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/3/ - 3DCG


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File: 66 KB, 300x400, forrest-gump-profile.jpg [View same] [iqdb] [saucenao] [google]
458911 No.458911 [Reply] [Original]

Just as the title says

How can I raise the polycount of a specified area and leave the rest of the model unchanged? Can't seem to find a method for this.

Trying to lower my .stl model to about 100MB and with the current subdivison I get about a 600MB file size.

>> No.459474
File: 451 KB, 2960x1050, pls help.jpg [View same] [iqdb] [saucenao] [google]
459474

>>458911
I'll give you a bump and come through with my own incompetence:

What the fuck did I do? I'm new to the 3D aspect of photoshop and I somehow turned my 3D workspace way brighter than it should be and I can't turn it back. Turning the "shiny"ness up makes it less bright but not enough, so it's obviously not the culprit and only a temporary fix.

inb4 "use an actual 3D program" There's no reason for me to juggle two programs, photoshop and whatever else. All I'm using it for is viewing the skin I'm applying and nothing more, it would be less convenient and more taxing on my system to do it any other way. P.S. please help.

>> No.459551
File: 1.97 MB, 1138x640, edit_edgeflow_1_issue.webm [View same] [iqdb] [saucenao] [google]
459551

>>459474
Looks like you may've accidentally changed the gamma response curve for your workspace; this may've been caused by changing a color space setting for your open document. That's what I'd check first.


I'm trying to edit these edge loops to be inserted with the edge flow, but for some reason this one bit isn't doing it right. I'm not sure why. The rest of the edges conform to the edge flow just as one would expect, but these edges between the ridges dip below the surface for some reason when I add the Edit Edge Flow node.

Anyone have any ideas why?

>> No.459553

I suspect this has been posted numerous times so I won't make a new thread.
I'm getting into 3d design. I'm completely new and I've taken up a basic course in max. From there I plan to learn max, then maya then when I get some skillz zbrush.
I have good draw skills already. I originally wanted to be an illustrator but there's no bread in that where I live, but there is moderate employment options in 3d design. I want to learn everything the programs offer, I'm very hyped to get the modeling and texturing down specifically. I also read most of the sticky (I think it's great). Any more tips? Is the sticky flawed or should I look into something specific it doesn't offer. Basically any tips for a beginner or info you feel I should know before going down the glorious path of this medium?

>> No.459554

>>459553
use blender, not max.

>> No.459556

>>459554
Any specific reason why?

>> No.459569

is it safe(legally) to make money out of a cracked version of maya ?

>> No.459570

>>459569
No, its not safe at all. Use blender. It gives the user Freedom.

>> No.459571

>>459570
aight thanks.

>> No.459572

>>459556
Because he's a fanboy. That's literally the only reason.

>> No.459574

>>459572
nope. Free Software is always better than proprietary, paid for software. Fact.

>> No.459579

>>459569
It's perfectly safe. I've been doing it for years. You'll be fine as long as you don't make a metric shitton of money off of your work.

>> No.459580
File: 2 KB, 117x120, 1407012511715.jpg [View same] [iqdb] [saucenao] [google]
459580

>>459579
Its not "perfectly safe". Its goes against rule fucking number 1 of the license. This rule isnt actually a rule, but its in fact the law.

>> No.459581
File: 5 KB, 251x189, 1301381128670.jpg [View same] [iqdb] [saucenao] [google]
459581

>>459580

Is there risk? Sure. If someone wants to use Blender over Maya because they're afraid of the big law man breaking down their door in the middle of the night to serve them a subpoena, they're free to do that if they want.

But they'd be stupid to do so. Cause Autodesk does not target individuals who make small amounts of money with their pirated software because it is not cost effective to do so. That much is fact.

In short: be a pussy ass bitch if you want.

Use Blender; it's sooooooooooooo much better in every way because it's free. As long as it's free it's objectively the best. Free as in freedom. Muh rights. etc.

>> No.459584
File: 3 KB, 324x335, face.png [View same] [iqdb] [saucenao] [google]
459584

>>458911

Using Blender for the first time. What the hell is this texture on one of my faces? It's not a flipped normal, from what I can tell.

>> No.459585

>>459581
>namecalling

Blender is superior in large part due to its license. I'll never use or develop non-floss, and many many many people feel the same.

>> No.459586

>>459584

I wound up just deleting it and replacing the face. I'd still like to know what that texture meant though.

>> No.459587

>>459586
I've been using Blender for years and still haven't bothered to look it up. Anyhow, it's utterly harmless and has no effect on your faces.

>> No.459588

>>459587

Thanks for the reassurance. It's funny how something harmless can bother me so much just because I don't understand why it's there.

>> No.459589

>>459588
read the source. this is why its GPL licensed, foo

>> No.459597

>>459585
A free license does not allow you to work any faster, scrub. Keep being incredibly autistic.

>> No.459601

>>459597
It does. If you do anything even slightly advanced, you'll run into areas where you need source code access and dont want to pay with your time going back and forth with some "dev".

>> No.459602

are there any tutorials for anything that aren't video tutorials

>> No.459603

>>459602

http://poopinmymouth.com/tutorial/tutorial.htm

>> No.459607
File: 56 KB, 1179x507, ss+(2015-01-21+at+12.57.31).png [View same] [iqdb] [saucenao] [google]
459607

I'm new to Blender and I made a super basic mesh using the mirror modifier. When I try to unwrap all, I have duplicate faces, even though the mirror modifier is supposed to give me only one half of the UV. I first thought that the duplicated UV came from the mirrored half of the mesh, but it seems that it's actually from the interior side of the mesh.
How is this possible ?

Now I could just paint the texture like that but I'd like to understand why it's doing that and also save some texture space.
Here's a pic.

>> No.459608

>>459601
Nope. That just shows your lack of understanding about how good Maya is. And it shows just how shit Blender is that you now feel that you need to rewrite the fucking source code just to do "anything even slightly advanced", lmao, have fun with that while I used software that has been specifically developed alongside the professional industry to provide the functions needed for anything "advanced", and 2 powerful scripting languages that allow you to develop any feature you'd like inside of the software as it directly controls core functions.

>> No.459609
File: 48 KB, 500x376, 1405697363704.jpg [View same] [iqdb] [saucenao] [google]
459609

>>459608
you're making fun of people that need source code access lmao. You might as well make fun of weta digital / all of us in hwood.

>> No.459612
File: 222 KB, 738x419, e7c0584255fa6f2981e510285a9e9e4f_XL.jpg [View same] [iqdb] [saucenao] [google]
459612

>>459609
I'm making fun of that fact Blender is such shit that you actually need source code to do "anything advanced". Keep being complete pleb tier. I doubt you've even written any significant source code.

WETA uses Maya breh. The MEL and Python in Maya is low-level enough that you can achieve anything you need with it, no source code needed. That's the kind of proper software quality money buys you.

>> No.459614

>>459612
weta has source access to maya when they want it, believe me. And they didnt like what they saw and built their own stuff - Tissue and Manuka.

>mentioning MEL and python
>you can achieve anything you need with it

Stay low tier.

>> No.459617

>>459614
No, they don't have source access, you can't just pull a claim like that out of your ass to try and support your argument. Autodesk does not provide source, at most they work with the studio to fix any bugs that are then later pushed into new releases and take any feedback on changes that might help them in the future.

They still use Maya breh, it's shown extensively in the making of for the Hobbit movies even.
https://www.youtube.com/watch?v=IZFgkom9oRo
They even use Maya's Muscle system.
https://www.youtube.com/watch?v=HUGdsjwTf2s
https://www.youtube.com/watch?v=kYeQNH6gJhE
https://www.youtube.com/watch?v=PGUGF44GJ_E

TYL: Blender is trash, that's why WETA uses Maya and not Blender.

>> No.459619

>>459617
lmao. They have autodesk in their pockets, they can get source whenever they want, for whatever feature they want. You're just some idiot actively mentioning MEL and Python in the same sentence. lmao

>> No.459623

>>459619
Autodesk is a much bigger company than WETA dude, lmao. VFX studios like WETA barely make enough to support themselves, nevermind having a global DCC software company in their pockets. Hollywood treats VFX companies like third world labor.

