupid I swear.
Maybe you just want a rough idea of how it should look in your specific use-case
You don't get a rough idea, you get garbage
>Hey, AI, give me a rough idea of how to make pretty crystals
>Mix bleach and ammonia
why the frick did he AI make a CHAD image?
This is a fricking useless tool. Most of the 'topology' the ai generated either makes no sense, or is just broken an clipping.
It's the same thing as projecting a flat grid over an image and using that as reference. USELESS AND SHIT.
It's hilarious how ass-blasted you people get over literally nothing
breasts
Too much Polygon.
Too much verticles.
Shit optimization
Yes. that model costs money btw
Retopology is time-consuming but it's not that bad. But really you want to make a model in a way that you don't have to do retopology, it's what I learned lately.
Is this how the model looks like after you "sculpt" it or something?
with constant remeshing yes
I already use AI to make me some 3D models that I print and sell. It's crazy how much people are willing to spend on absolute useless shit.
Got a link?
This a blender thread we don’t do that here. We just boast post to one up each other instead.
Black person
Ah so you're lying got it.
Yo my patreon actually makes 4k a month and I uh got 200k followers and uh 50k youtube subs
I can't
I bet you think we'll have flying cars 30 years from now too.
more like 2 years
What if I eat that
it's mostly lead, so nothing exciting really
>lead
I thought we got rid of that shit
Many materials still use lead. It's not a problem as along as it doesn't end up in the air or things people eat/might eat, like lead paint on old toys.
ibjust want cold fusion and free energy.
every industry would change overnight.
sucks that imaginary zeroes stored in a digital wallet prevent the progress and enlightenment of the entire human race.
The 99 in lk-99 stands for 1999 btw. See you in 30 years.
I like how when I'm reading about it the first thing people think of is how to be a israelite
Technically, we do have flying cars.
They're extremely restricted and there's tons of other factors as to why they've repeatedly failed with regards to adoption.
See you don't understand, people will start making their own network discounted from the israelitenet.
>disconnected
You'll be dead before AI becomes good.
You're goddamn right.
t. was going to start learning Blender tomorrow for almost a week now.
It's hard to learn anything solo. You always want someone to work with or to be a part of a community.
>You always want someone to work with or to be a part of a community.
nothing was risked, nothing was gained
>spend months practicing box modeling and retopo
>mfw i feel lazy one day and try out quadremesher
Explain. Is it a "I should have done this sooner" situation?
If you want to produce absolute trash quality topology for deforming characters, sure, it works.
It's alright for static stuff.
I am. I need to learn texturing and rigging
Yep
animation is fun
when does she frick Tails?
Wtf is wrong with her mouth
he following too much his 2d reference art which is only correct on a given angle.
he wants the mouth to look like lithe the cartoons or comics should have a control on the mouth fixed on the camera, kinda like mickey mouse and his ears in 3d which always have the same angle.
what he is doing is ballsy in my opinion, but I would say he is almost there.
Shiny.... in fact so shiny I didn't notice the mouth before the other guy pointed it out.
Ellie here is free on blenders own site if you want something new to play with.
That one Ganker thread was a hoot
We had another one recently. Died early though.
Making circles and over long curves filters me so goddamn hard
>modelling is easy as frick
>UV wrapping is obtuse tard wrangling
I can't get my head around unintuitive it is
why can't I paint/texture my models directly, in 3d
you can
where
donut tutorial
>donut tutorial
?
I used to find modelling quite tedious and time consuming, but once you understand the workflow it's actually a bit of fun. The real time consuming part now is that I need to make very robust and detailed orthographic references for whatever it is I want to model.
I learned this shit but it takes proprietary goyware to make actually good textures and mocap for decent animations.
>Lazy
Speak for yourself
I stayed up until 8 am last three days in a row making ratatan models to shitpost in patapon threads with
I appreciate your efforts.
yata!
You didn't make any Nyan models so your efforts were in vain.
Should have rolled for Nyandola in the thread i started modelling when i asked. Now because of your inaction the frog won and is the current one i'm working on before starting on 'Dola.
But I did roll for nyan.
multiple times even
i also requested the dildos in ass porn
I just rechecked the archive and all rollers that replied to me were for the frog. Not a single gato mention.
The dildos incident was from a different anon like 2 threads after that.
Oh derp, I thought you meant the CHOOSE posts.
i acually did inadverdetnly request the porn
I turned my cube into this abomination but for my first 3d model im satisfied
Very nice for a first model. Did you use any guides/tutorials? I want some of those for starting.
I followed some low poly guides and just adjusted to my reference image I had, but otherwise it was just youtube vids on one screen while I modeled on the second screen.
it took me like 3 days to do it I think between work and all. I kept hitting wrong hot keys and enabling shit I didn't know wtf, or editing faces instead of vectors, but wasn't bad. I'm not super artistic either so yah.
