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/3/ - 3DCG


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File: 55 KB, 736x552, 2bd6e653eb73a676c8bf1aee82e9ba33.jpg [View same] [iqdb] [saucenao] [google]
476880 No.476880 [Reply] [Original]

Questions go here.

>> No.476883
File: 29 KB, 466x666, 1432183172696.jpg [View same] [iqdb] [saucenao] [google]
476883

>> No.476886
File: 84 KB, 689x441, fingerig.png [View same] [iqdb] [saucenao] [google]
476886

Can someone tell me if this is the right way to go about rigging fingers? I want to use driven keys to create some easy automatic poses, , but also be able to tweak those poses manually per joint.

So i have the second joint control double grouped, where the top group is centered at the parent joint and parented to the control above it.
The first group for the second joint will be driven by keys, and the control will be the manual offset control.
Is there an easier way to do this? I want to avoid key blending, or should i not worry about key blending?

>> No.476889

>>476886
well if you have a joint controlled by a driven key and then you edit the bone manually the change will persist, but if the driving channels changes again it'll snap back to where it was.

Driven keys are great for thing you don't want to have fine control over. There are ways of splitting rigs so you can switch between gross and fine control, but unless you're making animations where the hand is the center of attention I wouldn't put too much work into it.

>> No.476891

>>476889
it's like you didn't even read my post.

>> No.476895

>>476891
/3/

>> No.476900

Looking for a webm of time lapse modeling a vagina in maya, it was posted here a while ago.

>> No.476901
File: 59 KB, 975x560, Untitled-1.png [View same] [iqdb] [saucenao] [google]
476901

I just opened 3DS Max for the first time and got some watch from the internet. I can't make the watch anything but wireframe or black (no lighting?). How do I get it to have lighting and all that?

>> No.476909

>>476901
being this new

add a lamp ya dummy or read up on how to do basic things before you start doing anything

>> No.476910
File: 2.35 MB, 648x414, 1415986288227.webm [View same] [iqdb] [saucenao] [google]
476910

>>476900
this one?

>> No.476916

what's better for modeling cinema 4d or blender?

>> No.476918

>>476880
How can i make an animation in Maya of a steel beam melting?

>> No.476920

>>476901
What >>476909 said. Find some tutorials on basics, there is a ton of them. Also, delete that watch model, it looks pretty badly modeled and I bet the it is not uv unwrapped.

>> No.476923

>>476918
BiFrost

>> No.476925
File: 78 KB, 1000x750, Slutprojekt.jpg [View same] [iqdb] [saucenao] [google]
476925

Using 3ds max and vray to render a project, not really sure what's causing the light issues.

>> No.476947

>>476910
Yes thanks

>> No.476990
File: 283 KB, 1451x1202, 1410455083085.jpg [View same] [iqdb] [saucenao] [google]
476990

ok for realz people how the hell do you explain 3d graphics to normal people and elderly? ive struggled with this for ages

>> No.477005
File: 1.69 MB, 350x272, XyG7NCu.gif [View same] [iqdb] [saucenao] [google]
477005

>>476918
>Open computer casing
>Apply anything but jet fuel to GPU

There you go, melted steel beams.

>> No.477009

>>476990
Allude to it with real world examples, like wrapping aluminum foil around something for modelling or fiddling with wooden, ball join mannequins for posing and animation.

>> No.477016

>>476990
When dealing with the truly technologically inept i tell them to think of the screen like a diorama in a box with one clear side. That side is the screen, and i'm making props and moving them, setting lights and cameras, etc.

>> No.477019

i.imgur.com/emZtscr.jpg

Anyone know how to make this shpe properly?
I tried using 4 slots but it didn't work

phone is a piece of shit can't upload images

>> No.477023

>>476886
That's how I do it. Groups, and then SDKs on those groups for things like finger curl etc. Works fine.

Maya has a bonus tool that can copy pivot points, makes this kind of thing easier.

>> No.477133

>>476990
i usually say something around
"those objects in video games, thats what im making, not a game thou"
extremely complicated to explain to elderly

>> No.477158

what's a good resource for bumps and textures etc?

>> No.477164

>>477158
cgtextures dot com
>how do i google?

>> No.477299

Who actually uses the distance between node in maya?

>> No.477301

>>477299
i guess it's good if you want to be an autist about measurements instead of just opening a cad program

>> No.477315

>>477301
Or unless you want to layout props in a scene as they will appear in-game, or i'm sure other numerous reasons i'm unaware of.
A tool isn't useless because you don't know what it's used for.

>> No.477327

Why does Maya work in sRGB? Is it because not many people have a RGB display?

