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 No.11978[Last 50 Posts]

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 )


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.


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I picked up 3d modeling in my early teens to make models of spaceships, I used to be really into space opera sci-fi. Pictured is the program I started with, Anim8or.

Nowadays I do stuff mostly in Maya and try to teach myself zBrush on the side. After years of using Anim8or you'd think I could navigate a cryptic, clunky interface, but I just can't wrap my head around zBrush.


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.


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This was my first model. I don't have the confidence to post anything I'm actually proud of.


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.


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Used to play with Blender. Never really finished anything. Picrel is the best i can show. Car models are easy.


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.

>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.


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>seeing my attempt at modelling something slightly human
That's when I quit.


Won't you post it for us? We'll laugh with you, promise.


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Fine. I know it sucks..here it is.


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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.

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.


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.


>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.


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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.


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.


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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.


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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.


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Is this Blender? I have been toying with Blender since 2.49 and I have nothing to show for it, not a single model.


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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.


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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.


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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.


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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.


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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


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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.


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.


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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.

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.


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More crap. I finished the violin set and got to work on some outdoor wall lamps.
I'm losing my patience with Blender and GLSL. I'll probably switch to Maya or max soon.


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.


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Me, Have been for a while now.

Mostly Zbrush now. Ive shuffled between a lot of programs before stopping on Zbrush and Maya.

I'm making the Adult Chykka from Prime 2. I think im over detailing it as no one will see it as close as I am.


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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.

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.

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.


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Zbrush is kool


Did you make that yourself? If so you should know it is impressive.


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Not him but he's copying Leshrac from dota 2. Not meaning to put down the effort or anything. Copying is a good form of practice (but not the best).


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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


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Couple of pistols in progress. Exercising artistic licensing on the MAC



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I tried making my "waifu" and it ended horribly

After reading some guides, I figured that I start with architecture; going to start by making an old wall with a window.


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here some old models, one a big city and then a space thing

also working on an idea i had for a throne room but i always get distracted. modeling is great fun!


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wanted to build this idea i had for a city but it would take too long so i stopped and just took a screenshot


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I finally got around to purchasing a cheap Chinese 3D printer. I've been meaning to for years and I'm glad I didn't buy one while consumer desktop models were in their infancy because I plan to make some larger things down the line. I'll post about my plans for it later. In the meantime I'll be assembling it and if I still have the original file I'll print out the OP image as a test.


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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.

>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?


Both of those cities look great.


>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).


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Please don't mind me being a retard but what is the best 3D modelling for a complete begginer who has never been into this before? And what is the most complete/best program? Thanks.


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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.


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Some of yall have some really cool models.I made this in blender about 7 months ago. Ive been doing 3d since middle school and i feel only recently I've gotten over the modeling learning curve. Haven't made anything since


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I made this game in unity once. ur an ice cube trying to go through a lava world. assets were made in blender and duplicated a whole lot. I used to have a dropbox link where u could play the game online, ill dig it up if anyone is interested


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desiging a comfortable room


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.


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Here's a render of my shed, was planning to build in the interior, so far only finished the other half of the wall that's there.

I like architectural and product design.


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I'm making some hand tools and melee weapons which I wish to sell on the Unity market.

This is a Machete and a brush saw, about 12 hours work for the two.


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Just a WIP of a basement lair to keep the thread alive for another year


>my shed
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.


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I've been working on this for the past few weeks, finally finished it yesterday. Models made in Blender, baked in Marmoset Toolbag. It's game ready but missing textures.


Is that vz. 58?


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


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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.

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.


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I've been thinking of learning blender for some time now.


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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.


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.

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.



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.


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Thanks so much!
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


that looks awesome, was it made in Terragen or Vue? what do you render in?


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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


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I made this architectural render based on a photo a photographer friend I have got me


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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.


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


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).


Kinda surprised a 3D printed part is holding. They've always been incredibly flimsy in my experience.


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almost 5 years of not having a 3d modelling job


what would be the best program to learn for 3d printing models?


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.


Did you use google translate to write this post or something?


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


Can models from those programs be translated into g-code?


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 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:
>Sketchup to G-code.


G-code is machining software, though this wiz probably plans on using it with a 3d printer to print what he models.


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.


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3d engineering animation really gets to me.


