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/3/ - 3DCG

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>> No.727404 [DELETED]  [View]
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727404

Attention, attention. Please settle down. Alright, I think blendie is a much more derogatory term than blendlet. It sounds extremely patronizing, like you're talking to a child, or a mentally challenged person. So from now on I think blendie should be the preferred insult on /3/.

Cupcakes and fresh pastries can be found at the tables. Enjoy some winter apple cider and hot coffee or cocoa too.

>> No.713741 [View]
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713741

How do u export the diferent rigs as a single animation from blender into godot.

I have the normal rig, but also a rig for her long animu hair and another rig for the skirt dress.

But I can't get the three rigs to become a single animation in godot.

Any idea to make this easier or simpler?

>> No.694693 [View]
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694693

can /3/ make a website to self teach 3D to go from 0 to have the same knowlege and skills to produce top tier 3D?

Maybe like a self taugh guide or a blog or a github page with a curriculum to self teach yourself drawing, anatomy, modelling, rigging, texturing, animation, particles, visual effects, motion tracking, video editing, after effects and using cgpeer tutorials or free courses on youtube?

Or at least a proper pastebin?

>> No.689971 [View]
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689971

Do pro's sculpt models by making first the low poly mesh and they just use sculpt for small details and overal fill it up the normal maps with details of the skin pores and so on?

I know some guys use zbrush, but can't wrap my head around sculpting.
I think I rather make the low poly mesh using vertex modeling and then simply use the move brush and other blender sculpting tools to polish the low poly mesh and refine it rather than properly sculpting the mesh from 0.

Is this a proper realistic workflow in the industry today?

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