AutoCAD does 3D, but not very well. If you know autodesk stuff, you can use Fusion360 instead.
Seems like something that could cover my use case. I’d have to check on the actual features, but thanks for the input! Also, AutoCAD would just be for the outline (such as making a floorpan) and then using a different program to extract the model.
AutoCAD is how I make my money so if you need to know something, I can help you.
I’m working on a floor plan so I can do in floor radiant tubing drawings.
An example of a Hydronic system for higher volume DHW
These arent 3D though so lemme show you something that is
A simple primary/secondary boiler system.
Whoa… that is SUPER cool, alright so I do thin I wanna delve back into AutoCAD. Are there projects that people suggest that get you into the software? I’m a “learning by doing” individual. I know once I made my high school’s mascot as a logo, then extrapolated it for 3D onto a plaque base as a “virtual prize”, but that’s where my knowledge ended. (I would be starting far below that now)
For something like that boiler system, most of it is stuff I got from our manufacturers already made and I just put the pieces together like a lego set.
Start with simple shapes. make a circle and extrude
it… then slice
it, then make a smaller circle and extrude
it through the first ones and use that to subtract
from it. You’d end up with 2 rings.
NASA have released diffuse and displacement maps for moon from the LRO.
https://svs.gsfc.nasa.gov/4720
Means you can put an accurate moon in your scenes, if you’re using a sun positioner.
Went back to the modeling stage for this dingo gnoll thing to make them a bit more viable to be used with catmull-clark subdiv, flesh out facial features, and a rework on the hands.
(previous iteration, old hands, painted face.)
As usual, Blender 2.8, and some use of Substance Painter 1.x
@Kaiju, nice! The blender UI hurts my head still haha
Spent a bit of time last week trying to make a rope-look material without using bitmaps. Worked out quite well, if you don’t go super close.
Not bad. Here’s the shader setup for the glass & emissive behind it.
(glass)
(emissive)
Next thing to do with this one is getting the sawtooth wave texture to apply perpendicular like scanlines instead of diagonal
RECOVER
Also, i forked up the dosh for imperfection alphas afterwards.
After setting it to drive the IOR Value for object transmission. still need to mix it with the frost effect.
All still within Blender 2.8 + EEVEE
UNWANTED
Need some synth to go with that haha