Why do you have to tell Maya to turn sRGB inputs to linear versions and then turn it back to sRGB with a gamma correction node or lens?

>> No.477685

Bumping because you tards cant seem to scroll down

>> No.477686
File: 898 KB, 500x289, 1432549593465.gif [View same] [iqdb] [saucenao] [google]
477686

any way to skip a prepass in vray, rhino plugin? or, any way to just render a small portion of the render?

clicking the button that renders around your mouse doesn't work because i think it only applies after prepasses..

would make things a lot quicker if i can render just a small portion to completion, instead of distributing the whole render

>> No.477715

how come maya is the best 3d program in the world?

>> No.477742
File: 1.20 MB, 700x480, 2015-05-27 21h10_57.webm [View same] [iqdb] [saucenao] [google]
477742

What the hell is going on here? the masked parts are getting fucked up and they are not supposed to.

>> No.477743
File: 173 KB, 896x519, 96qHk.jpg [View same] [iqdb] [saucenao] [google]
477743

does it make sense to go from Zbrush to blender. im guessing it does but im pretty new at this. im trying to find downloads for zbrush right now

>> No.477747

>>477743
so are you going from blender to zbrush or zbrush to blender, it sounds like you are doing both.

>> No.477749

from what i know i think zbrush is easier to create a model from which i can put into blender and animate? am i wrong???

>> No.477750

>>477743
>>477749
Blender is more for model finalization, animation, rigging and rendering, just like Maya and Max. So you would sculpt your character in ZBrush, create a retopologized version and then bake the details from the sculpt to the low-poly to be rigged in Blender.

>> No.477751
File: 276 KB, 994x1199, poster-sf33s2_big.jpg [View same] [iqdb] [saucenao] [google]
477751

>>477750
okay thanks. im doing this scenery as practice right now till i find zbrush
>>477743
shits hard but its better than wasting time playing dota2

>> No.477752

>>477299
rigging

>>477327
it doesn't default in linear workflow, sRGB is standard because linear will not display properly on a monitor until you convert the output before final output, and not everyone bothers to use linear workflow. I don't know what you mean by an RGB display.

your second question: because most people don't create maps in linear, obviously you could create everything in linear and then you wouldn't need the initial linear conversion within maya, as long as it's consistent.

>> No.477756

>>477299
It's useful for setting up a camera that automatically adjusts your depth of field focal plane distance to always be at the target subject no matter where you move the camera.

Also, Maya is often used for manufacturing/prototyping, so having a quick way to measure distances and thicknesses is very handy.

>> No.477757

>>477742
And you tried doing another mask over the area that's getting fucked? Try restarting ZBrush.

>> No.477761
File: 520 KB, 714x850, 2015-05-27_22h49_57.png [View same] [iqdb] [saucenao] [google]
477761

What is a good pipeline/workflow for game models?
I've got my high poly done in zbrush. What now? I've heard zbrush's topology tools have improved lately. Should I use zbrush, 3dsmax, or topogun to do the retopo? Also, after that, what's currently the best way to bake the normals? xnormal? cage method in 3dsmax? I've also heard about new tools inside of substance painter that make the normals with no need of caging or exploding.

What do?

>> No.477785

>>477761
ZRemesher can now handle hard surface really well. But in the end, you should still just manual retopo. Topogun is buggy and dying. 3DS Max is meh at retopo. Your best option is Maya's Quad Draw system, which has continually improved with each version. Makes retopo take no time at all. The other option is ZBrush's Topology brush, which is fine to use for most stuff and very quick.

As for baking, Maya Transfer Maps produce the best reslts, but Substance Painter 1.3's high>low baking is pretty decent too. xNormal can be good, but it often has issues and is more difficult to work with.

>> No.477795

In Blender I know how to track different points, but how do I add for example a cube that rotates correctly in all 3 axises on a tracked footage?
Is it done by using some modifiers or constraints?
What's it called?
How many tracking points does it need?

>> No.477797

>>477795
So is the +8 markers camera solve the only way to do this?

>> No.477815
File: 227 KB, 1920x1158, 2016.png [View same] [iqdb] [saucenao] [google]
477815

Just upgraded to Maya 2016. What do i get besides a HUD downgrade, missing custom UI, and some useless sculpting tools that will never compete with zBrush?

>> No.477816

>>477815
Better bifrost

>> No.477833

Is there a way to merge objects in blender, dissolving the intersecting parts?

With "join" it retains all vertices that are in the object. Removing doubles does not work.

Boolean doesn't work either.

