I used to make a few models. I aim to try getting back into it once I've finished my current unrelated projects. I wish I never deleted any of them, otherwise I'd post some pictures.
I found the process of modelling quite relaxing, building up from simple shapes to a basic form and then refining it step by step.
My biggest issue was with efficiently texturing though, I can do simple textures and UV unwraps but once the mesh gets complicated I get really confused by it.
I started with it just barely, I made a shitty sword, that's pretty much all I accomplished.
Like everything else I tried doing, this.
3d Modelling is my main hobby right now. I don't have much to show because I've been learning concepts most of the time. I believe I have gotten good enough to take it professional. I plan to make some jewtube videos with a bunch of random ideas I wrote down whenever they came up in my head. I Also plan on making VR experiences, games for smartphone, and other autistic endeavors like a small private mmorpg game I'll most likely never end up finishing. Anyway I think I'm digressing at this point.
Unwrapping is a chore. It's the one part of the modelling process that is completely free of creative thinking. What many fancy scene makers do is just autounwrap it with a lightmap pack, then assign procedural materials to add texture. It's like they know UV mapping is for suckers, but really there's no way around it.>>12027>a small private mmorpg game I'll most likely never end up finishing
Heh, I have similar plans. I'd love to just have a barebones game where I can trot around in thirdperson, gradually building up the world and creating lore to go with it. It's why I took up modelling in the first place.
Won't you post it for us? We'll laugh with you, promise.
Like a lot of people I played around with it for a while but never really became competent. I never looked at tutorials, instead I just played around and saw what different tools did. I have a few pictures left but I don't want to spam the thread with my beginner stuff so I'll just post this guy. I remember being strangely proud of him when I was in high-school, I only just now realize how bad it is.>>12036
It just looks too simple, can't you increase the detail somehow. I don't remember the term, subdivide the mesh, maybe?
You only want to subdivide if you're absolutely sure you're satisfied with the low-poly design, because once you finalize it, there's no going back if you exit the program
Always wanted to start, never did because I procrastinate everything.
>watch a sculpt timelapse
>think to myself it looks easy, I could do it
I tried 3d modeling when I was a NEET right after highschool. It was a bit too much work for me, I ended up joining the military when I was 20.>>12036
That would've been the shit back in the 90s. Well, except, that you have a bit too many polygons.
My meshes have that polycount while I'm editing, I have a smoothing layer added.
When i was on early teens there was a 3DStudioMax tutorial cd, those that come with magazines, here at home. I tried to follow but didnt understand it well; also my version was different than the one used on the tutorial so it didnt have some of the features so i gave up.
I used to be a lot into graphics and drawing and stuff but now i'm just dumb and can barely do some bullshit on photoshop.
I use blender and make mods for the few games that allow it. The truth is, harshly, that I'm not going to be able to make a game that's as over the top as I want it to be. The best way then to enjoy my creative results is with some dumb companies business ("game"). I wish more MMOs allowed it.
Havent done environments and only small work on animating but it always makes me feel good when I know more about this topic than my brother whos been in college for it many years now.
I think my problem is a decade of depression and social isolation has left me completely without imagination and motivation.
Spent countless of hours on tutorial videos downloaded from the Internet, around 2000 with Maya 4 or something. I also spent equally amount of hours in Zbrush when it arrived. But I could never make anything nice without a tutorial, it actually takes talent and I don't have that. So after a few years I just gave up because I grew tired of seeing amazing work by other people who are on a completely different level than you.
I actually wanted to make 3D game assets… yup.
I used to be into a lot of stuff. Now I'm completely useless.
>>12133>it actually takes talent and I don't have that
I think it's simply about repeating doing something until you breach the frustration threshold.
Necrobumping this thread as a Christmas gift for me. 2nd PostAt
Here are some random models I've made in the past two weeks. I start texturing them and immediately lose interest, so I model and unwrap the next one. Soon I'll have enough untextured models for an untextured 3D movie.>>12028
I really like how that looks. There's always a demand for low-poly car models if you ever feel like selling them on TurboSquid or something.
>Interest in 3d modeling
>I don't know anything about real art
Those are really cool.
