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File: 1439863614630.gif (9.1 MB, 667x851, 29:37, Test.gif) ImgOps iqdb

 No.11978[View All]

Is anyone here in to 3D modelling? Planning to start?

What programs do you use? Are you working on animation, models to publish, or building environments to render pleasantly? If you plan to export to a game engine, check out ( >>>/games/8456 )
130 posts and 83 image replies omitted. Click reply to view.

 No.50389

I am interested in 3D modeling and web developing. I want to create some websites with 3D interface design. Plus in my project I want to use saac product like here https://spdload.com/blog/what-is-saas-product/

 No.50741

File: 1573263774250.png (551.91 KB, 916x2109, 916:2109, ClipboardImage.png) ImgOps iqdb

some fairly random stuff from this year

 No.50742

>>50741
nvm i think the furniture is older, i've posted it already too

 No.50890

File: 1574014972506.png (108.96 KB, 1065x830, 213:166, ClipboardImage.png) ImgOps iqdb

slapped a head on them, need to make other heads though

 No.51419

>>11981
Computers now days are garbage and that first one you were on wasn't garbage looking. Computers should be not like yesterday's zero intuitive command lines and not like today's TOO intuitive cryptic stuff. Not that I use any of that stuff myself. I was just lurking and hate new and very old types of software. That middle ground was perfect from the 90s.

 No.51429

>>50890

gorgeous

 No.51434

File: 1577307812539.jpg (65.37 KB, 740x416, 185:104, perfection.jpg) ImgOps iqdb

>>12095
>90s
Nice games are from then.

>>12036
It's all about the texture really.

 No.52257

Do any of you wizbros know of a free program that isn't a virus I can download to do a simple 3D model that can be used to make a part in a 3D printer? My sister's friend's husband has a 3D printer that I'm pretty sure he'd let me use if I could give him a model and I need a part for a project to adapt the gear I want to use to the motor shaft I want to use. They're not the right size and I can't find anything that is.

 No.52258

>>52257
Blender.

 No.52259

>>52257
>>52258
Also, if you're gonna make a gear, don't. 3D printed things are not structurally stable and it will break.

 No.52261

>>52257
Any chance you can do things old school and just hand file down a gear to size?
For 3d printed parts you have to do a lot of filing to finish it anyway.

>>52259
Depends on how much torc is going to be put on the gear. It should be strong enough to for low power applications like small electric hobby motors.

 No.52262

>>52258
>>52259
>>52261

Thanks. I don't know how much torque it will be applying yet, I will have to build it and do some real world tests. I'm actually using a timing belt and I'm trying to attach the cog that runs the belt to a motor so I can't print a gear, it's just the shaft size for the gear and cog don't match and IDK what to do. Maybe I could just fill it up with epoxy resin and stick the shaft in there or something.

 No.52428

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>>44134
Thanks so much!
>>33114
I posted this it what feels like a while ago so I'm glad this thread is still around. I've been doing more 3d since then and I feel I've been slowly getting better over time. My final goal in life is to create a world that I can go in and live in. maybe forever. Maybe VR will be the answer. Here's an environment I've been working on recently

 No.52429

>>52428
that looks awesome, was it made in Terragen or Vue? what do you render in?

 No.52444

File: 1583950966920.png (318.25 KB, 1280x1024, 5:4, better mountains in blende….png) ImgOps iqdb

>>52429
world machine actually! I looked into terragen and vue and they just looked so insanely complicated that i was like nah. the final output from world machine was actually pretty low res so I had to add displacement maps n stuff in maya. Rendered in Redshift. Clouds imported from houdini.

I used to be super obsessed with 3d when I was little. I made these "mountains" in blender in 2006, but then for the next 10 years I just cared about videogames and my 3d hobby was kind of put on the backburner. I never thought I'd get the obsession back, but eventually I got over it and now my passion is videogames AND 3D. I just think it's so weird how the passion came back. Maybe when I was starting it was super interesting and then it took 10 years to get over the insane learning curve. But it most likely had to do with how shitty my life was in those 10 years

 No.53558

File: 1591162392548.jpg (194.52 KB, 1864x1047, 1864:1047, arch.JPG) ImgOps iqdb

I made this architectural render based on a photo a photographer friend I have got me

 No.53687

File: 1591702726724-0.png (332.04 KB, 1919x1039, 1919:1039, clip_cad.png) ImgOps iqdb

File: 1591702726725-1.jpg (4.43 MB, 4864x2736, 16:9, PHOTO_20200609_133104.jpg) ImgOps iqdb

File: 1591702726725-2.jpg (4.7 MB, 4864x2736, 16:9, PHOTO_20200609_133137.jpg) ImgOps iqdb