>> No.477834
File: 81 KB, 658x618, dsdsds.jpg [View same] [iqdb] [saucenao] [google]
477834

Why wont the planes in-between the shapes go down as well? Such a pain in the ass. I mirrored half of the object and now these planes don't go down.

>> No.477835

>>477833
Like, deleting the faces you don't need and welding verts? Quit being lazy anon.

>> No.477836
File: 36 KB, 474x716, dasda.jpg [View same] [iqdb] [saucenao] [google]
477836

>>477834
they don't want to touch the bastards

im using maya btw

>> No.477841
File: 121 KB, 658x618, Untitled.jpg [View same] [iqdb] [saucenao] [google]
477841

>>477834
>>477836
might want to merge those vertex first

>> No.477843

>>477841
Thanks for the help, turns out it was some really fucked up topology that was causing this problem as well as many other problems.

>> No.477863

>>477815
holy shit they got rid of the gradient background? Fucking why?

>> No.477882
File: 510 KB, 1024x576, are_those_live_rounds__by_bahpony-d8u3ak8.png [View same] [iqdb] [saucenao] [google]
477882

how good do you have to be to start making money? pic related, its somethign I made. yes i realize pretty much anyone can acheive this sort of scene, so how much of a wizard do you have to be then?

>> No.477884

>>477863
Good question, didn't they finally get around to add it to max in 2016?

>> No.477885

>>477863
>>477884

I mean you can put it there yourself no p, but it's just nice to have it there by default.

>> No.477891

>>477882
my guess is, when you can do something most else can't do, and when you meet someone who trusts that you can meet their vision.

{don't know though, really only been doing 3d for about a week now, but I'm assuming it's similar to music, which is my background.}

most trades scale back to who you know, not what you know (unfortunately) as we're social and emotional creatures, we need that human connection.

anyway, put yourself out there, network with people who are often looking like in forums, and build those bonds. ie create a portfolio, offer to do work etc.

the real question of when depends on you, when is equal to if you feel confident enough to take on vast projects and see someone else's vision and make it.

>> No.477921

>>477882
Wtf? Why is that bitch from Equestria Girls in the bathroom from Full Metal Jacket?

>> No.477934

Why are there so many indians making tutorials for maya on youtube?

>> No.477936

>>477921
wtf I missed that the first time I looked at this

>>477934
Because how else are they going to learn that you have to shit in a toilet and not on the street

>> No.477941

>>476990
repeat after me...
"i make holograms."

>> No.477959

>>477815
you realize you have always been able to change the background color? I think alt + b is the default shortcut to change it.

>> No.477981

>>477815
The HUD got an improvement, stop being a grumpy old person who hates change.

The sculpting tools can handle 13m+ polys. It's not meant to compete with ZBrush, just to replace Mudbox and give you a way to create your Blendshapes within Maya extremely fast.

XGen and Bifrost got improvements. The Hypershade is a billion times better now too, and the modeling tools are a lot better integrated and sorted now.

>> No.477982

>>477841
>>477836
>>477834
Bruh, "Keep faces together" isn't turned on in your modeling toolkit, that's way. So when you extrude, each face becomes a separate extrude.

>> No.477991
File: 29 KB, 395x371, 1335967240899.jpg [View same] [iqdb] [saucenao] [google]
477991

Does anyone know how to export a mesh to 3ds max while preserving the camera and track?

I can export the track script but it won't include the mesh created from the point cloud.

I can also export the mesh by itself as an obj, but the camera and tracking don't get exported.

I can't seem to do it together

>> No.477992
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477992

>>477991
This is on Syntheyes BTW

>> No.477993
File: 52 KB, 610x288, 1405455336146.jpg [View same] [iqdb] [saucenao] [google]
477993

>>477991
>>477992
>tracking in 3ds

>> No.478010
File: 130 KB, 637x358, hound.jpg [View same] [iqdb] [saucenao] [google]
478010

Does a normal and flying courier in dota 2 share texture maps or are they totally separate in both mesh, rig and texture?

>> No.478016

>>478010
we dont play those clicky types of games here

>> No.478019
File: 68 KB, 1236x738, fuck.jpg [View same] [iqdb] [saucenao] [google]
478019

Don't mind my horrible modelling skills, but when I do armature deform with automatic weights, this happens. Looks like something is twisting my model inside out. What's exactly going wrong?

>> No.478022

>>478016

"We" also apparently doesn't work for a living.

>> No.478026

>>478019
you answered your question in y our first sentance

>> No.478027

>>478022
what are you trying to say?

>> No.478034
File: 92 KB, 742x600, sad_frodo.jpg [View same] [iqdb] [saucenao] [google]
478034

>>478026
>horrible modelling skills

Oh, okay.

