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/3/ - 3DCG


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File: 52 KB, 730x566, forum-0697345002-3bf9613c62fda73.jpg [View same] [iqdb] [saucenao] [google]
911073 No.911073 [Reply] [Original]

Previous thread >>902981
/QTDDTOTT/: Questions that don't deserve their own thread thread.

>> No.911074

I need help with 3ds max unwrapping.
version 2023
I made video with problem I have. Whenever I unwrap something, polygons close to the border of uv island dissapear from UV editor. They appear in uv editor when I select them in 3d view, or when I select whole uv island with select element option.
The problem is shown from 2:05 of that video. (before its how I unwrapped from start)
pls help 3dsmax bro out.
https://streamable.com/ut09cm

>> No.911093
File: 167 KB, 567x542, egg.png [View same] [iqdb] [saucenao] [google]
911093

3dprintfag here, why the fuck do my spheres all end up as eggs when I try to make balljoints? I have turned ratio on, and off when resizing.

>> No.911096

>>911093
resize using the one yellow square in the middle of gizmo

>> No.911105

>>911096
Won't that blow some of my measurements? I measured the pre-existing ball, and am using the sphere3d as the bolean to make a socket. When I use scalemaster, even with the ratio button turned off, it keeps changing one of my measurements.

>> No.911108

>>911105
sorry I missed the printing part, nvm

>> No.911122

>>911073
I’ve been making a model for a small game some friends and I are working on, and I’m at a weird point. I’m trying to symmetrize the rig, but I realized I needed to apply the mirror modifyer first. But if I do that, it’ll make texturing take twice as long, and I don’t know if doing texturing before rigging is a smart idea. What order should I do this in?

>> No.911149
File: 256 KB, 774x1313, 1652309946631.jpg [View same] [iqdb] [saucenao] [google]
911149

I'm doing a project for CGcookie and have to make a low-poly room, but I'm having some trouble making pillows for a bed. I've tried a few things, but here's my current process.
>Make a plane and subdivide it
>In edit mode, raise it up slightly, then mirror it and use clipping
>Join the outer vertices together and raise up the center with proportional editing
>Scale vertically
It's not terrible, but the edges are sharp. The corners were also giving me a weird effect, so I tried removing them.
Is there a better way to make a pillow, or improve my process?

>> No.911165

>>911122
rig first and texture after
if you find issues in topology while rigging, they can easily be fixed without fucking up uvs and making you have to redo texturing constantly

>> No.911166

>>911149
Marvelous designer.

>> No.911177

>>911165
Thanks m8

>> No.911179
File: 52 KB, 400x400, 9A32E5E1-3E1D-4417-92B4-0376E6FFF5DC.png [View same] [iqdb] [saucenao] [google]
911179

In Blender when I set the grease pencil to draw on surfaces everything works like it’s supposed to, but when I try and fill the line art, if it’s still set to surface it will seemingly just fill it in a random place in space instead of in my lines. I’ve found a workaround for it but I’m not super happy with it and would rather my fills just work on surfaces. Does anyone have any idea why it’s doing this and a potential fix?

I’ve tried making the offset a little higher as I was thinking maybe the fill was getting lost in the mesh, but nope, it’ll just appear super far off into the distance.

>> No.911185

>>911149
>Scale vertically
Sorry, I meant horizontally. I also shade smooth.
>>911166
Any tips for doing it in Blender?

>> No.911188
File: 505 KB, 2894x2800, FYxEltAUYAAiJ5N[1].jpg [View same] [iqdb] [saucenao] [google]
911188

I want to model these guns but have no idea how, brand new to 3dcg, only know basic extrude, bevel and loop cut, and SubD Surface.
What extra tools do I need to know to bring these beauties into life other than what I'm learning?

>> No.911193

>>911188
If you are that new, I would advise that you set your goals for something less advanced.

Here is what I would advise

Learn the very basics of 3D. Learn how to UV unwrap and texturing. If you are wanting to make a render of the gun so you can show it off, I would start learning the basics in lighting and compositing.

Get familiar with your tools. This means the difference between spending five minutes on a task vs an entire hour. If you are using blender, learn what every modifier does. Learn hotkeys. Utilize the hotbar.

Learn the basics in topology, and steer away from the dogma of only using quads. This is not to say that using quads is not important, but there are situations where quads are not required and trying to maintain quads can even fuck up your model.

Learn different techniques and approaches from watching tutorials. If you really do want to model something like this, then at least start with something simple like the grip or the mag

>> No.911202

>>911193
This is exactly the reply I was hoping for, thank you very much.
Very brief and helpful to guide me to manageable goals first.
I'll take that last advice to heart and I know exactly how, I didn't really want to, but I'm going to practice with real gun parts first.
I'm a tarkov player so I pretty much know all gun parts names by heart, going to check their official websites and try to model some Pistol grips, Handguards, Stocks, Foregrips and etc.

>> No.911205

>>911202
Not him but I'm glad that helped. To add to what he's saying, if you're learning Blender, then learning the hotkeys will help speed up your workflow. I've used CG Cookie to learn, and their tutorial series on youtube may be a good place to start. Watch a few videos and see what you think.
https://www.youtube.com/playlist?list=PL3GeP3YLZn5ixsnIOIx9tB4v6s-rsw48X

>> No.911206

>>911205
This
>>911202
Hotkeys are VERY useful. You will cut down hours if you learn them

Another thing I recommend is eventually learning how to bake normal maps on low poly meshes. This is extremely important if you want to make game assets that have a more realistic look while keeping them out of a high poly count. It will be tough as there are many nuances to making good normal maps, and I’m absolutely terrible at it, but im learning and I know it’s a process. It isn’t required but it’s definitely something to think about

I also recommend you looking into different softwares. Don’t do what I did and buy a lifetime subscription to Zbrush, but definitely look into trying free trials like fusion360 or Substance painter. CAD softwares like Fusion360 will not, to my knowledge, be able to give you practical usable mesh models, but you can definitely retopologize them or even use them as a base model to recreate. Substance painter is useful for making normal maps. Don’t use blender to bake normal maps; it sucks ass

>> No.911217

>>911206
>a lifetime subscription to Zbrush
You might want to consider that sooner than you think.

>> No.911219

>>911206
>>911205
Believe it or not I am instinctively learning hotkeys, whenever I try smt new and it has a shortcut prompt to it I right it down for later, So yeah I'll catch up to it quick.

Thanks for the extra tips and resources, will check it all up in time, I already have academic license for Zbrush and Maya, just going through blender first

>> No.911254

>>911073
rec some anatomy/sculpture tutorials in zbrush

>> No.911260

https://web.archive.org/web/20220526183432/https://blender.stackexchange.com/questions/106165/sculpting-is-it-possible-to-keep-base-mesh-vertices-in-place-while-subdividing

I have the same question as this guy (the stackexchange people didn't provide a good answer)

>> No.911283
File: 370 KB, 891x624, construction lines.png [View same] [iqdb] [saucenao] [google]
911283

I like how certain objects look in edit mode, with those construction lines. How would I replicate that look in the object, so I can export it to unity? I tried insetting all faces but it wasnt quite good. Or should I use a shader in unity or something? One that applies only to certain objects? I dont want those construction lines in everything.

>> No.911294

>>911283
First solution which comes to mind would be to export your UV layout and use that as an overlay on your diffuse color

>> No.911295

I have some normal maps that I found online, I tried using them but lights appear as if they are 90 degrees off, I heard online that there are two types of normal maps, is there a simple tool for converting z-type normal maps to y-type normal maps?

>> No.911297
File: 79 KB, 526x469, blender_p3nCI5BwBi.png [View same] [iqdb] [saucenao] [google]
911297

Looks bad- I'd try and find a way to do it in Shader

>> No.911324

How do I mirror vertices around a local point in Blender?

>> No.911342

I need help regarding art direction and assets, I want to render models, buildings, like Tatami Galaxy, bright colors, simple, cel shading and strong shadows.
Can I do low poly buildings for that? Would it be texture painting or a shader?

>> No.911378
File: 7 KB, 183x185, star.jpg [View same] [iqdb] [saucenao] [google]
911378

I'm kind of stuck on this - how to create the rounded sides of the star (poly modeling)? I can make a star from a cylinder, but I don't want the sides to be flat.

>> No.911411

What do you do when you're waiting for a client to reply to you regarding and issue and you cant work on the project in the meanwhile because he could say any number of things and it could be days before he responds to you?

>> No.911421

>>911378
Sounds like a pain in the arse to maintain with quads

>> No.911450 [DELETED] 
File: 571 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
911450

I made these stairs with archimesh but when painting a texture over them its all fucked up, how do i fix this shit?
BTW, i have no idea what im doing just dumb tutorials from youtube.

>> No.911451
File: 606 KB, 1785x978, file.png [View same] [iqdb] [saucenao] [google]
911451

I made these stairs with archimesh but when painting a texture over them its all fucked up, how do i fix this shit?
BTW, i have no idea what im doing just following dumb tutorials from youtube.

>> No.911487

>>911421
I does not have to be quads, it's meant for 3d printing so topology isn't THAT important in this case.

>> No.911528
File: 281 KB, 1012x776, topology.png [View same] [iqdb] [saucenao] [google]
911528

can someone tell me why the chest is shaded differently from the rest of the body, and why the inner arms are flat? There's no edge crease on the inner arms so it doesn't make sense to me.