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If anyone's interested, I've amassed several archives of 3D images of rotating meals and snacks.

This is the most recent one:

Also these ones exist:


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Gonna dump a few of my favorites here.


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no offense but those aren't 3d models


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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


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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?


Your normals look backwards! Selecting the whole thing and recalculating normals should fix it. 2 min vid related shows how


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.


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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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Hello again. The reason I am mad at your software is that I could not follow a simple guide properly.

t. >>51419 of whom resents the newer version having no help page and the site having improper guides that don't match the newer version well enough to learn how to actually use things


I have a funny story about 3d modeling. took a multimedia class in high school and at the end of junior year we did blender. I already knew how to use it, and it was around the time my vietnam vet grandpa passed away so I was making an m16a1 in his memory. our actual teacher left for a new job so we had the retard wrangler as the teacher. she didnt care at first, she even said it was good, but a week in she realized she could get in trouble and ratted me out to the principle. the principle came in the next day and did a speech to the whole class about cyber bullying (implying i was a school shooter cause i had long hair and listened to metal), i continued working on it while she did this because i didnt care. she had armed guards take me to the office and suspended me for a day. they almost called the cops. they wiped my hard drive. I have the model still but its on a laptop with a corrupt hard drive.


try and post it if you can id be curious to see it

reminds me when i was in highschool i in art class i was drawing doing a black and white painting with ruined buildings, people with rifles, a big tank in the middle, and someone waving an anarchy flag. the teacher had no problem with everything, until i put that big A on the flag, and then suddenly everyone freaked out and it was taken from me and then destroyed right in front of me and i was lectured and talked down to. absolutely fucking humiliating and embarassing


i dont even know if i can because its on my laptop using ubuntu and it wont even get to the login screen. sucks because I had a bunch of family and high school photos and all my red pill and JQ content


Can you create 3D models in VR like you would make a sculpture?


not sure if they have already vr ports but stuff like Zbrush or sculptris would work quite well with vr, im sure something equivalent has been made for vr


File: 1650014343348.webm (10.01 MB, 1280x720, 16:9, blender-vid.webm) ImgOps iqdb


how long does it take to learn the basics stuff? I don't wanna make impressive things just low poly figures, mostly for reference since I'm into digital art. I'm still learning how to draw and that takes lots of time and effort too


Hard surface modelling a sculpting is easy when doing for what you described. Not having to learn the technical skills of unwrapping, rigging, weighting, animated, etc will save you time.

>low poly figures, mostly for reference since I'm into digital art. I'm still learning how to draw and that takes lots of time and effort too

If you're just drawing humans you can probably grab premade models for free off the web and just pose them using the animating tools. Clip Studio includes models that can be loaded in and posed for reference / tracing. Please try drawing without reference from time to time!




File: 1666420273921-0.png (13.84 KB, 827x531, 827:531, ClipboardImage.png) ImgOps iqdb

File: 1666420273921-1.png (111.26 KB, 1232x746, 616:373, ClipboardImage.png) ImgOps iqdb

design for a tiny home, or more amusingly called an 'efficiency dwelling unit'. my state of georgia has the absolute lowest standards for everything, a decade ago they ammended the i-code so that a dwelling unit (basically a house or living space) needs only 1 habitable room of 70 ft2, instead of 120. it would to be built on site like a traditional house to be able to use the i-code with georgia's ammendments

the floor plan is a big empty 7x10 'everything room' with adjoining 7x2 kitchen area, and then a 7x4.5 bathroom. the framing is just normal 2x4, 16 inch on center. the ceilings are 8 feet, taller than it is wide! the roof is a 4/12 gabled rafter roof with 16" overhang all around

as for hvac and plumbing and electrical, hmmmmm


File: 1666438490167-0.png (1.44 MB, 400x400, 1:1, icecubes5.png) ImgOps iqdb

File: 1666438490167-1.png (1.47 MB, 400x400, 1:1, icecubes6.png) ImgOps iqdb

> working on animation >>11978

This uses plain cubes, but on the animation side here is some text assembled from cubes, following spirals sweeping the surface of a torus. Done directly in webgl, still very new to it. The vertex shader code follows.
  const vertCode = `
    uniform mat4 Pmatrix;
    uniform mat4 Vmatrix;
    uniform mat4 Mmatrix;
    uniform mat4 animParams;