A shame, you seemed an honest man.
Unusable for any serious project.
There I said it.
Why? What are the free alternatives?
There aren't any.
They don't use vanilla blender. They add a bunch of proprietary add ons to make it usable.
It's still Blender. If it were any less usable than Maya they'd never bother.
Yeah but it feels like a betrayal of the whole open source philosophy, since you're basically forced to slap on some paid add ons to get anything done.
I've seen people to some really good shit with just the free stuff. What are some good payed add-ons?
Link?
The issue is that all those cool designs you see are not an example of the possibilities of blender, it's the full extent of what the software is capable of. When you try to do anything outside of that you suddenly find yourself looking through the documentation for developers and staring at a python console.
Im sfmnewbie
I definitely see how you have such broad appeal. Nice animations, only human/humanlike characters, futa so that you don't have to look at some guy's butthole, etc. Keep up the good work.
Okay, Mr. Moneybags.
Good shit.
Futanari, size difference. Best tags.
>you're basically forced to slap on some paid add ons to get anything done
No you're not.
Lying prostitute.
If you pay attention, most paid addons don't actually add any "new" functionality
They just streamline existing processes/workflows/techniques
You know there's a bunch of triple A studios that allow or even switched over to Blender?
Why? Whats the difference with maya or other softwares, i dont know shit about this world but its always everyone saying blender sucks for some reason.
Pretty brave to just come right out and say you're moronic.
nuh uh
Erm…mods
If I start learning blender RIGHT NOW, how many years will it take me to be able to make exactly this picture from scratch?
Honestly, it really depends on how much you focus, but maybe a year or possibly less, with anatomy / sculpting being the main chunk of focus. Modeling a character like this would be broken up into:
1. Learning the interface. You can want to model stuff all you want but if you don't know where things are you'll get discouraged instantly, so it's good to take your time familiarizing yourself with the interface and doing random easy modeling tutorials. And make sure you add everything you use into your quick favorites, or you'll be wasting your time navigating menus.
2. Sculpting, which will be the main chunk, understanding appealing proportions, understanding form etc. Focus on large forms -> smaller -> smaller, never work at a high resolution until you've developed major forms, etc. etc.
3. retopology, which is a pain, but is pretty quick to understand.
4. texturing + materials, which will be fast or slow depending on what kind of stuff you're going for.
5. rigging, which you can get super involved in, or you can just use an auto-rig like everyone else
6. lighting / compositing / etc. other shit
its probably a 3d printing model, so it literally doesn't matter
When you break it down like that it actually seems doable. Downloading right now.
>Learning the interface
Any 3D software that has a good interface ?
I only touched a bit on 3D Max and that one was a mess to navigate through.
you can choose between bad and worse
Blender's UI has gotten way better and user-friendly over the years
pic related is an older version of the interface
This wasn't bad compared to 2.5
And 2.8 up to current build isn't that much different compared to 2.7, UI wise
1 year if you're not lazy
Cringe pedo
Wait a minute. I don't remember that one.
I do remember that one. Because I requested it:^)
It was that Ellie lying down I didn't recognize. New or did it just slip my mind?
>e-girl
>with that face
have a nice day now abortion
Modelling chibis is fun. But ur right, when I get to the paint/rig part I just move to another thing to model
how to model chibis?
Make a bean shape torso, then a bigger bean shape head above. Then give it limbs and hair.
You can paint eyes and a mouth into a alpha texture, but since I dont know how to draw I just model them. The thing I struggle more with is hair, but Im just learning.
Fricking based. I went through a low-poly chibi phase myself. I absolutely love these little homies. I never got too good at it but it was a main focus of mine for a while. Like you hair was the bane of my existence. I've lost all my face textures from them since I always did it on a separate texture with different expressions on it so I could change them by moving UV coords.
Damn, those are really nice, I like the details on the vest a lot.
Have you got better with hair modelling? Any tips or tutorials on hair or overall making of chibi? I cant find any specific tutorials on chibi models sadly.
Gonna save the image for inspo
i know how to use it but porting stuff into gmod with linux is hell
Working on a Bongy Model right now
Nice one, post it in the limbro thread when you’re done
Feels like a quake 1 animation.
what the frick is wrong with that cat
Sir, thats clearly a rabbit
My ancestors 🙂
Please do not the cat
She's bilingual
It's bilingual
sovl
I've made several things in blender now. Sculpted, mesh and grease pencil. However, graphic design isn't my literal job so i'm not going to get a phD in this shit.
I make porn animations, got 91k followers on twitter by making garbage somehow.
how to start?
