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/3d/ - 3D Art

3D art, modeling, tutorials, Blender


Winner of the 80rd Attention-Hungry Games
/otter/ - Otter For Your Soul

May 2019 - 8chan Transparency Report
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Please also visit: Art Loomis drc DPD

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Published on May 15, 2019

Here is a new Blender 2.8 beginner tutorial for modeling a low poly model. It is a key that I use in my Unity Low Ply Game Kit and in this video I show how to create it.

These are the techniques:

* Adding a torus and reduce the number of segments

* Cutting a part into the torus using the knife tool

* Extrude parts from this mesh, scale and straighten the edges

* Using Inset for faces

* Selecting and moveing parts of the mesh

I uploaded the Blend file of the key to my patreon account and you can get it from there for free:


See my social profiles here

G+: https://plus.google.com/+JayAnAm

Twitter: https://twitter.com/jayanamgames

Facebook: https://www.facebook.com/jayanamgames

Patreon: https://www.patreon.com/jayanam

Production Music courtesy of Epidemic Sound: http://www.epidemicsound.com


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Blender Made Easy

Published on May 15, 2019

Hi everyone! In this tutorial we will be jumping into Blender 2.80 and rendering some abstract particles using Cycles!

Come join the Discord!


Subscribe for more Blender Tutorials! youtube.com/blendermadeeasy?sub_confirmation=1

Check out my latest course on Interior Rendering in Blender!


Do you want to learn how to create a realistic modern house in Blender?

Check out my course on it!


Download Blender


Come follow me on social media!

Udemy Page - https://www.udemy.com/user/stephen-pe

Instagram - https://youtu.be/2qebTSTjdg4

Twitter - https://twitter.com/BlenderMadeEasy

Facebook -https://www.facebook.com/pages/Blende

Website - www.blendermadeeasy.com

Gaming Channel - www.youtube.com/therealsyberius

Make sure you leave a like and subscribe! :)

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Learn modeling in Blender, the smart way 🧠 https://cgcookie.com/course/mesh-mode

Brand new to Blender? Start here 👉 https://cgcookie.com/flow/introductio

1. Form (0:28)

The first thing that you want to think about when modeling is the overall shape of what it is that you want to create. This might seem obvious, but it’s the most important and often the most tricky part to get right.

2. Detail (3:06)

So you’ve got the overall form down, and now you’re ready to really push your object to the next level. But when it comes to detail in 3D modeling, it’s important to know exactly how much and what kind to make. Whether you’re modeling for a mobile phone game, desktop game engine or for a short film that will take hours to render makes a huge difference in what you can model.

Article by Neil Blevins: http://www.neilblevins.com/cg_educati

3. Scale (5:11)

Try to model to real world scale whenever possible. The size of your model makes a lot of subtle differences, from how the lights in your scene behave to how simulations will interact. Most importantly though, it forces you to be consistent. Exporting to other programs, adding procedural textures, adding bevels, or appending objects from another project will all just work like you would expect.

4. Adaptation (6:37)

In short, your mesh needs to be easily adaptable to design changes and to however it will be animated.

5. Reuse (7:56)

I don’t think anyone enjoys doing work twice, so we’re definitely not going to like doing it 300 times. To save time, reuse as much of your mesh as you can. This can mean using a mirror or array modifier, using Alt+D instead of Shift+D to make an instance instead of a duplicate, or duplicating and alteringPost too long. Click here to view the full text.


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In this Blender 2.8 video tutorial I show how to use the boolean modifier in combination with the subdivision surface modifier.

It's a great helpt that you can enable the wireframe overlay in Blender 2.8 so that you can see with a pending boolean where the bool operation will be placed.

I use my free Fas tcarve addon for the boolean as helper, you can get it from my github page:


See my social profiles here

G+: https://plus.google.com/+JayAnAm

Twitter: https://twitter.com/jayanamgames

Facebook: https://www.facebook.com/jayanamgames

Patreon: https://www.patreon.com/jayanam

Production Music courtesy of Epidemic Sound: http://www.epidemicsound.com




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This is a #Blender 2.8 PBR texturing tutorial for beginners and I show the very basics of texturing a simple mesh (plane).

I use 3 textures: Albedo, Normalmap, Roughness that I downloaded from this page for free:


I added the textures to a Principled Shader in the shader editor to create a PBR material for the model.

I display the texture in Eevee realtime renderer and also show how to play with the roughness using a color ramp to make the material look like it's wet.

See my social profiles here

G+: https://plus.google.com/+JayAnAm

Twitter: https://twitter.com/jayanamgames

Facebook: https://www.facebook.com/jayanamgames

Patreon: https://www.patreon.com/jayanam

Production Music courtesy of Epidemic Sound: http://www.epidemicsound.com



File: c5e2245cd525c84⋯.png (550.59 KB, 1920x1053, 640:351, Screenshot from 2019-05-14….png)


I want to make accurate models of my feet so I can make really good shoes, but my reference photos don't match my isometric view. What should I do?


Somehow I need to model based on the lines created by the tiles.


File: 6bea02ba4429d7f⋯.jpg (216.1 KB, 808x900, 202:225, focal-length-comparison-80….jpg)


Hi Jay, that's an interesting question and oddly salient. I've wanted to do something extremely similar. While it is impossible to film/shoot in 100% true isometric, we can come close with a long lens. Check out this Reddit thread on the topic:


And read this article as well:


I found an image that should be pretty self-explanatory in regards to focal length. You'd want the highest that you have access to. 200mm looks pretty ideal. Also note the distance the photographer is at, the larger/longer the focal length, the more the photographer will have to compensate in physical space.

Hope this helps, cheers!



thanks for this! extremely helpful, i really like the 200mm look altogether.

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Wireframes and Topology
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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.



Don't tell me they deleted the image for nudity…




BO here, that post is from 5 years ago, so who knows. Feel free to repost now if you'd like.


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>Models are the center of everything created in 3D, so they're important to create properly. Topology is how a mesh's vertices, edges, and faces combine to form shapes, and good topology uses those components in the most practical way possible. In this course, you'll learn a slew of mesh editing and selection tools, as well as how to use them to create good topology. By the end, you should be able to model anything that you set your mind to.

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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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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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File: 1411663782923.png (727.7 KB, 1680x1050, 8:5, 14114534053702.png)

This is a really messy job but here you go.


File: 1411663907938.png (233.44 KB, 800x600, 4:3, mucge6zj.png)


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.



File: 1411693058990.png (370.85 KB, 1280x640, 2:1, oochan.png)

hi 8chan


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Low Poly
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>dat low-poly RO mage


low poly love <3

File: 1416447914428.jpg (403.03 KB, 1600x1200, 4:3, 3DPrintMi.JPG)


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

File: 1442208196911.jpg (267.48 KB, 1280x599, 1280:599, 627360main_potw1209a.jpg)


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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File: 1443903910194.pdf (351.64 KB, bridson-siggraph2007-curln….pdf)


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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