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Welcome to /3/ - 3DCG, 4chan's board dedicated to 3D imagery and modeling.

readme.txt
If you're reading this, you probably got this linked to you because you posted a question that has already been asked many many times. Read ahead, and find your answer.

Scroll down for a useful FAQ and resource links
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Click here to open this thread.

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Need help, I'm relatively new to charactermodeling in blender and ambitiously chose to go for an anime-ish style. I edited the normals to make the lighting more presentable, but to my knowledge you cant edit the normals for individual shapekeys, which sucks because facedeformation messes with the light.
Is there a quick and easy work around for this or do I have to redo my shapekeys manually, but better?
It's supposed to be a game asset at the end of the day.
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>>982234
>Can not be exported
Blandent brain dead stroke, a very common disease in the Blender community.

Just don’t use blender, there’s other software that do work with what you want. Blender can’t do what you are asking.
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>>982233 (OP)
that is done with normal transfer.
https://www.youtube.com/playlist?list=PLCDENUgqPEBjWoaDwXo2KEgwHaSovNcgC
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>>982236
Cant be exported>? Cant be exported to what? I use custom normals in a unity project and they imported fine
>>
If you're using data transfer in Blender to keep the face normals working through deformations via shape keys, just know that deformations will still break the face normals on export to Unity/Unreal. You'll have to modify the face normals per frame like how CC2/Arc System Works handle it.
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>>982257
Another solution which I've seen used in Hi-Fi Rush and Genshin Impact is to use an SDF texture. You'll have to set up a custom shader in Unity/Unreal but the huge benefit here is that face deformation of any kind won't destroy the normals. Downside is that you're essentially using psuedo lighting. It's not 'real' but it doesn't matter.

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Is lowpoly handpainted still a thing? Is blizzard still hiring tons of artists for WoW assets? What do you guys think of my ancient tome?
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Low poly 3D is currently trending. But the texture work is typically low resolution as well, in order to simulated early 3D graphics like the Playstation 1 and 2. I think high resolution painted textures look better than low res pixelated textures. But I personally find the WoW style appalling to look at. I'm more of a Wind Waker kind of guy.

I don't know what Blizzard is doing. But some of my favorite indie games could have benefited from better texture work. Like a Hat in Time would benefit from higher quality textures. Maybe knock on some doors in the indie space to see if they have work?

Tome looks cool.
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You wanna make your portfolio you make this same book in a dozen different styles.
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>>982251
It's for that labor that AI was made.

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le donut of blender. based!
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>>978618
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bump
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>>981639
lard? based! blender? based!
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>>980899
this is what blender is all about
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Test

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I've been using SourceFilmmaker over the past year to make a voiced-acted visual novel. It's called "Please Fur My Wife" and Pizza Girl is one of the heroines that you can date.

There's a demo out and you can see a few completed SFW scenes at youtube.com/@chadchan3d

The game's premise is that you're one of the last humans in a world of furries. This was an NTR fetish parody game (still is) but it's growing into a story about furries vs humans.
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>>981537
Minimizing your file size is your absolutely highest priority. I do not know if avi files are better compressed than webm, but I don't think so.
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>>980548
Uncanny nightmare. Please never touch SFM again
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>>982015
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So what are the 3dcg related updates? Have you made any transparent sprites you can reuse?
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>>982250
The updates are in using 3DCG for storytelling. I made sprites initially but felt that it was visually limiting so I chose instead to make a million renders for everything.

In hindsight, sprites is the right way for an efficient workflow.

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Ladies and Gentlemen of /3/,

The next 4 upcoming years, i will spend every single day in the production for the pilot-episode of a new Berserk adaptation.
>Narrative - 100 % faithful to the Manga
>Art Style - inspired by Netflix Arcane (pic related)

Without any doubt: this project is a Behemoth, but i am dead serious about the production.

Truth to be told, i am lacking experience, which is why i created this thread in the first place.
I would like to know your opinion on certain topics - Roughly spoken about project-management, planing and execution.

I am not asking for direct involvement in the project - at least not until i proved myself with regular updates and progress that i am the real deal.
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>>982216
3800?! What did you do, cut each polygon and assign each one material? I don’t own Zbrush but even the program would not allow such actions to take place without a huge error message.
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>>982231
Dayum, i just found the root of all the problems. I fucked myself twice in ZBrush. I just realised that i never made UVs for the complete model. Just for the head.
Here's the fucked up part: I always exported mesh without giving much value to subdivisions. i am not particularly high poly, but i am so highpoly enough that my CPU can't handle unwrapping UVs now. I know that i just could start remodeling, but honestly - i am a little to tired for a sculpting detour...

I am running currently with the Ryzen 5 2600x - 3,6GHz. I definitely need a new CPU. Any recommendations from your side?
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>>982239
You have to fix it, each polygon is one light source the computer has to calculate. So each material is one second of rendering time each time to create a single photo. By my math, the 3800 materials is one second for a total of 1 hour per photo. Because of video quality and resolution, you will be wasting an entire full week or two weeks just on rendering alone.