>> No.459627

where can i get body models references?

having a hard time trying to find loli references of front and side

>> No.459631

When modeling characters for games, do all the parts have to be one connected mesh? Does having seperate meshes for different parts of a character increase draw calls, or do only multiple textures increase draw calls? Trying to find the most optimized solution for faster frame rates

>> No.459632

>>459627
Try turnarounds on deviant art

>> No.459640

>>459631
If the parts share the same texture and shader the draw calls can be batched.

>> No.459643
File: 11 KB, 210x230, 1335361329687.gif [View same] [iqdb] [saucenao] [google]
459643

>>459619
>I will literally say anything to try to sound correct even though my argument falls flat on its face in light of actual, palpable evidence and logic.

>> No.459645

>>459640
>If the parts share the same texture and shader the draw calls can be batched.

So, for a guy like me who is just modeling assets for UE4.5 in Maya, would I be the one concerned with making those draw calls "batched", or is that handled by the game engine?

And is there a preference between having the asset being multiple meshes with batched draw calls or just one mesh? I'm pretty new to game asset creation and want to do whatever's more prevalent in the industry.

>> No.459647

>>459640
So I could have a character who has seperate meshes for its arms and legs and would be no different in terms of speed than a character that is one mesh in a game that has dozens of characters on the screen at a time, so long as all the parts to a character use the same texture?

>> No.459648

Never fucking change, /3/. This thread has been a ton of laughs.

>> No.459651

>>459648
I swear it's like there's one *really* dedicated shitposter who makes it his life's work to shitpost as much as possible on /3/. I'm pretty sure if that guy died, /3/ would be a much better place.

>> No.459654

>>459651
Nah, /3/ is like 33% shitposters.

>> No.459659

>>459654
Well, since there's only like 3 people who even come to /3/ in the first place...

>> No.459660

bunch of retards itt. guess who

>> No.459672

>>459553
What do you want to accomplish in 3d? Game art? Hand-painted stuff? Low-poly stuff? Gonna need some details anon.

In response to >>459554, don't use Blender if you want to get an actual job doing 3D. Blender is good for hobbyists but you won't be using blender at a respectable studio.

>> No.459690

>>459672
game art is a personal dream of mine, but for that to happen I'll have to move country.
As I said I'm a complete noob, I don't know what to aim for exactly as i don't know the terminology yet. I'd like to hand-paint my textures (it won't always be possible or important enough to waste time) and preferably high-poly count. But as I said, I'm a complete nub so I'll see what's really for me and what I prefer. But to be honest I'd do whatever i can get my hands on and advance my skills in my free time when the job doesn't call for anything complex. No reason to stop getting better.
And yes i want an actual job, so I'll stick with max. Max and Maya are what i'm aiming for honestly, and when I'll be able to Zbrush.
I just want to make high-quality artwork, that is my main drive... I just want to be able to earn my bread while doing art.

>> No.459699

>>459601
How fucking advanced do you need to get that MEL isn't cutting it for you? If you're going deeper than that, you probably aren't using the software as intended.

>> No.459702
File: 186 KB, 700x700, 1390683328040.jpg [View same] [iqdb] [saucenao] [google]
459702

>this entire thread

Why are people responding to the "use blender lmao" false flag troll? Is it just one guy talking to himself?

You know what's really crazy is that the 3d reddits are even worse for a different reason; so much hugboxing that people just post their wrinkled spheres and "I pushed the render button for the first time" renders

>> No.459703

i thought this was a stupid questions thread. i came here expecting to see questions that i can answer or that can challenge my knowledge.

what is going on here?

>> No.459710
File: 796 B, 256x16, LUT.jpg [View same] [iqdb] [saucenao] [google]
459710

Is there any way to convert a LUT image such as this to a .CUBE file? Or use the image itself in 3ds Max? I don't have the original Look Up Table.

>> No.459719
File: 45 KB, 320x320, 1404851226669.png [View same] [iqdb] [saucenao] [google]
459719

>>459699
>How fucking advanced do you need to get that MEL isn't cutting it for you?

ummm lol. Everyone knows that MEL is for babbys. We're talking about good graphics here that go on a silver screen and printed onto blu rays and on most watched on itunes movies. I dont know what fucking scrub shit you make, but everything muh hwood is c++. We get any source code for maya we want by just asking a maya dev on irc. We've worked with maya devs in the past simultaneously, for shots, everyone has source code as long as we dont go hurrr lets release maya competitor 2.0 super app durrrrr. This is for all major hwood studios.

But, like I said, there are major flaws in maya, mainly being that its very old, targeting old hardware. We have success writing new programs, for current cutting edge hardware. Lots of studios do this, pixar, weta, muh studio, etc.

>> No.459728
File: 164 KB, 1015x1204, ylis.jpg [View same] [iqdb] [saucenao] [google]
459728

>>459719
>Everyone knows that MEL is for babbys
>but everything muh hwood is c++
> everyone has source code as long as we dont go hurrr lets release maya competitor 2.0
>there are major flaws in maya... its very old, targeting old hardware

This dude isn't even trying to be subtle anymore. He is literally using canned troll lines from /agdg/.

>> No.459729

>>459728
>has no logical response
>reaches for the troll word again while not on /b/ or /v/

>> No.459730

>>459729

Dude, I am not either of people you have replied to. I'm a lurker, and >>459728
Is my first post in this thread.

But seriously, you know you gave away the game by saying Maya targets old hardware, right?

>> No.459737

Is having a background in programming useful in learning/performing 3D design and landing a job or would I be better off just jumping right in?

>> No.459740

>>459730
>But seriously, you know you gave away the game by saying Maya targets old hardware, right?

what "game" is that? And what was "given away", kid?

>> No.459748

>>459737
Totally depends on your target client. Programming helps when you want to script the movement of a crowd of animals or if you want to script a complex particle system, or even write a shader if need arises. Game artists should have a general understanding of programming to be able to tell if the game engine can handle whatever they're throwing at it

>> No.459777
File: 106 KB, 393x520, Screen Shot 2015-01-20 at 01.47.11.png [View same] [iqdb] [saucenao] [google]
459777

Is there anyone on this board who can explain to me exactly what the fuck PBR - physically based rendering - is, and how it works? I'm graduating from a games design course this year and have used normal and specular maps only.

Please explain it as if to a three year old because I am truly baffled by it.

>> No.459779

>>459777
just google it pls

>> No.459781

>>459779
all I need is one or two stupidly simple sentences

>> No.459782

>>459781
you'll find that through google

>> No.459783

>>459782
I've tried

Turns out I'm too dumb for google

>> No.459784

>>459783
read dis foo

http://www.allegorithmic.com/pbr-guide

>> No.459789

>>459784
Thanks man I appreciate it

>> No.459827
File: 73 KB, 1573x532, Capture.png [View same] [iqdb] [saucenao] [google]
459827

It's been a few days since I started learning Blender and I keep stumbling upon small but very annoying problems.
Here's my mesh and a texture map, the flat circle is displaying correctly it's blue texture, but even though I unwraped the rest of the mesh, it keeps displaying in white and black on the viewport, along the seam I chose, without taking into account the uvs.

Also, when I unwrapped, a few triangles were cut from the rest, why is this happening ? Any way to unwrap it correctly or to glue them together now ?

Thanks

>> No.459832

>>459827
what kind of mapping are you using to create the uvs?

i dont know about blender, but maya has a sew tool to "glue" the uv edges.

>> No.459833

>>459832
Okay. Any idea why it fucked up in the first place ? What do you mean by what kind of mapping ?
Until now I've done only basic models, I just create a few seams and unwrap the mesh.

Can someone familiar with Blender help me with the texture issue ? I'd really like to understand why it's doing that.

>> No.459834

>>459777
pbr is any rendering engine that alleges to use reality based physics calculations to inform how light should move, and possibly other things.

Just because a rendering engine claims to do pbr doesn't mean it does, and if it does that doesnt necessarily mean it looks better.

>> No.459841

>>459834
And engine is "pbr" if it uses energy conserving materials, that is the only requirement. Before "PBR" game engines, most games were using materials that would output more energy than they were receiving, so the materials would look very CG and require a crap tonne of artistry to look anywhere near nice.

