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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 )
122 posts and 74 image replies omitted. Click reply to view.

 No.50096

>>50027
>>50090
Very 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

File: 1570140719350.png (92.88 KB, 1050x623, 150:89, goemon_model.PNG) ImgOps iqdb

>>50094
Nice 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.

>>50096
Thank 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

File: 1570210640427.png (634.7 KB, 1911x1054, 1911:1054, ClipboardImage.png) ImgOps iqdb

>>50112
>shit
that 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

File: 1570214580315-0.png (74.64 KB, 1033x628, 1033:628, goemon1.PNG) ImgOps iqdb

File: 1570214580315-1.png (69.5 KB, 1004x609, 1004:609, goemon2.PNG) ImgOps iqdb

File: 1570214580315-2.png (80.8 KB, 946x621, 946:621, goemon3.PNG) ImgOps iqdb

>>50124
Hey 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=xzmg0grXHyE
I 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.50137

File: 1570294153573.png (720.51 KB, 1920x1057, 1920:1057, ClipboardImage.png) ImgOps iqdb

anyone know how to do keyframe animations in blender? i have rigged a simple model and automatically weighted it with my mesh, i can pose it and everything fine

with all bones of a pose selected in the animation thing, i click 'i' to insert a keyframe of the current pose's location/rotation/scale. i repose it for the next frame, and insert that, etc. when i click play, nothing happens, the last pose i've made is all that displays

this is like directly from a tutorial on youtube on keyframing, though he wasn't using an armature. i feel like it should still work the same but i dont know

 No.50138

>>50137
okay 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.50167

File: 1570401495262-0.mp4 (2.61 MB, 1280x720, 16:9, walkcycle.mp4) ImgOps iqdb

File: 1570401495262-1.mp4 (6.81 MB, 1166x656, 583:328, knight animator.mp4) ImgOps iqdb

>>50138
i managed to get it working in unity. this is practice to learn the process of how to "rig an armature > animate armature > export to unity > setup animator and parameters > control animation parameters from c# to control the animations" but i was able to use a previous test for pathfinding and just throw the model on that. i read you can just save .Blender files directly into the asset folder of your unity project, and any changes you make will happen on the fly, i'm hoping it's that easy next time so the process of changing/improving a model or animation doesn't become a hassle

 No.50250

File: 1570895275005.png (120.21 KB, 1456x622, 728:311, test.png) ImgOps iqdb

testing out unity's probuilder, it's like a simple 3d modeler built into unity. it has a lot of similarity to sketchup and seems to work ok for building prefabs and modular stuff. this isn't for anything, just learning how it works. i think it's pretty cool. the limitations aren't such a big deal because of how fast and easy it is being built into unity

 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

File: 1583869727211.jpg (892.54 KB, 1920x1080, 16:9, 7.jpg) ImgOps iqdb

>>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.55421

File: 1601127162833.jpg (616.19 KB, 1920x1054, 960:527, muhMcmap.jpg) ImgOps iqdb

Things are already done if you just want to set a "game". Just get the program bruh, with everything done just to be assembled…

 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

>>56011

CAD? 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

>>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

File: 1622955646150-0.jpg (2.4 MB, 200x190, 20:19, 1622664347502s.jpg) ImgOps iqdb

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

File: 1622955713544-0.jpg (1.77 MB, 200x158, 100:79, 1622680644890s.jpg) ImgOps iqdb

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


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