>> No.911532

>>911528
nvm recalculated normals and it fixed both

>> No.911540

If I have two meshes of different scales and I want to boolean them together is there a way to make the mesh that is smaller fit the area of the bigger one? (without using scale tool and hoping for the best)

>> No.911543

>>911451
you're UVs are all fucked. they are tool small / too far apart and with the texture resolution you haven't got enough space to work with. fix them and it'll work better

>> No.911544

>>911528
Holy shit omeganewb alarm
Try to learn the fundementals first, watch how to make some basic objects with blender, like a chair.
Research on how to use the grid snap tool, it'll save you a lot of time and is good for symmetry
after you done with all that shit, move onto to ammirus3d, that'll be your gateway to complex modelling and good topology, and study photography when you get to the rendering stage.

>> No.911545

>>911544
>Try to learn the fundementals first, watch how to make some basic objects with blender, like a chair.
already have but I'll do the other stuff you said.

>> No.911546

>>911540
I'm on a phone. But there is probably option to display bounding box and then convert bounding box to geo. Then you parent original geo to that box and it would be much easier to match 2 boxes scale wise

>> No.911547

>>911543
>LOL YOU JUST HAVE A PROBLEM YOU NEED TO FIX IT
Wow, what a great response, thanks, that really helped a lot, I'll just press the fix problem button.

>> No.911550

>>911547
i explained the issue, your UVs are too small / far part. the fix problem button is to re-do the smart unwrap and make the 'island margin' smaller

>> No.911558
File: 255 KB, 823x685, example.png [View same] [iqdb] [saucenao] [google]
911558

>>911540
Forgot to mention this mesh is the same as the small one but the bigger one is like pic related

>> No.911563
File: 742 KB, 1911x1028, file.png [View same] [iqdb] [saucenao] [google]
911563

>>911550

>> No.911571
File: 1.01 MB, 1348x651, blender_4E26rltsLf.png [View same] [iqdb] [saucenao] [google]
911571

>>911563
UVs look better what is your texture resolution? it could be too small

also why have considered uv projecting the material? i assume your trying to re-create the scene from truman show

https://docs.blender.org/manual/en/2.79/editors/uv_image/uv/editing/unwrapping/mapping_types.html

>> No.911581
File: 139 KB, 835x460, 08BB299B-A516-40FA-A59F-79E411BE83CD.jpg [View same] [iqdb] [saucenao] [google]
911581

What’s a good way to get these kind of dark shadows on 2d looking blender models.

>> No.911584
File: 166 KB, 1280x720, 58D1C82E-6C57-4F05-A2A2-9CA2A997A981.jpg [View same] [iqdb] [saucenao] [google]
911584

>>911581

>> No.911600
File: 1.99 MB, 1919x1061, file.png [View same] [iqdb] [saucenao] [google]
911600

>>911571
>what is your texture resolution
2048x2048
Try to get the same results with archimesh stairs please.
>i assume your trying to re-create the scene from truman show
Yes, doing it for practice.
Followed this tutorial to paint the texture https://www.youtube.com/watch?v=lmbAs9jE1vI

>> No.911609
File: 1.93 MB, 1921x1081, file.png [View same] [iqdb] [saucenao] [google]
911609

>>911571
>>911600
Googled how to do the "proyect from view" thing, still would like to learn why i couldn't paint it with the brush.
Also, new question, what is the best way to create this kind of water? https://www.deviantart.com/ender-skywalker/art/The-Truman-Show-Wallpaper-782841257
Used a shader(Realistic water with depth darkness) on a plane but it doesn't look quite right and it has all those white bright spots.

>> No.911611

>>911609
>why i couldn't paint it with the brush.
you can, but generally it's more work and blender texture painting is shit

>water
i would make a big plane, make it shiny using the shader editor and add a 'waves' texture as a bump map
https://www.youtube.com/watch?v=MtlSIRh5r_E
personally i would swap out 'musgrave' for 'waves' but try and see which one works

>> No.911612

>>911609
>>911611
for the white spots, they are called 'fireflies' and are generally caused by caustics. there are a few ways online of getting rid of them

>> No.911630
File: 1.76 MB, 1921x1081, file.png [View same] [iqdb] [saucenao] [google]
911630

>>911611
>you can
Yeah, but how? I could do it on simple shapes but on the archimesh stairs didn't work.
>blender texture painting is shit
A shame because its a much more intuitive way of placing textures for me.
Couldn't get the water to look like https://www.deviantart.com/ender-skywalker/art/The-Truman-Show-Wallpaper-782841257 but its close enough i guess.
>>911612
Tried to remove the white spots from the smart shader but no luck.

>> No.911635

>>911630
maybe increase the intensity of the bump, add a displacement modifier?

>> No.911636

Why does impressive japanese stuff always seem to use softimage? Is it random chance or some secret sauce?

>> No.911638

>>911636
boomers who learnt 3d in like 2008 and never had to switch over to anything else

>> No.911640

Is there a way to isolate and scale certain portions of a single model? or to separate it after it's already been merged, adjust it, and then reconnect it? Like if I can just box select the upper half of the body, scale down, and just have the faces of the model stretch accordingly? I tend to need to fiddle with proportions all through the process, but I don't know how to do that after the separate objects for hands, head, feet, etc. are merged together.

>> No.911641

>>911640
In Blender, by the way.

>> No.911649
File: 131 KB, 1024x1024, A still of Kermit The Frog in Blade Runner 2049 (2017).jpg [View same] [iqdb] [saucenao] [google]
911649

any blendlets doing mograph?
how does it fare compared to c4d?

>> No.911674
File: 135 KB, 954x950, 2022-08-01 02_21_40-Blender_ [G__Blender Models_lowpolimodel.blend].png [View same] [iqdb] [saucenao] [google]
911674

I am creating a base mesh. I created the torso, and and an arm. Afterwards I created a hand, but when I attach the hand the model loses all symmetry, and now the mirror modifier does not work as before. How can I prevent this?

>> No.911682

>>911674
It sounds like the mirror modifier is going away because you're merging the body to the hand object, which doesn't have a mirror modifier on it.
You can merge the hand to the body by making sure to select the body second, or you can just add a mirror modifier to the mesh again after merging if it disappeared.

>> No.911686

>>911636
Why Japanese use fax machine? Same reason

>> No.911687
File: 42 KB, 543x480, 5110165f3b8a396a31b6b88c67c0810c[1].jpg [View same] [iqdb] [saucenao] [google]
911687

Im making a mask with a lower jaw that looks like this merged into the existing design
would the best course be to just sculpt the teeth and then merge it with the existing part or sculpt it directly into the jaw I already made.
I kinda have the mesh building part of blender down so far but sculpting is a complete mystery to me and trying to sculpt a thin walled part doesnt seem to work right

>> No.911688

Does anybody here use Virtual Motion Capture?

I made a VRM model character that works in VSeeFace, Unity, and some other software, but in Virtual Motion Capture I get errors where it prints out "[Exception] NullReferenceException: Object reference not set to an instance" and motion capture doesn't work even though all of the limbs are properly defined. Happens both with models I've exported out of Blender and with Unity (UniVRM)

>> No.911691
File: 18 KB, 344x342, 1657470255206.jpg [View same] [iqdb] [saucenao] [google]
911691

I'm just looking for a word.
What is all the compiled assets for a show called?
Like if you have a TV-show or a movie, you need a lot of rigs, backgrounds and assets.
I feel like there's a good industry word for it out there.
Like an animation-project. but the animation and voices aren't there yet, just the "assets".

>> No.911698
File: 517 KB, 1574x906, file.png [View same] [iqdb] [saucenao] [google]
911698

>>911073
Working on a meme album cover, got this basic layout for the characters but I wanna create the background. Any tips for creating a landscape if it's just for a shot?

>> No.911716
File: 515 KB, 1280x720, _castlevania__dracula_s_castle_by_dimensionalotaku_d74u054.png [View same] [iqdb] [saucenao] [google]
911716

>>911698
A lowpoli scarlet devil mansion.

>> No.911720
File: 508 KB, 850x600, file.png [View same] [iqdb] [saucenao] [google]
911720

>>911716
You are brilliant anon. I'll model the castle exploding to complete the look

>> No.911764
File: 262 KB, 1174x690, Screenshot 2022-08-01 at 15-16-35 X-Muscle System 3.0.png [View same] [iqdb] [saucenao] [google]
911764

https://blendermarket.com/products/x-muscle-system

Any of you guys ever use this muscle addon? Looks pretty good for thirty bucks and might add some pseudorealism to my shitposts.

>> No.911800
File: 3.30 MB, 1920x1080, truman ruido.png [View same] [iqdb] [saucenao] [google]
911800

>>911635
I'll settle with this I think, thanks for the help.

>> No.911903

where can I find pbr charts for human skin
mostly interested in indian / arabic human

>> No.911914
File: 324 KB, 610x306, highlights.png [View same] [iqdb] [saucenao] [google]
911914

brainlet question incoming, but is there a certain term to describe the highlights seen in the screenshot in 3d graphics?
i'm trying to achieve the effect in a game (without raytracing) but not sure what to search for to find shader tutorials

>> No.911917
File: 540 KB, 1110x792, 1649056399495.png [View same] [iqdb] [saucenao] [google]
911917

>>911073
how do i make the wavy pointy white thing?

>> No.911923
File: 119 KB, 247x220, 1629556893506.png [View same] [iqdb] [saucenao] [google]
911923

>>911917
its brown in this pic.
>>911914
newbie here as well but i think the general term is still highlights, not sure in game engines but in blender i just add a light to the back of the object

>> No.911924
File: 13 KB, 400x400, rimlight.jpg [View same] [iqdb] [saucenao] [google]
911924

>>911914
>>911923
think I found it, it might be called rimlights

>> No.911925
File: 22 KB, 800x171, 1655079877651.png [View same] [iqdb] [saucenao] [google]
911925

>>911924
my bad anon, you're right. what kinda game are you making?

