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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 )
69 posts and 45 image replies omitted. Click reply to view.

 No.34613

File: 1488241543927.png (80.24 KB, 1380x825, 92:55, neet room.png) ImgOps iqdb

desiging a comfortable room

 No.34983

>>34613
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

 No.35168

>>34613
I hope you will add ventilation shaft/window to toilet/shower room.

 No.35565

File: 1491104471941.jpg (871.86 KB, 1920x1080, 16:9, muhshed.jpg) ImgOps iqdb

Here's a render of my shed, was planning to build in the interior, so far only finished the other half of the wall that's there.

I like architectural and product design.

 No.36698

File: 1495246614363-0.jpg (17.14 KB, 1382x256, 691:128, bump2.jpg) ImgOps iqdb

File: 1495246614363-1.jpg (28.42 KB, 344x896, 43:112, bump.jpg) ImgOps iqdb

I'm making some hand tools and melee weapons which I wish to sell on the Unity market.

This is a Machete and a brush saw, about 12 hours work for the two.

 No.38584

File: 1502474069289.jpg (103.5 KB, 1081x758, 1081:758, messyWIP.jpg) ImgOps iqdb

Just a WIP of a basement lair to keep the thread alive for another year

 No.38588

>>35565
>my shed
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?

 No.40144

>>38584
looks awesome and cozy, what is the dimesions?

 No.40192

>>12036
Nice, it remembers me about Runescape characters, no offense.

 No.40208

File: 1509994978367.png (1.85 MB, 1920x1080, 16:9, screenshot000.png) ImgOps iqdb

I've been working on this for the past few weeks, finally finished it yesterday. Models made in Blender, baked in Marmoset Toolbag. It's game ready but missing textures.

 No.40209

>>40208
Is that vz. 58?

 No.40210

>>40209
Yes, it's Vz.58P (solid stock) and V (folding stock).

 No.42636

I wanted a 3D printable model of Runescape dragon armor for Lego minifigures and was quoted 180 GBP.

 No.42638

>>42636
what the fuck you've gotta be kidding me, that kind of model would only take someone barely over an hour to create

 No.43068

File: 1523503358831.jpg (35.71 KB, 1075x447, 1075:447, Me.jpg) ImgOps iqdb

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.

 No.44123

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.

 No.44128

>>44123
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.

 No.44129

File: 1529487885408.png (380.16 KB, 579x450, 193:150, 1528824548326.png) ImgOps iqdb

I've been thinking of learning blender for some time now.

 No.44131

File: 1529515954798.jpg (1.19 MB, 1088x1417, 1088:1417, 1506664812404.jpg) ImgOps iqdb

>>44129
Blender is the modern wizard's porncrafting table. Get out there and make some donuts.

 No.44132

File: 1529520915768-0.png (19.45 KB, 252x160, 63:40, 1391.png) ImgOps iqdb

File: 1529520915768-1.jpg (158.84 KB, 792x866, 396:433, lechuck4.jpg) ImgOps iqdb

File: 1529520915768-2.jpg (118.02 KB, 416x843, 416:843, low poly uv map.jpg) ImgOps iqdb

>>44128
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?

 No.44133

File: 1529529554559.png (1.37 MB, 1661x935, 151:85, Bez názvu.png) ImgOps iqdb

>>44132
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.

 No.44134

>>33114
wow thats incredible!

 No.44156

>>44133
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.

 No.44205

Well UV mapping is as excruciating as it appeared but at least I understand it now.

 No.45241

File: 1536543885715.png (146.57 KB, 1819x715, 1819:715, furniture.png) ImgOps iqdb

some furniture i modeled in the last two weeks. most is just slight variations to see which is best. i'll be starting woodworking as a means to make an income from home, hopefully it works out

 No.45248

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.

 No.45249

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.

 No.45517

File: 1538246511556.png (3.3 MB, 1920x1080, 16:9, screenshot006.png) ImgOps iqdb

some good old AKs, attempted to make a wannabe artistic render

 No.46390

File: 1543635017650.png (Spoiler Image, 868.74 KB, 1686x2025, 562:675, PERVY.png) ImgOps iqdb

forgot about this thread. rori spoilers

 No.46479

>>28810
Sorry for necroing the thread.

I love tiny apartment planning myself and this is great work. Well done.

 No.46497

File: 1544024950542-0.jpg (2.9 MB, 3264x1952, 102:61, table.jpg) ImgOps iqdb

File: 1544024950542-1.jpg (80.81 KB, 839x669, 839:669, table model.jpg) ImgOps iqdb

>>45241
well here's the first thing i built yesterday, and also the model i made beforehand

 No.46498

>>46497
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.

 No.47386

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

 No.47387

>>47386
(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

 No.47388

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?

 No.47390

>>47388
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.

 No.47391

>>47390
How long do you think it would take to make a detailed or at least semi detailed character in Blender?

 No.47392

File: 1551447910132.png (714.76 KB, 1600x1600, 1:1, Sin título-2.png) ImgOps iqdb

>>47387
i did it! i made my first 3d model(s) in sketchup :D also a comparison between my tiny pc project and an averagemid-tower pc case

 No.47393

File: 1551477719151.png (1.01 MB, 1920x1080, 16:9, VRChat_1920x1080_2019-02-1….png) ImgOps iqdb

>>47391
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.

 No.47394

>>47393
>>47390
And apparently clothes are something you want to be making in another software, called Marvelous Designer.

 No.47620

File: 1553762677960.png (719.29 KB, 1920x1017, 640:339, seel.png) ImgOps iqdb

Low effort seal coming through

 No.47621

>>47620
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

 No.47622

File: 1553792472875-0.png (1.2 MB, 1920x1017, 640:339, hand.png) ImgOps iqdb

File: 1553792472875-1.png (582.8 KB, 1920x1017, 640:339, snow.png) ImgOps iqdb

>>47621
Thanks

 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.49363

>Low Poly 3D Modeling Timelapse Tutorial
>200,000 tris
saw this video and laughed my ass off, because you can see the tri count in the UI of blender

 No.49457

File: 1566838867062.png (2.49 MB, 1920x1080, 16:9, untitled.png) ImgOps iqdb

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=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.

 No.49702

Do you have to be a good artist to be a good 3d modeler? I cant draw.

 No.49704

>>49702
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.

 No.49813

File: 1568243175936-0.png (1.43 MB, 1920x1080, 16:9, ClipboardImage.png) ImgOps iqdb

File: 1568243175936-1.png (2.24 MB, 1920x1080, 16:9, ClipboardImage.png) ImgOps iqdb

some old screenshots when vrchat came out and i was using it solely to build 3d environments, had fun making all the models and textures without really understanding unity


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