Fricking eevee why won't you render my untextured poorly made donut properly REEEEEEEEEEEEEE
Try smoothing your verts
is it a sign of creativity or knowing ones tools really well when the artist's goal is clearly to imitate reality as close as possible?
You're just picking up techniques and learning the tools by doing these tutorials, you can worry about the nature of your art based on a tired quote later.
obligatory
How useful is that actually? I'm not watching the whole thing, and I'm also not experienced enough to gauge the quality.
he basically (very quickly) runs you through where to download models (smutbase), how to pose them, how to (quickly) set up the camera, and adding lights
the idea is that by the end you'll have the know-how to be able to start making your own pinups
That sounds like regular animation stuff, but I'll take note.
it's a step below animation, just still images to get the ball rolling
I'll learn to make stuff from scratch eventually
for now I can use existing assets to animate into coom fuel
already making 2k a month off my jank
Post work.
No, I don't want it to be known i shitpost on a mongolian basket weaving site, I cant make money off you gays
fine then
Sounds like a lie then.
Black person you make PORN
Yeah but you Black folk have crabs in a bucket mentality, I post my content on here and some moron will show up and start sperging in the comments or something
Yeah that sounds like a perfectly reasonable chief concern to someone already making 2k a month making PORN
Yeah the random one off sperg comment from Ganker will totally ruin you.
you know an artist is legit when they don’t want anyone to see their art rofl
nta but i know exactly where hes coming from.
posted some stuff only a tiny handful of times and it gets ignored more or less, still do it for a living and probably half a million people or so know my work, dont know the real numbers but its probably double that or more.
You're a moronic liar lmao
I guarantee the only 3d art you ever "made" was in your imagination
You can still download blender and not be a crab, its still not too late for you
>not posting vidya work
liar!
I'm always flipflopping between 3D and drawing so I end up doing nothing.
I still don't understand UV unwrapping
UV unwrapping is like telling the textures where to stretch at.
Pixel art is more fun.
How do I find a Blender tutorial not written by jeets or AI?
if its not poos its behind a paywall
>make something from scratch
>okay its decent enough, this aint too bad
>make something to try and fit aesthetic of specific game
>how the FRICK did they get do this AAAAAAAA IM GOING INSANE
every tim
That's how you learn though, I remember becoming a god at photoshop when I was 17 or something just because I wanted to make good looking forum signatures and tried to copy shit I saw.
>blocks your path
Blocks? This is just another ladder for me to scale even further up. Saved.
ready to climb the walll
When the brain implant comes ill just get to sit there and think of a game and it will be made we are almost there bros and you know normies will Take decades to get on the tech so I'll be making profit for a good while heheh
And your point is?
I think I'm doing good
So true
Yup
Nah I'm not. I just don't know anything about programming. I just like making cool little models.
I did a short course on it ages ago, I really need to do it more.
Blender hurts my dumbass brain. I prefer SFM despite it being broken as frick.
How does Skibidi do it ? Using SFM and he got Millions of views
Getting lucky as frick fortunately. There’s talent that never gets picked up or catches on ever online.
He's been doing SFM for over a decade, I think.
What does Polyquilt do?
it lets you lay down loops and draw out quads like a ribbon wherever you touch an edge, so it's really flexible for just quickly putting down quads or tris in specific patterns. you can put down loops, rings, or strips with one tool.
You're right
blender with polyquilt seems like a decent approach for modeling characters wtih low-med polycounts, but the slight delay of moving vertices kills it for me.
I had to learn a bit of blender to port a model from one program to another and OH MY GOD IS 3D MODELING BOOOOOORING!
it's thousands of sub-menus to get to the right tool that makes the program do what you want. will I be glad when AI completely takes over the whole field.
Is it more boring than vector art? You are still moving and adjusting nodes, just in 3D.
>finally kinda learn most of blender
>fricking geometry nodes appear and people are doing fricking magic with them
my brain can’t hold any more…
>geometry nodes
QRD?
Don’t look, it’ll make you feel extra bad seeing all the insane shit Asians are already doing with it.
I looked it up, and as a programmer, it looks like something right up my alley.
Why does it need 3 offsets to the distance of the rocks ?
A random modifier, then a multiplication, then another multiplication ?
the attribute system was already replaced with a more user-friendly workflow.
Still, some programming knowledge is still handy.
built-in modular procedural generation algorithm
Correct and that is why i use MMD instead.
Anybody knows why /3/ has a hateboner for Blender ?
it's used by people who accomplish things
Autodesk shills, ignore them.
to shill the more expensive choices or sunkcost fallacy due to their niches that blender caught up to (sculpting was better in zbrush but technology let lender catch up)
it has a /po/ level of activity
Blender and its community isn't part of the same industry continuum that pioneered the art form. For the most part blender users just spend a few years blindly pecking at the program and then decide to start making tutorials. For other software, the question of "how do I do X" is answered by a tech support person and if it isn't available out of the box it's implemented by the developer or your in-house programmers just for your singular project; for blender you spend half an hour googling without knowing the terminology and settle on a stupid hack that kinda works while you don't even understand why.
