No.63707
>>63706i did not say it would be useful. blender accumulates features however
No.63709
>>63708>But adding a mode to enforce mathematical precisionWhich is not the point of Blender. Do you also use Maya and complain it's not Autocad?
No.63710
>>63709Blender 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
>>63710So, 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
>>63735Max 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
>>63735No. Blender is trying to be everything except proper CAD.
No.64004
>>63982this is what blender is made for
No.64087
>>64084very uplifting 3d wiz
No.64143
>>64084originally 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.64216
>>64215god i wish that would happen to me the next time i fired up my long-range interceptor
No.64517
>>64516its unergonomic to spend hours laying down, i would recommend u print yourself a standing desk
No.64518
>>64517i 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
>>64516It's the perfect position to read pdfs on a laptop, at least. Fuck I hate reading them siting.
No.64524
>>64523I 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
>>64524I like to read sitting if it's a real book, but on everything else I prefer to read it on a bed.
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
>>64816i 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
>>64819I'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
>>64540Hey that looks great so far! Nice job
No.64869
>>64867it 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
>>64869You 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
>>64869You 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.66615
>>64516You still using it?
No.66617
>>64523will destroy your bed though
No.68701
On a scale between 1-5, how hard is it to learn how to use blender?
No.68702
>>68701Infinity. It is possible to learn Blender, but true understanding is only forever approachable, never attainable
No.68703
>>68702If it was infinity hard to learn to use than literally no one anywhere could use it.
No.68704
>>68703Literally no one anywhere can use it.
No.68750
>>687013 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
>>68750I 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 modellingWell that disqualifies me, lol.
No.69241
get blender, unity, and VRChat and learn 3d modeling by making your avatar's boobs bigger.
No.69300
>>69296Nice texture work.
No.69330
>>11978I wish i could go back to the day this thread was made it is my greatest wish in the world
No.69331
>>11978pro 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
>>69331You 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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