[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG

Page 2


View post   
View page  Prev  Next     

File: 169 KB, 965x655, blender_vs_maya_cover.1102x655.jpg [View same] [iqdb] [saucenao] [google]
982263 No.982263 [Reply] [Original]

Is learning blender a waste of time if I'm serious about learning animation?
I just want to animate anime girls with bouncy boobies fighting with weapons and magic like RWBY.
I've seen people say that Maya is better for animation than blender but I've not seen people actually explain what makes it better specifically. Is it the UI or something? I only have experience in Blender and cinema 4d. I prefer animating in blender over C4D. Right now I'm not doing shit professionally but I don't want to waste time learning Blender if I'm just going to have to learn Maya later. I'm not getting any younger over here.

I've taken a 3d animation and modeling course at college just for an art minor. I plan on taking animation again but learning Maya instead of cinema 4d. Would it be better to just fuck around in blender making meme shit until this fall or should I just dive into Maya?

>> No.982270

>>982263
Maya if you want to get a job

>> No.982304

animation is animation, software is less than 1% of the actual work. Blender is free, so that's good enough for me. I have used maya too and personally I like it but this shit isn't my job and at the end of the day I prefer blender's ui and ease of use over maya. mostly I just know blenders shortcuts better.

studios use maya because they have always used maya. if they could seamlessly move to blender and save a buck without disrupting the pipeline, they would. but it would unironically cost more time and money to transition to blender than it would to simply maintain the status quo. so yeah, if you want a job go with maya. blender will always be there for you if you want to play with bouncy anime tiddies though, there is no rule against using both programs.

>> No.983019

>>982263
Ask yourself why Blender is a meme on /3/

>> No.983030
File: 67 KB, 498x498, pepe-peepo.gif [View same] [iqdb] [saucenao] [google]
983030

>>982263
It's 2024 already my nigga, blender died with covid and Dark Cris.

>> No.983033
File: 98 KB, 896x960, 1643621036801.jpg [View same] [iqdb] [saucenao] [google]
983033

>>982263
yes, next question
>for anime girls
you can use anything you want, try anything available,blendet, source filmmaker, pirate shit, THE ONLY REASON YOU USE A TOOL IS BECAUSE MAKES YOUR LIFE EASIER, THAT IS ABOUT IT

YOU DON'T HAVE TO BE AUSTITIC OR BRAINROTTED ABOUT WHAT SOFTWARE YOU USE, AT THE END OF THE DAY RESULTS ARE WHAT MATTER AND TIME MATTERS TO, SPEED IS THE NAME OF THE GAME BABY



File: 426 KB, 1600x1483, Immagine WhatsApp 2024-05-01 ore 13.14.49_944df07a.jpg [View same] [iqdb] [saucenao] [google]
982242 No.982242 [Reply] [Original]

a casual image that i will use for my new album

11 replies omitted. Click Reply to view.
>> No.982373

>>982369
Have you tried getting a degree in psychology instead of posting?

>> No.982376

>>982373
No, what for?

>> No.982395

>>982369
I'm the guy you responded to, thanks for providing a legit sounding answer. I suppose the people nostalgic for this are the ones who are maybe half a decade younger than me and this is part of their connection to what then remained of a 'pre-internet' type world.

Obv the internet was already there for them but it was in it's infancy without the social networks, tubesites and smartphones etc.
I guess I understand what they say when talk about how legacy media and games had more 'soul' I'd tend to agree with that statement.
Where I'm lost is when they point to things like 'Frutiger aero' and 'Bryce 3D' type aesthetics as representative of that 'soul'
because to me that would represent the peak 'soul-less' of that era they're reaching back to.

Maybe it's more about having something easily reproducible that's just iconic for the time. Like how ugly juxtaposed neon colors & slalom patterns can invoke certain 80's nostalgia.