How do people make those 3d comics?
If you're talking about what I'm thinking, then it doesn't really have much to do with the process of actual modeling, although it can if you make your own assets or want to have super-fancy looking renders with very precise lighting and stuff. They are mostly made with various posing programs - I'm aware of XNALara and Poser, but there's many more I'm sure. Hell, you can probably even use Source Film Maker for that purpose, although don't quote me on that. You just take either premade or your own models, pose them, save the image and that's it. No actual editing of 3D models involved. It's by no means easy though. Some years ago I was trying my hand at making lewd pictures with XNALara. While it was fairly simple to get the body in the general position I wanted, I have never got a decent looking facial expression. There's a lot of components to the human face, and for an expression to look realistic all of them have to be moved in subtle ways.
It's not so much about being an artist. Most of the fancy rendered scenes and game assets you see are made by directly referencing or even tracing photos. Once you learn the technical side of 3D modelling, you can then use it as a tool to expand on your creativity and artistry.
Take this monitor for example. I'm not so creative myself, so I used the monitor on my desk as a reference and ended spending only an hour or so on the modeling because of it. Had I designed one myself and improvised how it looked in the application, it wouldn't have ever gotten finished.
Made another fence. Probably only spent two hours on it, but it needs more texture detail and a few variations since I plan on exporting it as a game asset.
A feel bad for bumping what might become a thread in which I am the only one posting any 3D models in, but… If anyone wants to help me out, I could use some reference images. I need loads of medium-poly assets that would be seen on or around the outside of a house. If any of you want something on your property, be it a lamp, sign, fence, ornament, etc etc, immortalized in a game map, then take a picture or two of it and post it in this thread. This way I can skip the hurdle of creative block, and you get to have some sort of legacy when I do release the map (which could be years from now, who knows). And yes, meta/EXIF data is removed automatically, so grainy phone images can be uploaded without your geo location or anything being embedded. I don't want to use Google either because then I'll have clones of the models in Call Of Duty.
I'll post the progress in this thread if there's any interest.
Yeah, I'm using Blender. I've been using Blender for 4 years now, and what I can make is actually still very basic. I struggled a lot to get to where I am now, and I avoid probably most of the features that blender offers. I only discovered proportional editing last year, and started texture painting/sculpting 6 months ago. Once you learn the theory of modelling, you can easily jump to any other program, with the new interface being the only hurdle. I do recommend sticking to Blender if you don't want to sell anything commercially though, since addons and updates are being made frequently.
Edit: Made a shelf. >TFW no CUDA
3ds max. Haven't used it for a few years, but good for animation and modelling. Also compatible with pretty much you want. If not, there's probably a 3rd party plugin.
I'm into 3d modelling, kind of. I was into it for more than 10 years. I've started with 3ds max and it is my primary modelling software ever since.
"Being into 3d modelling for 10 years" in my case is procrastinating most of the time and making 1 or 2 models in a year and half of them are "for learning purposes" never to see the light of day. Other half sometimes becomes a real game model running around in an actual game as a part of some unfinished mod.
I'm also making models for games. It's actually what got me in to modelling. It really is a great feeling when you see your model working as intended in the engine. I've learned a lot while making models for games that I otherwise wouldn't have ever made had they not been for a mod.
Here's a kitchen knife I just made. Because the internet really needs more models of these. I learned how to paint a heightmap on to the model and I'm glad I won't have to resort to sculpting and baking normals for such tiny details on future projects. The rivets on the handle are flat surfaces.
My pics are actually a pretty bad example of "modelling" because when I started to learn modelling all I did was frankensteining pieces of different models together (plus occasional retexturing). And I've been doing it for years.
Here's my more recent model. An actual thing made from scratch in Zbrush mostly. Ebony falcata that never made it to Skyrim.
not so much anymore, but occasionally
i don't know how to use any program other than the old sketchup. nor do i know how to render, texture, export, modify meshes. just basic geometric construction and line-based modeling. here are old things
here is the concept i had for an rpg
i had the game mechanics designed even though i knew it was only a delusion and i wouldn't ever make a game. i don't even know how to program or how games are actually made
Lots of tears anon. They're made with lots of tears.
