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Archived threads in /3/ - 3DCG - 206. page

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Why does importing a .3ds file into Blender always end up looking like this?

Part of the model is the correct size while the other is tiny as fuck and splattered all over the screen and there are those DUMMY files and everything is a giant fucking clusterfuck

Should I just give up trying to import .3ds into Blender?
3 posts and 1 images submitted.
You should import it with xform reseted and as a single part probably
Theres no options for any of that in the import menu, its very bare, mainly just size constraint.

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how would i go about fixing the forehead on this model, pacifically the part wear the top part of the eyes connect to it
6 posts and 3 images submitted.
Bring the brow forward, especially just above the middle of the eyes, it looks as if the eyelids flow into the brow which looks unnatural. You might also want to smooth and bring the edge loops more in one line. Spread them out a bit, especially near the middle to prevent harsh transitions.

Other things you might want to look at is the mouth, the lips have too much distance between each other. Also smooth the corner indent of the mouth or bring it more into the face. You also have a triangle and two pentagons near the eye.
The forehead is bulging forward too much in the center of the forehead. Women have flatter, straighter foreheads that mostly go straight up until near the top of the frontal bone.

The eyes are a bit too far apart.

You may want to establish the epicanthic fold above the eyelids.

Adding tear ducts to the eyes and making sure that the top eyelid overlaps the lower lid on the lateral side of the face will add a lot of realism to your sculpts.

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Hello 3, i need help. I'm desperatly trying to model the inner mouth of Agumon. And its been a pain in the ass so far.

I tried extruding, i tried doing the gums as another object and still i cant get a good result from it.

After finishing this mouth, im going to import to ZBrush and do the details. But i'm stuck at this part..

Pls help, pic related
2 posts and 1 images submitted.
Reference an alligator/crocodile's mouth, since agumon's teeth stick out when his mouth is closed.

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My friend asked for help with his skin:

3 posts and 1 images submitted.
For help to do what?
Help us save her

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kek, anyone have any funny scale figures? i'm feeling a bit ballsy and want to incl. a funny scale figure in my sections for my final arch review this thursday.

as u can see, these are fairly normal
5 posts and 2 images submitted.
reminded of this:
which would be pretty ballsy
where are the transhumanist terminators ?
manara is italian. their SF vision stopped in 1973.

what's the best way to manipulate Kantai collection 3d design?
i want to make 3d waifu ships
6 posts and 1 images submitted.
kill yourself
Any other way?
How about something better... KanColle patch for Worlds of Ships? Poi Poi?

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It's possible to scale a modern engine (Like UE4) back until it looks like a late PS2 game, right?
31 posts and 6 images submitted.
Yeah, just turn down/off all features. Most of the looks come from very simple geometry and low textures.

No ambient occlusion, low shadow resolutions, and have it run default at directx9. There's a launch parameter for that, if you look it up. Just downgrade everything.
100% ambient lightiing, baked shadows, no AA. done.
It's possible, don't expect the game to run on the period-correct hardware though. If the game looks like a PS2 game it damn-well better run on my GeForce 2.

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Ok guys.

What's the best way to make anime-like waifus?

Low poly (non sculpt) or sculpt (zbrush)?
318 posts and 80 images submitted.
why would you wanna make a lowgaypoly crap visuals when you can do proper 3D hentais ?
make cube > cut edges/extrude/ pull verts
In literally any 3d modelling software.
If you know even the basics of 3D modelling you shouldn't be needing to ask this.
I'm asking what's the more efficient way having into account is an anime waifu, not a 3D hyperrealistic batman sculpture.

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What are one's chances for working for vidya games or movies if their main tools are Blender, GIMP and lives in Australia?
42 posts and 4 images submitted.
leaving shit to chance
Just go indie, find some people to make a game with.
>leaving shit to chance

What's that supposed to mean? How is it leaving something to chance?

Where do you even find people to make games with?

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Just started working in Zbrush after having used Blenders built in sculp tools for some time.

I'm working in dynamesh and i seem to have trouble finding good tutorials on some of the basics of dynamesh.

Can someone tell me how do I copy that finger to use and scult the other fingers out of.

