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how long will it take to become this good in blender?
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People who claim these things are done in Blender are trolls. 99% of people who claim they did something like that in Blender did it in Max; the remaining 1% are fat nerds who spend all their time doing nothing but modeling in Blender in order to stick it to the man.
It says it was done in Houdini
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>hurr it was made in houdini
>hurr it was made in 3dMax
>hurr blender is incapable of letting you use it for the most basic modeling shit


How many 3D artists in general do original work (Original designs, characters etc.) without supporting it with 2D art skills?

This might be from my limited experience but, as far as I can gather, outside of sculpting it's pretty difficult to create new designs in 3D from scratch without planning them out in 2D first.
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>it's hard to make something without first having an idea of what I want to make

No shit. This is just fundamental to design; even (good) authors "sketch" their ideas (outlines, stream of consciousness, rough drafts of story ideas, characters, settings, etc) before they set out to write a novel.

If you can't draw 2D, get good references
If you sketch in graphite and render a finished image on top of that with paint or whatever it is you like to use, you're still starting and finishing in 2D.
Anyway, I'm a painter first and 3D artist second, I was just wondering if anyone outside of 3D sculptors got away with making original works with a completely 3D workflow since I meet so many 3D artists through college who don't produce any original work at all and just create stuff purely from referencing other people's work.

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Is there anyway to quickly output a really low quality render in blender cycles? For use in video editing while the full thing renders.
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so what you want to do is lower the settings to shit and boom done and done.
also use luxrender.
set # of samples to 1?
Change samples to like 100 or even 50 or lower.
Set the resolution to be the one you want to be the final hi res and change the percentage below it to 50% or lower.

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why are materials so complicated in UE4?
and how can i learn to create good materials for UE4.
(pls direct me to any good tutorials you have in mind)
16 replies and 1 images submitted. Click here to view.
google substance painter, substance designer or quixel
whats the difference between them?
>he thinks node materials are difficult

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Bought a new computer, the first thing I did was install blender, made a render test. The lightning looks like its from a fucking Amiga or something. Whats wrong with this?
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The user.
hmm think he is right there must be problem between the chair and the keyboard...

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How would I go about replicating this effect of the light on the water in Blender? I'm relatively noobish in Blender, but I'm trying to make a skybox for a game with a city across a bay. It would be a still image, but I don't know if it would be done by modelling the surface of the water, or by applying a material to a flat plane, if that's even possible.
9 replies and 4 images submitted. Click here to view.
Also it might be worth pointing out that I've only used texture mapping before, so I have zero experience with materials.
I've found that if you create the surface of the water, as you would normally, and apply a decent water shader or even just glossy, it looks fine.
Just set up a point light, or a spot at the correct angle, and the water will do the rest.
Even better if you get a circle with the moon textured on as an emission.
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You can create the surface by using the displacement modifier with a cloud texture at a low setting.
Or by going into edit mode, subdivide to a number and using the fractal option to displace vertices. Then smoothing it with a subdivision surface modifier.

Both methods produce nearly the exact same result. Pic related, Left is fractal method, right is texture displacement.

In terms of setting up materials for a game engine, I'm not totally sure. I don't use blender's game engine so I don't...
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If you start modeling today, what would you choose, and why?

Yes i've read the sticky more than once tho.

I'm looking foward to improve my skills in 3D , i already know Rhino which i can say is a complete piece of shit but hey it was the only think I learned in college (my teacher seemed to know less than me kek)

Here's why I don't like Rhino , I don't master de software but I feel like every step I do is destructive and if I need to ajust something later like a fillet or something I had do do it again instead of simply adjust its...
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Max & Maya
They each have trial/student versions, just give them all a run for a week to see which one fits you.
Fuck if I know. I love each program so much. They have their strengths/weaknesses. Can't really stick to one, tbqh.

Max for modelling.
Maya for rigging/animation.
Cinema for vfx.

I'm proficient/experienced with all 3 and can't do without them.

