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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 )
211 posts and 133 image replies omitted. Click reply to view.

 No.63707

>>63706
i did not say it would be useful. blender accumulates features however

 No.63708

File: 1672782882742.jpg (3.29 MB, 1920x1080, 16:9, Hammer_screen.jpg) ImgOps iqdb

>>63707
But adding a mode to enforce mathematical precision, or even just a simple global 3D grid snapping system would put Blender in the realm of useful software. As it stands I'd rather use Hammer World Editor to design things.

 No.63709

>>63708
>But adding a mode to enforce mathematical precision
Which is not the point of Blender. Do you also use Maya and complain it's not Autocad?

 No.63710

>>63709
Blender is "creative tool" yes, but in being such it should at least offer a small set of options to allow those who want symmetry, size consistency, and even spacing in their works to have it.

Say I'm creating a replica model of a real house to use in a VFX shot. I want it to look just like the real thing, so I take some measurements from the real house and try to apply them to blender.

I measure the 2" x 4" beams in the walls. They're 1.5" x 3.5" just as we could have guessed. In any normal program, we'd have a simple grid. Let's assume the default grid size represents inches. We create a block. By default, it's 1x1 grid units, 1x1". Now we enable grid snapping, drag one face of the cube out 2 units, and now we have a 1"x3" slug. Then we tap a button to subdivide the grid once, and that gives us snap points for half an inch, so we drag one face and then another out to give us our 1.5"x.3.5" 2"x4" slug, which we then stretch vertically to whatever length a 2x4 is used in the house. In standard construction, we're looking at a 24" gap from end to end of a beam. So we set our grid back to where it was to get 1" blocks and then drag a duplicate of our beam out and count 24 units apart, then repeat that in to an array to get an accurate wall frame. We can take a beam, rotate it 90 degrees, and using the grid, drag it down to be 24" long for our studs. Quarter inch drywall is just two clicks of subdividing the grid, then a cube, then an extrusion along this grid to cover the side of the wall. Would take less time to do than it was to read.

Now what happens if we try to do that in Blender? Well there is a grid in 3D view, but it's just a reference point for where the model is in the scene. It can't be snapped to. Now there is a grid snapping option, but the grid resizes based on zoom level, and each object has its own grid center origin so there's no consistency between anything. You can move and extrude sides in increments but those also scale with things like viewport size and proximity of the camera to the center of the object. Every time something is moved, it has a location with like 8 decimal points and if you zoom in too close on a side view, more decimal points get added; there's never a way to align it with the default grid because even Blender doesn't know where its own grid is. Then Blender crashes after trying to show a popup for Big Bunny Buck: Broken Edition DVD Boxset.

 No.63735

>>63710
So, Blender is trying to be a free version of Maya and 3DS Max. It has some problem, but those two are its goals.
Blender is not and should not try to replace any other CAD software. If you want a CAD software, you look for a CAD software.

 No.63737

>>63735
Max and Maya have global grids; snapping to a global grid isn't something exclusive to CAD packages. It's a common-sense feature. Blender just got functional pixel snapping for UV editing, so why not add that in 3D? Besides, blender also touts itself as a game development toolkit. Any game level designer is going to need a global grid to author precise square nodes, especially for portalflow through doors and such.

You could tell an AutoCAD user who wants to model by 3D sculpting to go use Blender, but don't tell a Blender user who simply wants to quantize measurements to whole numbers to go use AutoCAD.

 No.63738

>>63735
No. Blender is trying to be everything except proper CAD.

 No.63982

File: 1675033743219.webm (Spoiler Image, 615.44 KB, 1920x1080, 16:9, dildont.webm) ImgOps iqdb

Megaman inspired adult toy

Made in Blender 3.2 (cycles)

 No.64004

>>63982
this is what blender is made for

 No.64084

File: 1675908440702.png (124.29 KB, 1332x873, 148:97, ClipboardImage.png) ImgOps iqdb

stairs for backyard porch. just an idea

 No.64087

>>64084
very uplifting 3d wiz

 No.64143

>>64084
originally made this one night so i could build a part list and figure out the lengths of wood and hardware etc, so i could tell my sister what to buy. she ended up using it when instead just hiring someone to build it instead. they were going to charge way more and she showed them it and as a result called them out on like $500 of material

it took like 2 hours so in a way that was worth $250/hr of my time lol

 No.64215

File: 1677049654682.png (16.5 MB, 640x360, 16:9, output.png) ImgOps iqdb

>>11978
Has someone tried VFX and simulations. These are the most interesting to create

 No.64216

>>64215
god i wish that would happen to me the next time i fired up my long-range interceptor

 No.64516

File: 1678845905522.png (119.55 KB, 2000x711, 2000:711, ClipboardImage.png) ImgOps iqdb

idea for a laptop holder. might make it tomorrow. not sure how to secure laptop to it yet, i expect a solution will be obvious when its physically in front of me

 No.64517

>>64516
its unergonomic to spend hours laying down, i would recommend u print yourself a standing desk

 No.64518

>>64517
i cant write in any other position. it isnt comfortable to stand or sit in a chair. the majority of the time involves having eyes shut and thinking, sleeping, using dreams to make decisions

i dont want to stand or sit or be in any position requiring work. lying down is awesome

 No.64523

>>64516
It's the perfect position to read pdfs on a laptop, at least. Fuck I hate reading them siting.