Few days ago I’ve got new cycling backpack and while it’s great so far, the straps flailing around and making noise annoyed me immensely. After searching around on the internet for diy solutions to this, I’ve decided to just make the strap clip myself. I’ve measured the webbing as well as the clips that came with the backpack, and inspired by an image I found on the internet, I’ve designed a clip that could be fixed without undoing the straps. Then I’ve made a test batch on a printer to see how it worked, and also to see how much it would shrink. It turned out pretty well, but it seemed to be too thin while being slightly too big. Today I’ve printed new batch from black ABS, and I’m quite pleased with the result. The clips work well and are barely visible on the backpack. I know it's a small thing, but for various reason I'm very happy about it.

 No.53694

>>53687
incredible thought process, i would have just secured it with tape at the very first annoyance and had it solved in a minute. but you kept focus on it long enough to actuslly model and print a part to neatly fix the problem. really impressive

 No.53698

>>53694
Thanks, I only did it this way because I could, and because I hate half-assed temporary solutions (the tape would come undone pretty quickly, most likely). It was just surprising to find out that there are barely any hassle-free methods for fixing backpack webbings and that motivated me. The time spent on it was maybe two hours in total, which I can justify by riding many more hours without any awful noise right behind my back.

Also, it's just nice to actually use 3D skills for a practical goal (even though the model itself is simple as fuck).

 No.53705

>>53698
>>53687
Kinda surprised a 3D printed part is holding. They've always been incredibly flimsy in my experience.

 No.54776

File: 1596885444028.gif (391.94 KB, 1920x1080, 16:9, wins3d.gif) ImgOps iqdb

almost 5 years of not having a 3d modelling job

 No.55335

what would be the best program to learn for 3d printing models?

 No.56011

Anyone in the thread know about cad software that is really easy to learn and isn't cloud based like tinkercad?

The closest thing I have really done related to 3d modeling is building stuff in second life. Or in other words I don't know shit and have to start from scratch. But I rather use something I can learn while doing rather then something so complicated that I have to watch 5 hour lectures and download text books to even set up the program correctly.

 No.56016

>>56015
Did you use google translate to write this post or something?

 No.56019

>>56011
sketchup
unity with probuilder

those are all i know how to use after a dozen years of modeling for fun. stuff made in sketchup usually requires cleaning up in blender like to remove excess geometry, if i want to use it for other projects, but i dont mind it because sketchup modeling feels so clean and simple to me

unity is similar to secondlife modeling everything out of prims which you further manipulate and parents and resize and scale and so on. probuilder just lets you further modify the geometry in a really fast and simple way that i find cool. only useful if you're making games in unity probably

 No.56020

>>56019
Can models from those programs be translated into g-code?

 No.56021

>>56020
Depends on the file types you can save as. Those programs have no way of writing g-code themselves though, and most programs that can write g-code have inbuilt modeling, so unless you want to make something quite complex you could always just model in the g-code writer.

 No.56022

>>56020
no idea wtf g-code is but google says sketchup has plugins you can install

> How to Convert SketchUp to G-Code

>Download the G-Code plug-ins for Google SketchUp. There are three available:
>Phlatscript
>Zomadicam
>Sketchup to G-code.

 No.56023

>>56022
G-code is machining software, though this wiz probably plans on using it with a 3d printer to print what he models.

 No.56029

>>56020
any model that you can export as .stl can be ran through a slicer software for a 3D printer. It matters little in what program was the model made.

 No.58155

File: 1622548208486.mp4 (7.83 MB, 960x960, 1:1, eRotor.mp4) ImgOps iqdb

3d engineering animation really gets to me.

 No.58203

File: 1622955577021.gif (2.03 MB, 200x139, 200:139, 1596954736144.gif) ImgOps iqdb

If anyone's interested, I've amassed several archives of 3D images of rotating meals and snacks.

This is the most recent one:
https://archive.org/details/rotatingfood5

Also these ones exist:
https://archive.org/details/rotatingfood4
https://archive.org/details/rotatingfood3
https://archive.org/details/rotatingfood2
https://archive.org/details/rotatingfood

 No.58204

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File: 1622955646150-1.jpg (2.16 MB, 194x200, 97:100, 1622771125723s.jpg) ImgOps iqdb

File: 1622955646150-2.jpg (2.01 MB, 200x160, 5:4, 1622681025890s.jpg) ImgOps iqdb

>>58203
Gonna dump a few of my favorites here.