    attribute vec3 coordinates;
    attribute vec3 color;

    varying lowp vec3 vColor;

    void main(void) {
      float col = floor((coordinates.x + 23.0 * 0.08 / 2.0) / 0.08);
      float dx  = coordinates.x - (col - 23.0 / 2.0) * 0.08;
      float row = floor((coordinates.y +  5.0 * 0.08 / 2.0) / 0.08);
      float dy  = coordinates.y - (row -  5.0 / 2.0) * 0.08;
      float a   = animParams[0][0];
      float pi  = animParams[0][1];

      float innerradius = 0.2;
      float radshift    = step(0.0, coordinates.z);
      float radstep     = 0.15;
      float radtwist    = 0.04;
      float outerradius = 0.7;
      float outstep     = -0.03;
      float radturns    = 3.0;

      float dz = coordinates.z - (-0.12 + 0.16 * radshift);
      vec4  c  = vec4((outerradius + innerradius * cos((row * radstep + radshift + col * radtwist + 2.0 * radturns * a) * pi)) * cos((col * outstep + 2.0 * a) * pi) + dx, innerradius * sin((row * radstep + radshift + col * radtwist + 2.0 * radturns * a) * pi) + dy, (outerradius + innerradius * cos((row * radstep + radshift + col * radtwist + 2.0 * radturns * a) * pi)) * sin((col * outstep + 2.0 * a) * pi) + dz, 1.0);

      gl_Position = Pmatrix * Vmatrix * Mmatrix * c;
      vColor = color;


That's pretty cool!
It inspired me to try webgl again.


>That's pretty cool!

>It inspired me to try webgl again.

As you can see this doesn't even use any lighting yet, just vertex colors, so with previous experience you can easily do better.


what the fuck is this one of those mythical apng, animated png? i saw a demo in firefox years ago and then forgot it existed. or is it just a gif renamed as png?


>as for hvac and plumbing and electrical, hmmmmm

Offload the pump, pressure tank, hot water tank, breaker box, and furnace / air in to a separate lean-to structure off the rear of the back wall. This simplifies service and installation as one panel can be removed for access so no service wagies need to tread in to your sacred tower. In cases of houses with no basement it is wise to keep the water system outside so if something blows it will not pour in to the house.

I imagine Georgia is rainy and swampy like much of the other states named Georgia. Consider building atop a 2' concrete foundation and having a trapdoor access to a storage compartment under the main living area for your absolute must-save items like your ID, gold, guns etc. Hurricanes eat tiny homes like popcorn so over-engineering a safe place and grounding could save you.

Additionally, for such a small house you could probably afford to build the corners out of vertical steel I-beams. This will create a Faraday cage to protect you from cellular gangstalking waves


File: 1666521364311.png (343.53 KB, 400x400, 1:1, icecubes-apng.png) ImgOps iqdb

>is this one of those mythical apng, animated png? […] or is it just a gif renamed as png?
Those are not renamed GIF files, they are both APNG files. The icecubes5.png file >>63017 starts with this chunk structure:
0 0x00000008     13 b'IHDR' 0x80BF36CC
   400x400 8-bit RGBA(6) P0 F0 I0
1 0x00000021      6 b'bKGD' 0xF943BB7F
2 0x00000033      8 b'acTL' 0x40EF6B1E
   frames=120 loops=0
3 0x00000047     26 b'fcTL' 0x6A67C363
   seq=0 400x400 at 0,0 for 1/20 D0 B0
4 0x0000006D   8192 b'IDAT' 0x16AFDEC8
   789C DEFLATE(8) 15-bit noDICT default OK
5 0x00002079   3056 b'IDAT' 0x4CBD7ADB
6 0x00002C75     26 b'fcTL' 0xF11429B7
   seq=1 400x400 at 0,0 for 1/20 D0 B0
7 0x00002C9B   8196 b'fdAT' 0xED0B6155
8 0x00004CAB   3686 b'fdAT' 0x43A9CBAC
9 0x00005B1D     26 b'fcTL' 0x6A3B62F0
   seq=4 400x400 at 0,0 for 1/20 D0 B0
10 0x00005B43   8196 b'fdAT' 0xF2AA4A68
11 0x00007B53   4054 b'fdAT' 0xE28E9F52

The acTL, fcTL and fdAT chunks are explained in the APNG specification:


How do you make an apng with webgl?