>> No.911926

>>911923
count the number of pointy bits
multiply that by 2
make cylinder with that many subdivisions
delete everything but the cap
select every other vertex and scale it outward
make a hole
bevels etc to soften pointy bits
subdivide

>> No.911931
File: 415 KB, 988x701, 1636922725884.png [View same] [iqdb] [saucenao] [google]
911931

>>911926
did something similar, at times i completely forget about the inset tool. anons here were right. using boolean too much can make your brain go soft.

>> No.911952
File: 272 KB, 812x667, 1632085151091.png [View same] [iqdb] [saucenao] [google]
911952

>>911931
wasnt there some shortcut to lock the face in this angle and press g and move?

>> No.911982

what's the best, least annoying way to make hair and fur for games?

>> No.911989
File: 679 KB, 1200x722, 1637245435043.png [View same] [iqdb] [saucenao] [google]
911989

>>911952
how do i attach the people holder carriage thing to the giant wheel?

>> No.911997

>>911952
click on global, select normal then press g and z

>> No.912010
File: 96 KB, 625x552, 1288555672452.jpg [View same] [iqdb] [saucenao] [google]
912010

>>911378

Sorry to bump this, but any ideas? I've been working on some other stuff meanwhile, but I haven't gone back to this and solved it.

>> No.912012 [DELETED] 
File: 1.14 MB, 406x720, 1573408107696.webm [View same] [iqdb] [saucenao] [google]
912012

>>912010

>> No.912015
File: 202 KB, 600x404, file.png [View same] [iqdb] [saucenao] [google]
912015

>>911073
>try and do a basic grid fill in 3ds max
>turns out it's a plugin, despite being an included free feature in every other program
>have to dig through some forums and watch some pajeet video to figure out how to install it
>works like shit

surely theres a better way?


>>912010
try simply modelling a part of it then use symmetry to create the rest.

>> No.912018

>>911982
xgen makes good hair cards:
https://www.youtube.com/watch?v=71Fpqb5SFKY
i think you can do the same in blender, but essentially you create a particle system and then make 2d planes from those particles, and then apply a hair material onto it

>> No.912026

>>912015
this is the one thing preventing me from moving to maya

>> No.912027

Why does Merge First and Merge Last in blender do the same thing regardless of selection order?

>> No.912072

I'm rendering a sequence in Maya 2022 using the Arnold Renderer, and only the first frame comes out at my desired resolution. (1920x1080) The rest come out smaller. (Around 900x500) I was about to give up and just go with the smaller size by making the original size the same as the rest of I was getting, but then the rest of the images turned out even smaller. What gives? Looking online I can't find anything on this problem, test resolution doesn't seem to be affecting it (it's at 100%)

>> No.912073

/toy/ here.
I'm about to start learning Blender to make add on pieces for my figures and possibly make a couple of figures from scratch; I was recommended using Blender 3.0 with the dyntopo and voxel remeshing tools.

What's the best tutorial series to learn Blender for this purpose?

>> No.912079
File: 620 KB, 855x722, 1649018601293.png [View same] [iqdb] [saucenao] [google]
912079

okay finally finished the giant wheel, this is my gonna be my first project to put in my portfolio. should i start learning unreal setting up my scene? also is using the quixel mega scams thing cheating ? the only way i know how to make grass is by taking an image and then duplicating 4 times and aligning it to different axises. industry anon please help a fresher out

>> No.912090
File: 34 KB, 452x678, images (13).jpg [View same] [iqdb] [saucenao] [google]
912090

Any lamer device on studying locomotion than this on an actual model? Cant imagine this is so bloody messy of a piece

>> No.912093
File: 158 KB, 429x640, 20220803_132953.gif [View same] [iqdb] [saucenao] [google]
912093

Without any rules or "theories" maybe everyone s on luck and nepotics so i just gott ask what makes something 300k

>> No.912174
File: 517 KB, 2169x1080, Screenshot (468).jpg [View same] [iqdb] [saucenao] [google]
912174

Why does my render result like this? skin seems messed up and it also looks like it's wet

>> No.912184
File: 17 KB, 528x287, testresolution.png [View same] [iqdb] [saucenao] [google]
912184

>>912072
I found the solution, turns out I was wrong about the Test Resolution. There's one under the render view window, but there's another one here under this banner. This should be ticked to match your desired resolution.

>> No.912211
File: 230 KB, 964x806, blender mirror issue.png [View same] [iqdb] [saucenao] [google]
912211

I've applied all my mirror modifiers and am trying to rig, but for whatever reason when I select just one of this character's biceps it selects both, which means doing my rigging is near impossible. How can I fix this?

>> No.912219

>>912174
try disabling denoising

>> No.912220

>>912219
but won't it be fuzzy?
I've tried with optix and ultra denoiser

>> No.912223
File: 3.67 MB, 2048x2048, treebark.png [View same] [iqdb] [saucenao] [google]
912223

>>911073
I wanna semi realistic look with my textures, but I can't find the right kind half the time. Especially since I want to make trees that look like their real counterpart.
Google images pulls up pics of said trees, like dogwood, but no one takes high res photos of the tree bark. Its usually a pic right out of their back yard.
Where can I get some good textures?

>> No.912224

>>912223
Fuck it, i'll just learn to paint. *grumbles incoherent swear words*

>> No.912228

>>912220
if you have shitty hardware stick to eevee

>> No.912239
File: 45 KB, 900x506, cvvrl8vd-900.jpg [View same] [iqdb] [saucenao] [google]
912239

If I wanted to make a realistic house interior for a game should I make modular assets with a bunch of specific pieces, or is there a better method?

>> No.912252 [DELETED] 

https://www.sharetextures.com/tag/cc0/

>> No.912253

>>912223
https://www.sharetextures.com/tag/cc0/

>> No.912256
File: 151 KB, 550x340, 6_4916.jpg [View same] [iqdb] [saucenao] [google]
912256

>>912239
>is there a better method?
No, stick to 90 degree modular kits or you will ruin your life. It's all this faggot's fault btw, fuck all greek homos like him.

>> No.912266
File: 304 KB, 1454x2048, 770116E9-1609-42D7-9C29-9E1EE47533BC.jpg [View same] [iqdb] [saucenao] [google]
912266

Anyone have any good tutorials for creating proper animation backgrounds with blender? They are for hand drawn animation and personal projects so they don’t have to be the best in the world. Right now I can do some isometric backgrounds that look fine, but when you zoom in I’m having trouble with vanishing points and making everything in the distance look proper.

>> No.912311

This may sound stupid, but how do I learn with tutorials? I'm taking a course on substance designer rn and I try to follow along, but bit by bit I get distracted and end up losing myself in my own project. should I watch the whole thing in isolation and then try to apply the core lessons afterwards? how do you guys do it?

>> No.912316

>>912311
>losing myself in my own project
This is exactly what you should do. You learn by watching someone do a task, then apply it to your own objectives and branch from there. Mindlessly repeating is a failure of modern day education system.

>> No.912350

>>912316
Notes are also very important. I can’t tell you how many times I forget something I just learned, know that I have it in my notes, look at it again, then it sticks. If it’s something you think you’re going to use a lot or particularly catches your interest, write it down.

>> No.912351

>>912311
1. copy
2. modify
3. create

It is important to do them. Cut out other distractions and focus on finishing that particular one because humans are bad at multitasking.

>> No.912355
File: 429 KB, 1557x1634, 6F7D1D6D-F69C-4C82-8DB3-DA7D0B649A63.jpg [View same] [iqdb] [saucenao] [google]
912355

>>912266
Or really, any decent background/scenery course would do. I’ve already developed an animation in technique in blender that is working great considering all my traditional art and animation skills move right over to it with no issue, but my backgrounds still look novice and wonky. I can dress them up fairly nice with the grease pencil tool, but I’d rather know how to make proper backgrounds for future projects.

>> No.912360

>>912253
AirYgatomongoyzamasu

>> No.912362 [DELETED] 

>>911073
test

>> No.912364

>>912350
good point, i'm gonna start doing that
>>912316
>>912351
from these two opinions I am kind of realizing that I can't multitask worth a damn, so i'm gonna try to watch the whole thing and take notes on it

>> No.912373

>>912364
Eyup, that’s what I do and I’m terrible at multi-tasking as well. Just keep a notepad open on the side of the screen, take them as you watch. Don’t worry about misspellings or what not, fix it later, if you are pausing every couple seconds or minutes to take notes you’ll never get through the video so just take them as you get them. As a teenager in high school I never realized how important notes are.. partially because the teachers would never actually tell you which notes were actually important and going to be on the test, but when you pick and choose what you think is important and write them down, they’ll stick a lot better and if they don’t you’ll remember what tool you need and where you wrote it in your notes… and if you don’t you get to read through your notes again to find it and all that information is sinking in again.

>> No.912407

https://youtu.be/tzt55UfljGA?t=611
Why he is deleting faces and then extruding hole edges and create new faces when can just extrude this two faces without deleting?

>> No.912408

>>912407
Doesn't look like he knows what he's doing, which is why he's making a basic tutorial instead of content. Big market for beginner tutorials and you barely have to be a step ahead of them.

>> No.912414

>>912174
What's being plugged into the roughness? Show us the nodes.