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I know this is not a request board, but if anyone could be kind enough to make this in STL format without the loop in the middle it would make my year. It's a little pendant, L 1,50 cm and H 1,40. Sorry I don't have pictures of it from the front and back but it's pretty much a little dog.
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>2 side views
>no front view


How much detail would you need ?
btw how didn't it occur to you to draw the front side?

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So tomorrow I am taking the second part to my animation class. Basically he told us that first day we will spend three hours working to "impress" him.

I fucked off most of the holiday break, with just now self teaching myself box modeling a human body. What are some easy/lazy ways to impress someone?
>inb4 git gud
I know my skill level and it is low compared to you the rest of you.
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I read an old tale about this once. Something to do with an ant
the only way to impress someone in this day and age with animation is to have your animated result really tightly syncd to the audio
>Convert a irl/2d porn scene into 3d porn with perfectly synced audio
>put it on a patreon
>Make money
>Show him how you made money

He would never look at you the same again... wether that is a good thing remains to be seen

What's everyones thoughts on Vray and Mental Ray? Is one superior over the other or are they both good in their own unique ways? I have heard a few people say that Vray is faster than Mental Ray but on the otherhand some people swear that they are about the same. What do you guys think?
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ilm uses mental ray for a lot of their large heavy scenes that would crash vray.

mental ray gives you more control, almost to the point where you have no idea if a attribute will really have a noticeable effect

vray gives you a nice result faster, but mental ray can achieve the same result
Could someone post a guide to the best Vray render settings for if you're churning out animations? I'm on an i7 and it almost takes up 4 minutes per frame.
> different material settings
> different light setting
how are you trying to make a comparison if they're not even the same scene

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i like making small animals, but sometimes its tricky to texture them
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I've been working on this small airship

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So my girlfriend left me for her childhood friend (much taller richer dude). Haven't been sober in a month, just trips to the superstore for vodka and sleep/crying.

We had been saving for a holiday, to Fiji. Pretty sure she is going with childhood friend now. The point is though, I've got some spare cash. Most of it I'm saving but i have decided I'm going to splurge and buy a new PC.

I just moved to my dads, I've been doing my 3d work on my old ass macbook (go ahead laugh i was in love) and haven't researched new tech in a while....
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Nice blog.

Also, no. Mostly. CPU > GPU in most cases for CGI. Don't neglect the GPU tough

Also, grab loads of ram.
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thanks man, i'll keep that in mind but why so much RAM? I won't have much open is video memory or whatever its called important?
Fiji is a fucking shithole m8 count your blessings.

Gaming cards are fine, dedicated pro boards aren't worth it unless you are spending someone else's money.

Get a shitton of ram and ssds for your main and scratch disks.

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Well, since the previous one appears to be pretty dead, I'm taling it upon myself to start a new QTDDTOT thread.

I just want to know if anyone has any decent guides/tips to modeling extremely low-poly stuff. I'm talking <1000 tris. Vehicles, buildings, etc...

Pic related, what I'm shooting for.
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What is the general consensus on rhino3D?
I used Rhindo 3D for some time while making an architectural model and while working as an intern at a company that produces models of any kind. The program itself takes a while to get used to and to grasp its full capabilities, you really need to use it a lot, but in general it is a program that really eases the task of making models of any kind because of its tools. If you are looking for a comfortable way to make scale models and want to use it for work, you would probably go for rhino (or maybe autoCAD, but i cant give you any opinions on that). If you want to make animations of some sorts, you can forget rhino because it is (i think) not able to make any.

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The imp
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Looks like a '90s render

Where's the sss shader ?
Somethings just off

Found this piece on deviantart
Daz3D was used and as soon as I saw the pic, I was confused...how do you achieve these results on a posing pèrogram like daz? I mean, I can't even do things like this with regular softwares that do anything I need, daz isn't for modeling and shit, so... how?
6 replies and 1 images submitted. Click here to view.

You make the models in another program and then use Daz to render them. Daz is a rendering and animating program. Not a modeller.
Likely it was lots of postwork done in photoshop.
>tfw no EZ button in rendering.

layering the renders in a post-effects program and such has always been a secret recipe to have distinguish ones work versus 1 click wonders.

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