>> No.459951

>>459833
ah. well uving is the same kind of thing everywhere, just with different techniques. Look up planar uv map blender or something like that. Then create the seams and use some kind of unfold tool.

>> No.459952

>>459833
>>459951
So the way i'm reading this is that you are just using the default uv's that are made when you start modelling.

when you model anything it makes fucked up uv's. you will ALWAYS have to redo the uv's once you are done making your model.

Like if you extrude, the uv's don't automatically fix themselves while you do it.

>> No.459954
File: 225 KB, 1457x846, mossberg_500_7_1.jpg [View same] [iqdb] [saucenao] [google]
459954

In the game asset creation pipeline, utilizing the

>create high poly mesh
>create low poly mesh
>bake normal map from high poly mesh to low poly mesh

workflow, do I need to UV unwrap both the high poly and low poly meshes before baking the normal map? Or can I bake the normal map from high to low and then just unwrap the low?

>> No.459958

>>459954

Why the fuck would you put a scope on a shotgun?

>> No.459962

>>459958

Maybe it shoots slugs.

>> No.459969
File: 17 KB, 633x480, 1395197228753.jpg [View same] [iqdb] [saucenao] [google]
459969

>>459958

>> No.459970

>>459954
You must unwrap lowpoly before baking textures. You don't need to unwrap hipoly.

>> No.459972

>>459970
Many thanks!

>> No.459974
File: 126 KB, 800x321, smoothing groups 02.png [View same] [iqdb] [saucenao] [google]
459974

At what point in the asset creation workflow should I set up smoothing groups (soft/hard edges in Maya) for an asset?

Before UV unwrapping it? After, but before texturing? Or does it not matter?

>> No.459977

>>459974
Smoothing groups should be created during the UV map process, so that you can make your UV seams where you've created hard edges, since making a hard-edge or a UV split will result in a split edge, and thus an edge will be 4 vertices instead of 2), but having both a hard edge and a UV split on the same edge won't generate 6 points, only 4, so it's more efficient.

This video will explain the issue in more detail:
https://www.youtube.com/watch?v=ciXTyOOnBZQ

>> No.459980

>>459977
Thanks a bunch!

>> No.459981
File: 418 KB, 1920x1080, anakin_lightsaber_aotc_16.png [View same] [iqdb] [saucenao] [google]
459981

Think I'm finally done with the modeling portion. Not sure about one thing, though:

This is the high-poly model, which I'll use to bake a normal map to a low-poly version later.

These images are using Maya's smooth view; the actual model is nowhere near this smooth looking.

So, if I want to make all this smoothness to a lower-poly model, the smooth view won't be enough, right? I have to actually go to Mesh -> Smooth to get all that actual detail onto the mesh before I use it to bake to the low poly mesh, right?

>> No.459983
File: 404 KB, 1610x1184, Untitled.png [View same] [iqdb] [saucenao] [google]
459983

In 3ds max how do I accurately make an array of X length with Y number of objects? The array should start from the first objects origin, with the last objects origin at length Y.

The picture hopefully explains the dilemma I'm having. If I make an array of 6 with 575 length, switch back to incremental and then bump the number of objects up to 7 I get the desired outcome. Its frustrating to have to use a workaround each time though.

Also if the Totals entry doesn't do what I'm seeking, how does it function because it's outcomes seem counter intuitive.

>> No.459997

>>459981
Short answer: yes, you need to actually smooth the mesh if you plan to use the Transfer Attributes tool to generate the normal map.

>> No.460016

>>459997
Awesome, thanks!

What's the long version?

>> No.460026

Can someone give me a quick rundown of what DEEP Compositing is? My rendering engine has support for this. How does it differ from normal compositing? I've read the help manual.

>> No.460027

>>460026
you have the depth buffer for each pixuuull

>> No.460030

>>460027
What does that mean in layman's terms?

>> No.460031

>>460030
http://lmgtfy.com/?q=deep+compositing

>> No.460033

>>460031
I don't care to Google search it. Thanks for trying to help though.

>> No.460034

>>460033
>http://lmgtfy.com/?q=deep+compositing

i searched for it for you and gave you the lmgtfy. Check the first two links.

http://lmgtfy.com/?q=deep+compositing

>> No.460051
File: 946 KB, 2592x1944, 020120111466.jpg [View same] [iqdb] [saucenao] [google]
460051

how would I populate a plane with a certain object in maya 2013?

I ask because I watched a video explaining how to do it in 2015 with xgen but I'm unable to use 2015 on my computer.

I want to make something like pic related.

>> No.460053

>>460051
http://lmgtfy.com/?q=maya+%2B+random+item+placement

>> No.460102
File: 283 KB, 494x500, wtf_cracks.png [View same] [iqdb] [saucenao] [google]
460102

I would like to throw in my own noob prob here. My render is appearing cracked, although no texture is applied and material is straight up white diffuse. Any advice /3/? Blender is what I'm using and Google ain't solved this one yet

>> No.460105

Great thread, I didnt want to create a thread just for this.

Is it possible to tear cloth with a scaling object?
Like a baloon increasing in size against a cloth would tear from the force?

>> No.460106

begineer question: is it possible to import a sculpt from zbrush to maya and retopo it there?

>> No.460108

>>460106
>is it possible to import a sculpt from zbrush to maya and retopo it there?

http://lmgtfy.com/?q=zbrush+to+maya+retopo

>> No.460117

>>460106
Yes, it is not only possible but a very common workflow. There are many tutorials out there for it.

>> No.460123

>>460102
looks like a nice statue shader. Roll with it

>> No.460124

>>460108
you are a fucking faggot. Stop spamming your dumb shit. Just answer the question.

>> No.460125
File: 38 KB, 529x440, idea.jpg [View same] [iqdb] [saucenao] [google]
460125

I'm a real beginner and I thought I'd try making an object like the one on the left. Thought it would be simple enough. I extruded sides of a sphere and cut them off at the ends(like the red pic), but the ends are kind of oval-y, not exactly perfect circles and they're not the same lenght. How would be a good way to approach this?

>> No.460126

>>460125
the next step is to start with tutorials. There are many on the net, they range from text and image tutorials to video tutorials. You aren't going to find a tutorial for everything out there, but most will explain techniques that you need to adapt in order for you to achieve whatever final result you want.

>> No.460146

What is a good place to begin learning zbrush? Digital Tutors videos seem very unfocused, like they are giving you the runaround so it will take you longer to learn a software package (and therefore have to keep your sub up longer).

>> No.460147

>>460146
-Zbrush
http://www.3dartspace.com/index.php?option=com_content&task=view&id=304 Meats Meier Intro to Zbrush, free, informative, highly recommend.
http://cg.tutsplus.com/articles/web-roundups/tutorial-roundup-82-earth-shattering-zbrush-tutorials/

>> No.460148

>>460147

Those are from the sticky. The Meats Meyer tutorials link is broken, currently leading to his wallpapers section. The tutsplus link is woefully out of date.

Thanks for trying to help though. I just need something more up to date.

>> No.460150

>>460148
Yep,

Tutorials:
http://www.free3dtutorials.com
http://www.3dbuzz.com/vbforum/sv_home.php
http://www.3dk.org/tutorials/date/15/1.html
http://www.3dtotal.com
http://cg.tutsplus.com/
http://www.creativecow.net/
http://www.videocopilot.net/
http://poopinmymouth.com/
http://www.tutorialized.com/
http://www.creativecrash.com/
http://www.thegnomonworkshop.com/
http://www.digitaltutors.com/09/index.php
http://www.evermotion.org/tutorials
http://www.google.com/

>> No.460182

>>460105
it is in ncloth.

>> No.460233
File: 53 KB, 403x813, settings.jpg [View same] [iqdb] [saucenao] [google]
460233

I loaded up Blender last night to make a little animation. I clicked render animation, but it only rendered the very first frame. I loaded up a different file that I'd rendered before and tried to render it again, but once again it only rendered the first frame. I exited out of Blender, restarted my computer and started a new blend file, made an animation and tried rendering it, only to have it render the first frame. I've changed no settings and can't figure out why its doing this all of a sudden. What might be causing Blender to only render the first frame in an animation?