>> No.478036


▲▲

>> No.478085

how much energy does rendering an image take?

>> No.478087

>>478085
The total wattage dissipated by the PC times the length of time required for the render

>> No.478096

>>478087
I guess what I'm asking is, how much does it affect the energy bill?
my dad forwarded a message from pg&e saying we're entering tier 3 by the end of the bill cycle. (he thinks it's staying up late nights though) but I just started messing with 3d this month, so I don't know.

I test rendered an image it said it was about 155 of an "energy impact" whatever that means. I went to pg&e's site to see if there's a chart for what is equal to each tier, but it''s so layman's term and vague, it doesn't tell me anything.

>> No.478100

>>478096
what hardware do you have?

>> No.478101

>>478100
just a mac, using cinema 4d.

>> No.478102

>>478100
>>478101
13" macbook pro, sorry.

>> No.478117

>>478027

If you do something for money you at least need enough common sense to make the product associated with what you'e working on irrelevant.

Quit prattling for 5 seconds about your super patrican taste in passive consumption, you tribal brony-tier sperg.

>> No.478118

i have this model with so many verticies and layers of clothes. fuck weight paint is so hard. im really bad at this

>> No.478121

>>478117
you sound mad :^)

why don't you ask your mom to get more Dota coins

>> No.478131

If I wanted to make something textured that would eventually be 3D printed, would I be better off modeling it in whatever program and taking it into zbrush/mudbox, or making in those programs start to finish?

>> No.478135

>>478131

>would I be better off modeling it in whatever program and taking it into zbrush/mudbox

If anything some printers might require you to have the mesh altered in a generalist program rather than started in one. I don't bother with this shit but it seems this is a very hardware-sepcific problem, where you adjust the pipeline to the printer model.

Both mudbox and zbrush are for sculpting. They allow you to build up manequins out of zspheres, make great high poly sculpts, make low poly versions, bake normals etc. As far as I can tell there's not a single reason to not start in them unless you're doing hard surface like cars etc. in which case you need something good at box modeling and whatnot. Not that those two can't do hard surface at all, they're just slow and awkward about it as you're forced to think around the tools you get in them.

>>478121

>le u mad m80 le lelele

That's nice. You're still a vidya gay spastic tho.

>> No.478144
File: 332 KB, 1432x834, Derp.blend.png [View same] [iqdb] [saucenao] [google]
478144

Guys I need help making the shape sketched in pic related, but I'm not sure how to go about it.

I tried adding a cube then Smooth Subdividing it 2 times, then going from there with extrusions, but then it all went to shit so fast.

How would you go about modelling this?

>> No.478148

>>478135
IM sowwy I dont pway doota

>> No.478149

>>478144
well it looks like you got the shape some what down.
what I would suggest is making a plane and then using the knife tool to outline the shape, delete the un wanted pieces, extrude and then you should be able to add details from there.

>> No.478168

I'm learning Graphics programming using McKesson's tutorials, and while I see a lot of talk about models using software like Blender and Maya, I don't see a lot of programming discussion on this board. I'm wondering about the differences in the roles on a project (vidya or otherwise) between the people more experienced in the programming side of graphics, and those who use modeling software. It seems a lot of the techniques I'm learning about can be implemented with that software, so I'm trying to figure out how much utility I bring to the table by learning to code with OpenGL.

>> No.478233
File: 67 KB, 1096x664, 2015-05-30_17h09_59.png [View same] [iqdb] [saucenao] [google]
478233

So im having a terrible time retopo-ing. I obviously need a tutorial, but everytime I look for one its of a fucking face. Does anyone has any tips, pointers, or tutorials?

>> No.478235
File: 42 KB, 860x599, 2015-05-30_17h11_18.png [View same] [iqdb] [saucenao] [google]
478235

>>478233

>> No.478250

>>478233
you need to learn to fucking model. there is no 'retopo'. there is modeling. polymodeling and topology are lost arts, everybody wants to boolean in zbrush and automatically retopo and get away with it.

>> No.478254

>>478250
you sound like an angry dinosaur lol

>> No.478258

>>478250

The automatic retopo is pretty good man. In fact you can get away with it for most secondary assets and even get you almost all the way if you set up curves.

I only model the basemesh anymore. Its a new age son

>> No.478266
File: 233 KB, 1480x626, dsdsdsd.jpg [View same] [iqdb] [saucenao] [google]
478266

why is my texturing all stretched? The UV map is correct...

>> No.478269

>>478250
yea and the problem with that is old man?

>> No.478275

>>478266
Look at the scale. Each box is equal in length on both the UV map and the actual model. So although it is small on the scale on the UV map, it isn't wider in practice.