This video should explain what I mean: https://www.youtube.com/watch?v=nS3qwFOPieg&t=373
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>>982244
I may have found the most jarring solution. i turned my mesh into 10 different Subtools in ZBrush and now i am slowly unwrapping the UVs. Good thing is, that i could at least play a little with the lightsettings of ZBrush. The Bandages need a little more detail, but all in all i am perfectly fine with the artdirection.
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>>982226
Thanks fren. Honestly, i cut every anon here some slack. Most of them aren't unreasonable. But right now i live in a time in which in want to go beyond reason.

a casual image that i will use for my new album
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made with bryce 4 and photoshop 5
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>>982242
Looks like something you'd find in the CD section in a 00s pawn shop.
And I mean that in an endearing way.
Good work OP.
One thing, you might want to do is super sampling or rendering at a higher resolution for anti-aliasing.
If you want to go for the look without antialiasing turn it off for the font as well and use the same resolution.

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Previous: >>968906

Daz youtuber's and general guides:
https://www.daz3d.com/help/help-daz-3d-video-tutorials
Wpguru
Parmy
Travis Davids (Marvelous designer)
Thundornd
CgBytes
https://www.laylo3d.com/
https://thinkdrawart.com/
Kelvin Jin

Bridges: https://www.daz3d.com/daz-bridges
Suggested Blender Bridge: http://diffeomorphic.blogspot.com/

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>>982209
Porn? 250 per seems pretty high for one commission. You must be good
>>
>>982209
250 bux for a fucking daz commission? wtf how can you charge that without feeling like a piece of shit
>>
Gen9 is dog fucking shit. How can you guys stomach this trash?
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>>982223
i only persevered because the facs expressions are nicer for blender. it is truly dogshit and if they do another unified gender base mesh they're retarded
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>>982209
What sort of commissions? Simple renders or morphs etc?

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Previous thread: >>973562
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>>982193
I wish that the squirrel's body followed more of an arc shape while jumping (like if you traced that movement with a ribbon, but the whole squirrel is the ribbon), instead of just kinda springing into a jump like a rabbit, but what you're doing already is probably more accurate to life. I think the skittery movements are done well though, if a bit slightly linear feeling.

>>982207
Render another pass with just the lights and crank the moblur up really high? Make sure to change the blur type to "end on frame".
There's also probably some vector shenanigans you can do in compositing with the vector blur node if you render out a vector pass (though motion blur has to be turned off to use it).
>>
>>982193
Honestly pretty good. The landing is a bit abrupt and stiff, and you could do some more micro anticipations and overshoots to make it feel a bit more "alive". However, based on what you have, I'd say you're good to move on to the next part. You could spend more time polishing it up, but I'm not sure how useful you'd find it.
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If I'm rendering out a 360 degree animation, can I render it out at 30 fps or does it have to be 60? I tried rendering it out at 24 fps but it seemed kinda laggy? Like, if I wasn't moving the camera in the video player, it looked fine. But as soon as I moved to track an orbiting object it got jittery. I don't know why. 60 fps is a lot of fucking frames per second, and would dramatically increase render times.
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>>982213
>can I render it out at 30 fps
Yes.
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>>982211
>>982212
thanks, I'll keep at it a bit more. the transition to and from the jump has definitely been the hardest part so I'll focus there before moving on.

Which VR device has the most accurate/precise controller tracking for modeling in VR?
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>>981665
What you should be asking instead is why the jannies of this board let Cris do this.
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Did anyone know what happens to @BeanBeanis
All platform had been deleted
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No idea who that is but based on your picture I can scry how it was Jail Jesus or both.
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>>982176
probably nuked for making something too based with etna and flonne apparently
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>>982176
I was hoping to see more of his content but he deleted his pixiv account

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its kinda crazy what blender is capable of in 2024
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>>981732
nice
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>>981807
Gothic is awesome..
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>>981826
I bet you were a swamp schizo in Gothic
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>>981732
Ew, brother, eeeww.
You hate being employed, brother.
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I never made the donut, but I made this once while I was fucking around

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What are /3/'s thoughts on this new GLITCH animation?

Personally, this is some of the most creative modeling and animation I've seen in years

https://www.youtube.com/watch?v=HwAPLk_sQ3w
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pomni sexe
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>>961913
the amazing digital circus sucks ngl
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the thread lived longer than the meme
amazing
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>>966264
shes cute
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>>961913
Episode 2 is releasing, how will it fare compared to the pilot?

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I spent so much fucking time trying to get a pirated version of Cinema 4D working When i get it working the Redshift not working right when redshit working some other shit crashing


Why the fuck did i think just because that shit more expensive it was better than blender when blender addons & renderers are so easy to install

>but in reality i do want to go into mainly motion graphic simulations & animation so it might be better
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>>980029
FR I used to get by with the 'Education' version of Maxon One bundle, but they changed the fucking system so now I can't get it. It's borderline impossible to get a pirated version of C4D + Redshift to work properly. FFS
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>>980346
I've been hearing this for over a decade now.
Blender is still not even close to 3ds.
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>>980219
How long did this take?
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>>980029
I think. Cinema is b
>>
If you're actually good, it won't matter what software you're using. They all do the same shit, especially these days, the differences between them is negligible in 99% of cases. Blender's free and convenient, so just use that until you're good enough to make money, then pickup whatever your studio/client wants you to pickup.

Unless you're some kind of small brain who can't handle learning new software. Then get Maya, Zbrush, and Houdini.

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itt we post /3/ stuff that makes you go "huh."
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>>965422
that's sick
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>>982181
huh?
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>>982182
ct scan of a gamers brain after he tried giving himself amnesia to re-play his favorite game for the first time again
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>>982215
wow, that's crazy.


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