I'm on Blender 2.72b

>> No.460238

>>460233
>dat horrible ui

>> No.460239

>>460233

"Output: PNG" *cough* *cough*

You might want to switch that to AVI RAW or other movie format.

>> No.460240

>>460238

That joke is getting real old.

>> No.460241

>>460239

I do that for real full animations, but I'm usually just making little gifs with so few frames that making a video isn't really worth the trouble.

>> No.460242

>>460240
its not a joke...

>> No.460249

>>460240
The only joke here is Blender's UI.

>> No.460255

>>460233

I don't know what it was, but I guess I figured it out. For some reason it wasn't overwriting old renders left in the tmp folder like it used to. Once I deleted them they started rendering out animations again.

>> No.460256
File: 22 KB, 333x433, press.gif [View same] [iqdb] [saucenao] [google]
460256

>>460255
Not your blog

>> No.460299

I'm trying to do snow with maya nparticles 2015 but I can't for the life of me get the shader correct or find a nice sprite for it, wat to do ?

>> No.460303

>>460299
1. Don't use a sprite for it, instance tiny somewhat flattened cubes to all of the particles with a fairly transparent glass-like mia_material_x and with your particle rotations and scales randomized a bit..
2. Maya 2015 has Bifrost now, use that instead.

>> No.460305

>>460303
cool man thanks, I havent learnt bifrost from my course yet so I didnt see that as an option. Will look into it

>> No.460311
File: 2.46 MB, 1920x1080, rhino3d.webm [View same] [iqdb] [saucenao] [google]
460311

ffmpeg is a bitch

for some reason the renderer is missing from rhino, anyone have experience with rhino?

>> No.460328

>>460303
i thought bifrost was liquid sim...

>> No.460329

>>460311
>ffmpeg is a bitch
https://github.com/WebMBro/WebMConverter/releases
set max size to 3mb and tick high quality. Easy webm'ing.

>> No.460331

>>460328
Nope, it's a pretty much all-inclusive weather sim. It's kind of metal.

>> No.460480
File: 516 KB, 1368x1269, help.jpg [View same] [iqdb] [saucenao] [google]
460480

>>460303
help me bifrost man, I'm doing what you said with cubes instead of bifrost cause I figure is faster this way rather than learning a new tool. I'm emitting 50k particles/sec and I can still barely see them. If I scale them up it becames really obvious that the snow is made of cubes. wat to do ?

>> No.460654

>>460329
Damn, that shit is fly.

Any chance it's gonna get subtitle support eventually?

>> No.460672

>>460654
no. that's something that will need to be in the source.

>> No.460749

Is there any simple way (i.e. way that doesn't need scripts) to move an object's center in Blender 2.73a to the 3d cursor or the average of a selection?

>> No.460750

>>460749
nvw figured it out :)

>> No.460751
File: 284 KB, 1913x1039, Untitled.jpg [View same] [iqdb] [saucenao] [google]
460751

Hi /3/, I'm trying to make my first prop for muh Oculus Rift Unity demo. How do I make a hole in this handle?

>> No.460754
File: 699 KB, 1725x1352, weird_shape.png [View same] [iqdb] [saucenao] [google]
460754

>>460125
Old post, I know, but I got interested in this shape.
If you wanna know how I did it, I used blender:
I used an array modifier with an empty as offset to duplicate a cylinder and put them at the right angles, then I kinda rotated the edges to match the intersection between the cylinders and the modifier merged everything for me.
After that I just added supporting edge loops and a subdivision surface modifier.

>> No.460759
File: 56 KB, 1120x810, Likedis.png [View same] [iqdb] [saucenao] [google]
460759

>>460751

>> No.460760

>>460759
Fucking rekt that noob lel

>> No.460801

How do I animate facial expressions in a low poly mesh where the face is painted on as part of the texture, no bones for the mouth or eyes.

>> No.460809
File: 67 KB, 1157x780, AnimateLoPoly.png [View same] [iqdb] [saucenao] [google]
460809

>>460801
make a plane over the mouth and eyes and make animated poses for the mouth and eyes then put the animated poses on the planes over the eyes and mouth

>> No.460810

>>460809
I guessed as much for adding the planes but would I have to retexture each plane? Thats the part I'm a bit confused on.

>> No.460814

>>460810
well if you are just doing it for shits and gigs you could pre texture all the planes and just bring them over the face when you need them

>> No.460815

>>460814
if you were doing it for a game idk you make the all the poses and put them on 1 sheet and use code to cycle an array for the right mouth pose or eye pose

>> No.460819

>>459589
>>459588
>>459587
>>459586
>>459584
lol, Jesus Christ

that just means it's the last face you selected, or at least what blender interprets as the last face you selected

it also works on verts and edges, literally the first thing i realized in blender

>> No.460826
File: 240 KB, 1920x1080, 2015-01-29-181604_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
460826

What the fuck and how do I fix it?
Whenever I play an animation the mesh just moves down along the Z axis, if it's attatched to a skeleton with keyframs it deforms into this weird blob.

>> No.460833

should i use crease or insert edge loop?
i dont really see the difference
using maya btw

>> No.460851
File: 4 KB, 250x250, megaman.png [View same] [iqdb] [saucenao] [google]
460851

lets say I wanted to make a game that was no more technically advanced than a PS1 title. What program would I use that is the best combination of free/easy programs to use on a windows platform?

>> No.460856

>>460851
Unity

>> No.460858

>>460856
thank you

>> No.460888

Is there any difference in speed between A sun lamp and HDRI?

>> No.460889
File: 60 KB, 1178x945, 1.png [View same] [iqdb] [saucenao] [google]
460889

>>460751
Anyone?

I tried subdividing top and bottom faces, deleting faces, and use Bridge Edge Loops to fill in the gaps in the mesh.

>> No.460890
File: 165 KB, 1167x945, 2.png [View same] [iqdb] [saucenao] [google]
460890

>>460889
However, this leaves the handle horribly disfigured when using the Subdivision Surface, for some reason.

>> No.460893
File: 116 KB, 1172x942, Untitled.png [View same] [iqdb] [saucenao] [google]
460893

>>460890
Seems it kinda solved itself after I dissolved some of the superflous subdivided faces.

>> No.460894

>>460889
what program is this?

>> No.460895

>>460893
It's blender.
Shift E, add a crease.

>> No.460909

>>460895
Why should I add a crease, where, and on what?

>> No.460911

>>460909
what are you trying to do?

>> No.460914

>>460909
So you want to make the handle not have the inside bit?
The handle doesn't have to actually be connected to the door to work, you just add a new cube and line it up with the door so that it appears to be connected to it, then juts make the handle from that.

>> No.461041

>>460911
>>460914
What I originally wanted was to make a handle for my stove, which I ultimately succeeded in doing, I guess.

>> No.461131
File: 46 KB, 1024x1024, projection map.jpg [View same] [iqdb] [saucenao] [google]
461131

A texture like this would be used in a video game to cast fake shadows onto the environment. They call it gobos. How can I use this in 3ds max?

>> No.461137

>>461131
it's called a 'gobo' in stage lighting, for 'GOes Before Optics'. In 3D it's most commonly reffered to as a 'cookie' ,why you ask? well, I don't know.

Anyway, in max you put it on the light, click the light and expand 'Shadow Parameters' check the box with 'Map: None' and select your file.

>> No.461141

>>461137
Thanks.

>Anyway, in max you put it on the light, click the light and expand 'Shadow Parameters' check the box with 'Map: None' and select your file.

So, what exactly is happening? It sounds like image-based lighting. Is that correct?

>> No.461144

>>461137
>In 3D it's most commonly reffered to as a 'cookie' ,why you ask? well, I don't know.
Well it goes like this, a gobo is a heat resitant 'light mask' put inside or very near the light to give a sharp shadow on the projection.
Cookie is shorthand for 'cucoloris' which is any ad-hoc object used at a distance from the light to generate a desired shadow pattern.
The cookie doesn't need to deal with the heat from the lightsource and create a softer shadow than a gobo does.

>> No.461148

>>461141
It's more like a straight on projection, works exactly like a shadow map, only precomputed instead of generated from a object obscuring the lightsource in the scene.