You could probably make that in blender game engine with logic nodes.
Anyone knows how you could earn money in a wizardly fashion with 3d? Turbosquit seems to be totally saturated. Maybe selling assets in the Unity or Unreal store?
On the topic itself I do enjoy 3d modelling and messing around with game engines like Unity(I havent released anything or made something playable) all this new PBR stuff is going a bit over my head. I prefered it when you had one game model and you textured it with Photoshop. Now you got to make a high poly model, a low poly model, bake textures, make a bunch of different texture maps instead of one.>>21212
I am sure you can make something with Gamemaker, as far as I heared it has some node based logic system(atleast I think I read so) and there are some really well made games made with Gamemaker. Or as >>21218
said you could also try Blender Game Engine(I made my first game with Blender Game Engine), Blender game engine has just quite bad performance and tends to stutter a lot and its not very smooth compared to more sophisticated andvanced engines like Unity and Unreal.(its still useable, but thats just my expirience)
Really like those. I like the clean, linear look of it, sharp shadows and no textures.
Apparently Blender has a hotkey around the WASD area that merges and shifts random vertices within an island. That's 3 hours of my life I'll never get back. I'll finish this one and then make an acoustic model. Also as I said in >>20855
, if anyone has any photos of outdoor urban items, or even recommendations for what I should make, feel free post.>>21210
That's pretty fantastic, both the design and technical side. You can still upload it to Nexus as a resource if you can't compile it as a mod yourself. I think it's good that you started out with other people's models. A lot of would-be modellers give up with learning their program because they don't have the skills to make what they want right off the bat, but refuse to make something less grand. Even slight modifications and hackjobs to existing models in a game can go a long way when it comes to modding.
I'd say you still did a good job on that violin.
I wish I could do 3D modeling.
All I can do is make 2D stuff like textures, images, posters, etc.
I'm modelling, unwrapping, and AO baking one to three simple models each day. This is a week's worth. I'm making them for a map in an FPS that supports community-made content. Hopefully I'll be able to texture them adequately. I'm certainly not looking forward to it, but the game in question isn't held to a high standard for graphics.>>22987
Texturing can oftentimes contribute more to a model than the actual geometry. If you ever do pick up modelling, you'll be ahead of a lot of people in the field right off the bat, since hobbyists and game devs usually have to hire separate parties to do their textures for them. Any knowledge of graphic design and visual impact theory can go a long way when replicating things like product boxes or signs - things that could be represented with a mere six-sided cube, but would depend on a convincing texture to look believable.>>23308
Looking great so far. It's good that you're paying attention to details. They'll come in handy if you have to bake normals. Good luck decimating all that though if you do plan to export it.
I don't know what to do.
Did you make that yourself? If so you should know it is impressive.
one of my hobbies is sometimes making small houses no bigger than 3 meters in any direction. 3x3x3m was the biggest so far.
usually they don't have luxuries, just bed, storage space, toilet, sometimes a shower, desk, chair or chair space, kitchen area sometimes.
i made the blue one tonight, the other two are a few years old. some i made to expand, and some others are basically coffins, but the idea of cramped living areas is comfortable to me.
I did the exact same thing in Google sketchup years ago. These are great.
I reckon it would be a fine art piece if you were to dress up the exterior of the second one to to look like a computer case. Both a practical and thematic house for the average wizard.
that does sound pretty clever and symbolic of modern reclusive life
Just saving this thread with a blog post. Couldn't print the OP model because I saved with the subdivision modifier applied and intersecting all of the chunks will take days. I posted earlier about having to return the printer, but turns out it was my error and not the seller's so I had to have someone else undue my hotfixes and then calibrate it. Working good now.