>> No.982609

>>982302
This

>> No.982612

>>982242
Low effort and ugly, somewhere along the way you forgot that you actually need to be an artist to create something good looking in bryce



File: 1004 KB, 1047x1546, cunt.png [View same] [iqdb] [saucenao] [google]
982233 No.982233 [Reply] [Original]

Need help, I'm relatively new to charactermodeling in blender and ambitiously chose to go for an anime-ish style. I edited the normals to make the lighting more presentable, but to my knowledge you cant edit the normals for individual shapekeys, which sucks because facedeformation messes with the light.
Is there a quick and easy work around for this or do I have to redo my shapekeys manually, but better?
It's supposed to be a game asset at the end of the day.

3 replies omitted. Click Reply to view.
>> No.982238

>>982233 (OP)
that is done with normal transfer.
https://www.youtube.com/playlist?list=PLCDENUgqPEBjWoaDwXo2KEgwHaSovNcgC

>> No.982252

>>982236
Cant be exported>? Cant be exported to what? I use custom normals in a unity project and they imported fine

>> No.982257

If you're using data transfer in Blender to keep the face normals working through deformations via shape keys, just know that deformations will still break the face normals on export to Unity/Unreal. You'll have to modify the face normals per frame like how CC2/Arc System Works handle it.

>> No.982258
File: 183 KB, 1800x1013, 1710103949825875.jpg [View same] [iqdb] [saucenao] [google]
982258

>>982257
Another solution which I've seen used in Hi-Fi Rush and Genshin Impact is to use an SDF texture. You'll have to set up a custom shader in Unity/Unreal but the huge benefit here is that face deformation of any kind won't destroy the normals. Downside is that you're essentially using psuedo lighting. It's not 'real' but it doesn't matter.

>> No.982279

>>982258
This, the best sol



File: 11 KB, 240x240, 20240502_025256.jpg [View same] [iqdb] [saucenao] [google]
982176 No.982176 [Reply] [Original]

Did anyone know what happens to @BeanBeanis
All platform had been deleted

5 replies omitted. Click Reply to view.
>> No.982729

>>982176
>>982179
>>982224
Pixiv nuked most 3DCG artists on it platform because of credit card companies disapproving of porn.
Beanis still had a deviantart, but it was abandoned after they started using pixiv.

>> No.982734

Oh, seems their DA account was deactivated too. Hmm, they must have quit after pixiv kicked removed 3DCG artists. A pity, I loved beanis' etnas.

>> No.982814

>>982734
really hope anyone know what happen to him

>> No.983024
File: 251 KB, 1404x1220, Etna and Flonne.jpg [View same] [iqdb] [saucenao] [google]
983024

>>982599
luckily I downloaded a couple of early versions of their Flonne and Etna models that they shared on their pixiv
I made this render :)

>> No.983031

>>983024
fugg



File: 453 KB, 883x667, Unt123+ed-1.png [View same] [iqdb] [saucenao] [google]
982165 No.982165 [Reply] [Original]

Is lowpoly handpainted still a thing? Is blizzard still hiring tons of artists for WoW assets? What do you guys think of my ancient tome?

>> No.982170

Low poly 3D is currently trending. But the texture work is typically low resolution as well, in order to simulated early 3D graphics like the Playstation 1 and 2. I think high resolution painted textures look better than low res pixelated textures. But I personally find the WoW style appalling to look at. I'm more of a Wind Waker kind of guy.

I don't know what Blizzard is doing. But some of my favorite indie games could have benefited from better texture work. Like a Hat in Time would benefit from higher quality textures. Maybe knock on some doors in the indie space to see if they have work?

Tome looks cool.

>> No.982251

You wanna make your portfolio you make this same book in a dozen different styles.

>> No.982255
File: 449 KB, 828x916, Draww.jpg [View same] [iqdb] [saucenao] [google]
982255

>>982251
It's for that labor that AI was made.