'IBL' is something quite different when you use an image as the source of the light itself. With IBL you won't even need any lights in the scene to make it look lit.
But usually you use light in conjunction with the image based light. IBL is basically done by projecting a cubemap or sphere onto your geometry in 360 degrees.

>> No.461150
File: 471 KB, 1270x359, ibl-logic.png [View same] [iqdb] [saucenao] [google]
461150

>>461141
>>461148
This image provide insight on what IBL is all about. It's computationally inexpensive so it's a great fit for realtime rendering if nice lighting is desired.

>> No.461154

>>461148
>With IBL you won't even need any lights in the scene to make it look lit.

nope. its shit. you get incorrect results at grazing angles. the more towards 90 degrees the fragment normal and the view direction, the worse it gets. Why? Because you have to use a realistic reflection model like ggx on the cubemap image. This is a pre-filtering step that then gets stored in the mip map levels of the cubemap for realtime use. Its basically only possible to make the cubemap look correct at N == V angles. Everyone knows this (not you). Read Activision gdc notes, unreal gdc notes, they all talk about this. This is a huge part of why offline is so much more realistic

>> No.461162

>>461154
Well I prefer to use my eyes and wits, not authoritative sources, in deciding what's shit and not. I've written IBL shaders to be used with light probes myself and I like them.
Ofcourse realtime renderers can't compete with the sampling in offline renderers, but that's not even being debated by anyone.
The key here to understand is that visual fidelity is actually very low on the importance scale when it comes to experienced visual quality.
It's like how 1080p is better than 720p but by how much really? screenshot side by side the difference will be very noticable, but in motion even the lower grade source looks great.

The difference between a game screenshot an a offline rending is much bigger, yet the same is especially true for game engines and the sampling you mention,
when seen in motion the poor fidelity of the graphics becomes a lot less noticable since what's experienced is seen in motion and averaged out over many frames.

>TLDR: It's not shit just beacause it's incorrect from a cg-autists perspective, if it looks pleasing to the eye it's correct enough.

>> No.461164

>>461162
>Well I prefer to use my eyes and wits, not authoritative sources, in deciding what's shit and not.

I prefer to objectively be correct. Same with any other top tier professional.

>> No.461167

>>461164
>objectively correct top tier professional.

I see, you come off more like a 'subjectivly biased top kek practitioner'.

>> No.461168
File: 27 KB, 600x450, 1321886706177876170press_button.svg.hi.png [View same] [iqdb] [saucenao] [google]
461168

>>461167

>> No.461170
File: 173 KB, 1488x772, Untitled.png [View same] [iqdb] [saucenao] [google]
461170

what is this shit?

>> No.461184

>>461170
vertical lines

>> No.461206
File: 907 KB, 1920x1080, bevel.png [View same] [iqdb] [saucenao] [google]
461206

where can I find my bevel in 3ds max 2014?
I tried google buy there it says it's in the modifier list and as you can see it isn't in mine.

thank you.

>> No.461207

>>461206
It's there if you close that list and scroll down on them editable poly tools.

>> No.461208

>>461170
Safe frames or something like that for your camera's aspect ratio? I'm just guessing though.

>> No.461209

Nuke crashes almost immediately every time I open my comp. Is there a way to get around this or figure out what the problem is?

>> No.461210

>>461207
I can't find it there?

>> No.461218
File: 28 KB, 176x326, Screen Shot 2015-02-01 at 10.48.52924 AM.jpg [View same] [iqdb] [saucenao] [google]
461218

>>461170
View>Camera Settings>No Gate, uncheck all Safe boxes

>> No.461219

>>461209
If you have an Nvidia card, check your version of Cuda driver, you may need to upgrade/downgrade to get Nuke to launch.

>> No.461300
File: 34 KB, 646x526, Untitled.png [View same] [iqdb] [saucenao] [google]
461300

when i click on box in pic related i get the modeling toolkit instead of the options popup box thats supposed to be coming up

how to i get it back to normal?

i need this because the popup box has more options in the settings like editing the path

>> No.461304

How do I shot web?

>> No.461308

Are you the people who made Blender insane? I mean, what the fuck were they thinking? I can't even open or close a simple fucking window. I have to slide it into another one, and it has to fit perfectly. And if I accidentally slide something the other way, a bunch of other random windows appear, and the ones I want disappear. And if you accidentally slide something you want away, it's impossible to get back.

Also, why can't I deselect something as fucking basic as a vertex?

Seriously, what the goddamn fuck were they thinking?

>> No.461382

I was looking at Quixel's stuff and they have a nice website that offer independent programs or a suite you can purchase, Ndo, Ddo, 3do and megascans.

I then realized there was Ndo2 but it wasnt said on the main quixel site so I thought I was a beta or something
Turns out it was released in 2011.
I searched ndo2 and I got this shady site with no html layout, everything just stuck the left side and it had pictures and plain text.

The url was legit and when I click on buy now it lead me to the login of quixel

What the fuck. Is ndo2 better or something?

>> No.461383

>>461382
they're both shit. Use an open source solution like blender for texturing

>> No.461390

>>461300
Try accessing the Bridge Tool from a different drop down menu; I'm pretty sure you can access it from both the "Mesh" and "Mesh Tools" dropdowns. Try accessing it from the one you aren't currently trying.

>> No.461430

>>461308

download the source and fix it yourself :^)

But seriously, what the hell with Blender's documentation. Some pages are basically just copy-and-paste from the ancient 2.49b release, while others (especially for newer features) are flat-out unwritten.

Also, try painting a texture with the image editor. Once you get it working and draw a texture onto a model, go and do some other stuff. Your texture will just... disappear after a while, as if you had never drawn it.

>> No.461431

>>460801

Draw a few different faces, then animate the face texture changing with keyframes. Can't get much more specific than that without knowing what software you use.

>> No.461434

Is there a way to deform a mesh (such as a flat plane) controlled with a texture in 3ds Max? Something along the terms of displacement, but not as resource-intensive. They do this sort of thing in video games.

>> No.461435

>>461434
What they do in video games is displacement... The difference is that the displacement and sub-division happening in 3DS Max is entirely done on the CPU, while in games it's done on the GPU MANY fucking times faster.

In Maya's Viewport 2.0, it now uses the GPU accelerated OpenSubdiv, so you use a DX11, OGL or cgFX shader on your model and can have real-time displacement happening, with animation, right in your viewport.

Max might be able to do something similar, but much slower, by using its DX11 shader, but it probably won't work well.

tldr: Switch to Maya 2015, Max is a dead fish in a barrel.

>> No.461436

>>461435
Thanks. After making that post I asked myself why I don't just use displacement... It's exactly what I need.

>> No.461666

>>461434
>>461435
>>461436
perhaps you were referring to parallax occlusion rather than just displacement?

>> No.461667

>>461666
Nope, I am not. While parallax can create an illusion of displacement, it has quite a few flaws, partly due to the effect being bound to within the polygon's draw area.

Here is the real-time displacement in Maya, skip to 12:48 to see it if you don't care about hearing the tech talk from Pixar.

http://youtu.be/Y-3L9BOTEtw?t=12m48s

This is a large reason why Maya is really starting to take over a lot of 3DS Max's market share. One of many.

>> No.461681

I want to make stuff for Second Life. I have no experience with 3D modelling. I'm looking for whatever will be easiest for me to pick up and make stuff like small objects and clothes with.

I have 3DS Max 2015 downloaded, should I use that or Blender? I've heard 3DS has a easier to use interface compared to blender being really hard, and I'm also afraid that Blender's updates will make me have to relearn shit every time they come out with a new version.

>> No.461688

>>461667
>This is a large reason why Maya is really starting to take over a lot of 3DS Max's market share. One of many.

Max HAS openSubdiv. Right now.

>> No.461703
File: 183 KB, 1280x882, 6238__89274_zoom[1].jpg [View same] [iqdb] [saucenao] [google]
461703

Wheres the best place to find a thread texture like this?

>> No.461708

>>461703
Make it yourself. It can be done procedurally.

>> No.461709

>>461681
You'll have to buy a 3ds Max subscription or pay for the full program if you wish to make and sell things for Second Life. The only advantage of Blender is that you don't have to pay any license fee.