Just compare how these two people do twist bones:
One of these people isn't aware that every bone has IK settings available in the bone properties panel or that you can copy constraints. Everything in the blender community is like this, if blender became the standard program overnight it would result in a total competency loss for the whole industry.
So what should I use?
To be a true 3d artist you must pay and spread your wallet for the BAC (big adobe wiener) and maya man
but i dont want to use substance paintero!
I'll just stick with Blender man. Lots of successful products are made with Blender.
Autodesk is fricking moronic with prices, they revoked my permanent Autocad license and want me to pay $2k per year now, they can get fricked.
They're not moronic per se, mostly greedy. They set those prices because people ARE paying them.
Yeah because otherwise you get a fricking software audit and there are no free alternatives around.
Blender obviously but you should git gud and not get stuck in plato's cave
Partly contrarianism induced by annoying FOSStard shilling, partly Autodesk sunk cost homosexuals.
>nuoooh you should be sculpting in Blender even if it hangs on a fraction of the verts that Zbrush deals with
>nuoooh you must pay hundreds of dollars to Autodesk for your 90s-tier Donut 3D commercial job or my own employment is in danger!
Zbrush isn't properly 3d, instead you get a strange projection method because of this but doing it in this method makes it so much more powerful.
I made this as a character replacer for TES 3 Morrowind, I never got around to finishing it, I actually finished a lot of it including some basic animations so you could play the game, but holy shit, getting a rigged character into Morrowind even OpenMW is such a chore, every attempt I ended up with a mess. The character has body customization but I wanted to let you customize the face, so I wanted to decompile the TES Oblivion faces and copy the way that they do morphs, but at best I could get was the facial expressions it jumps between.
There's a male body, there's a few basic outfits, there's a mer male and mer female head, as well as a prelim sculpt for the mer body type, there are orsimer heads and there's a partially done Khajiit and Argonian body as well, I haven't touched this in years, but I wish there was more support around to help finish this.
blue board bro
It's censored.
you forgot to censor the pussy
That's censored too, that's just a censorship artifact.
thanks, my boss saw the pussy was not fully censored and fired me! wtf bro!
they said this place was safe for work!
Tell the guy getting your job not to click it.
sexxy
probably shills seething you didn't pay 2k every year for maya
Im skilled enough to make whatever i want, just wish i could program.
you got any vidya models made?
Not on mi phone, if this thread is up in 6 hours i will post something.
damn i wanna see the half-nakey ladies or cool monsters you have
Oh its going to be a naked lady.
nice
>if/else/for/when
>functions
>import libraries
that's literally it. you tell it what to do and it does it.
I practiced c, i cant design a program, id rather pay someone and just make the assets, write dialogue, etc.
Then go do that wtf are you doing here
I will, when i get home.
I'm really bad at posing
posing is fun!
i use some other program for hard surface stuff
not interested in soft body modelling
What program and why you don't use blender?
rhino for parametric modelling
liked to make pseudo architectural stuff
to be fair i did use blender maybe a decade ago to import stuff for rendering
Opinions?
Bulge not big enough and no abs.
Weird fingers and legs, but everything else can be called a style.
vectorman
True. Drawing is far more intuitive to me and I enjoy it far more than messing around with vertices and whatever the frick blender modeling entails.
i fricking used it for video editing... didn't know about davinci resolve
Would sculpting be the best way to get about making a 3d model based on drawing like picture related? I previously have tried the whole approach of making shit initially into boxes and manipulating the vertices but that shit got fricking tedious and completely unintuitive fast so I dropped it, especially when shit started clipping in moronic ways. Couldn't even get the head done that way.
Oh, hey, I saw you yesterday in the not!drawthread.
Atm can't draw because I am at my folks and my fricking secondary tablet it busted, so I am trying to figure other ways of being productive in regards of my autism project.
Wrong thread right? still looks good, maybe because im easily distracted by huge breasts.
i thought there was a missing frame but i was mistaken. i'm using blender to make it so i assume its ok to post even if it isn't 3d.
https://files.catbox.moe/4ltkto.gif
no im not
working on this. im taking a while because texturing later will make me insane.
It's procrastination more than anything else, and maintaining focus. Typology and weight painting are the real culprits behind making 3D models tedious.