>> No.982272

>>982165
I fucking hate that st



File: 268 KB, 381x307, lsalfk;ajg.png [View same] [iqdb] [saucenao] [google]
982142 No.982142 [Reply] [Original]

hello, need a bit of help
I'm planning to make an irl coin and for that I'm planning to 3d print a prototype for making a mold out of. Probably will use the light sensitive resin. Anyway
I need to know if I should make my model the same size as the final print or make it bigger. The size of final print is diameter 27.3 thickness 1.78
I only realized how small it is when my low qality ref pics were around 100x bigger than the basic cylinder
tldr: if I want to print something small, should the 3d model be the irl size or bigger

6 replies omitted. Click Reply to view.
>> No.982152

>>982151
Sorry. I forgot you've transitioned >>981897

>> No.982153

>>982151
Chris is the

>> No.982154

>>982152
im not cris lmao

>> No.982159

>>982154
You are definitely Cris, don't den

>> No.982918

This fucking thread kek



File: 43 KB, 667x593, 10c.jpg [View same] [iqdb] [saucenao] [google]
982133 No.982133 [Reply] [Original]

Could AI make rigging obsolete? I'm tweaking right now and obsessed with this idea of creating an alternative animation system that doesn't require rigging. Basically you would just have your sculped or retopo'd character, click a button, and IK/FK handles for animation would appear. But instead of bones and weight painting, which are essentially just constraints, the animation is purely done by deforming the mesh. kind of like fluid animations or blend shapes on steroids. the AI would then automatically constrain the deformation like weight painting would on a rigged character. I understand that this would result in worse performance than rig based animation and also cause problems with UV mapping, but just try to think of the benefits and how things could be 10 years from now. Pic related, my first attempt.

2 replies omitted. Click Reply to view.
>> No.982141
File: 636 KB, 640x480, 0001-0300.webm [View same] [iqdb] [saucenao] [google]
982141

I partially agree, in fact I'm trying to do something non-erotic that exemplifies the co

>> No.982927

cool for hobbyists for quick generic characters but professional rigs are so complex and usually tailored exactly for individual animators needs that I doubt we will ever see an AI rigging tool. it's one of the safest areas of 3D to work in

>> No.982930

>>982927
You should not concern yourself with that because no professional is ever going to let you touch his animation rig.

>> No.982944

>>982930
Anon I understand it pains you to think about this but there are actual talented successful people who work in the industry on this board. Stop coping

>> No.982948

>>982944
That's funny.



File: 922 KB, 999x579, dzdz.png [View same] [iqdb] [saucenao] [google]
982063 No.982063 [Reply] [Original]

Hello 3DCG, i'd appreciate some help learning about 3D, specifically animation. i don't know much yet, but i'm trying to learn and i had 2 questions. thank you

there was this app I remember which converted footage into 3D rendered environments. i'm not looking for quality or anything professional, i just want to quickly convert images into these low poly, weird 3D like pic rel

pic came from this video:
https://www.youtube.com/watch?v=evOpfRkZjDM
check it out, it has that distorted, low quality, low polygon look i'm trying to recreate. and if i'm not mistaken they used that app. any recommendations are welcome

i'd also like to know which programs experts here recommend to beginners getting into 3D, specifically animation. i read the sticky and it seems to be more oriented towards modeling. so as a beginner looking primarily to composite scenes, import low poly models, some light character animation & do some basic camera work, which program would you recommend? maybe some underground, lesser known, older programs that you see people rarely mention? i'm open to anything, i played around with Bryce 3D and it's pretty incredible

thank you!

>> No.982064

>>982063
make a few pics from different yet close camera angles and pretty much most 3d software will turn it into a cgi scene
>how
idk, but it is there, so learn it

>> No.982065

the video you've linked is the result of bad photogrammetry - there are a bunch of different applications out there that perform similarly
if you don't give too much of a fuck and are diy (you seem like the type), you should look at phone apps that will get you results like that straight from your phone - again, the word you're looking for is photogrammetry - usually people try for high quality results, but if your settings are low you'll get results like the ones you want

you should just use blender as your dcc for now (it won't do the photogrammetry, you'll need to do that somewhere else and import the files in), you can get results like your vid pretty easily. plenty of resources out there. you might be tempted to learn some hipster shit and yeah that's fun, but you won't go far in /3/ without solid foundations. do the boring normie stuff first.