>> No.461716

>>461708
How would you recommend going about it?

>> No.461718

>>459579
And if you make alot of money buy a license.

>> No.461719

>>459645
Forget the previous response you read. Here is the math. . . One draw call per static mesh times the number of materials.

So a tree mesh with bark and leaves material will get two draw calls.

One mesh with one material will get one.

If you have a bunch of models together as a single mesh it's one draw call.

If I have 3 separate meshes and each has 2 materials, that's 6 draw calls.

>> No.461724

>>461719
Of course, it should also be added that multiple of the same object does not create more draw calls, they are "batched" into the same calls.

>> No.461800
File: 320 KB, 1440x816, 2-5-2015 6-56-00 PM.png [View same] [iqdb] [saucenao] [google]
461800

How do I avoid this when using turbosmooth?

>> No.461801

>>461800
use opensubdiv instead of turbosmooth

>> No.461802
File: 282 KB, 1440x816, 2-5-2015 6-57-58 PM.png [View same] [iqdb] [saucenao] [google]
461802

>>461800

unsmoothed

>> No.461813
File: 1.61 MB, 1920x1080, Без имени-2.png [View same] [iqdb] [saucenao] [google]
461813

I am trying to augment real photo with a 3D object. The problem is that I cant make shadow to be blueish as other shadows, picrelated.

How to color this shadow blue?

>> No.461817

>>461802
Get better at topology. No subdivision algorithm is going to save you from you being unable to make clean topology.

>> No.461819
File: 1.38 MB, 1920x1080, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
461819

>>461813
Color it in post.

>> No.461825 [DELETED] 

This documentation on the Unreal Engine website is confusing to me:

>https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Textures/NormalMaps/Creation/index.html

It shows in the picture that "Smoothing Groups" is checked while "Tangents and Binormals" is unchecked. But the caption below the image says

>The important points are smoothing groups, and tangents & binormals.

So it sounds like it's saying that both should be checked, but the image shows only one is checked.

Any idea which is correct? I'm not exactly sure what Tangents and Binormals are useful for. The Maya documentation says

>This is often required for advanced rendering techniques such as normal mapping.

But I typically never check this option when I export my meshes, and my normal maps tend to work fine. So I'm pretty confused now.

>> No.461826
File: 184 KB, 951x899, confusing_instructions_ue_fbx.png [View same] [iqdb] [saucenao] [google]
461826

This documentation on the Unreal Engine website is confusing to me:

>https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Textures/NormalMaps/Creation/index.html

It shows in the picture that "Smoothing Groups" is checked while "Tangents and Binormals" is unchecked. But the caption below the image says

>The important points are smoothing groups, and tangents & binormals.

So it sounds like it's saying that both should be checked, but the image shows only one is checked.

Any idea which is correct? I'm not exactly sure what Tangents and Binormals are useful for. The Maya documentation says

>This is often required for advanced rendering techniques such as normal mapping.

But I typically never check this option when I export my meshes, and my normal maps tend to work fine. So I'm pretty confused now.

>> No.461828

>>461826
>But I typically never check this option when I export my meshes, and my normal maps tend to work fine. So I'm pretty confused now.

If you dont export tangents explicitly, they get created automatically

>> No.461830

>>461828
Huh. So why is there an option, if it exports them either way?

>> No.461834

>>461830
are u fucking retarded? ue4 doesnt export a model it imports

>> No.461874

>>461819
I need to do it in maya, ofcourse I could simply photoshop it all...

Physical sky/sun also dont shade shadow into blue.

>> No.461875

>>461813
Those shadows aren't blueish, they're simply not as dark... There is ambient and bounce lighting that is brightening the shadowed areas, allowing more of the ground color to mix through. Reduce the shadow intensity.

>> No.461877
File: 90 KB, 979x588, uyByJtA.jpg [View same] [iqdb] [saucenao] [google]
461877

>>461875
No man, blueaish

I figured that the froblem is with UseBackround assigned to plane shadow is casted to. However I still don't know how to fix that and give color to shadow. Any more Ideas?

>> No.461878

>>461877
kek mental ray

>> No.461879

I have a shitty computer.

Need to make isometric models, so I can speed up my "pixel art". I need to make animated isometric "art", so basically I only need the 3dframes(lines) and afterwards I color the frames step by step in photoshop.

What kind of software would you recommend?

I repeat my hardware kinda sucks, but it can handle the older version of the adobe CS suite, although it "lags" with brushes and certain images effects. Of course because photoshop is kinda heavy for any computer anyway.

thnx for the help.

>> No.461880

>>461878
>kek mental ray


New to maya, now give me an answer

>> No.461881

>>461880
use fucking iray

>> No.461889

>>461880
Don't listen to that guy. Mental Ray is a great render engine. It just takes a bunch of learning to get it all down.

>> No.461891

>>461881
>>461889
Well, no matter good or bad mental ray is, i am sticking to it.

Now is there any solution to my problem?

Alternativelly, can I achieve same effect withought using UseBackground?

>> No.461892

>>461891
again, use iray. its better all around. Its made by the same fucking company, too.

>> No.461893
File: 26 KB, 260x338, 51AvktW2gtL._SX258_BO1,204,203,200_.jpg [View same] [iqdb] [saucenao] [google]
461893

Does anyone have a digital copy of this "Rig it Right" book or know where I can find a download? I need it for a class and would rather spend the $40 it would cost on groceries and rent.

>> No.461894

>>461802
Try to avoid having that many intersecting edges at a single vertex. In my experience, that tends to cause awkwardness with smoothing.

>> No.461895

>>461879
Blender can run on a toaster and will fulfill your simple needs, assuming you aren't sculpting.

I'm not quite understanding why you need to color the frames instead of painting a texture and then using a Sprite Sheet addon to make sprites for you

>> No.461896

>>461895
>Blender can run on a toaster and will fulfill your simple needs, assuming you aren't sculpting.


toasters dont have microprocessors on them or video cards that are openGL compatible. Where are you getting your toasters, nig nog?

>> No.461899

>>461893
Google books has the ebook, and i think ypu can read the whole thing for free.

>> No.461907
File: 165 KB, 850x813, Screenshot-4.jpg [View same] [iqdb] [saucenao] [google]
461907

Hey /3/, I'm having referencing problems in Maya where the skinned mesh of my referenced character rig is out of place in an animation scene file (pic related). The character has been animated with a proxy mesh while the actual geometry was being skinned. The animation data is still intact on the skinned mesh so it might be an offset issue or something. Can anyone tell me what is going wrong?

>> No.461908

>>461907
you're going to have to start again.

lol maya

>> No.461909

>>461895
pixel art is doing everything by hand, textures can only be hand made.

However, painters use grids to know where they have to paint or else the object is out of shape or at the wrong position.

>> No.461910

Never mind, >>461907 here, solved my problem. Just a hierarchy issue with the skinned mesh in the rig file where it caused a double transform when it was parented under the global control lol

Rigging is suffering

>>461908
kek

>> No.461911

Is decimation master a viable option for a prop that will be textured but will not deform?

What is the difference between dynamic perspective and perspective in the new zbrush? Dynamic looks wrong to me.

>> No.461915

>>461911
1. Yes. But it's better to ZRemesh, UVMaster it and then decimate it with "Keep UVs on".

2. Dynamic perspective prevents perspective warping as you zoom in and out of an object. Think of it like Orthographic, except you get a perspective look at your model that changes if you move up/down or left/right.

p.s: You can hold CTRL while hovering over anything in ZBrush and it tells you what it does...

>> No.461925
File: 32 KB, 505x358, ZHdyoXX.png [View same] [iqdb] [saucenao] [google]
461925

>>461877
>>461819
>>461813
Thats it, managed my own shader with blackjack and hoes.

>> No.461926

I want to create a Short Animated Movie, I've already got the script, Storyboard and setting I am working on the SFX. I just have no experience in animating whatsoever and no knowledge of what to do.

How do I go about making an Animated Movie? What Software do I use? I've downloaded Blender because im a poorfag and cant afford anything like Cinema 4d. Can I make a movie in Blender? If not what should I use? Is it free?

Please /3/, your my only hope.