>> No.478280

>>478019
automatic weights are trash like 90% of the time

>> No.478281

>>478118
if in maya all you need to do is skin the body mesh and apply a wrap deformer to the clothes.

>> No.478282

>>476990
>how the hell do you explain 3d graphics to elderly

"they're like cartoons but made in a computer"

>> No.478331

Does anyone have a maya 2016 cheatsheet?

>> No.478379
File: 81 KB, 614x700, 1410459867281.gif [View same] [iqdb] [saucenao] [google]
478379

I need a (possibly small and simple) retard-proof rigging program, something easy I can learn in one sitting.

Any suggestions?

>> No.478401

>>478233
>>478250
>>478254
>>478258
>>478269

Could someone please give some actual advice on the topo? I'm having trouble knowing how to fuse two parts that have different mesh density

>> No.478407

I'm using maya and say I place a cube, whenever I delete the history, it removes the inputs to control the sub division levels for each face. How do I keep the inputs?

>> No.478418

Why is 3D so much easier than 2d?

>> No.478449

>>478379
10mm to the temple.
There's just no way. Auto riggers are awful and need lots of cleaning up anyways. Rigging is just tedious, that's how it is.

>> No.478451 [DELETED] 
File: 65 KB, 1046x555, tiger.png [View same] [iqdb] [saucenao] [google]
478451

For the love of god, please help. I've been trying for 5 hours. I can't make a keyframe animation at all.

The only thing I seem to be able to do is make the tiger change X/Y position during an animation.

The pose remains the same throughout the entire animation.

Also when moving the tiger, the colored joints (I think that's what it's called) remain still while the entire tiger moves. Picture in the next post.

>> No.478452
File: 65 KB, 1046x555, tiger.png [View same] [iqdb] [saucenao] [google]
478452

For the love of god, please help. I've been trying for 5 hours. I can't make a keyframe animation at all.

The only thing I seem to be able to do is make the tiger change X/Y position during an animation.

The pose remains the same throughout the entire animation.

>> No.478453

>>478452
To clarify, I can make it have a pose on frame 1 and another one in 25. The result is that it maintains the pose of frame 25 throughout the entire animation.

>> No.478457

>>478453
Check that your frame interpolation isn't set to stepped or clamped.

>> No.478469

>>476880
in 3ds max should I use smoothing groups, NURMS subdivision surface, or the mesh smooth modifier? I'm coming back to 3d modeling and all my projects seem to use different methods and I can't remember which one was the best

>> No.478474
File: 853 KB, 1024x1024, Stone_Wall_Disp.jpg [View same] [iqdb] [saucenao] [google]
478474

Is painting around the stones in a stone wall good practice for displacement maps? What would be a more efficient method?

>> No.478477

>>478474
>What would be a more efficient method?
The modern way is to just bake displacement maps. There are several threads on /3/ right now about baking normal/bump maps, coincidentally.

>> No.478478

>>478477
Wouldn't that require me to have some sort of geometry?

>> No.478481

>>478478
Yes. Usually, you'd take a flat plane, subdivide a bunch, and sculpt those bricks by pushing and pulling, roughing them up, adding chips and scratches and so on. Then you basically just press a button and your modeling software spits out the displacement map.

>> No.478488

>>478481
>Sculpting

But I'm talking about from an image. Or do you mean sculpt around the plane with the image on it?

>> No.478489

>>478469
The things you mentioned all do different things. So I guess all of them? Depends on what you are trying to do

>> No.478490

>>478488
Oh, so you mean that you already have an image, like a photo of a stone wall, and you want to convert that into a displacement map, got it.

No, converting that to a sculpt would be more trouble than it's worth. Yeah, hand painting might be the way to go, but you're going to lose a lot of the original detail. There are a few apps out there that will attempt to do it automatically. They can use the light/dark of the image to calculate shadows and highlights and kind of guess where the bumps should be.

>> No.478497

>>478449

I'm not asking for autorigging, goddamit.

Read the post, don't just start mindlessly coughing up semirelated shit you heard here half way through.

I want a simple dedicated rigging program with a clear, intuitive UI.

>> No.478506

any website or book with exercises to keep me modeling and learning?

>> No.478520

I have an IBL set up in Maya, when i turn all lights off, the scene is still too bright. Is it possible to adjust the brightness/gamma of my HDRI inside Maya? The only options i can find on the mentalrayIblShape node are for hardware/VP only. I feel like i'm missing something about the way HDRI/IBL works.

