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>> No.688505 [View]
File: 274 KB, 908x512, lend_me_ur_rears.webm [View same] [iqdb] [saucenao] [google]
688505

>>688493

Shape keys.

>> No.688339 [View]

>>688331

A single mesh can have multiple materials. Assign a material to just the faces of the body and a different one to just the faces of the gloves. Alternatively, you can vertex paint materials.

https://remingtongraphics.net/tutorials/paint-materials/

No need to create a new thread for this by the way, there's a blender thread and a help thread.

>> No.688338 [View]

In regards to organic objects, photogrammetry is definitely the easiest way out. However, having the object to be modeled and a pair of calipers is unrealistic but truly optimal.

If you have one known unit of measurement present in an unadulturated photograph (like a penny - known to be 19.05mm) you can then extrapolate the rest of the measurements without much trouble. Taking into account the camera's optics and distance from the object you can get relatively accurate results.

But CG artists are usually artists first and psuedo-engineers second some artistic license is allowed considering the model's purpose. Pedantic tedium is not really an artists strong suit. Unless you're a real engineer in which case using calipers and engaging in pedantic tedium is literally your job description.

>> No.688293 [View]
File: 260 KB, 508x551, 3_gbear.png [View same] [iqdb] [saucenao] [google]
688293

Here's the blend, hope it helps you out.

https://dropfiles.org/1iJR

>> No.688195 [View]

>>688181

Something like an hour and a half. Lot's of shortcuts taken but most of the time was spent discovering a better way to make springs.

>> No.688192 [View]
File: 593 KB, 1366x768, gummy_bear.png [View same] [iqdb] [saucenao] [google]
688192

>>688177

I don't know much about it.

Anyway, I like where you're coming from with this so I'm currently modeling it in my "free" time. I'll give it a basic rig and make sure it deforms well enough. Brother probably won't be able to tell the difference.

>> No.688176 [View]
File: 46 KB, 800x1280, player_00669.jpg [View same] [iqdb] [saucenao] [google]
688176

To rip from mobile games you can use APK Editor or just open the apk on your computer with an archive program as a .zip file. (which is what an apk essentially is) Super easy.

But the bad news is I looked inside the apk for the game you want to rip from and it's not a 3D object but an animated set of jpgs.

>> No.688120 [View]

I'd have to recommend these guys. Personally can't stand BlenderGuru but he does have some decent tutorials, too.

YanSculpts:
https://www.youtube.com/channel/UCfjswDVU0XHyBN7UFG0Mi5Q

Curtis Holt:
https://www.youtube.com/channel/UCzghqpGuEmk4YdVewxA79GA

Remington Graphics:
https://www.youtube.com/user/Xremington04

Ducky3D:
https://www.youtube.com/channel/UCuNhGhbemBkdflZ1FGJ0lUQ

>> No.687648 [View]
File: 681 KB, 768x646, 3_indus_lamp.png [View same] [iqdb] [saucenao] [google]
687648

Here's mine, it's my take on a kind of industrial workshop lamp.

>>687612
>>687615
>>687616

Damn, you guys are some cynical cunts. Cheer up my dudes.

>> No.687522 [View]

A good place to start:

http://cryblend.weebly.com/

>> No.687521 [DELETED]  [View]

Looks like this dude made an export script couple years back.

https://www.cryengine.com/community_archive/viewtopic.php?f=315&t=135731

>> No.687520 [View]

>>687513

Let's be honest, nobody on the internet can spell or form coherent sentences. I expect that.

Anyway, can't tell bc of tripcode but I've saged every post in this thread, you should too. Ya know, instead of bumping it when you feel like bitching about what everyone else is doing.

>> No.687497 [View]

>>687487

First post = FAQ, first and second sections answers question completely, they don't have links in either of them.

>>687488

Read the terms of use, super restrictive and creepy shit. Anyway, the reason they "own" your artwork is simple: you can't sell your creations. If you can't sell your creations then you don't own them. If Autodesk is able to put restrictions on your works then they're claiming ownership over them.

Also, there is all kinds of disagreeable shit in their agreements.

20.5 Autodesk's right to suspend:

If you make or do something that we don't like we can take the right to use the software away.

21.5 Compliance

We can literally demand you hand over all of your information to verify compliance with our terms of use. If you don't we'll have a representative do it for you.

Also, spying shit all over the privacy statement.

Read these sections esp. "How does Autodesk use the information it collects about you?"

and

"How does Autodesk disclose your personal data?"

Free(*)

*You have only the rights expressly granted to You under these Terms

>> No.687495 [View]
File: 196 KB, 496x513, crude-bone.png [View same] [iqdb] [saucenao] [google]
687495

>>687485

Like the way you think, here's mine.

And damn 5 minutes is fucking impossible unless it's a round pkmn. 8 minutes, best I could do, not incl. mat assign.

>> No.687494 [DELETED]  [View]

>>687485

Like the way you think, here's mine.

And damn 5 minutes is fucking impossible. 8 minutes, best I could do.

>> No.687484 [View]

Sticky: >>561987

Try Blender, it's free and there's a large community of dedicated users which means plenty of tutorials. Concepts learned in blender can be easily transferred to other software.

Alternatively, Autodesk offers educational versions of their flagship 3D software, Maya and 3DS Max. Remember that artwork created in the educational version belongs to Autodesk, not you.

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