>> No.461958

>>461926
>http://cgi.tutsplus.com/articles/step-by-step-how-to-make-an-animated-movie--cg-3257

>> No.461988

Is anyone else having problems with R7 and the non dynamic perspective button?

80% of the time it will behave strangely when i zoom in, it sort of starts zooming out instead and the model inverts.

>> No.461994
File: 115 KB, 300x170, 4706404+_2d607ec1b49db376ebcb2a2420cdc2b7.gif [View same] [iqdb] [saucenao] [google]
461994

whats the best way to retopologize a hard surface mesh?

i use the plane with extand tool in 3ds max to retopo by hand, its fine for small/simple stuff like weapons and cars. but when it comes to scify shit with a lot of complex shapes and gears and wires ect. that meathod can take a whole week to retapo something.

so whats the best method? or is this the best method?

>> No.462010
File: 3.06 MB, 3136x953, ptex-teaser-big.png [View same] [iqdb] [saucenao] [google]
462010

does anyone here use ptex? what's it meant to be used for? how do you implement the C++ API for maya or another application?

>> No.462011

>>462010
Maya already supports PTEX, you don't need to implement the API into it...

And the purpose of it is for absolutely maximum usage of texture space in a file. It won't allow you to manually paint on your textures in photoshop, it's meant for model painting apps like Mari, and is used a lot in production now.

>> No.462012

>>462011
So I can't use something like Quixel alongside it given that photoshop doesn't support it? damn.

>> No.462013

>>462012
You could use Quixel and then bake to PTEX.
PTEX also has the advantage of per-face texture loading, so instead of having to load the whole texture at a single mip-level for your model, it only has to load the texture information for the faces that are on camera, allowing your memory to handle higher density textures or more of them, and it can adjust the detail-level per-face.

>> No.462015

>>462013
this sounds magical for large ass creatures. i'll look into baking stuff down.

on a side note, what do you think of ikinema for IK solving?

>> No.462030
File: 20 KB, 400x125, 9881os_abr3_5.png [View same] [iqdb] [saucenao] [google]
462030

Is there a way to get a light color based on temperature in blender?
Or even some kind of tool that converts kelvin to hex or rgb.
I'd really like some more control over light color rather than some approximations.
You'd think blender would have at least some way of using color temp for lamps.
Thanks for the help.

>> No.462033
File: 23 KB, 500x350, intro.jpg [View same] [iqdb] [saucenao] [google]
462033

Is frame by frame animation largely used in 3d?
Or is it mostly based on tweening between keyframes?
By frame by frame, I mean the type of animation used mainly in 2d, like a lot of hand drawn flash animations and the like.
Also, would you have an example? Or is it not really all that different?

>> No.462034

>>462033
what do you fucking think

>> No.462038

>>462033
Animators "block" in the animation, just like you see in that image. The blocks are refined and more blocks are added if needed. Everything in between is tweened. A simple animation of a bouncing ball could be done with three "blocks" of keyframes, for example.

>> No.462039
File: 98 KB, 500x350, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
462039

>>462038
Here's an image to clarify. The green circles are the "blocks" I was talking about. The rest is tweening.

>> No.462040

>>462039
That's what I had figured. That makes sense.
I just thought there might be an instance where you would use frame by frame. Maybe to give something a more "done by hand" look. I'd really be interested in seeing something like that if there was such a thing.

>> No.462041
File: 199 KB, 1280x800, 2015-02-08-114702_1280x800_scrot.png [View same] [iqdb] [saucenao] [google]
462041

Newfig here. How do I get rid of the ugliness outlined in red without changing the geometry?

>> No.462042

>>461308
B+Middle mouse button and drag Mr Angry Man.

>> No.462051

>>462041
Would need to see your topology. It's likely the cause. It's doubtful you'll be able to get rid of the ugliness without changing the topology.

>> No.462052
File: 220 KB, 1280x800, 2015-02-08-144742_1280x800_scrot.png [View same] [iqdb] [saucenao] [google]
462052

>>462051
Here's the wireframe.

>> No.462053

>>462052
Wireframe looks fine. Could be your normals. Select all the edges on the mesh and soften the normals. See if that helps.

>> No.462055

>>462030
Blackbody node in Cycles.

>> No.462056

>>462041
Check that your normals are all facing the same way.

In edit mode, You can do mesh/normals/recalculate outside, I think. Or just open the N menu, and under the Mesh Display heading look for the normals section and activate vertex normals. Check they all point the same way

>> No.462058
File: 270 KB, 1280x800, 2015-02-08-153753_1280x800_scrot.png [View same] [iqdb] [saucenao] [google]
462058

>>462053
I suppose you mean recalculate the normals. It did help, thank you. Another question: how do I fix pic related without subdividing. Recalculating normals didn't do anything.

>> No.462063

>>462058
Could be the material you have applied to the mesh. Try creating a new material and apply it to the mesh.

>> No.462066

>>462055
Thanks anon

>> No.462081

>>462052

I'm a maxfag, but that still looks like way too many polys for what you're creating.

>> No.462100

>>459581
>Cause Autodesk does not target individuals who make small amounts of money with their pirated software because it is not cost effective to do so. That much is fact.

They target pretty much anyone making a five figure income. That's going to be anyone that isn't doing this purely as a hobby or sideline.

>> No.462109

>>462100
Lmao, no they do not. Please, post some proof of single users being sued by Autodesk for pirating their 3D software. The only time anything happens is when a studio fucks up and makes it blatantly obvious that they are pirating a bunch of software. That is the only scenario you will find any glimmer of references for, and even then, it's very little.

>> No.462111

>>462109
you want phone numbers or birth names

>> No.462113

>>462111
Because that will prove what?
Show some legal court documents involving a single user.

>> No.462123

>>462113
Never mind that Autodesk audits are overwhelmingly settled out of court you retarded piece of shit.

>> No.462124

What are good workflows for animation?
currently I block out the main movements, adding levels of detail as I progress, but it seems to take forever

>> No.462127
File: 27 KB, 530x300, Cpr4u.jpg [View same] [iqdb] [saucenao] [google]
462127

>>462123
>all these claims
>nothing to back them up

>> No.462131

>>462127
You asked for court documents for matters often settled out of court.

I repeat: you retarded piece of shit.

>> No.462152

>>462131
>I can make claims and as long as there's little documentation to back up my claim I don't have to prove anything neener neener neener!

This is what middle school debate team members actually believe.

>> No.462166

>>462152
i dont think you understand how a settlement works with respect to the public record

>> No.462167

Does anyone know if the cm units in Maya 2015, latest SP, are actual cm yet, instead of meters?
I just had to reset my preferences, and my grid has gone completely out of whack in all my scenes.

>> No.462171

>>462166
I don't think you get how the burden of proof works.

>> No.462173

>>462171
your imaginary "burden of proof" isn't consistent with the settlement system in america

>> No.462180

>>462173
Yeah, you don't know what the burden of proof is.

I recommend Wikipedia.

>> No.462202

Trying to find an image

>>597212552

>> No.462203

>>597212612

>> No.462209
File: 334 KB, 962x763, Image 002.jpg [View same] [iqdb] [saucenao] [google]
462209

In blender, I want to extrude some faces in a downward direction. But instead it creates a hole.
I'm trying to get the selected area in the pic related, to be at a lower elevation than the rest of the roof, but I can't get it to work. I figured I could just extrude and move it down, but it didn't work properly.
Any help would be appreciated.

>> No.462214

>>462209
You don't want to do an extrusion to accomplish that. You'll want to delete the faces that are above the elevation you want that selected area to stop at. Then you'll fill in the hole you created from deleting those faces. Bada-bing, you shortened that part.

>> No.462216

>>462209

All those faces. Its like you only know how to make one cube, aa bunch of loop cuts and extrude.

>> No.462218

>>462214
Thanks. Makes sense to me now that I think about it.

>>462216
I didn't always do it like this, I used to do it with a bunch of cubes and shit, but it seemed like that wasn't the proper way.
I will admit though, my mesh is messy as fuck. I just planned to go in later and clean it up.

>> No.462224
File: 195 KB, 730x674, Image 004.jpg [View same] [iqdb] [saucenao] [google]
462224

>>462216
Is this better?