>> No.912415

>>912407
Mind = blown. I forwarded your post to jobs@disney.

>> No.912420

What can I use to convert a PK3 file to OBJ?

>> No.912423

>>912407
You should know to avoid any "artist" who uses the corposhit style.

>> No.912426

Is there a simple way, in blender, to change the color of a texture? Specifically one color of something that has multiple colors in it.
Everyone says to use a color ramp but then everything just turns black and white. I know I can add colors to the ramp but then it's going to be all fucked up and won't be the original colors anyway.
Say for instance you had an American flag and wanted to change the red stripes to blue. How could this be achieved easily?

>> No.912427

How much is blender supposed to crash during animation? It keeps crashing when I edit text. Should I just edit the text shit in sony vegas?

>> No.912450
File: 1.43 MB, 2558x1440, file.png [View same] [iqdb] [saucenao] [google]
912450

I downloaded a model from generalbutch's collection and there's something weird going on with the model.
When I open it in blender version 3.2 the body under the clothes doesn't exist but the rig works.
And when I open it in Blender version 2.93 the body is complete but the rig doesn't work.
Anyone know what's going on here?
I don't really know a whole lot about blender.

>> No.912467

>>912266
>>912355
anon your question is a little confusing.
are you painting over your backgrounds or do you want textures and lighting to come from the render as well?

if it's the former, spend a bit of time playing around with the focal length of your virtual camera, it'll make a huge difference. and for very dramatic perspectives remember to cheat:
https://youtu.be/l-wUKu_V2Lk?t=186

if it's the latter, you're basically asking, "how do i become an environment artist", and that's a very big question.

>> No.912468

>>912228
bruh I have rtx2070

>> No.912470
File: 1.13 MB, 3440x1440, Screenshot (471).png [View same] [iqdb] [saucenao] [google]
912470

>>912414
I have 3 face slots

>> No.912473

>>912174
>it also looks like it's wet
looks like you've got a map plugged into the roughness - it's probably a map meant for glossy workflows; invert it.

also, go do some tutorials and learn fundies

>> No.912493

>>912450
mate you're hovering over the mask modifier on the left side...

It's using a mask on the body so that it doesn't clip when the dress is enabled, most rigged porn models I've seen like this have something in the rig that controls this, but you can just disable the mask modifier right there.

>> No.912495

>>912493
That is indeed what it was, thanks.

>> No.912524

>>912467
Actually, that bit about how they used basic colors and blobs in the distance might be what I’m looking for. Right now I’m just trying to figure out how to get the edges of my landscape plane to not just “cut off” so I’ll also probably look into creating a light fog or something to fade the distance instead of it just stopping.

Other than that, I’ve just been watching video after video of people making environments and copying the parts that I need for my own. It’d be nice for a full on course on the subject, but this is working fine at the moment. And sorry if my phrasing of the question is confusing. Like I said, I’m coming from a traditional art and animation background so I’m still getting down all the 3d terms.

>> No.912529

Lads can any of you answer this question for me?
>>912426

>> No.912546

>>912529
wouldn't it be easier to photoshop it?

>> No.912553

>>912546
I reposted that by accident I meant to post it in a different thread. That's what another anon said too so I'll just do that.

>> No.912594
File: 584 KB, 1000x1000, Donut.webm [View same] [iqdb] [saucenao] [google]
912594

I'm gonna need some general advice.
My frustration tolerance is extremely low and my ambition goes all the way to mars.
Over my entire life I basically got so scared of failing and quitting that I barely even start anymore.
This donut is from around a year ago, the last time I started something and quit again.
My question is basically two parts.
1. What are good general beginner tutorials aside from the donut guy? A lot of tutorials I see are just "how to make random thing" where I'd prefer something like a structured course.
2. How do you pick projects that are appropriate for your skill level without being too much to handle?

>> No.912604

>>912594
You improve incrementally. Learn substance to make better bricks. The plates are very thin. Look up real object sizes etc. Depends on what project you want to do for tutorials.

>> No.912649

>>911073
What's the deal with people following you but not liking any work? Sometimes art accounts, sometimes not.

>> No.912678

>>912649
Isn't that just normal? Do YOU like everyone's work that you follow all the time?

>> No.912683

>>911989
Select the vertices at the end of the construction arms (the triangular arms, the pointy end), shift+s -> cursor to selection, in object mode click on gondola, shift+s -> selection to cursor

>> No.912729

What is a *fastest* way to model character's hair in Blender without sculpt?

>> No.912753

>>912729
Using the hair tool

>> No.912759

>>912678
I guess I should've meant getting a follow but from people that haven't liked anything. Just seems a bit weird, unless they're out here to steal my bad ideas heh.

>> No.912788

why can I still see everything in my scene in cycles with no light source. I have a flickering light in the scene but I want the scene to go black when it's off.

>> No.912895

There was anon who said that it's easier to do anime character faces with subdiv. Anon, are you here? Can you post example? Can't find anything but sculpt and copypaste from templates.

>> No.912912

>>912895
not him, but check this out, guy has some really nice breakdowns:
https://twitter.com/kensyouen_Y/status/1547859744446349312

>> No.912917

>>912912
Not that anon, but this helps me a lot. Thank you.

>> No.912941

>>912912
Same, this will be very handy in the future for me.

>> No.912984
File: 247 KB, 1920x1329, livachu-poke-portfolio-lr-cm-dnd01.jpg [View same] [iqdb] [saucenao] [google]
912984

does anyone have an example of how a western stylized character looks like in cel shading?
most cel-shaded stuff is anime but i'm curious how it would look on something similar to picrel or something disneyesque but i can't find anything online

>> No.912991
File: 31 KB, 727x631, how to.jpg [View same] [iqdb] [saucenao] [google]
912991

How can I turn this subdived cube into perfect sphere (or what I should build instead of cube at start)? I need a perfect sphere with this mesh geometry. (Yes I still can draw a circle on monitor and adjust vertexes manually).

>> No.912993

>>912991
cast modifier
if you enable the extra meshes plugin in your preferences, you can spawn a "quadsphere" and skip this step

>> No.913013
File: 629 KB, 1322x1644, crease.png [View same] [iqdb] [saucenao] [google]
913013

anyone know what could be causing these random creases in what should be a nice smooth surface
I tried seeing if I had some hidden edges somewhere and crease is set to 0

>> No.913016

>>913013
looks like overlapping verts

>> No.913018

>>913016
there are no verts there, I did the shift+a ctrl+m, its a single edge

>> No.913019

>>913018
meant just merge not ctrl m, fuck me

>> No.913024

>>913018
are you sure? did you try manually sliding one of the verts that poke out?
check your normals then

>> No.913027

>>913024
apparently the top part of the head and the bottom one that I joined are turned the opposite way

>> No.913046
File: 189 KB, 624x685, subdiv.png [View same] [iqdb] [saucenao] [google]
913046

>>912912
But it's a usual polys dragging with mid-poly mesh, not a subdividing of *simple* low-poly forms. I think it should be more like a pic.
>>912993
Thanks! Quadsphere isn't the same but also very good.

>> No.913049
File: 334 KB, 712x554, dress_bottom.png [View same] [iqdb] [saucenao] [google]
913049

>>911073
Trying to rig a dress in blender using bones by following this tutorial: https://www.youtube.com/watch?v=55bJB5Wmd_U

Is it a problem if the bottom part curves inside like this in "rest" position? I know symmetrize does not put the bones directly onto the vertices on the opposite side and I will need to manually position each one.

>> No.913080
File: 245 KB, 900x891, mfw blendies screaming.jpg [View same] [iqdb] [saucenao] [google]
913080

Would I be retarded if I pay the full price for Maya? I genuinely love the software and also love making Blender users seethe on this board. I feel like I owe Autodesk something for allowing me to behave the way I do.

>> No.913090

>>913080
Yes,
A company is an inanimate object, it has no emotions.
What you're suggesting is akin to thanking your glass for holding the water you drink.

>> No.913091

Where could I hire a freelance 3d modeler, rigger, and animator?

>> No.913092

>>913091
fiverr

>> No.913093

>>913092
I've heard there're a lot of people who just steal and repackage content on fiverr. Is that true?

>> No.913094

>>913093
yes

>> No.913100
File: 227 KB, 900x1200, 1659699784148978.jpg [View same] [iqdb] [saucenao] [google]
913100

What 3D soft is good for models containing booth precise mechanic and curved "organic"-shaped surfaces like a pic? For printing, render quality and animations don't matter.

>> No.913132

>>913100
Any, just block it out low poly then sub divide. You'll get super smooth rounded geometry. You can sculpt in zbrush, retopo and make a low poly mesh, and then just sub divide it

>> No.913143
File: 964 KB, 600x308, 3-example.gif [View same] [iqdb] [saucenao] [google]
913143

can someone please tell me why mantaflow liquid simulation fails at arbitrary resolutions for me? all resolutions above 70 fail, and I need high-res for the effect I'm working on
pic related, it's me trying to get my liquid sim to work. fire sim is buggy but generally works okay for me.

>> No.913160
File: 169 KB, 1068x816, clipping.png [View same] [iqdb] [saucenao] [google]
913160

is there a way to apply solidify without edges getting all fucked up with shit clipping trough the walls
the way im doing it now leaves a ton of cleanup time on the inner walls to prevent artifacts and for shit to line up right

>> No.913173
File: 75 KB, 825x540, d76caf2a884136e595c90ae0f72039ba.jpg [View same] [iqdb] [saucenao] [google]
913173

how to analyze photos and what do you need to look at to accurately recreate materials with subsurface scattering?

