holy cow that looks like my bedroom freshman year of uni. i kinda miss those days where i could just be in there gaming for the entire day (and night) without a worry. it was just a nice cozy area
I hope you will add ventilation shaft/window to toilet/shower room.
Do you actually live in that shed? If so, how much did it cost? And how do you heat up that thing in the winter?
looks awesome and cozy, what is the dimesions?
Nice, it remembers me about Runescape characters, no offense.
Yes, it's Vz.58P (solid stock) and V (folding stock).
I wanted a 3D printable model of Runescape dragon armor for Lego minifigures and was quoted 180 GBP.
what the fuck you've gotta be kidding me, that kind of model would only take someone barely over an hour to create
Negative Man wip I'm building to smack around in physics simulations.
I'm making a wizroom for what I hope to be a short video project. If anyone has a lamp or potted plant or anything they might like to see in it, post a picture of it here so I can model it. I need to fill the room with standard life stuff and it might as well be objects owned by actual wizards.>>42636
The problem is, if you want it to fit properly on to something that already exists, even if the exact dimensions are published there's still bound to be some trial and error.
I can model and like it, I can rig, I can't figure out UV mapping on Blender. This shit is the steepest learning curve I've dealt with among many things I've tried to learn. Modelling and rigging seem like a distant lesson in kindergarten now.
Unwrapping in Blender is easy, just mark seams (Ctrl+E) and then U - unwrap. It's good to hold down ctrl when selecting seams, as it will select the shortest path between edges, saving you the work selecting every edge by hand. Or you can turn on Live unwrapping feature so you don't have to press U after marking new seam. Then you either autopack the UVs or manually pack them.
Generally you place the UV seams in the areas where they aren't going to be much visible, and where you want to avoid distortion of the textures.
There are also other things to keep in mind when unwrapping lowpoly for baking, or how to keep appropriate texel density, but for most practical purposes, you just want to get the mesh somewhat unwrapped so you can slap a texture on it.
It's honestly not that hard to get my head around UV unwrapping if I have no limitations like resolution. But I'm trying to make a low poly character in likeness of Dreamcast/PS1 games, so I have to operate under 256x256 to texture an entire character.
I'm stumped trying to figure out how to make a perfect retro texture with uv map like Pic 1, I've asked around and watched a few hours of videos but not much help for what I'm trying to do. Aligning, quantize to frames, can't get that to work right. But I've seen good stuff done like in Pic 2 without perfect textures so it's not critical.
What do UV mappers do here with my unwrap in Pic 3? Just try to figure out which island is which, color code and label and go to photoshop and make the texture over top in 256x256?
UV packing can be a bitch, I'd advise to get some autopacker addon like free version of UV Packmaster, since blender's default packing algorhythm is pretty shit. It's generally good practice to unwrap things so the UVs are roughly in the same place as the faces on the model. I only have experience with hardsurface modelling, organics are probably something a bit different.
I'm not sure if you plan to subdivide your model, but if you are not, it's better to triangulate before unwrapping, because you can get distortion when unwrapping quads or ngons. Projecting from view while pinning some vertices can sometimes get you good results when working with complicated meshes. With small mesh like you have there, it would be better to try and keep the UV seams to a minimum, if you aren't going to use normalmaps for the model, you don't have to care about smoothing.
wow thats incredible!
Packmaster definitely seems more efficient, looks like low poly means that UV mapping will be 80% of the headache though. I guess I'm just gonna make crude markings to show what goes where and take it into Photoshop.
Man, it's really painful having to do every aspect of a game except music by myself but I got nothing else to do in life.
Well UV mapping is as excruciating as it appeared but at least I understand it now.
Oldest thread on /hob/ nbaal>>45241
Good luck wiz, real wood furniture is always in demand. Don't fret too much over perfecting the design and having everything be flush if you just want to make some quick capital. In my experience the bar for wood craft is set low, especially if you're selling to cottage yuppies who want something that looks hammered together.
Took me since I started 3 months ago to make 16 complete models. Making detailed outside locations, including making flora, even in retro 3d, is another animal entirely.
Sorry for necroing the thread.
I love tiny apartment planning myself and this is great work. Well done.
This is fantastic. I love to see wizards succeeding in goals which may allow them to be independent while doing something the enjoy. Every house needs furniture so you really could make a living do this sort of work no matter where you live. Please keep at it.
i just make basic 3d models of pc components with afficient energy consumption and then make the tiniest computer case they could fit in, the thing is modern computer components are quite big so im never satisfied about the size of the case :/
also not posting images of the case because i know theres a trend of tiny companies making tiny cases and selling them expensive, and im not giving them free ideas
(me again) also im downloading sketchup to try to make a computer setup which includes the pc case i talked about to see how big it looks compared to a normal mid-tower one
3d modelling sounds really cool. Apparently Blender is free so I might try that. How does modding work with this? Can I make something in blender and then import it into a game?
Yeah, VRChat and Unity spawned a lot of good Blender tutorials and resources, you can export all kinds of formats and .fbx works great with Unity.
You can download plugins in .zips and load em up with a couple of clicks. I can recommend you some tutorials which put me through>Blender is literally black magic
to>I can now make simple game assets and I would probably know how to make a character/something more advanced, but I'm too lazy to do so.
How long do you think it would take to make a detailed or at least semi detailed character in Blender?
Vague answer - probably a month of doing it leisurely.
Long answer? Some guy that is into VRChat and has been making models for a while has been modelling a base avatar for himself and I think it took him like one week of working on it full-time.
Now is there a point in making a base avatar, especially if it's anime? I don't think so, making one in VRoid took me 5 minutes. And it's almost perfect - some weight painting needs work, but armature, visemes and eyes, mesh, shape keys, texture and some clothes and hair if you choose to are already done before you even open up Blender.
I'd look into low poly models as a fellow beginner, if you want to start from zero.
And apparently clothes are something you want to be making in another software, called Marvelous Designer.
great job, i like it wiz>>47392
i still use sketchup, careful if you think you may ever want to model complex things. its a very easy program you can quickly become too reliant on to bother learning more suitable 3d modelers
Anyone here have experience with bryce 7, or later versions of bryce in general.
How do i get into this
So i just got into 3D, because i want to learn a skill to escape neetdom.
I followed this tutorial as my first projecthttps://www.youtube.com/watch?v=5GkuV0_kJhQ&t=2996s
I 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.
Do you have to be a good artist to be a good 3d modeler? I cant draw.
its 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.