Try to find more reference images of the character in different positions as it can really help out with the shape of the model, also texturing isn't the worse thing ever as it's just seem work and finding the right material to apply.
when do you apply seams? i only did for the arms and legs
It's when you're going to start a UV-unwrap, if you didn't already know about it. Essentially, you cut up a model by highlighting edges. After cutting your selection in the UV editor you place that selection on a UV-workspace, and apply a checker texture to see if the cutouts are sized and rotated correctly. Once that's done you can take you're workspace layout and place an image or personal image onto your workspace.
It might not be the full details, but it's the workflow I remember.
ah so thats why they used the checker pattern. thanks
I'm learning. I hate having to work with UVs though
Yeah..
Wait, you can use it from Steam? Is it the same as the version downloadable from their website?
https://store.steampowered.com/app/365670/Blender/
That's not what I meant. Is there any benefit to using Steam Blender over standalone beyond tracking time?
nope
you can quickly swap between Blender versions on Steam and it'll remember which add-ons you use for different versions
important for old add-ons that don't work on newer versions of Blender or for old .blend files
I love blender
I should probably give blender another go. I can probably make some giantess fetish porn renders or something. I've seen artists I like do it, and I'd like to know how hard it really is.
>I'd like to know how hard it really is.
You take a regular woman model, scale it up, and put in a city model.
The hardest part is finding a good model to steal.
Frick it, I'll give it a go. I used to make other giantess content so I have a lot of ideas. Someone on /d/ started off doing this, now he makes some good frickin shit. I forget his name though.
Where do you guys look for models? Not necessarily character models, but set dressing and stuff too.
Sounds easy when you put it like that.
smutbase, twitter, bowlroll, deviantart
Finding the model will be the harder part for ya
Or animating it but babby steppus forst
I took maya in college and it was hard. I fell behind and couldn't figure out how to get my toolbar back or how to get my imge to look like the professors. These UI are always so complicated. Just let me use it like a video game not like microsoft office
god knew I would be too powerful if I wasn't lazy and undisciplined
I tryin
>Shalom
Correction: I'm too stupid for Blender.
you shift + A to add a shape. Whats not to get
Polygons and faces. I only understand CAD abstract dimensioned shapes.
you should probably look at a how to make a 3d model tutorial to see the steps and understand
You're lazy not stupid you idiot.
Tried to get into it, made the donut, but I'm aggressively intimidated by working in three dimensional spaces absent any haptic feedback. I remember I used to love working with clay, but working with clay lets you use your hands and you get a sense of raw satisfaction from it. That satisfaction is totally absent from 3d modelling. For me, anyhow.
get a VR headset and buy Shapelab
The donut tutorial covers too many things for a first tutorial imo. Like the particle system and proportional editing. I prefer Polygon Runway's approach of starting with cubic forms with simple materials and lighting. That allows you to get a satisfying image in about an hour and you can work from there to learn more complex stuff.
You could have mentioned the account creation bullshit. Frick that
It takes time isall, even if you figure out the ui, hotkeys and the tools, focus on hard or softbody modelling, topology. Before you even get to the materials, not just texturing but material creation.
Unless you have a use for those skills like gamedev or an artistic outlet then idk man. Everything is pretty infinitely complex, if you're gonna do something do something you love and do it well.
A UV map without a billion marked seams is always gonna be stretched in some areas so don’t stress. All you gotta do is understand where to hide that uv stretching so it isn’t seen as much.
Those tutorials using auto UVunwrap are sort of going to bite you in the butt when you start texturing and notice massive amounts of texture island bleeding (you texture one part of your model, and you see the texture also appear somewhere else), severely low res textures because critical parts of your model got turn into tiny islands by the auto unwrapper so they lack texel density they need.
It's about minimizing UV stretch on top of minimizing visual seams.
Funny thing I learned about seams lately though is they can actually break up visual monotony and contribute positively to a model (seam in the middle of a helmet model for example).
Animation is probably easier to do in maya but blender is going to fricking assrape it soon enough…2 more weeks bros…maya is going to get her butthole gaped by big blender wieners (BBC)
I just want to 3D print random memory stick containers and crap. What do I learn.
hard surface modeling?
Yeah but blender, solidworks, revit?
>maya blender maya blender
>no mention of 3ds max…
Maxichads…h-hello?
Is it possible to make a career out of something 3D related or is it saturated as well? I was getting into programming and I sort of like it but at the same time I fricking hate computer science theory (zero interest) and all the people around that. I think I would kill myself for staring at code all day. I was never a computer nerd anyway, I don't like discussing compilers, languages or whatever, I just like to code from time to time.