>> No.913177

hello i have some questions to people who work in the game industry as 3d artists

first of all are you on a AAA studio or a smaller indie one?
then my big questions are:
>Is crunch culture as common as people say and does it drain your motivation to do personal work after your job?
>I'm also wondering about creative freedom, do you have any or is what you do mostly decided by other people?
thank you for response

>> No.913178

>>913160
Nah I think you have to manually clean that. Modifiers won't know to wich extent these edges should be close to each other so you often end up with overlapping edges. Having edges being too close is dangerous to begin with, without the use of a modifier.
So just split that shit up

>> No.913181
File: 127 KB, 772x819, clipping 2.png [View same] [iqdb] [saucenao] [google]
913181

>>913178
yeah I kinda solved the issue by dropping the sharp edges before applying the solidify modifier and switching it to complex and upping the merge threshold a bit to fix up the acute angle'd walls. got no artifacts now anywhere, i'll add in guide loops now that the modifier is applied
just have to fuck with having shit fit together now

>> No.913187
File: 6 KB, 249x202, images.jpg [View same] [iqdb] [saucenao] [google]
913187

>>913132
But how about mechanical parts like pic? They should have precise dimensions to move. Looks like I should use real CAD instead of Blender at least for precise mechanics and then export STLs to blender.
Also, this girl's figure can be very good fitted with a several NURBS surfaces and don't require sculpting. It's better to go with Rhino I suppose? Newer worked with this type of software before, but I'm very interested i working with NURBS or other 3D spline software is any good (Blender's NURBS capability is very truncated, I need something better).

>> No.913198
File: 1.22 MB, 1396x711, file.png [View same] [iqdb] [saucenao] [google]
913198

Is this worth the money?
https://www.p2design-academy.com/p/alive-animation-course-in-blender

>> No.913215

https://youtu.be/KLjTU0yKS00
so in this talk he goes over transferring animations between ik rigs, and using parameters to change a few things to alter the whole animation now that seems amazing and like a great time saver but I'm a big noob at animation and not sure how? any guides or tutorials that delve deeper into it and show an example of how to do it?

>> No.913224

>>913080
i'm lucky enough to have an education version, but i'd never paypig for autodesk software. the indie versions look decent, but even then it's still quite a lot.

>> No.913240

i'm looking to get into doing paid blender jobs, is there anything in particular i should be doing to set up a portfolio? Any types of projects i should make for it or skills I should have before hand?

>> No.913244

Can I avoid AI takeover by learning 3D?

>> No.913247

>>913244
It’s not sparing anyone anon…

>> No.913251
File: 372 KB, 1280x779, blender25a0splash.jpg [View same] [iqdb] [saucenao] [google]
913251

Can any oldfags tell me what this board's reaction was when Blender 2.5 released? It was the version that introduced the UI that was last used in 2.79. I was here when 2.8 was revealed and some of you faggots jumped ship, and during covid when Blender threads began shitting up the board.
>did anyone dislike the new 2.5 ui and prefer the old one
>did the 2.5 ui get people to jump to blender like 2.8 did
>also when 2.61 came out, was anyone impressed with cycles

>> No.913278

How the FUCK do you pirate Solidworks?

>> No.913329
File: 644 KB, 1249x779, hlep.png [View same] [iqdb] [saucenao] [google]
913329

Help, I am a complete newbie and I have managed to somehow delete the faces of this mesh (Blender), so it's just a wireframe--how do I get it back? I tried Faces>Fill, but that didn't do anything.. Thanks!

>> No.913334

>>913329
undo?

>> No.913338

>>913334
I did a bunch of other stuff in between, which I don't feel like re-doing. Plus, it would be nice to learn something from this mistake!

>> No.913341

>>913329
Found a solution myself: Just had to select to edges next to eachother and fill them with "F", I think I was fucking up, because I tried to fill them all at once.

>> No.913348

Is Blender with addons usable for landscape/garden design? I have extreme dislike towards SketchUp and I would rather pay for an addon with some library than learn that stuff.

>> No.913354

>>913341
Now activate the F2 addon, it ships with Blender but isn't turned on by default, thank me l8r

>> No.913357

I'm setting up some hair physics in blender using cloth simulation, but the hair has no weight and it keeps flinging around with the slightest movement. Is there any way to make the cloth less reactive to movement or something? Changing the vertex weight just breaks the simulation

>> No.913361

When I make a sphere from cube in Blender using subdivs is there a way to do different subdiv levels in different parts of sphere?

>> No.913368

How do you keep up motivation to keep going?
I've been doing tutorials for days and I'm absolutely learning but I already feel exhausted.

>> No.913370

>>913368
When you complete your goals you feel motivated.

>> No.913382

How to add more control points to NURBS sphere?

>> No.913390
File: 10 KB, 391x275, kneecap.jpg [View same] [iqdb] [saucenao] [google]
913390

Am I going to regret this?
Makes it easier to bend with rig.

>> No.913396

>>913390
Is, is that a triangle?!?!??!
Im..IM GOING INSAAAAANNNEEE

>> No.913401
File: 10 KB, 338x106, Screenshot_from_2022-08-10_14-49-29.png [View same] [iqdb] [saucenao] [google]
913401

Does anybody here use Blender on Linux Mint?

>> No.913414
File: 256 KB, 671x832, hmm.png [View same] [iqdb] [saucenao] [google]
913414

I'm trying to append a model to a scene in Blender. I go append > collection > zelda and it adds her fine and stuff, but inside the folder i have literally a hundred million different layer things and also I have two different sets of like, rigging or whatever? I'm guessing it's IK and FK but how do I get rid of them when there's so much stuff in the folder?

>> No.913419

>>913143
Guys p-please...
Help me...

>> No.913465

Geometry nodes:
Anyone have a clue how to convert my string (text, not thin rope) to planes?
I tried mucking about with String to Curve and then Curve to Mesh, but no profile curve does what I want (curve line's okay for some characters, but not all of them)

>> No.913479

>>911149
I actually had good result for pillow following the donut boys tutorial for pillow, this one actually works.
You can make two planes weld them at the edges turn it into cloth simulation and inflate, and then freeze your result.

>> No.913480

>>913465
Figured it out. Fill curve node.

>> No.913482

Guys,

Posed a character in a way but when I hit render it reverts to the old pose I had set up
What do?

>> No.913483

>>912223
If you're looking for good and easy trees google "tree procedural texture", it should work without you having to worry about seams, then you can easily bake those textures to create normal textures. Although if you're looking to use it in some game I think you should check if displacement textures work in game engines or if you can bake those into geometry somehow because I actually have no idea.
>>912239
Bethesda uses modular approach for interiors and some exteriors, keep in mind to make them same size along all axes so they still fit if you rotate, It's also good to keep in mind if you can work with grid in your editor, then if you size them correctly to the grid you can also place and align them very easily and very fast.

>> No.913553

>>913414
They are Viruses DONOT TOUCH THOSE

>> No.913609
File: 10 KB, 481x145, file.png [View same] [iqdb] [saucenao] [google]
913609

>>911073
Is there a way in blender or daz3d to 'flatten' the sides of an object like pic related?
If so, how do i search for it because I don't know how to put it into words

I'm doing some woodworking around the house and got some ideas that I would like to turn into blueprints

>> No.913611

>>913609
UV unwrapping? depending on what you're doing you might just be able to print out the UV layout and use that.

>> No.913612

>>913611
>UV unwrapping
That's what I was looking for. Got a whole weekend to delve into it. Thanks anon.

>> No.913673

I bought a IPS display for general purpose 3d work but did I make a mistake not going with a VA panel? My contrast ratio is severely lacking, meaning my renders look off to put it mildly.

>> No.913682
File: 32 KB, 854x461, Flattery.jpg [View same] [iqdb] [saucenao] [google]
913682

>>913609
There are a few extensions for Sketchup that do that, like 'Unwrap and Flatten Faces,' and 'Flattery.' There are a few videos about them on youtube.

>> No.913711

>>913482
helpan!

>> No.913713
File: 207 KB, 755x784, bite.png [View same] [iqdb] [saucenao] [google]
913713

whats would be a good approach to sculpting this part into teeth? the thing will be a helmet once its finished so that part is pretty thing. I tried sculpting it in blender but the walls being thin always fucks up the entire geometry. Fairly new to this shit

>> No.913721 [DELETED] 
File: 1.69 MB, 1920x1080, Fence.png [View same] [iqdb] [saucenao] [google]
913721

Rate my fence.

>> No.913722 [DELETED] 

>>913721
I think i should add nails, cause i feel something is lacking.

>> No.913724

Does zbrush have multiple panels for viewing a sculpt how maya has multiple panel layouts?
I want to see my model from the side while im sculpting the front and visa versa.

>> No.913726
File: 533 KB, 1217x959, dfgdfg.png [View same] [iqdb] [saucenao] [google]
913726

Can someone rate my topology and tell me if I'm doing this right? Also are there any good resources to learn box modeling workflow like this? Pushing vertices around manually and trying to get my edges to flow nicely feels very unintuitive

>> No.913727

>>913724
No, amd its the single most dumbest thing zbrush has failed to implement on top of many other basic features.

The work around is:
Shift S to make a snapshot of the angle you want.
Drag it to the side
Sculpt on the side you want
Update the snapshot by pressing refresh.

Absolutely retarded. Fuck zbrush

>> No.913760

Has anyone used Bsurfaces? I have a question concerning adding a new mesh to it and replacing the sculpt mesh with the retopo one.