 No.64524

>>64523
I tend to read sitting, but a standing desk is on my list of wants. Reading on a phone is more common for me, though.

 No.64525

>>64524
I like to read sitting if it's a real book, but on everything else I prefer to read it on a bed.

 No.64533

File: 1678941600494.png (766.69 KB, 600x726, 100:121, ClipboardImage.png) ImgOps iqdb

>>64516
i did start on it, but i quickly found the solution for securing the laptop using 4 corner braces. you can see they basically let the laptop slide in. but i had to glue them in place with spacers for now, so they dont move while i actually screw them in later. should finish tomorrow and then i can test it out. if it doesnt need adjustments i will sand and paint it black

 No.64540

File: 1679005423278.png (1.02 MB, 700x820, 35:41, ClipboardImage.png) ImgOps iqdb

>>64533
forgot to make the notch for power cord before painting, but aside from that it is done, with only slight deviations from the initial idea, mainly the angle, height of legs, and shorter leg braces to give more room for my real legs

 No.64816

I want to start 3D modeling on a tablet. I'm looking at the samsung tab s8 to replace my aging one.

Is Nomad sculpt viable to make 3D printable models? I really like it's interface so far.

 No.64819

>>64816
i don't see why not, looks like every other organic flesh/character sculpter. you might need to learn additionally how to export and prepare the file for 3d printing

 No.64821

>>64819
I'm also interested in doing more mechanic objects like armour plates but I fucking hate stuff like blender and it's unneeded complexity.

 No.64867

>>64540
Hey that looks great so far! Nice job

 No.64869

>>64867
it works great too. in hindsight i would have made some parts thinner because with the old laptop in it, it weighs a lot and is uncomfortable to move from a lying position, like every time i have to piss i get annoyed. i also had to chisel out little slots for the power cord and headphone jack. very sturdy and comfortable once its in place though. have been watching tons of anime and writing in comfort.

 No.64874

>>64869
You could make much of it from aluminium beams, the kind that accepts T-nuts. The plank on which the lappytop rests can just be a metal mesh, allowing for better thermals and cable management.

 No.64875

>>64869
You could make much of it from aluminium beams, the kind that accepts T-nuts. The plank on which the lappytop rests can just be a metal mesh, allowing for better thermals and cable management.

 No.64876

File: 1681416425739.png (622.07 KB, 800x377, 800:377, ClipboardImage.png) ImgOps iqdb

>>64875
to make it lighter i will probably just drill holes along the middle of all the studs to reduce the weight. this laptop conveniently has everything for cooling on the back/top, nothing on the sides or below even has vents, so it's not affected at all. also have cablestraps which work pretty good for holding the power cord. the power cord coming from the brick is barely long enough but it works

 No.66615

>>64516
You still using it?

 No.66617

>>64523
will destroy your bed though

 No.67966

File: 1721091325501.mp4 (132.95 KB, 1280x720, 16:9, help.mp4) ImgOps iqdb

help?

 No.68701

On a scale between 1-5, how hard is it to learn how to use blender?

 No.68702

>>68701
Infinity. It is possible to learn Blender, but true understanding is only forever approachable, never attainable

 No.68703

>>68702
If it was infinity hard to learn to use than literally no one anywhere could use it.

 No.68704

>>68703
Literally no one anywhere can use it.

 No.68750

>>68701
3 maybe? Depends on how familiar you are with 3D and graphics stuff in general. >>68702 is also right. It's kinda like Photoshop, it's so complex and has so many features that it's impossible to fully "learn it." It's a journey, you start by learning and consolidating the basics and then continue learning what you need as you go along. The good news is that there are a lot of tutorials available for pretty much anything, both free on YouTube or paid.

 No.68752

>>68750
I think the problem is confusing learn to use with complete mastery of 100% of the features.
Photoshop generally isn't hard to use at all.
Mastery of all the features is borderline impossible but also for most totally impractical of a goal anyway since the vast majority of the more obscure features are extremely niche.

 No.69237

If any of you wizfrens who are good at modelling & want to make money you should check out s&box (new upcoming game engine from the creators of garrys mod). They pay ppl to make maps & games for it (I earned 45$ so far with mine) & soon they will start accepting community made cosmetics & pay the creators kind of like how CSGO or roblox does it. rlly good chance to get in early & make some money before the game blows up in the future.
(mods pls dont delete this im not getting paid to advertise this)

 No.69238

>>69237
>who are good at modelling
Well that disqualifies me, lol.

 No.69241

get blender, unity, and VRChat and learn 3d modeling by making your avatar's boobs bigger.

 No.69276

File: 1746861542867.png (313.9 KB, 711x1034, 711:1034, wage slave trolley.png) ImgOps iqdb

janny wheels, j

 No.69277

>>69276
janny clean… clean it up

 No.69296

File: 1747031510752.png (340.54 KB, 540x540, 1:1, output.png) ImgOps iqdb

>>69276
now in 3d

 No.69297

>>69296
janitor's delight

 No.69300

>>69296
Nice texture work.

 No.69330

>>11978
I wish i could go back to the day this thread was made it is my greatest wish in the world

 No.69331

>>11978
pro 3d modeler for games. i recommend learning CAD modeling first and foremost. it's the only one that is financially viable these days

 No.69332

>>69331
You do realize you are on the hobby board.
We ain't doing this for the financial viability. We are doing it for the satisfaction of expressing our creativity and cultivating ourselves through working on a art/skill.


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