No.47663
Anyone here have experience with bryce 7, or later versions of bryce in general.
No.49127
How do i get into this
No.49457
So i just got into 3D, because i want to learn a skill to escape neetdom.
I followed this tutorial as my first project
https://www.youtube.com/watch?v=5GkuV0_kJhQ&t=2996sI don't really think i did a good job, especially on the lighting, but i'm kinda happy that i completed it. For the future i will do some more tutorials and after that i want to start my own projects to learn new things and to get some practice.
Never had so much fun learning something and i really think it's a great hobby to pick up. I hope i stick with it and that i can earn some money with it 2-3 years down the line, but that is a distant goal. For now i just want to get as good as possible and learn as much as i can.
No.49702
Do you have to be a good artist to be a good 3d modeler? I cant draw.
No.49704
>>49702its more about learning your modeling program, being good at drawing wont help with this. certain sculpting programs and phone/tablet apps would be easier to use for anyone experiemced with drawing though. just my first thought.
No.50027
Just finished downloading Maya. Posting here to see just how long it's going to take me to try and copy one low poly model from one of my favorite video-games. I never used any modelling software before and my only skill related to that is I can draw fairly decently.
No.50094
>>50090if you dont merge that flip you're gonna get fucked normals, be sure not to forget it or you'll keep that little seam you have!
I did nothing but 3D for 6 months after I dropped out of college 6 years ago, and now I'm a professional 3d artist/animator for videogames. It's hell and steals all your time and crunch steals your weekends and family but it is really rewarding after all is said and done.
No.50096
>>50027>>50090Very nice. Congrats on clearing the toughest hurdle. Making a usable model while also learning a whole new software type at the same time is tough.
No.50112
>>50094Nice to know someone here made modelling into a profession. Thanks for the tips. that doll has several problems, specially with the neck (I didn't properly welded head and body together). I fixed it and did a tutorial on UV mapping with it. You're right about being time consuming, holy shit. And it's funny because I always find out something useful by complete accident after wasting god knows how many hours doing it the wrong way. Just now I found out that you can auto select all edges going the same direction instead of clicking one by one. I'm sure there's tons of shit I'm doing wrong, but that's how it is.
>>50096Thank you for the kind words wiz. Just to give you guys a quick update, that's what I did today. Just spent 13 hours fighting against Maya to put out something presentable and usable. There's a lot to fix here but at least I think, THINK, I have the worst part out of the way.
I'm saging this post because this model is too shit yet and I wanted to post something nice for your guys to look at. I'll make sure to post the final model here once it's done.
No.50124
>>50112>shitthat looks way better than anything i could probably do
i don't understand organic modeling/sculpting at all, so i just made a blocky mess in sketchup, then used that to practice rigging. i wish i could understand blender modeling, even after the update they supposedly made things simpler but none of it is intuitive to me. i have used various features of blender for like 7 years like for unwrapping uvs and converting between file types but i feel fucking retarded for not understanding the rest
No.50125
>>50124Hey wizzie, I hear you, this stuff is difficult. Here's the tutorial I used to learn how to do the basics of modelling.
https://www.youtube.com/watch?v=xzmg0grXHyEI followed that closely, step by step. Often times I watched the same 5 seconds a dozen times to see how to do things. I copied everything to a T. Took me a couple of days watching over and over but in the end it came out pretty much exactly like the one she did. Now I'm just using the same techniques to build a Goemon. Did the drawing on paint and everything like on that tutorial but with a different image to copy.
Here's an update. I have the model ready, now I'm trying to figure UV mapping out. I want to make my own texture map for this but I'm not yet sure how to do that. I'm also reading a lot of people use Zbrush to paint directly into the model? That looks interesting too. I just wish I had began messing around with this stuff sooner. All those years staring at the ceiling, jesuschrist.
No.50138
>>50137okay i couldn't find a solution anywhere online, but i got it to work
with all your bones selected, insert the initial keyframe for position/location/scale or whatever you want. then press record on the animation window. choose a point on the timeline. then just repose like normal and it will do the keyframing for you
it takes 5 fucking seconds fucking blender god damnit
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.50742
>>50741nvm i think the furniture is older, i've posted it already too
No.51419
>>11981Computers 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.51434
>>12095>90sNice games are from then.
>>12036It'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.52259
>>52257>>52258Also, if you're gonna make a gear, don't. 3D printed things are not structurally stable and it will break.
No.52261
>>52257Any 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.
>>52259Depends 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>>52261Thanks. 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
>>44134Thanks so much!
>>33114I 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
>>52428that looks awesome, was it made in Terragen or Vue? what do you render in?
No.52444
>>52429world 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.53694
>>53687incredible 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
>>53694Thanks, 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>>53687Kinda surprised a 3D printed part is holding. They've always been incredibly flimsy in my experience.
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.56015
>>56011CAD? That's for industry. Blender, Unreal and UPBGE is what I know as the best options.
You could use Solidwoks/Autodesk Inventor if you do not want to end up doing a game or likely…
No.56016
>>56015Did you use google translate to write this post or something?
No.56019
>>56011sketchup
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
>>56019Can models from those programs be translated into g-code?
No.56021
>>56020Depends 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
>>56020no 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
>>56022G-code is machining software, though this wiz probably plans on using it with a 3d printer to print what he models.
No.56029
>>56020any 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.
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