>> No.982077

>>982065
"photogrammetry" that's extremely useful in my search, thank you!

>> No.982086

>>982077
Photogr



File: 88 KB, 1920x882, it's too over now.jpg [View same] [iqdb] [saucenao] [google]
982013 No.982013 [Reply] [Original]

https://lumalabs.ai/genie?view=create

babe, wake up!
it's almost time for your daily demoralization thread.
>Luma AI
>Just type and create 4 shitty low poly assets!
How long until it's 4 employees?

8 replies omitted. Click Reply to view.
>> No.982056
File: 318 KB, 1274x962, Bryce (1994).jpg [View same] [iqdb] [saucenao] [google]
982056

>>982013
modelers BTFO yet again then?

>> No.982060

>>982013
Cris you made this same thread in January and it is still up >>971511 and these threads >>981331 >>980074 are yours too, stop flooding you retard.

>> No.982127

>>982028
>chocking

>> No.982324

>>982013
is it free? do they limit how many attempts you have?

>> No.982361

>>982013
Sounds great! AI art will reduce the cost of delivering video games by reducing the asset development time and employees.



>> No.982800

>>982000
I have never learned a single thing from cgcookie in my life.

>> No.982931

>>982000
YouTube is good for the basics and mid-level/hobbyist tutorials, but the quality and availability for tutorials for levels higher than that are relatively scarce. Channels with a good reputation tend to lock high-level stuff behind a paywall, but that isn't to say high-level tutorials don't exist on the site—they would just be from channels that aren't really popular and they don't go crazy with the presentation and whatnot.
>to answer your question directly: the courses in the bundle won't teach you whatever isn't on youtube, but the concepts within them are more throughly demonstrated (e.g., they show every single setting in each texture node). it's only $15 so i'd say go for it

>> No.982933

>>982000
buy a cgpeers account

>> No.982938

>>982000
courses are a ponzi scheme now
>>teach people skills that are obsolete thanks to AI and there are no jobs anyway



File: 272 KB, 1280x720, proxy-image.jpg [View same] [iqdb] [saucenao] [google]
981946 No.981946 [Reply] [Original]

>I have purposely taught them wrong
>as a joke

47 replies omitted. Click Reply to view.
>> No.982718

>>982689
>people knowing donut man past his donut tutorials

>> No.982745

>>982713
I still hate him

>> No.982857

>>982445
Hi cris

>> No.982901

>>982468
>>982472
>>982477
>>982482
>>982483
Any proof this happened?

>> No.982911

>>982901
The only proof I'm going to offer you is that I wish I had the creativity to make that up.



File: 279 KB, 872x796, Screenshot 2024-04-18 132831.png [View same] [iqdb] [saucenao] [google]
981880 No.981880 [Reply] [Original]

Creating garment assets for game environments.

Seems it's a bit niche?

Pivoting from a Rhino + SolidWorks / Blender (to render) background.

What should I know?
Do you have tutorial/ resource recommendations?
**yes i have checked the intro guide**

>> No.981882

program is simple. you can learn 100% of it in a few days.
pattern cutting, depending on what you want to do, is not. you can learn 30% of it in a 3 year university degree.

>> No.981883

Does it make more sense to texture in CLO or bring it to blender and texture it there?

>> No.981893

>>981883
No. Marvelous has a view to layout uvs, just do that, export and texture wherever you normally do. Marvelous will export stitching at geometry iirc. You're better off building that into the textures with something like substance painter (or redo the stich geo procedurally in Houdini or geo nodes if you need autistic levels of detail)

>> No.982837

>>981880
is what you export from it meant to be bake-ready, or do you need to sculpt on top of it in zbrush?