Is environmental artist or something like that really fricked? I think making props or cool stuff like that would be nice as well
If you don’t live near the jobs it’s kind of impossible. Remote opportunities are extremely rare, online work is kind of swarming with people and the rates are horrendous slave tier wages. And to get hired by companies if you live near them you do need to be kind of stellar at art, not just kind of ok. Your chances of being hired and having a successful life while being meh at coding are probably much higher for sure and your pay will immediately be substantially better. Also almost no one loves their job, and being paid like shit, having to drive in to a studio in a city, and slow raises can destroy a passion quick. And you will not be doing “fun art” at first. probably naming files, making sure there’s order within projects and stuff is named correctly. Sorry for the black pill but unless you are extremely extremely talented I wouldn’t try to do art professionally. Just keep it a hobby to possibly turn into a financial path and do something else.
I was making only 44k after 4 years working at a graphic design firm doing random photoshop shit like splitting apart things in a file from bgs. I was forced to drive into work despite my home desktop being substantially better than our work comps. I started at 37k. Friends are already making near six figs and their work ends at 3pm usually and it’s WFH. Not a day goes by where I wish I couldn’t go back in time and stop myself from this path.
I mean, it's equally as shit to get a job in programming right now dude, plus again I don't like it, I don't like computer science, I don't like discussing language implementations and whatever bullshit, I'm not a nerd, I'm too low iq and get zero joy out of that stuff. I like programming a bit but idk just a bit.
Sometimes I think about the times I will have to look at 500 lines of code (minimum) and I want to KMS
The art jobs are basically only limited to major cities where studios are and that really sucks since the pay is not good and you are gonna be living in a stinky rats nest apt with roommates for a loooong time. My options were Baltimore or DC. Sucked ass. You’ll be making double the money at an entry level position coding. Life is so much easier to bear when you don’t have to constantly worry about money. Art rarely gives a life like that unless you just own the art business.
And then you gotta take into account living in a city, every restaurant is expensive as frick, parking/parking garages is usually never free, stuff in balmer is still far enough to warrant a car or bike so you gotta have one. The little money from art jobs goes fast as frick if you aren’t careful.
I mean, you keep saying art, but there must be a bit more technical side to it
Nta but I got to send emails, refill and order office supplies sometimes, randomly clean stuff. I worked at Deloitte it was definitely not the “dream art job” I imagined in my head but it was the only studio nearby and no one was going to provide entry level workers with relocation. But idk may work for you. I was too scared to take a risk and move to a different state and collect more debt.
I got filtered by not being godly at art and now I’ll I’ve got is 20k of debt and a Safeway job.
Welp you are already making more money than an entry level art job
Maya Indie is $300/year, should I go for the one who might end up getting me a job (even if unlikely)? when I go to artstation the projects done on Maya look much better than those in blender which makes me think once people get proficient enough the ditch blender and go to Maya
Blender is trash for animating, sculpting and rigging, good for modelling though.
i love blender
>too lazy
more like too moronic, If it looks too complex I won't use it
I learned modelling in a week. It's pretty easy. Not a big fan of how some things work but still. Now I'll focus on modelling some assets and will try to learn Godot next. Once I know how to model assets and implement them in a basic game I'll learn how to texture, then rig/animate. That's my plan.
>I learned modelling in a week.
How anon.
Took a week off in july and I watched an hour tutorial video per day and spent the whole day practicing as if it was work. I didn't even do the donut, it looked outdated. Learning the basics is easy, just learn how to navigate and how to call the menus and that's it. Then it's a matter of knowing specifics like character modelling and such.
Don't get me wrong, I know how to work with the software but I don't do like super-polished stuff, but at least I can work without constantly looking at YT videos. If at some point I wonder "Could Blender do X?" I look it up and there's always a tutorial or a script to download.
>and spent the whole day practicing as if it was work
I think that's the best advice I've ever heard in my life. Thank you.
>impossible to model while still looking decent
For anyone who's too lazy:
There's an add-on called "LoopTools" it will make everything easy as frick
I genuinely am. I use Wings3D to model because it's dead fricking easy, but it doesn't have any animation support so I still need to import shit back into Blender and struggle there.
Wings 3d is complete shit, move to blender, its fast and easy once you get it.
Where would I start anon.
If i wasnt on my phone id link you to a tools overview, and then specifc tutorials based on what you want to do.
I suppose I'll hang around. For now I'm interested in modeling weaponry, melee or firearms of a fantastical nature. I have this weapon in my mind's eye, a gunmetal shotgun that's fantastical, weighty, and very deadly, but looks nothing like a contemporary shotgun. When I google or youtube blender weapons tutorials it's always, without exception, tutorials on contemporary firearms like AKs, submachine guns, etc. Very frustrating.
Id say just knowing how to use specific tools is what you need, theres an ass load of ways to do shit way easier and get more precise results too.
https://www.youtube.com/playlist?list=PLa1F2ddGya_-UvuAqHAksYnB0qL9yWDO6
Something like this is probably the most import thing to learn in Blender, don't worry about the Donut tutorial, the Blender interface is complex and relies heavily on hotkeys, it gets very fast once you get used to it but you really do need to be shown how to access these features.
