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/3d/ - 3D Art

3D art, modeling, tutorials, Blender


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December 2018 - 8chan Transparency Report
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Please also visit: Art Loomis drc DPD

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obligatory teapot thread


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Fucking 3ds, not letting me have the silky smooth professional teapot I deserve.



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obligatory bump cause teapots


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did a speed model teapot that doesn't look like any the ones in this thread.

timed at 18m:59s:28ms


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nice work

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Yeah, I'm excited for a more realistic workflow for his shaders as we approach 2.8 proper.


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i love it

do you make your own music/VA?






These are great anon! They make me want to play this game. Is your mod just going to be a character mesh mod or is it going to fix other meshes in the game?



I had planned to replace items as well as the environment but the engine has been moving very slowly, still can't import rigged models, and the actual game engine doesn't support weighting you also can't reimport level data. Maybe someday when the engine itself supports this functionality. Good game too.

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Loomis has a thread where every week, anons make a drawing based off of a specific theme. I figured we should try something similar, except monthly since the boards slower. I figure it'll help lurkers post most more too.

No need to make it polished or perfect. Just post something that fits your skill level. Feel free to post it after the deadline if you miss it.

For September, let's start with:


Deadline is October 1st

If you have another theme, please suggest it and we'll probably do it next month if there's enough interest.

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I really need to get on my shit with this one. I modeled an apple but I have no fucking idea what I'm doing when it comes to texture painting and I procrastinated too long.

By the way, anyone else have some more ideas for themes?




Texture painting in Blender is…not as awesome as I would like. F and OSS, sure, but…not any where near as polished as software dedicated to the task, sadly.

Most what you had for this month!


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Sir you just made perhaps the greatest looking image that showcases a rendered model of a watermelon in a excellent way. I suggest you should share this trick with other tribe members so that they too can make great looking images.



You could use tessellation to get more round mesh m8.




Germany, Poland, where are your renders?

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Related boards

>>>/ani/ - Animation

>>>/agdg/ - Videogame development

>>>/mu/ - Music

>>>/musicprod/ - Music production

Other drawing boards:

>>>/art/ - Art

>>>/loomis/ - Improvement focused

>>>/drc/ - Drawfag circlejerk

>>>/draw/ - Random oekaki/drawing board

>>>/dpd/ - Learning & critique


what about the

>>>/vm/ board?



Good call. Any others I missed? I just pulled this list from the /art/ sticky.



Hmm well there is /lv/ libre video games board if that would fit in this criteria. I don't know of any other boards else then, since I don't bother really to look for any other boards when on all the few other boards I am interest in have pretty much no activity which sucks tbh.




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Blender 2.7 Tutorial #0 : Introduction #b3d

Welcome to my video series on using Blender 2.7! In this video series I'll be showing you everything you need to know to create models and animations using Blender.

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I learned a shit-ton from this series but I realize now it's time for me to get into some real projects and refer back here for reference as needed (same with any new videos he makes, watch and do in an ad hoc, as needed basis).

BornCG, if you ever happen to find this thread, thanks mate.

Fuck you, ADD, concentrate.


thanks for the tuts, i like how you take it slowly and explain what things do instead of just rushing through things and just showing them applied like many other tutorials.



Not my tuts, mate, but I'm glad you got something out of them.



oh, with you posting stuff like that i got the idea it could have been, whatever.


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Blender 2.7 Tutorial #75 : Fire and Smoke

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Give us your best ocho, /3d/!
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This is a really messy job but here you go.


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here's the obj i used if you want to render some yourself. pulled the shape off a hirez image, couldnt find the original eps file that was floating around.



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hi 8chan


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Low Poly
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>dat low-poly RO mage


low poly love <3

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I created a board for 3d printing.
Maybe anyone is intersted.



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First viewport bug i've seen in my 4 years of using blender.
Also general bug thread.


bug out

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ayy lmao /3d/

can anyone create a hotwheels 3d model in the style of a Nendoroid?

I really want to 3d print a hotwheels nendoroid and sperg as fuck


Do you have a 3D printer? I too would like to see a printed DEAR LEADER HOTWHEELS.


get some good references; particularly the chair and I'll give it a shot. I'll even email it to him for a reaction and see if he'll feature 3d for a while.


bumping this just to bump all the 404 threads

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Wireframes and Topology
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Also, this may help, if you "study eyes". Can't make them realistic if you don't know about them.

No, having eyes doesn't make you know about them. You are always looking at something and you need to know what they do when looking at something other than themselves, in a reflection.




Just a word of advice… I give this to all modelers…

Do not follow that bad practice of rigging models in that pose. It is great for building a model, but when you skin it and rig it, put a 50% bend on all joints, then export that pose as the actual model for mapping and rigging.

As it is now, this is the problem you, and all other modelers face, when using a pose like that, to output a final product…

When you bend the arm down, from a full-extension (well 85% in that pose), you are stressing-out and stretching-out the mapping on the top of the shoulders. Causing harsh and un-natural angles. While, you compress the arm-pit, which is unseen, but making it have massive detail in one unseen pixel and horrible "folds" as you lower the arm.

The elbows, same thing. They are at 100% extension here. so you are going to remove detail of graphic-mapping and polygons, causing unnatural elbow angles, while the elbow-pit, will compress and have uber HD graphics and way more polygons than needed, causing more unnatural folding.

Placing it at 50% bend, will only slightly distort the elbow on compression bending, and will not cause folding on the extension or on compression, in the pit.

Same with breasts… for uni-models. It is sooo horrible when people make models with prefab breasts. They can only be made bigger, and can never be made to move naturally. You need to make a male-chest, with greater polygons, and make a deform to "create the breast growth", so you can use that same deform to "make them move naturally". If prefab to a set size, deforming will never undo shape negatively if you don't have the exact shape the "formed it" positively. (Eg, eyeballing perfect breast-implants.)

In that model, by the way, the breasts would have been "pulled-up" by the flesh of the arm and shoulder being raised. Thus, lowering it would cause that form to be unnatural. However, her breasts are the same with arms up or arms down. (Again, here is where the half-bent compPost too long. Click here to view the full text.


Any more rules for weight painting and ideal topology decisions? Like is there a set of heat map of sorts I can look at for where weights should ideally go on a per bone basis?… like to prevent strange anomalies and deformities during animation?


Bumpin' a good thread.

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I'm working on a project and I'm stumped. I'm curious about how objects would look in space if there was no star nearby. I know stars way off in the distance would add light, but I'm not sure how much. Would just using ambient occlusion be the best method for lighting? I honestly don't even really know how to structure this question. any help would be amazing.


I doubt there would be much ambient light simply from starlight, but really, I think that depends on where you are in space. If there is no local start, but you are close to the center of the galaxy, then yeah, there'd be a lot of ambient light.

Sorry to be of zero help.


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Procedural methods for animating turbulent fluid are often preferred over simulation, both for speed and for the degree of animator control. We offer an extremely simple approach to efficiently generating turbulent velocity fields based on Perlin noise, with a formula that is exactly incompressible (necessary for the characteristic look of everyday fluids), exactly respects solid boundaries (not allowing fluid to flow through arbitrarily-specified surfaces), and whose amplitude can be modulated in space as desired. In addition, we demonstrate how to combine this with procedural primitives for flow around moving rigid objects, vortices, etc.


forcing this back to life

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