balketh

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Goblin Party @ My Brain 24/7 | A week shy of 33 before Cohost closed. Cis, ACAB forever, Trans Rights Are Human Rights forever.

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I... I wanna start... 3D Modelling.

With a mind toward rigging, and then animation.

I feel like, for a filmmaker that'll most likely never step onto a set again just out of circumstance, it's an obvious path to express creativity. It's just... Also a lot. Several industries' worth of a lot. And needing specifically-angled reference art, while definitely not being a draws-a-thing type of person, means more obstacles are in my way than I'd like.

But I've been thinking about it more and more.

I just don't want to start another thing that I don't finish. I'm... So tired of doing that. And this would be a long, on-going thing.


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in reply to @balketh's post:

you dont need specifically angled reference art, its ok to just eyeball and go with the flow of the piece! you can do this! here are some great, beginner friendly tutorials: https://www.youtube.com/watch?v=rEBwBrRzyhw - model a little friendly frog! https://www.youtube.com/watch?v=iXOgG0m7fn8 - intranet is so stylish, this is for a bottle in a bag and doing fancy lighting things

for rigging, there are so so many tools that can do it for you for free, of course its nice to have good rigs and its an important skill to learn but once you know the basics its really quite intuitive. for bone rigging and anything animationny, i find generally the best and most extensive source of tutorials is found by searching 'vrchat'+your search term. the vrchat community is in deep lol.

to get you started though, mixamo will ask for you to simply place the key joints of your model (elbows, wrists, etc) onto an image of your model before rigging it for you with copyright free animation files available for download and demo on your model https://www.mixamo.com

the add on rigify can be useful for rigging, after the bones are skinned and stuff, with easier control (like you see animators use where they move a box to move a whole arm) https://docs.blender.org/manual/en/2.81/addons/rigging/rigify.html

Oohhh yeah, that's some good know-how, right there! Thank you for this excellent comment! The 'vrchat+' tip is huge tho, that's absolutely going to be a deep wellspring, indeed.

Re: the reference art: it's quite hard for me to wing it from the jump; part of the ease of a lot of beginner tutorials (as with the friendly frog tutorial you linked), is that the front/profile reference art is key to a majority of the actual model itself, and that process is something I definitely know I could work with and do. Winging it off of angled art, however? Big unknown. The obstacle of getting actual, good art, is, indeed, bigger than the obstacle of kinda winging it myself, but both are big enough to stop me. I DO have a plan, however, to kinda get me there on both counts - applicable reference imagery and beginner skills:

I intend to use something like HeroForge to get some stock standard t-pose shapes of a generic model that's close to what I'm after, and once I've put the time into basically recreating that as my own model, I should be familiar enough with the standard toolset to start making changes on the fly - change or add elements I want from other references, etc.

Do you have thoughts (and/or opinions?) on software? I'm leaning toward Blender, for that combo of free, deep-if-you-start-digging, and able to do a majority of what I'm after (AFAIK), but I've also got my piece of eight, so I have options.