>How do you make an apng with webgl?
Those are two independent steps. You use webgl to produce the frames of the animation, either individually or, if you're swimming in RAM, all at once. The canvas from which you obtained the webgl context knows how to produce plain PNG files on its own with e.g. toBlob [ https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob ], as a requirement of the canvas API. At this point you're done with the webgl part. Then, having prepared all the frames, you use any free tool you find in the wild, e.g. apngasm [ https://manpages.ubuntu.com/manpages/bionic/en/man1/apngasm.1.html ], to assemble a sequence of frames into an APNG file.


File: 1666700122746-0.png (2.24 MB, 400x400, 1:1, torus1.png) ImgOps iqdb

File: 1666700122746-1.png (6.13 MB, 400x400, 1:1, torus2.png) ImgOps iqdb

File: 1666700122746-2.png (7.01 MB, 400x400, 1:1, torus3.png) ImgOps iqdb

Here's a customizable torus generator. It can't do everything but it can do a few things. Separate functions control the major circle, the minor circle and the displacement of the center of the minor circle. The first three images are a vanilla torus and a triple-wind torus with 7/3 twists in two views.
    addfuns_x: (vertices, ox, oy, oz, outrxfun, outrzfun, middxfun, middyfun, inrxfun, inryfun, outdivs, indivs, outturns) => {
      const M      = Math
      const PI     = M.PI
      const sin    = M.sin
      const cos    = M.cos
      const outall = outdivs * outturns

      for (let a = 0; a <= outall; ++a) {
        const outang = 2 * a * PI / outdivs
        const outcos = cos (outang)
        const outsin = sin (outang)
        const outrx  = outrxfun (a)
        const outrz  = outrzfun (a)
        const middx  = middxfun (a)
        const middy  = middyfun (a)
        const inrx   = inrxfun (a)
        const inry   = inryfun (a)

        for (let b = 0; b <= indivs; ++b) {
          const inang = 2 * b * PI / indivs

          vertices.push (
            ox + (outrx + middx + inrx * cos (inang)) * outcos,
            oy + middy + inry * sin (inang),
            oz + (outrz + middx + inrx * cos (inang)) * outsin


File: 1666700327294-0.png (1.94 MB, 400x400, 1:1, torus4.png) ImgOps iqdb

File: 1666700327294-1.png (2.61 MB, 400x400, 1:1, torus5.png) ImgOps iqdb

File: 1666700327294-2.png (2.57 MB, 400x400, 1:1, torus6.png) ImgOps iqdb

The last three images show customized displacement of the center of the minor circle, control of the minor circle in matching expansion and contraction, and control of the minor circle in opposite expansion and contraction on its two axes.


File: 1667337054567-0.png (8.14 MB, 400x400, 1:1, torus7.png) ImgOps iqdb

File: 1667337054567-1.png (2.91 MB, 400x400, 1:1, torus8.png) ImgOps iqdb

File: 1667337054567-2.png (2.87 MB, 400x400, 1:1, torus9.png) ImgOps iqdb

First attempt at specular highlights for the directional light in the fragment shader. The solution for double escaping in code tags is in >>62303.
  const vertCode = `
    uniform mat4 Pmatrix;
    uniform mat4 Vmatrix;
    uniform mat4 Mmatrix;
    uniform mat4 Nmatrix;

    attribute vec3 a_vertex;
    attribute vec3 a_normal;
    attribute vec2 a_texcoord;

    varying vec2 v_texcoord;
    varying vec3 v_normal;
    varying vec3 v_toeye;

    void main(void) {
      gl_Position = Pmatrix * Vmatrix * Mmatrix * vec4(a_vertex, 1.0);
      v_texcoord  = a_texcoord;
      v_normal    = (Nmatrix * vec4(a_normal, 1.0)).xyz;
      v_toeye     = vec3(0.0, 0.0, -1.0) - (Vmatrix * Mmatrix * vec4(a_vertex, 1.0)).xyz;

  const fragCode = `
    precision mediump float;

    uniform sampler2D uSampler;
    uniform mat3 LightParams;

    varying vec2 v_texcoord;
    varying vec3 v_normal;
    varying vec3 v_toeye;