>> No.982878

how do i make hot underwear for my hot women models
i tried looking for tutorials specifically for underwear and got some super sussy suggestions on youtube



File: 64 KB, 750x563, 1707573418813828.jpg [View same] [iqdb] [saucenao] [google]
981764 No.981764 [Reply] [Original]

I bought a 4090 to do 3D but apparently physics simulations use processor exclusively. What the hell man...

6 replies omitted. Click Reply to view.
>> No.981803

Physics has nothing to do with graphics. What did you expect?

>> No.981819
File: 69 KB, 998x511, OMFG.png [View same] [iqdb] [saucenao] [google]
981819

>>981777
HOLY CHECKED!

CAPTCHA GAYX

>> No.981828

>>981819
Look mommy, I'm in the screenshot!

>> No.981832

SAME! But instead of physics, it just viewport playback. That uses exclusively processor to track objects (Makes sense when you take in consideration the processing tree)

>> No.981849

>>981764
>>981803
Is this a shitpost thread? The GPU has its own processors you can just make it compute with the GPU



File: 36 KB, 207x152, file.png [View same] [iqdb] [saucenao] [google]
981736 No.981736[DELETED]  [Reply] [Original]

hey guys. just made my first 3d model. let me know what you guys think of it :)

1 replies omitted. Click Reply to view.
>> No.981742

>>981736
looks pretty retro cgi 90s studio ghibli. do you have any retro cgi 90s resources and tutorials? ps1 lowpoly graphics nintendo. studio ghibli low poly 90s cgi. how did you make low poly 90s anime cgi in studio blender?

>> No.981747

>>981736
This is Scuttlebug from N64 Mario.

>> No.981749

I like him :)
I will cast him into the stew with garlic and onions

>> No.981752
File: 200 KB, 459x304, sskjfhdskfs.png [View same] [iqdb] [saucenao] [google]
981752

He's cooked

>> No.981759

>>981736
forced soul and cringe



File: 625 KB, 720x864, chain reveal.webm [View same] [iqdb] [saucenao] [google]
981610 No.981610 [Reply] [Original]

I made product renderings for a client and it went great but now the client is asking for an animation like vid related.

I tried the (newly updated) particle simulation in C4D to try to create a body of liquid and also tried xParticles but both runs like shit on my M1 MacBook. I tried my best to optimize the simulations following multiple tutorials online but I cant get semirealistic results.

Now that I am thinking about it I might be vastly overcomplicating things since I basically just need to raise the product from a plane that somewhat sticks to the object.

Does anyone have an idea for a method I could use to achieve the effect in a much simpler way? I must be missing something.

18 replies omitted. Click Reply to view.
>> No.981789

>>981778
VFX just means you do it as compositing in a videoediting software. You render out your mesh and a depth pass and inside your video editing software you'd set up layers to blend it all together to make a transition between your CGI and your other layer using your Z-depth.

I work real-time stuff so I haven't touch any videoeditor in years but 'adobe premiere' and 'after effects' was what I used back in the day and it was really easy to just jump in and use those as it's basically a photoshop for videos and I already knew my way around photoshop inside out.

There's probably better suites available, all the VFX tryhards used different software back then too but I can't recall their name.

>> No.981818

>>981685
>>981699

How's that discerning eye of yours now you sad fuck?

>> No.981821

>>981818
pretty good, man; feels great to be better than everyone else. how you doing?

>> No.981911

>>981610
Is this even particles and not a plane intersecting with a special shader?

>> No.982323

>>981711
>>981695
OP's video is using a high viscosity fluid sim in reverse.



File: 28 KB, 341x450, selfie.png [View same] [iqdb] [saucenao] [google]
981605 No.981605 [Reply] [Original]

We have this over in /ic. I'd like to see anons portfolios and works. Post your socials.

27 replies omitted. Click Reply to view.
>> No.982922

>>981631
>people and women
This makes you look like either of the 2 extremes:
Faggot male feminist
Insincere incel

>> No.982923

>>982922
So you are telling me that you roam on 4chan and still take everything seriously?
https://exceptionalindividuals.com/candidates/neurodiversity-resources/neurodiversity-quizzes/aspergers-quiz-test/

>> No.982924

>>982923
4chan is an aspergers website though...