As far as specifics to what you want to create, that's well specific, you would need to give specific examples of what you want to achieve.
>You're too lazy for Blender.
Am I?...
Why through steam,
So I know how long it took me to finish my project at the end of.
show your work
>show your work
MMPPPFFFHFEHEHRHUEHUEHEUHEUHEUHE HEHEHEHEHE.......
looks like that fricking jesus painting
umbasa
ok, and?
Moreso that I'm way too fricking OCD.
Every transform coordinate needs to represent a number cleanly divisible by 3 and not have too many floating numbers unless they're meant to be repeating. There must be an overall scheme to the numbers used as well. The armature for this is exactly 12m long.
That guy is straight ballin
FRICK yeah homes. Just programmer art at the moment but the skeleton is meant to be used by anything bipedal.
what’s the blender of programming languages
Python.
Ruby.
Honestly my dumbass just figured out it's way easier to make good looking models if you make a second viewport for the side view.
if you like that, you're gonna love CTRL+ALT+Q
I am recreating Sonic Adventure 1 assets to port over to Frontiers, but will have no time to work on it for a while since I decided to get my CDL A and will be stuck in a truck for 95% of the month.
That looks nice, dude.
I've been working very hard trying to learn blender. You can see my thread over on /3/. It's the one about shoulders.
I'm currently trying to figure out how to make self collision through geometry nodes. Today however, I've gone back to just trying to come up with smarter bone placement.
Do you have twist bones in the humerus yet?
I have experimented with a few different twisting configurations in that area. But currently, I have only a single bone there. I might make it twist again, but for now I just need it to be a single block while I try stuff.
idk what I'm doing and yeah I'm lazy, I did this then gave up
That's like two and half years ago
yeah, i switched over to animations for now
the UI is pretty horrendous
better than it used to be but still
i pirated 3DSMax once and the UI was immediately more intuitive, they should copy that
Blender is ez-pz.
It doesn't feel as punishing to commit your time now. You can frick around a lot more and make something quick.
I bought a couple books on c++ programming 2 months ago and I've yet to get past the first chapter on either of them because I'm too afraid of failing and having to admit my dreams are dead because of my own incompetence.
just watch a youtube tutorial and start programming right away, now.
I have to go to bed soon so I can wagie tomorrow
get some rest soldier. hurah!
This
It's easier to get starting from someone explaining stuff, make sure you just learn the basics, as in programming logic and beginner stuff like data types, loops, functions etc. After that you're pretty much open to tackling anything depending on what you intend on doing (If you're doing games, for exemple, getting into OOP is ideal). If you're feeling extra insecure, you could certain things like:
>Get an actual course, those are usually structured to get the basics into your head before going into other stuff
>Swap out for an easier language (aka Python), don't get memed by 50 year old C/C++ purists, it's better for you to get the basics of programming than to spend triple the time learning how to deal with old languages' bullshit
Any good blender tutorials that arent a gay donut?
Grant Abbitt courses are pretty good
blender's physics system makes me so sad
Sim nodes fixes this, just needs time to be built out.
>just needs time
Comon, man. You know exactly what this means. XPBD was a GSOC project from last year, and we still have yet to hear any word about it being implemented in the alpha build. I obsessively check the physics module meetings posts everyday over this too.
I saw what Wyerframez can do with it, so it's probably enough for my purposes as well.
I started learning 3d for a bit a while ago but I stopped because it seemed kinda pointless. Even the game I was making was 2d.
is it better to make the eyes with shapes or textures?
I really have no idea. I just guessed my way through. I think most games use textures?
I recently got inspiration to want to make cute and funny models for a TPS. How do I get started with modeling them? Besides the donut
>wants to start blender
>gets overwhelmed and sad because I'm not instantly good
>did this a few times since 6 years
I wish I didn't lose interest in whatever I'm doing after posting WIPs of it. What's this disease called?
depression
Same here, anon.
postwork paradox. you think you finish your work when you post it so you feel less motivated
Im working on something right now
your using blender of brushz?
All blender
i hope to get to your level someday. your sculpt looks amazing
Thank you my dude
I really like sculpting, it's a dream to me. Blender being free is so stupidly powerful for everyone.
if only it wasnt so hard to master and have good cpu for. Im just happy to get far with it this time
Correct, I want to make porn but too lazy to learn
I use blender to lazily port models to other games. Ive made some commissions for rigging crap for vrchat and tower unite
I like it, good work.
Give it to me straight, bros
Starting from zero, how hard is it to make decent lewds?
well judging by roblox porn, pretty easy give or take 3 hours
If you get ready models and know a thing or two about photography and/or drawing (lighting and composition) then 2-3 weeks maybe.
