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/3/ - 3DCG


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435860 No.435860 [Reply] [Original]

My first attempt at 3d modelling in Blender, still WIP.

Critics welcome.

>> No.435861
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435861

>> No.435864
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435864

>> No.435867

>>435860
Where did you start learning from

>> No.435868

>>435867

I looked at his for the basics and keys and went on alone from there http://youtu.be/lPb4Cwo8xtc..

>> No.435869 [DELETED] 
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435869

>> No.435870 [DELETED] 

>>435869
Ay lmao

>> No.435874 [DELETED] 
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435874

>>435869

>> No.435885

>>435860
considering my first didn't have fingers...
8/10 amazing

>> No.435945

How do I bones and joints in blender?

I dont understand.

>> No.435975
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435975

Legs were quite hard to make.

I will try to add joints and bones now but dont know quite how to.

>> No.435983

>>435975
>add
>armature
>single bone

>> No.436013
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436013

>> No.436016

>>436013

Polygons are a littler bit messed up at the joints/bends but I guess that has to work for now.

>> No.436024
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436024

https://www.youtube.com/user/MrLasla/videos

His newest video tutorials may be something for you. But his new series is at part 2 of 40 at the moment, so it may take the rest of the month until all 40 parts are released.

>> No.436134
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>>436013
his head is too small for his body, either make his hands smaller or his head a little bigger

>> No.436136
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436136

>>435861
also, dont slipt his back in half like this, just from the pelvis to up to his breast, if you want just smooth it up on the shoulders and it should be good

>> No.436301

>>435860
can you animate and make a gif of it?

>> No.436346

>>435860
you should model in a t-pose, right guys??

>> No.437584

>>435860
good

>> No.437591

I dont know anything about topology, any good ways to learn?

>> No.437594
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437594

>>437591
Google model topologys. If you're modelling a hand "hand topology" body, "body topology" etc

>> No.437643
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437643

>>437594
There are ngons on those last 2 models.

>> No.437644
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437644

>>437643
All my topology examples were saved from here, it was all I had besides this.

>> No.437663

not bad at all, op
is it for a personnal project?

>> No.437667

>>437643
If you fear ngons, you never will be a good modeller.

>> No.437675
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437675

>>436134

Shitty proportions for shitty artists.

>real artist proportions
>intermediate shit

>> No.437676

>>437644
This disgusts /3/.

>> No.437677

>>437676
on the contrary

>> No.437678

>>437663

I was just playing around to get the basics and keys. I dont really know what to do with it now.

>> No.437679

>>437678
>dont really know what to do with it now.

Blow it out your azz

>> No.437682
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437682

>>437667
I thought ngons were considered bad practice because it made UV unwrapping/mapping and thus texturing difficult and inefficient.

>> No.437686

>>437676
why? It's well stylized and has good topology?

Are you just being a contrarion?

>> No.437782
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437782

Since I don't want to clutter up the board, here is the result of my second day using blender and watching a shit ton of tutorials.

>> No.437927

>>437782
>second day
CHRIST.
I wish I had your motivation.

>> No.437946

>>437667

pffft--HAHAHAHA

Cut tool, you n'pleb. Just use it as you go.

>> No.437967

>>437682

He just means that you can fix them up in the later stages.

Texturing is also another reason why you should never ever use ngons, but they're mainly for rendering issues because if it's not a quad or a tri the renderer will have no idea what to do with that shape.

>> No.437971

>>437967
>2009
>renderer not converting everything to tris

>> No.438113

>>437971
Sigh, if only people like you knew what you were talking about.

Renderers do not optimize the ngon when it tries to triangulate it. It can and will cut it up into very weird pieces and muck it up.

Since you didn't know that, you should stop giving out advice until you actually know your shit.

>> No.438989

Ayy lmao

>> No.438994

>>435868
I was studying from the same video yesterday how lovely.