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Jul 2019

i use poser 10 but this thread got me interested in blender, i was poking around and found lots of useful tutorials for it on your tube if you take a look.

My god, my comic would be much uglier if I didn't used 3d models. Basically nearly every frame have some 3d element in it, used either to sketch or line over (characters and props), or to insert unchanged (background).

Yeah, I think the big problem was the current version kept shutting off on me, cause of some who knows techy drivers reason. So I downloaded the latest beta, which works well, for now, but the new layout doesn't work with the tutorial :sob:. Some stuff I could find and figure out, but the rest I'm STILL lost. All the work I'm putting in to learn it, I might at well just draw what I was trying to create :bow:‍♀️

i got it today, when i have learnt how to get around with it i will see what i can do, no promises.

I use Design Doll by Terawell when I'm really struggling with poses. I find it's a bit awkward to use at times, and you can definitely tell when I've had to rely on it, but I'd rather that, than sacrifice a scene I've had in mind just because I couldn't work out a pose.

Downloaded Blender this morning. I hope this is a fairly easy program to create some 3-D model stuff in...I dont wanna spend almost a month creating things for certain shots in my comics.

Haha fr, that's some next level occupational stuff. The time and effort man

Probably not, but I did see there models on places like free3d.com and some models are blender files. idk what to do though then after, but maybe you can position a model there, if you figure out how, and then save it as an .obj or a .fxm( I think this was the file type, you should google it). Those 2 can be imported into clip studio. Haven't tried it completely myself, besides the save as

I use it sometimes to see how to draw some specific situation.
For Example: In my last episode I draw a cafè scene with three people. So I model before three people around a table to see how I should draw the interaction between them from various ankles. I only do it in (for me) pretty hard to draw scenes.
I also like reference photos. But I usually don't have the time or don’t find people that like to pose for me.

This kind of thing is also an option.

Blender gives me some really amazing results. I was never artistically inclined outside of film stuff, but I've been having a blast testing out what can be made in a free program. Honestly, I think it can be a huge help for environmental work, especially when you are working with tricky perspectives. Its tricky to get the shading right to make it appear "hand drawn" but that shouldn't be the goal, its far easier to use it for creating references for backgrounds or character poses that might be more difficult otherwise.

I have a lot of fun in it! (Bottom two were made following tutorials, but are good examples of environments and using a frame from a physics simulation for scenes with complicated motion!)



found this from a fellow tapas creator , it's three years old but might be helpful

and the comic mentioned is here

additional. looking into this a bit more i discovered blend swap is now a dead site. however this vid could still be use to teach you how to make line art from your own 3d scenes.

Hope it's not too late but the condensed version is: every surface in a 3d program is created by a polygon defined by edges. But those polygons REALLY are defined by a bunch of triangles, you just don't see the secondary edges. When you export, some programs might break the polygon into triangles differently than program in which you modeled it, so it can stretch over the concave part of the polygon. There's two solutions to this: either, before export, triangulate the model (turn those virtual triangles into polygons, usually there's an option for that in the export settings), or keep sure that any polygon that has more than four edges is both flat an convex, then there's almost no importance to how the triangles are generated. Triangulation is more preferred since in bunch of advanced cases how the polygon is being triangulated is very important.

respect! i get help with my perfect helmet from a guy named Darth..( that sounded much better in my head)

joking aside the blender learning is coming on slow, i did get most of what you advise but i will have to wait until i can learn a bit more. it's such a big program it's taking me time to pick it up. the model i have works ok for now but i would like to perfect it so i can use it as a guide in conjunction with my clip studio models.

thanks for the advise