>> No.982971
File: 12 KB, 258x195, money bag.jpg [View same] [iqdb] [saucenao] [google]
982971

made $400 on here last week https://becomeamillionairetime.blogspot.com/

>> No.982972

>>982971
>money bag.jpg



File: 2.25 MB, 1080x1920, Test.png [View same] [iqdb] [saucenao] [google]
981542 No.981542 [Reply] [Original]

Desktop PC Core i7, 16GB RAM, 1TB HDD + 240GB SSD, 24" monitor.

6 replies omitted. Click Reply to view.
>> No.982998

>>981542
>(1/2)

RAM seems low, I'd get 32, HDD is fine but slow, sort of okay for storage but it's gonna be a pain if you store large textures on it. 240gb ssd is cool, I'd Personally get at least 500gb because 240 will store your windows and other stuff that you want to work a little faster. Imo if you install your OS on an HDD it would be very strange, arguably stupid for today when you can get a 1tb SSD for around 80 bucks. Imo SSD speed is not important, it will be 4 times faster than the fastest hdd anyway, but my friend bought himself a 7gb read/write SSD with 1tb storage and he shits on my Evo 970. Monitor doesn't fucking matter unless you play games or work with color. For GPU I suppose a GTX1650 16gb VRAM is cool for Daz but to me it feels like it's a really bad idea, even if it's dirt cheap (becauseif its not enough you aren'tgoing to have a good time, slow renders and lag if your workload exceeds capacity) . CPU that you mentioned means nothing, which generation? How many threads? How many cores? I do not recommend anything below 8 cores, I work in blender and some denoisers use cpu only (not in 4.1 tho, and I use optix anyway but still worth mentioning) eo even if your GPU is enough you might be forced to use your CPU and basicallyget bottleneck. I would say, if your pc can't run games well it probably can't do 3D well either, but if your pc runs games well that doesn't mean it will be good for 3D work. A lot of possible bottlenecks.
.

>> No.983003

>>981542
>>982998
>(2/2)
I have no idea what 3Dlight is but I don't work with Daz so I don't know if your beefed up gtx 1650 is gonna be able to handle the load. think GTX1650 is designed for 3d work, but perhaps it will due, budget cards are usually designedfor gaming but not production, that doesn't stop you from working on it tho.There is no "too much" when it comes to specs. Somebody mentioned that you could just render on a CPU, that's true, but don't forget that a desktop is more than just a CPU, RAM, GPU, if you don't have good cooling it will throttle your CPU, good cooling for a CPU can be expensive. I assume you are buying a prebuilt pc so they might fuck you on the cooling and case. Motherboard is important, it's the core of your pc and imo mobo maybe a worthwhile investment for future upgradability.

What do you plan to do in Daz? If you do complex effects on meshes with high resolution renders and 2k+ textures it might not be enough. I would honestly say you should go to

https://www.systemrequirementslab.com/cyri

And test your specs. It's mostly for games but I think it will give you some idea of what your setup is capable of, if your setup cannot even run games at mid settings and you intend to do shit in 4k with effects and many (or complex) models you are just going to buy something your are going to regret. Also somebody said RAM speed doesn't matter but I disagree, it's not crucial but it's noticeable, everything depends on your goals. Imo get a CPU with at least 8 cores and not something from 10 years ago, get at least 32 gigs 2600mhz RAM, get good cooling, get a 500gb SSD and put all your important shit on it, make sure your PSU is enough both to power your current setup and is going to allow to upgrade and install better parts later on, never fun to realize you bought a new GPU but your PSU cannot actually power your setup, gonna have to buy a new PSU, I'd get 600 watts at least.

God speed, have fun morphing women into cows

>> No.983004

>>983003

>I don't think the GTX 1650 is designed for 3D work*

Sorry for my rambling and typos, the point is that you can definitely run Daz, but depending on workload and intentions you might run into problems.

>> No.983005

>>981576

Also this post is fucking based.