Also any tutorial links you might have that explains the basic workings of dynamesh will be greatly appreciated.
14 posts and 4 images submitted.
Dynamesh is a tool that allows you to model your base mesh very fast.

For example, take a sphere. You want to model a head starting from a sphere. So you begin with the move brush, makiing the shape of the head.

You will notice if you stretch or squatch it a lot, you will see that the poligons of your sphere will be messed up. See with ctrl + F, or shift + F, i dont remenber..

Now use Dynamesh and see the poligons again. You will see the difference at the geometry.
add a finger as a seperate mesh
then go into transpose move tool, hold alt and move a finger and it will duplicate non masked geometry
then merge both tools when you happy and redynamesh at a high enough resolution

Indeed it is an awesome tool.

In the OP pic I basically extruded that whole body from the head and redynameshed.

What I'm trying to figure out is how to cut of a piece of mesh, the finger in this instance, copy it and re-attach it to the hand to make the next finger.

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How do I model her hair ?
This will be ingame so it has to be polygons, but high polygon count will be okay.
331 posts and 72 images submitted.
its not a character for a game so whats your point?
I'm gonna make a porn game.
her hair is breddy simple considering it doesn't sashay like Violet's, just make it as a 2 bang cap that meets in the back and use alpha maps for the strands in the front.

Hello /3/
So I decided I want to make a 3D model of an armor, I have been drawing my whole life, and meanwhile, learn to model.
First I tried Blender, as I heard it mentioned often (for making Skyrim stuff for example), but I quickly got overfrustrated by its un-intuitive and annoying UI.
Then I tried Maya, and the same happened - terrible and unhelpful UI.
What would you suggest me to do, stick to one of those, and contunie learning it, until I get used to it, or should I try something else?
What I want is, for the 3D models to be exportable for anywhere (games, game engines), and for the software to have lots of options for designing.
16 posts and 2 images submitted.
Button clickers need to die.
No 3D software is so intuitive that you can just open it and "get it". Stick with Maya and go look at BEGINNER videos on Youtube. Firstly how to interact with the interface and the main used modeling tools.
First, every poly model is a set of verteces, connetec with edges and three or more edges can connect into a face, therefore every poly model can be exported anywhere.

Blender is good for game characters overall as you can do everything you need to do in it.

Do you have skype or do you use irc or something I can guide you where and what to watch if you want to go with blender.

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>tfw too retarded to rip this model
7 posts and 1 images submitted.
you seem upset anon

Weebo scum.

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>All I want to do is get a premade model, load it into blender and animate it for 5 seconds
>useless tutorials surround the internet.
>program doesn't want to cooperate.
>other programs are just as frustrating.
>sfm isn't cooperating
>maya costs too much
>ive been trying multiple programs for weeks.
>end my life /3/
17 posts and 2 images submitted.
>>All I want to do is get everything spoonfed to me
>>I don't want to spend time learning how to do it
>>something went wrong... It's the program's fault!
>>other programs take just as much effort to learn
>>I'm so bad I can't even figure out sfm
>>can't even afford free.99
>>ive been spending more time wishing I knew how to do something than the amount of time it would take to learn how
>>end my life /3/
It's not that I want things spoon fed to me. Id like to take the time to learn a program. I just wish that the resources were better. I've followed them on point and the outcome is different. this was my problem with sfm.
The resources are fine, loads of people have self-taught themselves 3D using free tutorials on the internet, why can’t you? It’s not going to be easy OP, because this shit is hard you going to just have to put in the time and work hard to learn, you don’t get good by not putting in the effort. You can do it OP I believe in you, you fantastic disaster of a person.

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What do you think of this /3/?

5 posts and 1 images submitted.

Natural evolution of 3d printing - people have already been turning out HO scale, wargames are next.

The stuff looks decent as well GW will be crying into its overpriced resin at the rate things are going.
I have done some prints for wargaming stuff and its pretty great to cut GW out.

Do you think printers will be able to handle higher detail items like miniatures for wargaming in the future?

>Do you think printers will be able to handle higher detail items like miniatures for wargaming in the future?

No reason why they shouldn't - even the I3 can handle a layer high of 50 microns and with acetone smoothing you should be able to get some good results, and if that's what things are like now, then you can only dream of what they can come up with soon.

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