    void main(void) {
      vec3 ambientcolor = LightParams [0];
      vec3 directcolor  = LightParams [1];
      vec3 directvector = LightParams [2];

      vec3 normal  = normalize(v_normal);
      vec3 tolight = normalize(directvector);
      vec3 toeye   = normalize(v_toeye);
      vec3 halfvec = normalize(tolight + toeye);

      float light    = max(dot(normal, tolight), 0.0);
      float specular = max(dot(normal, halfvec), 0.0);

      vec4 texelColor = texture2D(uSampler, v_texcoord);
      gl_FragColor = vec4(texelColor.rgb * (light * directcolor + ambientcolor) + pow(specular, 50.0), texelColor.a);


File: 1668123774524.png (57.99 KB, 682x618, 341:309, ClipboardImage.png) ImgOps iqdb

i hate blender jesus fucking christ

this piece of shit program is so god damn bloated. rigging and animation, modeling, sculpting, programming, rendering, texturing and uv mapping, material nodes, annotating, camera shit, physics. god damn giggatron9000 that does everything. a 400 lb swiss army knife with so many fucking little gizmos poking out of it you want to kill yourself

i spend 20 minutes modeling in sketchup, then x hours banging my head trying to draw a line between two verts because there is no fucking line tool and sometimes you just cant connect two verts on the same model. who fucking knows why. one day loop select doesnt work at all, today it works fine. i want to kill myself every time i have to do anything in this fucking inaccurate artistic sculpting autist behemoth of linux AIDS


I know exactly how you feel. I perserveered, overcame, then excelled in time, but neverthelesd I understand your frustration.


File: 1668148203100.png (125.59 KB, 1565x659, 1565:659, ClipboardImage.png) ImgOps iqdb

i just don't know how to work with precise measurements in blender. it doesnt seem possible, the most basic shit that are universal among older programs are just missing. it's really frustrating

i only really only use blender for cleaning the geometry and adding bevels and making edges nice and exporting. i have been using blender 6 years for this purpose and it aint any easier. i have zero desire to actually model within blender. i really wonder if there's a better cleanup tool besides blender. every time i open blender it feels renting out a whole construction company to repair a dent in my drywall, so much shit is on screen that i will never interact with, so many features and bullshit are just in the way


File: 1668171295313-0.png (76.06 KB, 800x400, 2:1, fix.png) ImgOps iqdb

File: 1668171295313-1.png (8.15 MB, 400x400, 1:1, torus7.png) ImgOps iqdb

The specular highlight >>63108 exposed the discontinuity in normals along the seam where the torus joins, in the red section. Added normal smoothing to fix it.
  smoothnormalgroup: (normalize, normals, start, ...indices) => {
    const scan = indices.length == 1 ? indices [0] : indices
    let   nx = 0, ny = 0, nz = 0

    for (const k of scan) {
      const pos = 3 * (start + k)
      nx += normals [pos    ]
      ny += normals [pos + 1]
      nz += normals [pos + 2]

    const n = normalize (nx, ny, nz)

    for (const k of scan) {
      const pos = 3 * (start + k)
      normals [pos    ] = n [0]
      normals [pos + 1] = n [1]
      normals [pos + 2] = n [2]


    smoothnormals: (normals, nstart, outdivs, indivs) => {
      const G      = Geometry
      const norm   = G.normalize
      const smooth = G.smoothnormalgroup
      const stride = indivs + 1
      const tolast = outdivs * stride

      for (let k = 1; k < indivs; ++k) {
        smooth (norm, normals, nstart, k, k + tolast)

      for (let k = 1; k < outdivs; ++k) {
        const idx = k * stride
        smooth (norm, normals, nstart, idx, idx + indivs)

      smooth (norm, normals, nstart, 0, indivs, tolast, tolast + indivs)


to connect to vertices in blender you click one, shift click or ctrl click i cant remember the next one, then press m for merge

i never really got good at blender, but i will tell you, you should try to notice search/confusion feelings and as soon as you feel them, just google the exact thing you want. dont try and look through the UI just duckduckgo blender what i want