>> No.478555

>>478489
I'm trying to make smooth geometry

>> No.478568
File: 214 KB, 483x559, Capture.png [View same] [iqdb] [saucenao] [google]
478568

>>476880
>>476880
I come from /diy/ and I have a basic understanding of modeling and am working in blender. I'm preparing a 3d model ripped from a game to be 3d printed, i have everything related to that figured out except one thing.

Just the model is textured with details that would appear likely be 3d themselves, is there an easy way to carve them out just by tracing them.

I've tried the sculpting tool, but it loses the texture as soon as you switch to dynamic polygon model, I've tried the knife tool, while extruding the faces inwards but it ends up looking too rigid, and the extrusion looks all haphazard when choosing an extrusion vector (although extruding by 0, then scaling the new faces might do the trick.)

The lines are curved so is there a way to project a bezier curve onto the model and slice along that line?

pic of model in question is attached.

>> No.478587

How would I use particles in 3ds max to create flying dirt?
Like if a baseball hits the ground and I want some dirt to fly up.

>> No.478619

>>478506
There is a monthly challenge at polycount forums.
polycount com/forum/showthread.php?t=153535
There are also weekly challenges but I don't have a link at the moment.

>> No.478621

>>478555
but exactly where? Like, a beveled edge? a piece that looks very curvy? is triangle budget a factor? Please show some pictures or something.

>> No.478622

>>477882
you'd be surprised, I'm still a student and have started doing some jobs on a few music videos, wire replacements and plate clean-up. Simple shit but you still get paid well for it.

Start off with plate clean-up and rotoscoping, don't start doing 3d scenes by yourself when you start working for money because its probably too much to start off with. compositing is a good point to start with, there's not as much work for complete 3D work, your better off starting your own little project to keep your skills up.

>> No.478623

>>478622
wire removal*

>> No.478624

>>477882
I could give some constructive criticism on that shot as well.

>> No.478626
File: 598 KB, 604x640, 1415424026453.png [View same] [iqdb] [saucenao] [google]
478626

is it possible to safe location coordinates of objects inside blender and making them quickly accessible so that one click would transform the object to the chosen location ?

>> No.478627

>>478626
Doesn't Blender have any scripting?
All you need to do is move the selected object to the given co ordinates, then create a button from it.

>> No.478628

>>478627
yeah, I guess I have to script it. I thought there might be a function for that already, so I thought I better ask.
thx for the reply, though!

>> No.478634

>>478497
(not the person you replied to)

I don't get what you mean then, there's stuff like boner3D but they're all essentially autoriggers.

>>478568
You can either sculpt it and bake a displacement/normal map (provided it has decent UVs), or polymodel it. The latter would be harder in this case because it would be more difficult to maintain the curvature while creating the paneling.

>> No.478645

>>478634
So if i bake a displacement map, I can get the extra geometry when i finally export the STL?

>> No.478647

>>478645
I forgot you were 3D printing it. I don't know much about 3D printing, but shouldn't you juts be able to take the sculpt and use that to print then? Sorry if I'm wrong.

>> No.478648

>>478647
To uses blenders dynamic sculpt model I lose the uv texture data which I'd like to trace along, is there another option or other free software to use that would do what i am looking for?

>> No.478651

>>478648
Never mind, Just watched a tutorial on displacement maps and I think I can modify the current texture into a map and then if i apply it as a modifier it will give me the extra polygons.

>> No.478669

Is it possible in 3ds max to have a map behave as an instance except for a few parameters? What I want is for 2 noise maps to be identical except for the high and low values, those should be different and fixed, but when I change some other parameter that should change both maps.

>> No.478692

>>478669
so i'm assuming you have a noise map, and it feeds into two different materials, and you want some parameters on the noise map to be different between the two materials?
I'm not sure what nodes Max has, but you could feed that noise parameter into two different expressions first, which then go to each of the materials. Have those expressions each start with a random value or a specified value.
Alternatively, if it's just for simplicities sake that you only want one noise map, you could have two, and connect all the attributes you want to be the same, and use one as a master to drive the other, except for the values you want to differ.

>> No.478701

>>478452
>>478453

software?

>> No.478745

is it frowned upon to use preset materials?

>> No.478749

>>478701
Maya. I solved it (kind of) by selecting the entire rig in before hitting 'S' for save keyframes. For a total of 50 keyframes.

I say kind of because it is a _extremely_ inefficient way to do it. For every time I created a keyframe without selecting the rig I got a keyframe that didn't show up on the timeline which later proved catastrophic and a major headache.

>> No.478830
File: 338 KB, 1892x994, Capture.jpg [View same] [iqdb] [saucenao] [google]
478830

Using Blender + Luxrender

Every time I use the Sobol sequence I get this black bar at the bottom of the image while everything else renders just fine. It does not do that with any other sampler so it forces me to use the random sampler as using Metropolis makes Blender crash.