>> No.462311
File: 48 KB, 479x239, Z4R2_Page22.jpg [View same] [iqdb] [saucenao] [google]
462311

Trying to use Dynamesh to get rid of these tiny holes and it just keeps crashing. Any ideas why?

Also is this linked to multiple shells somehow?

>> No.462313
File: 638 KB, 1678x816, 2-10-2015 6-17-27 PM.png [View same] [iqdb] [saucenao] [google]
462313

Is this the best option for corners on hard surface models?

>> No.462316
File: 752 KB, 1678x816, 2-10-2015 6-33-36 PM.png [View same] [iqdb] [saucenao] [google]
462316

>>462313
Or would it be better to just do this?

>> No.462317
File: 774 KB, 1678x816, 2-10-2015 6-37-20 PM.png [View same] [iqdb] [saucenao] [google]
462317

>>462316
Or even this?

>> No.462321
File: 169 KB, 691x391, 3dsmax 2015-02-10 18-06-40-640.png [View same] [iqdb] [saucenao] [google]
462321

How did I do? I tried doing a wardrobe. Absolute beginner.

>> No.462323

I'm making a game in UE4 that leans pretty heavily on animations

Is it feasible to make at least some of the animations before I have a final character mesh? Or will that just break everything.
I guess I'd have to pick & stick to a particular skeleton and fit the eventual mesh around that?
I'm using a Mixamo character as a place-holder currently, not a t/3/apot.

Thanks

>> No.462325

>>462317
This, probably. But I'm not an expert.

>> No.462326

>>462323
>I guess I'd have to pick & stick to a particular skeleton and fit the eventual mesh around that?

Yes, that would be the idea. I know games that do this: using the same skeleton on different meshes with various animations tied to that one skeleton.

>> No.462327

>>462321
Not bad, but the texture looks way too big.

>> No.462328
File: 22 KB, 1280x720, 1.jpg [View same] [iqdb] [saucenao] [google]
462328

What real-life effect is the Falloff map in 3ds Max trying to replicate? I have a habit of using it on everything for reflections... but I'm wondering if it's accurate.

>> No.462336

Anyone having slowdowns when using dynamesh?

I have no problem editing 20 million poly models but a 5million dynamesh is impossibly slow

>> No.462339

>>462328
Sounds like quadratic decay. Usually a light setting rather than a material setting. But I could be wrong.

>> No.462359
File: 287 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
462359

How do I connect these two vertices with an edge?

>> No.462367
File: 415 KB, 1918x1080, 057027-9.jpg [View same] [iqdb] [saucenao] [google]
462367

How do I get this faggot to open his damn eyes properly.

>> No.462368

>>462359

Under vertex mode, use the "cut" tool

The shortcut is Alt + C

>> No.462370
File: 59 KB, 1628x737, 3dsmax 2015-02-11 00-04-10-462.png [View same] [iqdb] [saucenao] [google]
462370

>>462368
And what if I wanted to connect these two vertices?

>> No.462371

>>462370

Target weld

>> No.462372
File: 409 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
462372

>>462371
Thank you!
I am/was trying to make a sofa or something

>> No.462375

>>462372

You're welcome!

>> No.462380
File: 558 KB, 1920x1130, fuckyoumaya.jpg [View same] [iqdb] [saucenao] [google]
462380

Anyone know how to fix this fucking error or what it means? I had the same thing in the same scene/model a day or two ago, tried deleting history. tried creating a cube in a new scene, linking an image to any input on default lambert, get a similar message, but with "defaultshadinggroup". deleted my preferences folder and that seemed to solve it. Now it's back. I've tried breaking connection, deleting unused nodes, then reload the image. I've tried loading the image and manually linking it to attributes. every time i press that output button i get a fucking error.

>> No.462382

>>458911
I'm trying to find out if moving from Blender modelling toolset to maya 2015 is a downgrade or an upgrade, it looks like Blender is faster getting things done,

>> No.462386

>>462382
The tool is nothing without the hand that wields it.

Practice at Maya and you'll be faster in Maya than Blender.

Practice at Blender and you'll be faster in Blender than Maya.

It's entirely up to you.

>> No.462387

>>462382
lol

>> No.462389

>>462387
pls explain

>> No.462392
File: 751 KB, 1920x929, dl44_04.png [View same] [iqdb] [saucenao] [google]
462392

Anybody know what would be the easiest way to go about building this barrel with all these holes in it? I figure it might be easiest to just use a transparency map, but I'm not sure if that would be considered good practice or not.

Alternatively, I was thinking of just building one row of holes and then duplicating/rotating the geometry until it forms a full rotation to create the barrel, but that still seems pretty time consuming.

>> No.462393
File: 65 KB, 512x440, preview.jpg [View same] [iqdb] [saucenao] [google]
462393

I'm trying to generate a displacement map in ZBrush. My problem is the map that is created has an RGB value of 58 (medium grey) in areas where there is no displacement or I have not modified the mesh in any way.This creates an issue in my rendering engine because RGB 58 is the halfway point between full displacement and no displacement. How can I change my options in such a way that the ZBrush will generate a proper displacement map where no displacement = RGB value of 0?

>> No.462394
File: 47 KB, 407x404, example.gif [View same] [iqdb] [saucenao] [google]
462394

>>462393
Just to clarify, the problem with the RGB value of 58 is that it creates displacement where it's not needed (essentially bloating my mesh).

>> No.462395

>>462394
Just use the Adjustments>Levels in Photoshop to bring your darkest value on the map down to a level of 0. Your map will be proper then.

>> No.462396

>>462382
I learned modeling with Blender, used it for months and now I'm moving to Maya, in like 2 weeks I'm almost as fast as I was with Blender, some things just annoy me because they're different from what I'm used to.

>> No.462410
File: 22 KB, 560x582, how.png [View same] [iqdb] [saucenao] [google]
462410

>maya 2015
How the fuck i reset the pivot?

>> No.462411

>>462410
modify - center pivot

>> No.462414

>>458911
How do i turn a teapot into a cube?

>> No.462420

>>462414
sculpt deformer

>>462410
ctrl+shift+mmb click on "center pivot" to add it to the current shelf.

>> No.462432
File: 390 KB, 480x269, gun_grab_scene_anim_01.gif [View same] [iqdb] [saucenao] [google]
462432

I've just animated my 'bot', the scene conveys him picking up a gun, it goes off and he cowers away.

Any pointers or tips to make the animation feel more 'lively'?

>> No.462436

>>462432
Rebounds.
Robots and anything mechanical is not as stiff as your bot: after the gun shoots, the arm should go further backwards before returning to its original position, perhaps with an intermediate bounce or two, to add more realism.
Watch videos of Mars Rovers or artificial limbs: they are not so stiff or precise. Even Wall-e has bursts when moving.

>> No.462439

>>462436

Thanks man, I wrote that one down!

>> No.462469

How does autodesk finds out about my "pirated" 3d objects in my projects? like a game, or something, can I import to Blender and override all the metadata?

>> No.462824
File: 173 KB, 1439x839, asdald.png [View same] [iqdb] [saucenao] [google]
462824

How can I extrude in Maya 2015 with even thickness ?

>> No.462825 [DELETED] 
File: 2.86 MB, 640x360, 0001-2110.webm [View same] [iqdb] [saucenao] [google]
462825

what does it actually take to git gud at animating stuff? I used an armature for the bracelet in this project. it looks like shit and was still painful to key.

i saw people make stuff disintegrate into smoke, spheres turning inside out and all other kinds of black magic. how do they do it ;_;

>> No.462826 [DELETED] 
File: 2.86 MB, 640x360, 0001-2110.webm [View same] [iqdb] [saucenao] [google]
462826

what does it actually take to git gud at animating stuff? I used an armature for the bracelet in this project. it looks like shit and was still painful to key.

i saw people make stuff disintegrate into smoke, spheres turning inside out and all other kinds of black magic. how do they do it [spoilers];_;[/spoilers]

>> No.462979

>>462824
edit mesh> extrude
then drag the thickness

>> No.463108

>>462824
Set your Offset to 0.

>> No.463738

can maya 2014 and/or zbrush 4r7 be used for cathedral/temple/castle modelling without inducing suicidal thoughts?