>> No.913785
File: 3.54 MB, 3277x1638, torso downscaled.png [View same] [iqdb] [saucenao] [google]
913785

How do people make good skin textures like pic related?
Is it even possible without photoscan?

>> No.913789

>>913673
anyone?

>> No.913791

>>913789
shut your blinds, problem solved.
ips color accuracy trumps VA contrast.

>> No.913801

>>913785
It is a blend of the cavity, ao, and base color maps to make a diffuse map

>> No.913805

>>913801
Yes, but the skin itself has some kind of grain and some micro bumps that make it look real.
I don't know if it could be crafted by hand.
Or maybe from base materials for each part of the skin?

>> No.913821
File: 81 KB, 608x592, files.jpg [View same] [iqdb] [saucenao] [google]
913821

>>911073
Hi, i used utiny ripper to extract the taimanin asagi game models, and it left these files, how can I open them?

I dont know anything about 3D

>> No.913822

>>913821
You'll probably have to open them in Unity editor and export them from there, not sure if there's an easier way.

>> No.913850

Hello good afternoon.
I would like to learn how to create 3D models.
I know that creating art isn't just about pushing the right buttons, it's about knowing what's available to use, knowing when to use it, and how. I have programming experience and am used to complex programs, I also have basic drawing skills.
Do you have any recommendations for a course or book that can teach me the fundamentals of creating 3D art? I know there are many tutorials on different things, but I didn't want to be jumping from one tutorial to another without knowing which way I'm going. I think a guided course or a well-structured video series would be of great help. I'm in no rush to learn it's just a hobby thing.
I already installed Maya 2023.
Thank's for your time :)

>> No.913851 [DELETED] 

>>911073
https://discord com/invite/beTwDNgv2P

>> No.913853

>>913850
Elementza Modeling Course

>> No.913855

Why is accurate scale so difficult in blender? I just want to make a room and furniture that have exact dimensions.

>> No.913856

How do I do retopology on Blender? This shit sucks

>> No.913859

Are there just no 3d modelers on 4chan or what, why is this place so slow

>> No.913861

>>913859
We're all just a bunch of people who pretend we 3d model

>> No.913864
File: 248 KB, 867x900, V6pOURW.png [View same] [iqdb] [saucenao] [google]
913864

How do I fix this?

>> No.913867

>>913859
yeah but i'm not answering your retarded questions or arguing with pajeets

>> No.913869

>>913864
just delete it and connect it properly?

>> No.913879

What kind of vidya card do I need to run unity HDRP at 2k 60?

>> No.913910

This is probably a really stupid question, but I'm a beginner. I'm trying to learn how to make unity games by following a tutorial, and in the script, the teacher uses:
>public abstract void Tick(float deltaTime)
To put it simply, I don't understand why "float deltaTime" is in the parentheses here instead of "time.deltaTime. Please explain. "float deltaTime" looks like a totally unrelated float variable that he just hasn't defined and just happens to have the same name, but that doesn't make any sense.

>> No.913927

>>913864
3 click click click click delete
2 click click f
click click click f
click click click f
click click click f

>> No.913938
File: 1.08 MB, 1613x836, emm.png [View same] [iqdb] [saucenao] [google]
913938

I am trying to do something stylized in Blender. I have a yellow curved object as an orbit around the red planet.
I have applied emission and transparency to the ring. I don't want the ring to reflect on itself and give bright overlap when viewed from side.
I want to show what is behind it but not show the overlapping of the ring.
Any idea how to achieve this? I turned on backface culling but no change.

Is there any way to do it using other shader notes like camera ray or something.

>> No.913939
File: 997 KB, 942x836, emm.png [View same] [iqdb] [saucenao] [google]
913939

>>913938
Edited the desired effect in photoshop hurriedly.

>> No.914052
File: 230 KB, 1920x1875, 1660627123906.jpg [View same] [iqdb] [saucenao] [google]
914052

How do I get a character like this? I suck at modeling and I was sculpting bodies to get a mesh instead but I cant do retopology

>> No.914054
File: 403 KB, 1144x930, 1653618272904.png [View same] [iqdb] [saucenao] [google]
914054

>>914052
Follow a basic box modelling tutorial

>>913938
>>913939
This seems to work

>> No.914070
File: 51 KB, 667x500, city-medium-size-3d-model-low-poly-max-obj-mtl-3ds-fbx-c4d-lwo-lw-lws.jpg [View same] [iqdb] [saucenao] [google]
914070

>>911073
Are there websites with good free scene resources? Some kind of standard background cities or countryside or indoor environments that can be used as a generic backdrop while I try other things.

There are websites out there selling such things, but it's pretty expensive. I don't care if it's a standard model everybody uses to begin with, I just want something that's not a flat plane to put the models into. "Utah teapot" background scenes are OK.

>> No.914090

does maintaining good topology really matter much if you're just making 3d models to print?
friend who paid for college is constantly on my ass for having ugly meshes with triangles everywhere. it looks fine after I subdivide and print

>> No.914091

Another stupid question, but is creating a new script in Unity the same thing as creating a "class" of that same name? Like, if I name the new script "TEST", and then open it up, it has the default text "public class TEST : MonoBehaviour, that means that the class "TEST" has been created, right?

>> No.914095
File: 19 KB, 907x782, Screenshot_11.jpg [View same] [iqdb] [saucenao] [google]
914095

>>914054
I can't do box modeling, I have failed at that for 3 months

>> No.914097

>>913143
Please... anyone... I can't find anything on google...

>> No.914113
File: 311 KB, 946x938, Weird seam.png [View same] [iqdb] [saucenao] [google]
914113

What the fuck is this?
These weird seams appear when I assign a normal map texture to my character. The seams are the same as the ones on the UV map, but I don't understand what's happening - the normal map is an even .5 .5 1, so it should be completely flat?

>> No.914116

>>914113
overlapping vertices? normals alligned? I always check that shit first when shit goes wrong

>> No.914117

>>911073
Is there a way to turn off the auto-tweening in blender? I’d like it to be off by default but don’t know which menus to get into.

>> No.914119
File: 398 KB, 946x938, No texture no seam.png [View same] [iqdb] [saucenao] [google]
914119

>>914116
No overlapping vertices. What do you mean if the normals are aligned? I've tried recalculating them a couple different ways but it did nothing.
For comparison here's what it looks like when I remove the normal map's texture.

>> No.914120

>>914091
I think you CAN have multiple classes in a single script, but yes, making a script creates a new class.

"public class TEST: MonoBehavior" is the class TEST that descends from the MonoBehaviour class.

>> No.914123

>>914113
is the normal map imported as non-color? it defaults to sRGB color space if you don't change it, which fucks things up

>> No.914126

>>914123
That fixed it! Thanks anon. One step closer to having something that kind of works.

>> No.914148

how different is blender 2.79 compared to the current one? My computer cant run the newer versions

>> No.914152
File: 4 KB, 245x250, 1657478817896.jpg [View same] [iqdb] [saucenao] [google]
914152

Is there a way to export all my Blender settings but especially add-ons from version to version or am I doomed to keep a text files with a list that I'll need to re-install verytime I update this software?

>> No.914193

Is there any current 3D work that will stand the test of time?

>> No.914194
File: 432 KB, 1223x521, AA1E1907-2658-4FBC-A2A7-D7A51626ACFF.png [View same] [iqdb] [saucenao] [google]
914194

Having a bit of an issue with Blender at the moment and don’t know if there’s a solution.

I’ve been testing out the traditional animation tools with the software for a bit, and today I quickly animated a character and began to pan the camera from left to right, and as you can see, because I drew the lines in a 3d space it began to distort the lines. I changed the camera to orthographic, but then it shows the whole scene as orthographic making everything look like a mess. Does anyone have any ideas on how I could pan or zoom in without this distorition? If it can’t be done with the software then it isn’t the biggest deal in the world as I’ll just have to choose my shots more carefully.

>> No.914234
File: 120 KB, 1522x870, 1657471450276.jpg [View same] [iqdb] [saucenao] [google]
914234

Why do textures from Substance Painter look so scuffed? The textures themselves come out well but the maps look really weird when you aren't viewing them on the model with odd artifacting and splotches everywhere. This is from the new Life is Strange game.

>> No.914236

>>914234
You mean the padding on the uv islands?

>> No.914240
File: 134 KB, 333x325, 1659779006130.png [View same] [iqdb] [saucenao] [google]
914240

>>914234
It takes the rim from each of the UV islands and dilates them out the same colour as the last pixel to avoid obvious seams around UV islands caused by floating point errors like picrel

>> No.914244
File: 97 KB, 1785x913, 1657131839506.jpg [View same] [iqdb] [saucenao] [google]
914244

>>914236
>>914240
Just read up on this and it makes total sense. Thanks, guys.
Looking at texture maps in older games, I didn't see much of this in play. Been texturing a model of mine with Painter recently (pic related), I thought I was doing something wrong on my end but apparantly not. Is padding more of a modern thing then?

>> No.914246

>>914244
Older games often had the textures handpainted first, and the UV maps created afterwards, so they would just use square borders around each "feature" of the model with the base colour.
With procedural/PBR/high def texturing, errors like this are a lot more noticable, and almost all modern games pad the texure maps like this.

>> No.914248

>>914246
Sweet. Honestly that's pretty cool. I feel like I've barely scratched the surface of this whole PBR workflow.

