3D Artists Workshop
A 3D server split by pipeline stage, from modelling to rendering, with wireframes required for critique.
- 5 categories
- 24 channels
- 11 roles
- Medium
Choose a server, review what will be created or reused, then confirm. Merge keeps what you have; replace rebuilds the server. Vetox takes a safety backup first either way.
Server structure
Channels
FRONT DESK
- workshop-rules
Your own work, credit scans and kitbashes, wireframes on critique requests.
- your-discipline
Self-Roles panel.
- general
Everything else.
- announcements
Challenges, jobs, workshop news.
THE PIPELINE
- modelling
Hard surface and blockout.
- sculpting
Organic forms and detail passes.
- retopology-and-uvs
The unglamorous half.
- texturing-and-materials
Maps, shaders, wear.
- rigging-and-weights
Deformation and controls.
- lighting-and-rendering
Setups, engines, denoise.
- simulation
Cloth, hair, physics.
GALLERY
- finished-renders300s slowmode
Done and rendered.
- turntables-and-breakdowns
How it was actually built. The most useful channel here.
- work-in-progress
Blockouts and mid-pipeline.
- critique-requests600s slowmode
Post a wireframe or clay render with the beauty shot.
TOOLS
- blender
Modifiers, nodes, add-ons.
- maya-and-max
Workflows and export.
- zbrush-and-sculpting-apps
Brushes, subdivision, decimation.
- substance-and-texturing-tools
Baking, smart materials, export.
CAREER
- for-hire
Available. Say your discipline and rate.
- studio-jobs
Postings. One per message.
- portfolio-review
Reels and folios, reviewed seriously.
- Modelling Session
- Render Farm
Roles
- OwnerAdministrator
- ModeratorModerator
- Artist
- Modeller
- Sculptor
- Texture Artist
- Rigger
- Lighting
- For Hire
- Muted
Overview
3D is a pipeline, and a server that ignores that gets modelling questions answered by lighting people. The Pipeline is one channel per stage: #modelling for hard-surface and blockout, #sculpting for organic work, #retopology-and-uvs where the unglamorous half lives, #texturing-and-materials, #rigging-and-weights, #lighting-and-rendering and #simulation for cloth, hair and physics. A member deep in UVs and a member deep in lighting are doing different jobs, and the split is what lets both get useful answers. #critique-requests requires a wireframe or a clay render with the beauty shot, because a render hides everything a critique should address — the topology, the density, the shading errors — and without it the feedback becomes a discussion of the lighting. The Gallery keeps #finished-renders with a slowmode, #turntables-and-breakdowns, which is where 3D artists actually learn from each other, and #work-in-progress. Tools splits by application: #blender, #maya-and-max, #zbrush-and-sculpting-apps and #substance-and-texturing-tools, since the answer to a workflow question is entirely software-specific. Career holds #for-hire, #studio-jobs and #portfolio-review, because 3D is one of the most employment-oriented art disciplines. Voice has a Modelling Session and a Render Farm room for the long grind.
When to use it
A single 3D channel means a retopology question, a shader problem and a rigging bug share one scroll and get answered by whoever is around rather than by whoever does that job. This layout follows the pipeline, requires a wireframe on critique requests so feedback can reach the geometry instead of stopping at the lighting, and splits tool questions by application because the answers do not transfer.
What makes it different
- One channel per pipeline stage, so a UV question is not answered by a lighting artist.
- Critique requests require a wireframe or clay render, or feedback stops at the lighting.
- Tool channels are split by application, because workflow answers are software-specific.
- Turntables and breakdowns get their own channel, which is how 3D artists learn from each other.
Recommended Vetox setup
Self-Roles
Post a Self-Roles panel in #your-discipline so a rigging question pings riggers rather than everyone.
Starboard
Point Starboard at #turntables-and-breakdowns so the most instructive breakdowns become a teaching archive.
Tickets
Point Tickets at #for-hire so a hiring conversation becomes a private thread instead of a public negotiation.
Auto-Mod
Run Auto-Mod on the gallery so uncredited reposts of other artists' renders are caught early.
Questions
Why insist on a wireframe for critique?
Because a render is the one view that hides every problem a critique should find. Poles in the wrong place, triangles across a deforming surface, wildly uneven density, a normal map covering for geometry that should exist: all invisible in a beauty shot and all obvious in a wireframe or clay render. Without it the thread becomes a conversation about lighting, which is rarely what the artist needed.
Is splitting the tool channels not over-organising?
For a general art server it would be. For 3D it is the difference between a useful answer and a wrong one: modifier stacks, node editors, brush behaviour and export settings do not transfer between applications, and an answer given confidently in the wrong software costs the asker an hour. Four channels is the minimum that covers where most people actually work.
Common mistakes
- One 3D channel, where a retopology question waits behind six render posts.
- Critiquing a beauty render with no wireframe, so nobody can see the topology that is actually wrong.
- One tools channel across Blender, Maya and ZBrush, where most answers apply to somebody else's software.
Consider instead
- Indie Game Dev Collective The server is about shipping games and 3D is one discipline among programming and design.
- Digital Art Community Most members draw and paint, with 3D as an occasional interest.
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