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 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 )
87 posts and 53 image replies omitted. Click reply to view.


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


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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?


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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.


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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


Oldest thread on /hob/ nbaal

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.


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


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forgot about this thread. rori spoilers


Sorry for necroing the thread.

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


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


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
>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?


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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


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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.


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Low effort seal coming through


great job, i like it wiz

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


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Anyone here have experience with bryce 7, or later versions of bryce in general.


How do i get into this


>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


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So i just got into 3D, because i want to learn a skill to escape neetdom.
I followed this tutorial as my first project

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.


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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


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.


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So after 14 hours of following a 50 minutes tutorial over and over again, memorizing a short list of useful shortcuts and 5 failed attemps later I finally manage to put out a presentable model. This is not the model I wanted to do but I wanted to follow the tutorial as closely as possible. It's not over yet, now I have to do the whole UV mapping thing, that's what I'll be doing next. Once that's done I'll start on a Goemon all by myself. If I actually manage to make a decent Goemon model I'll post it here.


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.


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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.

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.


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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


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Hey wizzie, I hear you, this stuff is difficult. Here's the tutorial I used to learn how to do the basics of modelling.
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.


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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


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


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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


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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


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/


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some fairly random stuff from this year


nvm i think the furniture is older, i've posted it already too


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slapped a head on them, need to make other heads though


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.





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Nice games are from then.

It's all about the texture really.

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