>> No.914249
File: 125 KB, 320x180, 1658597973682.png [View same] [iqdb] [saucenao] [google]
914249

>>914248
your cauldron looks pretty neat, probably worth looking at a few substance painter tutorials as well, there are some features that I was completely in the dark about for over a year of using the program
here's a decent one that NVIDIA paid for:
https://www.artstation.com/artwork/ZGJ3b0
best of luck to you fren

>> No.914250
File: 1.68 MB, 609x699, 1660693831936.webm [View same] [iqdb] [saucenao] [google]
914250

How do I get a model like this?

>> No.914252
File: 99 KB, 359x475, 1657164257842.png [View same] [iqdb] [saucenao] [google]
914252

>>914249
Will give it a shot! Thanks again, anon.

>> No.914253 [DELETED] 

>>914250
>>914252
>>914249
>>914248
Answer my question

>> No.914284
File: 1.88 MB, 1340x2009, unrelated image.png [View same] [iqdb] [saucenao] [google]
914284

>>913821
Use NinjaRipper instead https://www.ninjaripper.com/
>>911073
I have topology that connects to two sphere shapes. Is there a way I can flatten these spheres to adhere to the underlying topology of the rest of the model?
Here is an unrelated image

>> No.914337

>>914284
I don't understand the question. Can you show a picture of what you mean?

>> No.914351

FK or IK for animation?

>> No.914354

>>914351
Why are you presenting it as a dichotomy?
You can and should use both.

>> No.914467
File: 15 KB, 457x333, this.jpg [View same] [iqdb] [saucenao] [google]
914467

>>914337
I will post a nice pair in exchange for an answer if this is what you are alluding to

>> No.914475
File: 61 KB, 1093x369, i cant explain.jpg [View same] [iqdb] [saucenao] [google]
914475

>>914337
How do I do this

>> No.914488

I how do I into R34?
I wana make models of my smut of my oneitis and share them with everyone including me.
How many years will it take to master the body in Blender?

>> No.914490
File: 248 KB, 850x431, 0F9D0476-7BDA-41AC-9FF4-67DF0E09B672.png [View same] [iqdb] [saucenao] [google]
914490

Does blender have any “onion skinning” for 3d animation, or do I have to download an addon for that?

>> No.914491
File: 106 KB, 750x765, 1660768108605489.jpg [View same] [iqdb] [saucenao] [google]
914491

Anyone know how get this look in materiak settings in unreal engine?

>> No.914527

>>914475
You're not able to just move the vertices by hand or use low-poly sculpting?
I guess you could use a Shrinkwrap modifier to project the vertices of the breast on to a model of a boobless torso.
If you want to do it dynamically during an animation or something, you could save the flat and boobed versions as shape keys.

>> No.914550
File: 428 KB, 1370x616, file.png [View same] [iqdb] [saucenao] [google]
914550

I just downloaded blender for a quick edit of a 3d object. I managed to delete the elements I didn't want but now what is left is an hole at the base of the structure. Is there a way to fill the hole with a flat layer if I select all the necessary dots?

>> No.914551
File: 327 KB, 1037x787, file.png [View same] [iqdb] [saucenao] [google]
914551

>>914550
Oh I think I did it. I selected what I wanted and pressed F. It wasn't perfect and there was still a triangle left but by pressing F again it filled more.. I'll reimport the model in my game and see if it works

>> No.914554

>>914551
O-oh. You just made an N-Gon. Never make an N-Gon. N-Gons are evil, anon. Instead, do a manual fill: select the vertices that should for a polygon and press F. Do this for every polygon until the hole is filled. If you are not satisfied how the shading looks between two adjacent polygons, you can hit Control-E after selecting two polygons that share two vertices and one edge between them and choose Rotate Edges CW. Alternatively, you can select all the vertices that form the edges of the hole and hit Alt-F: this fills the hole with polygons automatically. N-Gons are actually okay if all the vertices are planar. This seems to not be the case with your model, you need to flatten it. If they are (ought to be) on a global axis, you can scale along only this axis (persumably Z: press S, then hit Z, or whatever axis it should be, then hit 0, zero, and finally enter). If they are not (supposed to be) locked on a global plane, you could unfold the little panel that pops out when you do the scale operation, then under the settings play with orientation; instead of global, maybe normal does the trick. The sequence of keypresses should be identical. Alternatively, try enabling the Loop Tools addon (it is to be found il n the context menu, either press W or right click, depending of your initial key setup).

>> No.914567

>>914527
>You're not able to just move the vertices by hand
I've been trying to do that but I've been doing a bad job of it and was hoping there was a more sophisticated method

>> No.914588

>>914567
I think the simplest solution would probably be to scale it to zero in the Y-axis to get a flat plane and then rotate it to match

>> No.914598
File: 402 KB, 773x659, 1602733636527.png [View same] [iqdb] [saucenao] [google]
914598

I keep seeing 3d artist on twitter shill FlippedNormals, I recently made a Donut and have gotten interested in 3d. Is buy shit like that even worth it if im so no? Should I just grind free blender guru stuff and do my own projects? Im split between animation and 3d but im starting with modeling for now i think

>> No.914605
File: 1.43 MB, 959x960, 45501862_2147452428904590_4350281857682636800_n.png [View same] [iqdb] [saucenao] [google]
914605

>>914598
Never.
Ever.
Ever.
Ever.
Ever give a single dollar to Flipped Normals. They are a group of skilled users who are not teachers. They will only show you the most surface level way to accomplish a single, laser focused task and completely neglect to teach you the "why" portion. You won't learn any methodology from them. They're the equivalent of watching some DIY television show in the '90s and going "oh that's nice".

I wish we could have a sticky that warns new 3d folk about the pro's and con's of these various paid subscription teaching sites.

>> No.914607

>>914605
Ah, it seemed fuckey to me that the topics seemed quite niche so i assumed they were for people of a higher level. Sucks they dont do the "why" from them, but not being a good teacher is not easy

>> No.914608

>>914607
Yeaaah. Its pretty shitty but a LOT of youtube channels do this. CG artists figure out that showmanship and presenting topics tends to get more revenue for less work than creating professional video learning websites. Part of the whole "DIY industry" that thrives on level 1 people who will spend 90% of their time watching others work then giving up before starting.
And my bad. I didn't give you any suggestions in the previous post.

So, when I was brand new and did the donut as well:
https://www.gabbitt.co.uk/videos
Grant Abbitt has a solid set of Beginner and Intermediate courses for free on his website (hosted by youtube I believe). You can join his discord for free to ask questions related to the videos. I highly recommend you go through the full beginner and intermediate courses.

After you finish those, if you still are interested in learning 3D, this is where you can open your wallet.

CGCookie is recommended here on /3/, but be warned they morphed into more of a subscription based weekly podcast. They have video tutorials but a good bit of them haven't been updated to the newest version of blender. They seem rather lax about that.

Come back and post after you finish Grant's stuff though.

>> No.914609

>>914152
in your appdata there is a file with all the different blender versions, each with the config and an addons folder inside of them

also i only replied to this because you posted a mr robot screengrab

>> No.914628

>>914608
I had a video recommended to me this morning where a "tutorial" channel went over the benefits of using the secret "workbench" renderer in Blender instead of Cycles or Eevee, and how it can save a lot of time for simple scenes where you only need colors.

He deleted it after the top comment pointed out that it's literally solid view.

>> No.914629

Can someone tell me the uses of having a topologically correct base mesh for sculpting?
- Do you use them before sculpting or to project details onto it after you're done?
- Can your morph easily a base mesh (like for example with the move brush) to have different proportions? (I mean I know you can but is it a common practice?)

Please I'm a beginner and I want to know why use a base mesh instead of just sculpting a character and retopo it later?

>> No.914633

>>914628
LOL

>> No.914655

is there a way to fix my textures by growing it along the uv edges? I know that I can increase the fill bleed, but that's only when you start a texture right?

>> No.914656

>>914655
What software?

>> No.914668
File: 66 KB, 273x287, 1619057523276.png [View same] [iqdb] [saucenao] [google]
914668

Discussed something with an anon from /agdg/ but I want to make sure so I'll reformulate >>914629
Is this workflow viable/possible
> Get basemesh with animation friendly topo
> Change proportions with subd level management
> Save it as "newBasemesh"
> Clone it, make the cloned mesh as high topo, add details to i
> Project high poly mesh details onto "newBasemesh"
> Rig and animate

And thus I have another question: How far can you go when it comes to changing the proportions of a standard basemesh. I imagine you have a lot of freedom for the body but what about faces for example?

>> No.914701
File: 54 KB, 609x331, Double spine problem.png [View same] [iqdb] [saucenao] [google]
914701

So I've tried to import a Rigify-rigged character into Unity, but it's like the character has two separate sets of spine bones, with the front attaching to one of them and the back to the other.
Did I import it wrong? Is there any way to fix this?
I can kinda work around it by selecting the two spine bones that match if I want to create or tweak an animation in Unity, but it seems like a pointless hassle.

Pic related, what happens when I bend DEF-Spine_002 and Spine_fk_002 in different directions.

>> No.914706

>>914701
Check your blender file and see if theres two armatures. If that's the case, one is the actual armature, the other is the control armature. You should only export the actual armature of the character. Also check that the control armature has no weight on your mesh.

>> No.914708

>>914706
It's just the one armature, but it has a bunch of bones that are for inverse kinematics and such?
I thought I'd gotten rid of the helper bones by exporting with "deform bones only" checked, but apparently that didn't get rid of it all.
How would I go about getting rid of them? Can I manually pick which bones to export somehow?