>> No.983012

>>983005
I do love my similes and metaphors.



File: 431 KB, 480x270, 2E9B974C-DAF0-4F8F-9C19-AAECB97E0BFD.gif [View same] [iqdb] [saucenao] [google]
981502 No.981502 [Reply] [Original]

.

>> No.981509
File: 18 KB, 210x240, charlie-smiling-friends-92.3.jpg [View same] [iqdb] [saucenao] [google]
981509

tutorial??

>> No.981522

>>981509
I follow Andrew Price tutorial



File: 545 KB, 1920x1039, example1.png [View same] [iqdb] [saucenao] [google]
981476 No.981476 [Reply] [Original]

blender idiot here

I'm making a model for a vrchat avatar and for some reason some bones are moving around on their own after I export as an FBX then reimport. I've searched all over the internet for a solution and a lot of the threads on various websites talk about animations and making sure that the armature is set to the correct frame of the animation, but I've never touched any of that. I may have fatfingered some hotkey during the whole process, but I have no idea if this is a bug or if I'm just retarded. I've applied all the scales and rotations etc too, so I don't think it's that.

18 replies omitted. Click Reply to view.
>> No.981872
File: 710 KB, 2549x1140, Screenshot 2024-04-28 173248.png [View same] [iqdb] [saucenao] [google]
981872

>>981871
I have zero issue?

I opened the clean .blend exported just the base mesh with the stuff with bones and armature and re-imported it.

>> No.981874
File: 550 KB, 1731x875, Screenshot 2024-04-28 175634.png [View same] [iqdb] [saucenao] [google]
981874

>>981872
if you mean the bone length that doesn't mean anything.

FBX doesn't keep the length of the bones, so blender just guesses the size you can click the armature, go to edit mode hit A to select all then S to scale, then G to move it, then go back to object mode Ctrl + A Apply All Transforms.

You really need to work on communicating your issues.

as when you say the bones are moving that could be anything.

>> No.981875

>>981872
>>981874

Finally you don't need to export out of blender until your done editing? why would you export if you haven't finished?

>> No.981887

>>981875
or you can just export just the mesh and just parent it to the armature that's already there if you prefer the look of it its a hassle tho

https://www.youtube.com/watch?v=bR_Vke__voU

>> No.981892

>>981887
>>981476

https://streamable.com/xxtww5

This vid will burn after 2 days.

But shows you a quick way to export and re-import the mesh and then re-use the armature that's in the base blend.

But I think your been a Grade SS+ Autistic as you don't have any reason to export out and back into blender.

Past this video I'm done here.



File: 924 KB, 1921x1252, IMG_5196.png [View same] [iqdb] [saucenao] [google]
981433 No.981433 [Reply] [Original]

How do I improve sculpting bros? Does this look like I need to know more Zbrush to improve? I feel like I can’t draw the planes and I fuck up on the mouth a lot
I want to improve and I’m really stuck. I’ve been following a head anatomy course and while I have improved a bit-it’s only a little bit, I think I’m not understanding a lot. I know I sound extremely naive in this whole thing, I just don’t know where to start. I can’t keep up in this course and make turd after turd without knowing I’m knowing how to improve after each turd
I bought anatomy for sculptors book too

3 replies omitted. Click Reply to view.
>> No.981441

>>981437
He’s not European. I mean I wanna get better and I will but if there’s something I’m not really getting I would like to know it if possible even if I sound like an idiot haha

>> No.981597

>>981433
https://anatomy4sculptors.com/

>> No.981730

>>981433
what's the copy Bridgman twice of sculpting?

>> No.981731

>>981441
>He’s not European.
Bulgaria isn't in Europe?

>> No.982759

>>981433
>>981434
>Does this look like I need to know more Zbrush to improve?
Maybe? You might want to hit dynamesh more frequently so you don't have your shit all stretched.
Just keep at it anon, this shit's difficult as fuck. It looks a bit like your sculpts are too flat in the face, look at side profiles more.