I think I made my first animation in a few days/a week of messing around in SFM with zero prior knowledge of anything.
smutbase has a ton of lewd blender models to animate with. so however long it takes for you to get the basics of animation, really
i made nuclear throne
please put melting in there I love melting
How hard would it be for a noobie to make a game like brotato?
Once I make a clone to learn the ropes, I want to make a fps style brotato clone.
i imagine theres tutorials on how to make vampire survivor clones for gamemaker with 0 programming skills
American animation is centered around riggers. They have holidays off for riggers. They fired hundreds of thousands of artists to accommodate riggers. They draw the entirety of modern animation from riggers. They post cartoon gifs made by riggers. They consoom products in worship of riggers. Their biggest event of the year involves throwing parties in honor of riggers winning awards. Their offices are completely overrun with riggers. They worship riggers like Justin Roiland and Zach Hadel and Vivziepop and the late Monty Oum while attacking the creators who actually built their industry before riggers took over. They watch rigger porn to a point where "Blender" does not make them think of a kitchen appliance but about 3D rigger software instead. They will tell you how much they are just pretending to love riggers but the evidence speaks for itself in that animation will forever be an industry of rigger loving riggers
no i'm not
.
how many years until I can make something like this?
Every once in a while I'll frick around with Blockbench but I never stick with it for too long. I'd definitely be better off with Blender but it intimidates me
why would i learn it when i know maya?
How to get motivated to keep modeling...
frickin internalize the fact that you made solid progress and keep making more
ty
Why gun so big??
Now's your chance to be a
>want to start using blender
>mouse mouse wheel button doesn't work
>don't know where to get models
help
Anyone know why this is happening (sculpting tool is drawing at an angle instead of lying flat against the face)?
I do not know how to use a computer.
Have you applied the object's scale?
No, and I forget what that means exactly.
Press N to summon this menu. If the scale isn't set exactly to 1,1,1, press ctrl-A and select 'scale'.
I did a quick search on it, and ctrl+A apply scale seemed to fix the problem.
What does that do, anyway?
A transform is a combination of a position, a rotation and a scale. Transforms also need to be relative to an origin. Objects keep their spacial data relative to their own origin (in local space), and the geometry's final position in the world is determined by multiplying the data by the object's own transform. If you have a mesh with a single vertex where the vertex is in position 1,1,1, and the mesh object's position in global space is also 1,1,1, then the vertex' global position is 2,2,2.
So, earlier you scaled the object in object mode to make it taller, but from the object's perspective in local space the vertices aren't actually spaced any further from each other. You modified the object's transform, not the points that it's made of.
Applying the scale (or other transforms) modifies the mesh so that the world positions of vertices become the new local positions and the object's scale is set to 1.
This type of space and transform manipulation is fundamental to computer graphics so it's recommended that you become familiar with how it works. Learning about vector and matrix math is all it takes.
Sculpt tools orientation is based on vertex and face normals, so maybe those are messed up? Toggle vertex/edge/face normals to see what direction they’re actually pointing.
Correct. The only time I use Blender is when I'm 3d printing something, and in Texas it's consistently been 108F so printing is a no-go.
>Blender just crashed on my face while I was box modeling an item of 500 tris
I don't know what to say.
A 3d model of a spider I found
*deletes*
I have a 6 month break in between internship stages so I think I´ll try learning 3d if I can´t get a job to keep me busy
I learned how to use Koikatsu from years of dicking about with it out of nothing but a lust for big titted anime girls.
If my machine wasn't garbage I'd learn Blender for the same reason.
How make a short animation in blender?
Blender is shit
>watching sfm porno
>"The physics here are shit, that's not how breasts move"
>"There is absolutely zero resistance on that penetration, how is that meant to be sexy"
>"The angles are all wrong"
>decide to make my own
>download Blender
>load up 2023 how to Blender tutorial
>settle in for a full weekend of learning fun
>tutorials look easy
>this is just like KK timeline!!
>download blender scene release from a sfm artist
>load it up and play
>I can't turn the wireframe off
>what is the button to preview with textures
>this is way harder than KK timeline
>grudgingly fap to existing sfm
>totally lose interest in learning blender
>go outside and get exercise instead
Nofap is great, but fap tells you with absolute clarity what is actually important
Try SFM then. Its piss easy to use but its filled with bugs and the graphics are outdated.
uh no I'm just the idea guy
post some ideas
1D platformer, and the protagonist is trans
Good thread bampu
just not motivated to make anything, honestly
i use 3dsmax and zbrush myself
yep but the fact that im pretty good with Maya probably also has something to do with that.
i heckin' love texturing
beret sexo
is that the girl from blitzkampf
Yes! Good eye anon.