Anyone know why I get this black bar?

>> No.478833

Anybody here uses Google SketchUp?

>> No.478933

>>478833

Sure, and then?


For my question:
I need a workstation to run Autocad, Revit, 3ds Max, Photoshop, illustrator cause I'm an architecture/engineering student. Should I open a trd due to the complexity of the problem? ( talking about Multithreading, cpu, gpu, ram... .... ... ) or no one care about this?

>> No.478935 [DELETED] 

Do I need to be able to draw to get into 3D-modeling? I am mainly interested in character modeling.


I just started drawing and it would be cool if I could improve my 3D skills alongside drawing instead of having to wait till I can draw good enough.

>> No.478971

1. Why does ZBrush stay on top of my programs?
2. Why does it cover the taskbar?

I want to disable these features.

>> No.478978

>>478933
cpu is more important in this case, it will increase interactivity. also most renderers are not gpu renderers. prioritize cpu/ram based on budget

>> No.478983

>>478978

ty!

I have 1000/1500€ but I already have have ssd and hdd, a nice power supply that's probably enough, case, and the others accessories.
I need a new motherboard, cpu, gpu, and ram. ( unless compatibility issues, of course )

1: What kind of processor? e5 or i7? I'm not a gamer neither I'm really interested in animation. I need only architectural photorealistic renders but in large format like A3/300dpi ( 4961/3508 ). With autocad i have only to work with 2D.
Autocad is a single thread application, but 3ds is not. Also Photoshop thake advantage in multicore.

2: GPU? I know that Mental Ray or Vray doesn't use gpu, well. Iray do it, but I'm not able to achieve nice results with it. I'm pretty noob, shud be a good idea to learn to use it?
Autocad use gpu, and gpu is crucial for accuracy in drawing so i know that a Quadro could be better, but honestly i don't need such a precision.
How far i should go to run 2 1980x1080 monitor using at the same time both autocad and 3ds without lag even with scenes with more than 1M poligon?

3: RAM? "Faster is better" it's alwais true? DDR4 or DDR3? 16 gb are really needed? I never used more than 5gb with 3ds that's the more ram expensive application that i use so i really don't know.

4: How to shoose the fuking motherboard???

>> No.478984

>>478978
Uhh, wrong... Only Photoshop and Illustrator will benefit from a good CPU. Autocad, Revit and 3DS Max will benefit a lot from a workstation GPU.

And most ray-tracers are actually GPU accelerated now... Even V-Ray; and Mentalray is making the transition.

>>478983
1. Preferably you'd want a nice mid-tier i7 and overclock it a bit.

2. Getting a workstation card isn't about the precision, it's about how much faster the model interaction and modification is. But if you find your CAD work is running smoothly without it, then don't bother. As for pushing to monitors, I'd go for a GTX 960 if you want something a bit more future proof, otherwise a 660 or 760 should do you fine. But if you can afford more, a 970 or better would be optimal. Focus on the variants that have the highest amount of RAM though. I'm personally suggesting people wait until Q1 2016, as both AMD and Nvidia will be switching to HBM2 stacked RAM and so GPU memory size will drastically increase, along with a shit tonne of other performance increasing features and a move from 28nm to 14nm fabrication size (huge ass leap).

3. DDR4 is indeed faster, but for 3D, you also want a multi-channel system, preferably quad-channel RAM setup for maximum bandwidth. 12GB is fine if you aren't using much... but it's nice to have more just so you're not limited if you want to render something more complex.

4. First, choose the CPU you want, then find a motherboard you want that supports that CPUs "socket type", as well as supports the type and amount of RAM you want, and has enough SATA and PCI slots for whatever cards and hard drives you want in it. Look at user review ratings as well.

>> No.478985

Someone created a thread a bit ago talking about increased frame rate and motion blur which turned into a flame war about keyframes in animation for games.
I just realised i have no idea what the standard is for animating for games. Should i just use a 24 FPS base? How do game engines deal with animation speed? obviously if a 1 second run cycle animated at 24 FPS is running in game at 60 fps, it isn't going to be 3x faster than intended.

>> No.478990

>>478985
Generally you animate at 30 or 60fps for a game, different from film where you'd usually do 24fps. Interpolation handles the rest.

>> No.478991

>>478984
if that was inaccurate, it's based off of my experience running maya on a better cpu + worse gpu and a worse cpu + better gpu. The former gave me far better performance/interactivity in viewport. am I wrong? (legitimately curious)

my comment about gpu may be biased because I only use pixar's renderman.