File: 1668684699713-0.png (1.64 MB, 400x400, 1:1, sphere1.png) ImgOps iqdb

File: 1668684699713-1.png (4.45 MB, 400x400, 1:1, sphere2.png) ImgOps iqdb

File: 1668684699713-2.png (3.22 MB, 400x400, 1:1, sphere3.png) ImgOps iqdb

A customizable sphere generator in the style of the torus one >>63039. The three demos are spheres modified by longitudinal waves, by latitudinal waves and by polar dips through height control.
    addfuns_x: (vertices, ox, oy, oz, rxfun, ryfun, rzfun, londivs, latdivs) => {
      const M   = Math
      const PI  = M.PI
      const sin = M.sin
      const cos = M.cos

      for (let a = 0; a <= londivs; ++a) {
        const lonang = 2 * a * PI / londivs
        const loncos = cos (lonang)
        const lonsin = sin (lonang)

        for (let b = 0; b <= latdivs; ++b) {
          const latang = (b / latdivs - 0.5) * PI
          const latcos = cos (latang)
          const latsin = sin (latang)

          const nx = loncos * latcos
          const ny = latsin
          const nz = lonsin * latcos

          vertices.push (
            ox + rxfun (a, b) * nx,
            oy + ryfun (a, b) * ny,
            oz + rzfun (a, b) * nz


File: 1668694158558.jpg (183.95 KB, 900x720, 5:4, cat.jpg) ImgOps iqdb

Nice work wizzy


File: 1668719371545.png (9.07 MB, 400x400, 1:1, cat.png) ImgOps iqdb

Many thanks. C64/amiga is a ship I can get behind.


Nice one. I don't understand the last one with the polar dips. I get the polar dips, but how does it get that pseudo-cyllindrical shape?


gotta remember to look up 3d modeling via code i remember some tool ir library….


File: 1668783748076.png (1.71 MB, 400x400, 1:1, sphere4.png) ImgOps iqdb

>Nice one.

>but how does it get that pseudo-cyllindrical shape?

It comes from the particular ryfun passed to addfuns_x >>63235
    spherepoledip: () => Geometry.Sphere.addfuns_xnti (
      vertices, normals, texcoords, indices,
      0, 0, 0,
      (a, b) => 0.7,
      (a, b) => 0.2 + 1.0 * Math.sin (b * Math.PI / 64),
      (a, b) => 0.7,
      64, 0, 1, 64, 0, 1,
      false, false

Sine, and therefore cosine as well, has the behavior that it changes the slowest at its minima and maxima of -/+1 and changes the fastest at its midpoints of 0. The sphere's parallels, the latitude circles, want to have slow change near the equator, where the latcos term that goes into nx and nz >>63235 has its maximum of 1. But while normally the height would go monotonically from -radius at the south pole to +radius at the north pole, for the poledip demo the ryfun causes the same amount of parallels to be spent on the height starting above the minimum, going down to the minimum, then going all the way up to the maximum, then dipping below the maximum. So some of the parallels are spent on the polar dips, to go down to the minimum height and to come down from the maximum height. Therefore fewer parallels are available for the minimum to maximum middle phase. The result is that the middle phase is stretched out along the height. But this is precisely the zone where the radius of a parallel changes the slowest, at the vicinity of the equator. Taking the zone where the radius of a parallel changes the slowest and stretching that zone out vertically results in that pseudo-cylinder look.

Here is an alternative method of getting a cylinder-like sphere:
    spherelatwaves: () => Geometry.Sphere.addfuns_xnti (
      vertices, normals, texcoords, indices,
      0, 0, 0,
      (a, b) => 0.7 + 0.2 * Math.cos (2 * b * Math.PI / 64),
      (a, b) => 0.9,
      (a, b) => 0.7 + 0.2 * Math.cos (2 * b * Math.PI / 64),
      64, 0, 1, 64, 0, 1,
      false, false

Instead of taking the zone where the radius of a parallel changes the slowest and stretching that zone out vertically, you can leave the height (ryfun) alone and directly modify the radius of a parallel with a counterwave. Where the radius of a parallel has its maximum, at the equator, you put the minimum of your modifying wave, and where the radius of a parallel has its minima, at the poles, you put the maxima of your modifying wave. This results in a pseudo-cylinder without polar dips. With a real cylinder you would have to add separate end caps, but here the sphere provides the end caps for free.