>> No.914714
File: 363 KB, 968x416, RGB to UV coords.png [View same] [iqdb] [saucenao] [google]
914714

im trying to add a fabric patern to this sculpt.
I tought id be smart by baking in a repeating patern of rgb values that is used as xy coordinates in UV, but i get these ugly seams of each border of the pattern
So instead im trying to do it normally, how do i add it like its applied in substance painter in blender? Whats that called?

>> No.914752
File: 389 KB, 896x639, soviet, fabric normal.png [View same] [iqdb] [saucenao] [google]
914752

>>914714
just used the automatic uv unwrap pn the sculpt, and it looks good enough since its just a fabric pattern

>> No.914757
File: 103 KB, 700x600, brush.jpg [View same] [iqdb] [saucenao] [google]
914757

I want to make my texture brush in Blender look like a regular pen.
Is there any way to link the color to the velocity of the pen? Pressure already works but it looks just meh (bottom)

Also i had a bug which produced the results in the top - which looks actually kinda neat but i can't replicate it. Any ideas?

>> No.914778
File: 124 KB, 1920x1080, 1642106479354.webm [View same] [iqdb] [saucenao] [google]
914778

First time posting here, sorry if this isn't the right place.

I've made a simple animation of somebody holding a tray and then later dropping it.
I wanted to use rigid body physics to make it look slightly better.

Now one of my objects always does this weird thing I can absolutely not figure out how to fix.
I went back to the .blend file before I added physics, but redoing everything leads to the same results.

Any idea which setting I'm messing up?

>> No.914779

>>914778
physics in blender are absolute garbage.

Use houdini.

>> No.914780

>>914779
At this point I care more about figuring out the error than the finished animation.

>> No.914790
File: 359 KB, 1096x712, 1652205392443.png [View same] [iqdb] [saucenao] [google]
914790

>>911073
okay i want to switch and learn substance painter because i am getting node filtered for painting textures. do i just apply all the modifers and join everything into one mesh and export to fbx and open up substance or do i have unwrap and export each part if the house and texture it individually ?

>> No.914908

>>914779
>apprentice can only render with CPU
yeah...

>> No.914911

>>914778
"One of my objects"? m8 everything in that webm is fucked.

>> No.914962

I don't like to sculpt. Is there other (CAD-like) ways to draw smooth cute characters in Blender? Working with subdivs is pretty awful because it's unpredictable.

>> No.914974

what is the current linux program portfolio for doing basically everything in CGI on an individual level? Last time I was on top of these things it was 2019 and it was like modo, 3ds max, houdini and some other shit, but some shit like rigging and animation were clearly behind windows.

>> No.914978

>>914962
Tried this? https://blendermarket.com/products/curves-to-mesh

>> No.915009

What sort of general stuff should I do with my models to make sure that they’re ready to be put into other engines or used in animations

>> No.915049

>>914978
Thanks, looks pretty usable. Why it isn't in built-in functional?

>> No.915064
File: 446 KB, 400x400, junio_turn_small.gif [View same] [iqdb] [saucenao] [google]
915064

Should I learn Blender just doing random projects I want to make or follow a sort of workflow for learning the program?
I want to try making this Sonic on Blender through photogrammetry using either the images on a character sheet I saved or the frames from pic related but this would be my first ever time using Blender for anything.

>> No.915155

Is there a best method for 3d modelling architecture or is this a "do what works" scenario?

>> No.915158

>>915064
1. you won't be able to do photogrammetry with either of those things
that's a really stupid use of photogrammetry, 2. you'd get a much more accurate result modelling the sonic yourself and using those as references
3. you need a separate program to do photogrammetry, it's not a blender feature
4. there's like a billion models of sonic online

>> No.915160

which contributes more to lag, a high number of faces or of vertices?

>> No.915174

>>915158
I know there are lots of Sonic models but I want those exact proportions for the one I'm making.
I guess my question should've been, how do I use that gif as a reference to get the proportions right?

>> No.915175
File: 216 KB, 2048x1676, EM103NyUcAEnDQm (2).jpg [View same] [iqdb] [saucenao] [google]
915175

>>915064
the model was made from this sheet

you could also find this exact model on a few sonic forums

also be sure to keep eyes as textures, if you try modelling them getting a consistent look in animation near impossible

>> No.915178
File: 181 KB, 507x693, shonic.png [View same] [iqdb] [saucenao] [google]
915178

>>915064
Theres so little you can just eyeball it. The quills are easy, so you only have half a head to figure out. Trace over front, back and side views, and if you still have difficulties to locate the vertices, do few in betweens.

>> No.915180

>>915175
>>915178
Thanks a lot, anons.

>> No.915183

why do my renders pull in such shitty numbers on art sites? After a year of releasing art I'd think I'd get more engagement

>> No.915187

>>915183
Post some

>> No.915203

>>915183
are they pop culture enough?
even if your skills are solid you're going to have trouble getting attention unless you make what people want to see

>> No.915229

i haven't done much research on this but how hard will it be to animate clothes being taken on and off a human character? (for coom animation purposes)
it's not something i've really seen done before if my memory serves me well.

i've got as far as 2 youtube tutorials on how to animate clothes and blankets, should that be enough? feel like if it was easy you would see it more often.

>> No.915230
File: 290 KB, 609x492, cattus.png [View same] [iqdb] [saucenao] [google]
915230

Maya's clean up tool keeps telling me there are non-planar faces even though I'm 100% sure they'e flat.
used the scale tool to flatten it. Matched all the vertices to the grid, and stull... non-planar.
Is there something I'm not seeing here? It's getting kinda annoying because anything that's not a cube it's telling me there's a non-planar problem

>> No.915233

Can someone tell me how to add thickness to a plane in geonodes? I need to make a boolean with text but when I generate a string of text and use fill curve, it's just a bunch of planes. Boolean doesn't work with planes and extruding still leaves the geometry non-manifold.

>> No.915237
File: 739 KB, 1247x872, color.png [View same] [iqdb] [saucenao] [google]
915237

I started working on sculpting, when I select the object and switch to sculpt mode I get these weird green surfaces
the fuck is this and how do I get rid of it

>> No.915240

>>915237
Face sets, they're a masking feature. You can reinitialize face sets by clicking Face Sets -> Face set from visible.

>> No.915256

When modeling feet that will be both barefoot and in heels, is it best to just model a flat foot and put it into heel posture with rigging, or make two versions of the feet, one flat and one upright, then use the appropriate one for the scene?

>> No.915268
File: 2.68 MB, 3264x1835, 222.jpg [View same] [iqdb] [saucenao] [google]
915268

I'm looking to get into 3D modeling as a gateway for future game dev, since it's the one thing I think I could actually manage
pic related is the level of detail I'm shooting for, low poly I suppose, or on the lower end of the scale, with mostly flat colors and small amounts of texture, and not very complex animation
I know the one in the middle was made using blender, but what I'm wondering is: if I want to make a game look like these, can I reasonably do the modeling, textures and animation all within blender?
secondly, how difficult is it to model and make stuff like this, and what sort of time investment would it take to get to this level?
here's some of the games in the pic if it helps

https://store.steampowered.com/app/1472930/Flock/
https://store.steampowered.com/app/1586800/Lil_Gator_Game/
https://twitter.com/GreenCream

>> No.915269

Anyone else ever found an art style they absolutely loved and just aped it completely?
Is that ACTUALLY learning/improving? Or is it just false improvement?
Do you have to go outside your desired style to improve at it? Or can you just keep hammering away making only the stuff you like?

>> No.915279

>>915203
I think this is the trouble, you kinda have to go clout first before doing your own stuff, and that means not making fanarts of your favorite obscure anime or whatever. Unfortunately, it just seems to be the way of things.

>> No.915280

>>915269
>Or can you just keep hammering away making only the stuff you like?
If you dont like what you do, you'll stop doing it

>> No.915291

Are textures on sites like https://ambientcg.com/ good quality?

>> No.915397

>>915268
with stuff like these the difficulty is making a consistent style not the modeling
and fucking around with the shaders

>> No.915418

i've never created a scene environment before, realistically how long/hard does it take to create something decent?

>> No.915420

does making 3d porn = ez $$$$$$$$$$?

>> No.915535
File: 256 KB, 1920x1045, 1652456144919.jpg [View same] [iqdb] [saucenao] [google]
915535

>>915418
depends on how big the environment is and the complexity of the assets, you can speed things up using a modular workflow and things like trim sheets

>> No.915552

>>915535
Do models like walls with doors or windows get modelled as one mesh or is each part seperate?

>> No.915637
File: 191 KB, 1024x707, paolo_veronese_-_the_marriage_at_cana_detail_-_wga24859.jpg [View same] [iqdb] [saucenao] [google]
915637

I want to use renders from blender to create digital paintings. I don't think I'll be competent enough to create faces so I'm planning to draw them in by hand. I'm wondering if there are any guides or other additional software that can help me. Thanks.

>> No.916468

I wanna make varied multiples of the same character. My project is to make a group of miniatures like 8 or ten. Im using the same base body with variety, same with faces. Its the same face but with different expressions. How do I do this effeciently?

Theres 3 body and 3 faces meaning the 'same' figure has to be rigged 9 times. Do I just have to do each and just get it over with or is there some more efficient method?

>> No.916469

>>916468
you're not going to make it in this field

>> No.916675
File: 168 KB, 750x750, HTB1x0eJnwDD8KJjy0Fdq6AjvXXa2.jpg [View same] [iqdb] [saucenao] [google]
916675

I want to take a 2d cutout and give it "depth". Something like pic related.
What program let's me do this easily? Blender ? Zbrush? What would be the workflow?