 No.58205

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File: 1622955713544-1.gif (5.59 MB, 480x296, 60:37, 1622664301502.gif) ImgOps iqdb

File: 1622955713544-2.jpg (1.86 MB, 200x142, 100:71, 1622680718890s.jpg) ImgOps iqdb


 No.58207

>>58203
>>58204
>>58205
no offense but those aren't 3d models

 No.58640

File: 1626138427952-0.png (1016.9 KB, 1920x1080, 16:9, wizard render 1.png) ImgOps iqdb

File: 1626138427952-1.png (1.01 MB, 1920x1080, 16:9, wizard render 2.png) ImgOps iqdb

WOO! Finally got started with 3D, after years of wanting to. (I was previously addicted to video games)

Followed a tutorial to make this little scene. Seems like a fun way to waste my time. End goal is to learn how to make some cute furry girls. I respect the opportunity to post in this ancient thread, so I won't spam out too many posts

 No.59416

File: 1631495333586.png (621.43 KB, 900x1080, 5:6, untitled.png) ImgOps iqdb

I have decided to give Blender a try, following a video tutorial and I still failed this badly. Does anyone know what causes this and is there an easy fix or should I start over?

 No.59418

>>59416
Your normals look backwards! Selecting the whole thing and recalculating normals should fix it. 2 min vid related shows how

 No.59419

>>59418
Oh man that is not pretty, it seems to be scattered throughout the model and I have to hunt one by one, since recalculating the normals is not fixing it. Thanks wizzie, I learned something new.

 No.59431

File: 1631559273788.png (853.16 KB, 1606x1411, 1606:1411, ClipboardImage.png) ImgOps iqdb

>>59419
i am not a blender pro but ive used it to clean up and export sketchup models. there is an option to color faces by their orientation, so you would just turn that on and select all the red faces and then flip their normals with mesh > normal >flip or something like that. it's really not difficult and you have to do that often for things made with other software so it's good thing to know

 No.59781

File: 1634393119130.png (167.14 KB, 1024x600, 128:75, an attempt was made.png) ImgOps iqdb

>>11981
Hello again. The reason I am mad at your software is that I could not follow a simple guide properly.

t. >>51419 of whom resents the newer version having no help page and the site having improper guides that don't match the newer version well enough to learn how to actually use things

 No.60282

>>11978
I have a funny story about 3d modeling. took a multimedia class in high school and at the end of junior year we did blender. I already knew how to use it, and it was around the time my vietnam vet grandpa passed away so I was making an m16a1 in his memory. our actual teacher left for a new job so we had the retard wrangler as the teacher. she didnt care at first, she even said it was good, but a week in she realized she could get in trouble and ratted me out to the principle. the principle came in the next day and did a speech to the whole class about cyber bullying (implying i was a school shooter cause i had long hair and listened to metal), i continued working on it while she did this because i didnt care. she had armed guards take me to the office and suspended me for a day. they almost called the cops. they wiped my hard drive. I have the model still but its on a laptop with a corrupt hard drive.

 No.60286

>>60282
try and post it if you can id be curious to see it

reminds me when i was in highschool i in art class i was drawing doing a black and white painting with ruined buildings, people with rifles, a big tank in the middle, and someone waving an anarchy flag. the teacher had no problem with everything, until i put that big A on the flag, and then suddenly everyone freaked out and it was taken from me and then destroyed right in front of me and i was lectured and talked down to. absolutely fucking humiliating and embarassing

 No.60292

>>60286
i dont even know if i can because its on my laptop using ubuntu and it wont even get to the login screen. sucks because I had a bunch of family and high school photos and all my red pill and JQ content

 No.60293

Can you create 3D models in VR like you would make a sculpture?

 No.60298

>>60293
not sure if they have already vr ports but stuff like Zbrush or sculptris would work quite well with vr, im sure something equivalent has been made for vr

 No.61747

File: 1650014343348.webm (10.01 MB, 1280x720, 16:9, blender-vid.webm) ImgOps iqdb


 No.61755

how long does it take to learn the basics stuff? I don't wanna make impressive things just low poly figures, mostly for reference since I'm into digital art. I'm still learning how to draw and that takes lots of time and effort too

 No.61756

>>61755
Hard surface modelling a sculpting is easy when doing for what you described. Not having to learn the technical skills of unwrapping, rigging, weighting, animated, etc will save you time.

>low poly figures, mostly for reference since I'm into digital art. I'm still learning how to draw and that takes lots of time and effort too

If you're just drawing humans you can probably grab premade models for free off the web and just pose them using the animating tools. Clip Studio includes models that can be loaded in and posed for reference / tracing. Please try drawing without reference from time to time!

 No.61757

>>61756
Thanks!


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