File: 1670188304033.png (1.73 MB, 400x400, 1:1, points4.png) ImgOps iqdb

Linear morph between point sets in the vertex shader.
  const vertCode = `
    uniform mat4 Pmatrix;
    uniform mat4 Vmatrix;
    uniform mat4 Mmatrix;
    uniform mat4 animParams;

    attribute vec3 a_vertex;
    attribute vec3 a_endpoint;

    varying vec2 v_animz;

    void main(void) {
      float a   = animParams [0][0];
      float pi  = animParams [0][1];
      float all = animParams [0][2];
      float z   = animParams [0][3];
      float u   = 1.0 - (clamp(2.0 * cos((2.0 * a / all - 0.4 * (a_vertex.x + a_vertex.y)) * pi), -1.0, 1.0) + 1.0) / 2.0;

      vec4 c = vec4(vec3(a_vertex.xy, -z) * (1.0 - u) + vec3(a_endpoint.xy, z) * u, 1.0);

      gl_Position = Pmatrix * Vmatrix * Mmatrix * c;
      gl_PointSize = 3.0;
      v_animz = vec2(u, gl_Position.z);


Room temperature IQ


Rude and dismissive attitude


>just make the program do it for you!
whats the fucking point then you retard what a waste of time if you don't even want to learn how to do it yourself then just give up


no, blender is just a weird modeling tool for autists and artists, not technical modeling with exact dimensions, unfortunately


>not technical modeling with exact dimensions
Yes, because Blender never sold itself as a CAD.


for now. give it time, it will eventually add those features in and become even more confusing


File: 1672780795011.png (138.14 KB, 336x326, 168:163, .png) ImgOps iqdb

>Adding new useful features


i did not say it would be useful. blender accumulates features however


File: 1672782882742.jpg (3.29 MB, 1920x1080, 16:9, Hammer_screen.jpg) ImgOps iqdb

But adding a mode to enforce mathematical precision, or even just a simple global 3D grid snapping system would put Blender in the realm of useful software. As it stands I'd rather use Hammer World Editor to design things.


>But adding a mode to enforce mathematical precision
Which is not the point of Blender. Do you also use Maya and complain it's not Autocad?


Blender 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.


So, 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.


Max 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. Blender is trying to be everything except proper CAD.


File: 1675033743219.webm (Spoiler Image, 615.44 KB, 1920x1080, 16:9, dildont.webm) ImgOps iqdb

Megaman inspired adult toy

Made in Blender 3.2 (cycles)


this is what blender is made for


File: 1675908440702.png (124.29 KB, 1332x873, 148:97, ClipboardImage.png) ImgOps iqdb

stairs for backyard porch. just an idea


very uplifting 3d wiz


originally 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


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Has someone tried VFX and simulations. These are the most interesting to create


god i wish that would happen to me the next time i fired up my long-range interceptor


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idea for a laptop holder. might make it tomorrow. not sure how to secure laptop to it yet, i expect a solution will be obvious when its physically in front of me


its unergonomic to spend hours laying down, i would recommend u print yourself a standing desk


i 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


It's the perfect position to read pdfs on a laptop, at least. Fuck I hate reading them siting.


I tend to read sitting, but a standing desk is on my list of wants. Reading on a phone is more common for me, though.


I like to read sitting if it's a real book, but on everything else I prefer to read it on a bed.


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i did start on it, but i quickly found the solution for securing the laptop using 4 corner braces. you can see they basically let the laptop slide in. but i had to glue them in place with spacers for now, so they dont move while i actually screw them in later. should finish tomorrow and then i can test it out. if it doesnt need adjustments i will sand and paint it black


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forgot to make the notch for power cord before painting, but aside from that it is done, with only slight deviations from the initial idea, mainly the angle, height of legs, and shorter leg braces to give more room for my real legs


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.


i 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


I'm also interested in doing more mechanic objects like armour plates but I fucking hate stuff like blender and it's unneeded complexity.


Hey that looks great so far! Nice job


it 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.


You 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.


You 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.


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to make it lighter i will probably just drill holes along the middle of all the studs to reduce the weight. this laptop conveniently has everything for cooling on the back/top, nothing on the sides or below even has vents, so it's not affected at all. also have cablestraps which work pretty good for holding the power cord. the power cord coming from the brick is barely long enough but it works


You still using it?


will destroy your bed though

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