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.
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.
if 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.
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.
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.
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
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.
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
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/
nvm i think the furniture is older, i've posted it already too
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.
Nice games are from then.>>12036
It's all about the texture really.