This isn't my mannequin model, but I'm going to utilize the ball joints in it on a design of my own. I have a young female body and face that I've been working on since 2014. It was originally going to be a model for playing around with in a game engine (it still will) but I figured for now I'll dress it up with joints, apply some stylization, then print out the components to make a Japanese-style fashion doll. I have some ABS filament which smooths to a mirror finish. If I can make a solid enough model with decent articulation, I'll airbrush her in simple tones and maybe order a wig. I've gone with 20mm eyes, and with the level of anatomical style I've chosen, she should be about 70cm head to toe. It's beyond ambitious but if I can pull this off, even factoring in the cost of the filament and the printer
, I'd still save money over buying something like an Obitsu body of that size. Plus she'd be personalized 100% to my liking and I wouldn't be locked down to pricey proprietary components.
I can see these ball joints getting use on the hands, knees, and torso, but I'll probably have to use some alternative on more flexible areas.>>30091>I tried making my "waifu" and it ended horribly
Don't worry anon. I've been working on my character for years and she still doesn't hold up to my standards. The first year and a half of saves actually make me really question if I was right in the head during that time because of how distorted and terrifying not only her face, but also her body was.
Architecture is a wonderful way to start. There's so much freedom and room for creativity in constructing scenes or maps that figuring out what to do next can be overwhelming. Your sketches look promising. Do you have any progress to share?>>30240>>30545
Both of those cities look great.
>>32898>do you have any progress to share?
I sort of 'quit' because I wanted to focus on one hobby instead of just trying out a bunch.
I scattered myself because I foolishly fell for the "talent" meme, thinking I would magically fit into a certain subject.
Right now I'm just settling down on reading and writing since I worked on that the most a long time ago. I won't be discouraged that it'll take long (because every hobby takes years to get good at).
When it comes to learning the basics, all I can really vouch for is Blender and a bit of Sketchup as that's what I've been using, but I begun using them because they were recommended for beginners all throughout the net, and I was limited only by my imagination within 3 days of using each. Sketchup is a good tool if you want to sample the hobby, but it's purpose-oriented for precision design. I recall it being very simple and forgiving right off the bat, but unless its methodology has undergone significant change in the past 8 years, the skills you learn can't always be carried over to other applications as it is the sore thumb of 3D design approach and interface. Nothing I learned from Sketchup helped me to learn Blender. I don't even think it uses UV maps.
Blender's not the best overall package but it can deliver results on-par with any paid software as far as rendering and animation go. It has some shortcuts built in that make modelling easier (loop selection, UV islands, dynamic multires scuplting) but there are a lot of complaints surrounding the layout and the viewport renderer that can be a hindrance. If you're just learning how to model and apply textures, the majority of menus and tabs you see on screen won't be used at all. For this the whole appearance can be overwhelming, but if you learn what does what as you progress, you'll be ready to hop in to more advanced usage when the time comes. Overall it's perfectly fine for learning modelling theory and topology as well as texturing and animation. Being free and small, it may have the most documentation and community support of all 3D applications, though one big problem is that through years of design and interface updates, a good portion of that tutorial material is now obsolete.
3DS Max is the big daddy and by far the most feature rich. It can do everything that Blender can and then go way beyond that. It's more of a commitment with such a large filesize, and it's just as overwhelming for a beginner, but it's rightfully the standard when it comes to professional 3D work. Its realtime viewport is great and can rival AAA games when using Direct X. Unlike Blender, the interface is arguably more organized and streamlined with MSWindows styles. It has great addon support and there are a lot of good community guides out there. I hope someone can elaborate on their experiences with learning it because I've never used it to any notable extent. I couldn't even get Maya running so hopefully someone can come and say a few words about that too.
So I recommend 3DS Max to start as you'll be a native to the best, but if pirating, mounting, and cracking it isn't possible, grab Blender for now and play around.
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
I hope you will add ventilation shaft/window to toilet/shower room.
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?
looks awesome and cozy, what is the dimesions?
Nice, it remembers me about Runescape characters, no offense.
Yes, it's Vz.58P (solid stock) and V (folding stock).
I wanted a 3D printable model of Runescape dragon armor for Lego minifigures and was quoted 180 GBP.
what the fuck you've gotta be kidding me, that kind of model would only take someone barely over an hour to create
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.
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.
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.
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.
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.
Also, if you're gonna make a gear, don't. 3D printed things are not structurally stable and it will break.
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.
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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.