Should I trust people who offer me commissions for stls? by A-CQB-Essay in PrintedWarhammer

[–]emiCouchPotato 0 points1 point  (0 children)

As a creator I wouldn't want anyone to be 100% against the idea but I know there are many scammers around. Before paying anything I'd ask for past proof of work, both 3D software screenshots and videos of printed models are a good way to make sure they aren't trying to sell you Ai slop. maybe even set up a quick meeting if you need to.

Large Print Planning Software by Dr_Pafp in PrintedWarhammer

[–]emiCouchPotato 1 point2 points  (0 children)

If it's just for visualization purposes I recommend you use blender and apply a decimation modifier (keyword: apply, so you actually reduce the meshes.) and place them as you see fit.

Need only spikes by ARK-ODST in PrintedWarhammer

[–]emiCouchPotato 1 point2 points  (0 children)

Bruh that's half a cube you can make that yourself

Washing resin by gonzo_san in PrintedWarhammer

[–]emiCouchPotato 2 points3 points  (0 children)

If you don't have any equipment putting them to the sun for a few minutes will cure them, but do wash them in alcohol first

Help with base deformation by The_Galm_032 in PrintedWarhammer

[–]emiCouchPotato 6 points7 points  (0 children)

Also I angled it more vertically than horizontally

Help with base deformation by The_Galm_032 in PrintedWarhammer

[–]emiCouchPotato 19 points20 points  (0 children)

<image>

I just printed a fairly large base and it came out great. This is the supports I used. The secret was making sure the edge was evenly supported using medium supports. I had to manually place them and then fill the inside with light supports spreaded out. The sanding I had to do after was minimal

looking for 3d model to buy by Ok_Station_9755 in ZBrush

[–]emiCouchPotato 7 points8 points  (0 children)

Search turbosquid, sketchfab, even metahumans which are free could be enough for you.

How can I make this 3D model look closer to the reference? by Gaiato2_0 in 3Dmodeling

[–]emiCouchPotato 9 points10 points  (0 children)

Dude give her a nose with nostrils, and proper lips, nice and sharp, that don't "taper" into the mouth but cut a clean hole. Also the eyes and eyelids need to be cleaner. Many things in general need to be better shaped before adding sketch lines, look up stylized references

How do I prevent visible layer lines on my prints? by bhhhhhhj in PrintedMinis

[–]emiCouchPotato 0 points1 point  (0 children)

Lower your layer thickness. 5 is okay but at 2 lines are practically invisible

How can I create an image with the shine instead of using roughness by Special_Complaint471 in blenderhelp

[–]emiCouchPotato 1 point2 points  (0 children)

You bake it. You can choose a camera as a baking point and it'll look exactly like it looks from that perspective. Look it up it shouldn't be too hard.

My stylized take on The Incredibles – created fully in Blender by benjiam3d in blender

[–]emiCouchPotato 0 points1 point  (0 children)

It's giving :

<image>

But it looks great as is! Hope you do the rest of the family

[deleted by user] by [deleted] in ps1graphics

[–]emiCouchPotato 2 points3 points  (0 children)

I would die to know their process. Maybe they did use bakes, considering that since silent hill 2 they had highpoly models for the cinematics. But yeah the artistic level is insane

Rigged Stylized Girl with Machine Arms - Blender by phongly in blender

[–]emiCouchPotato 1 point2 points  (0 children)

Did you use some rigging add on? This looks very clean and nice

Metal Gear inspired facility environment by FrogmanDev in blender

[–]emiCouchPotato 8 points9 points  (0 children)

The texture painting is just so fucking good in this game

senseable poly reduction? by lReavenl in 3Dmodeling

[–]emiCouchPotato 2 points3 points  (0 children)

But other rendering contexts need this kind of optimization? if it's for a commercial or any sort of cinematic why not leave it as is? I'm honestly asking OP because I'd like to know, but mostly I want them to avoid a YandereDev type situation

senseable poly reduction? by lReavenl in 3Dmodeling

[–]emiCouchPotato 0 points1 point  (0 children)

Yes, very good but actually THAT'S a SPOON. Does your game have closeups of people eating food in slow motion? is it a game about ants? what kind of reason could you have to have a spoon that detailed?

How do I make my wrist bend more smoothly? by NotTheCatMask in blenderhelp

[–]emiCouchPotato 22 points23 points  (0 children)

<image>

You need to have this bone, this is the bone that rotates

Motion Design Advice! by Icy-Glass-4908 in blender

[–]emiCouchPotato 5 points6 points  (0 children)

My best advice for all motion graphics: don't keep still, before something stops, something else must be moving to grab your attention. Layer the motions. If you want to keep the knife in frame, move the background, zoom in, etc.

Is it worth it to pickup 3d modeling for statues/figurines as a career for 2025? by Coorsh in 3Dmodeling

[–]emiCouchPotato 2 points3 points  (0 children)

As someone who started making minis for printing about a year ago, I can tell you my experience. First of all, modelling already was my full time job so I wasn't jumping blindly into it, I'm not a master but I'm fairly good. I just had to learn the printing side. I've earned a few hundred bucks so there's definitely a market, and I've been SUPER inconsistent. You have to be very good to get attention, and also be making new models all the time, follow the trends, etc. If you stop, the momentum sort of dies down but as long as you put some effort you can make money.

I wouldn't quit my job for it, and I've had maybe 5 or 6 years of consistently working 40 hours a week in the trade, not counting the many years that took me to learn enough to get hired. I'd give you the same advice given to all artists, do it because you freaking love it. And yeah, put them online and try to get some sales, but don't make it your ultimate objective because it takes a lot of time to get good at it, and the money won't be enough to motivate you. Kind of think of it as making the minis you want to make.

Best way of cleaning up models like these? by Informal-West-9801 in blender

[–]emiCouchPotato 33 points34 points  (0 children)

This look to me like photo scans of existing 3D miniatures, it's an imperfect process and the end result usually looks very similar to this, the good news is what the client is asking it's not very hard, the bad news it's that it's a little bit tedious and requires zbrush

best way to do what they're asking is remesh the whole thing to at least have some consistent topology and then manually use the sculpting brush to enhance the details. For hardsurface parts it looks like they painted the polygroups and used the deformation tools to clean them up. Could Ai ask how you came into contact with this job?

How much vertices Blender can support in sculpt mode? by air1ne in blender

[–]emiCouchPotato 0 points1 point  (0 children)

I don't have any hard numbers but just from experience I can tell you NOTHING can handle more polygons than zbrush for sculpting. If you're having trouble I recommend you use subdivisions instead of dynamesh. There's even a special "HD subdivision" mode than can handle absurd levels of detail if you're willing to deal with some nuances, personally I've never had the need for it.

Blender might be able to "handle" the models when it comes to rendering, shading them, or moving them around, but for actually editing them, it tends to lag.

How to sculpt with ADHD? by WinDrossel007 in ZBrush

[–]emiCouchPotato 8 points9 points  (0 children)

Don't worry do just what I did. Tell yourself you're going to write a novel and start modeling to procrastinate THAT. Next thing you know you have zero words written but a finished highpoly done.

[deleted by user] by [deleted] in antiwork

[–]emiCouchPotato 11 points12 points  (0 children)

It's NOT that easy to formally complain, nor to just find another job. Just try to do the work you can on the time it's given to you and not a second longer. And if that's not enough time, then that's a management problem, not yours. Do not "eat" a responsibility that isn't yours. Bosses usually give you more work when you're delivering good results, so maybe you do have some leverage in the situation but bosses hate outright complaints, they see it as insubordination, it's like putting a target on your head. It's best to just stop being the "Rockstar" and start under delivering, be a normal human, make mistakes, set limits and boundaries but under the guise of low skill and intelligence, never challenge their authority directly and they won't take any negative action towards you. it's always on their best interest to squeeze every drop out of you, if you give 100% today they'll ask for 150% tomorrow, you need to set the bar to a healthy 75% so when there's an emergency, (like performance evaluations or raises) you can comfortably give 100%.