>> No.478995

>>478991

Thanks for your help, I'm checking what have you said and looks helpful and reasonable!

Apart the fact that gpu in autocad are really important for the goodness of the results and are related with the accuracy of the drawing. So quadro are the only supported cards according to autodesk also cause they are double floating point precision . ( I have a mid range laptop and after days of work and file exchanges inside the group happens that you have two walls that are supposed to be 4 meter distant each other, only 3,987 meter distant! For what i know that's cursed by hardware errors and approximation, so xeon, ecc ram and pro gpu. )

but this is pretty out of topic, cause no one in /3/ or at university cares about this, i suppose.

>> No.478998

>>478990
If i animate at 30 fps, and the game uses vsync, the game engine should half the animation speed / double the animation frames, right? and then do that adaptively for an unlocked frame rate?

>> No.478999

>>478998
>If i animate at 30 fps, and the game uses vsync, the game engine should half the animation speed / double the animation frames, right?
Vsync is handled 100% by the graphics card driver.
>and then do that adaptively for an unlocked frame rate?
Nope.

>> No.479032
File: 30 KB, 1024x1024, Synthese+.svg.png [View same] [iqdb] [saucenao] [google]
479032

Sup /3/

How does one simulate the effects of using a bad digital camera?

I'm aware of chromatic aberration, lensflare and bokeh from dust on lens, but how could I simulate stuff like CCD sensor noise, optical warping and other effects?

Can be within a 3D program or in Photoshop...

>> No.479033

If I know Maya, and wanted to learn Max, how would I do that? It feels so... static.

>> No.479036

>gon on cgpeers
>download a book about Blender
>check the comments for reviews and shit
>some guy says something like "cool, I can use this in my work"
>some guy writes a 50 line reply rambling about how Blender can't be used for "real work" and bla bla bla

Why do people care so much about what software other people use? Why do you feel the need to waste your time writing something like that? Do they think people value your opinion? Don't they have work or something better to do? Just lol

>> No.479037

>>479036
>Why do people care so much about what software other people use?
Why do you care?

>> No.479038

>>479037
I don't, I'm just curious

>> No.479039

>>479038
How can you be curious about something you don't care about?

>> No.479061

>>479036
12 years olds feel superior for pirating software that professionals use and regularly need to remind everyone of that fact. See /3/

>> No.479065

>>478984
>Even V-Ray

Although they've been working a lot on their GPU rendering in recent updates, it's still not as efficient as its CPU renderer.

>> No.479075
File: 24 KB, 419x409, hammer.jpg [View same] [iqdb] [saucenao] [google]
479075

how do cut mesh in blender?
i have to subdivide first?
seems like there is no simple way to do it

>> No.479076

>>479075
Are you talking about adding loop cuts? Ctrl + R if so

>> No.479077

>>479076
i want to cut a square inside of a square

>> No.479078

>>479077

Select a face and then press your i key

>> No.479082

>>479078
thanks bro

>> No.479094
File: 608 KB, 1638x1080, sword.jpg [View same] [iqdb] [saucenao] [google]
479094

So I'm looking at this sword and I'm so confused.

So silly question?

Is there any valid reason why you need 2.2k triangles for this sword?

>> No.479096

>>479094

Literally, I looking at this and I'm totally confused. I even wrote a long post trashing the person work. But, before I post it, is there any valid reason for this.

>> No.479097
File: 464 KB, 1903x1039, sword group.jpg [View same] [iqdb] [saucenao] [google]
479097

>>479094
>>479096

That particular model looks pretty amateur in how the spacing is used to describe the edge curvature, and I'm a bit sceptical on the seemingly excess use of polygons on the hilt.
But I can see what anon went for there having the polygons outline the lumpyness of katana-style grip wrapping.
All in all, I must say that writing long posts trashing someone, that's clearly still in the learning stages, is a lot more offensive than using some excessive polygons.

Outside the scope of anons model, depending on how detailed a model you're making having something like 2K for a sword isn't very outrageous though.
A curved edge will take a bunch of polys to sustain. Pic related is a small collection of swords I once made. The lowpoly versions of some of these would probably land somewhere around ~2K.
Perhaps even more for the flame-bladed ones and those with elaborate hand guards.

>> No.479099

>>479094
>>479096
>>479097

Polycount for something like this also ofcourse depends on the context. If it's a first person model or something that will be showed up close in say a cut-scene or otherwise close to camera a lot 2K+ is justified.
If it's like 3rd person distance on several characters and will occupy very little screen estate having it that detailed is pretty wasteful.

>> No.479110

>>479099
even if it's third person, and doesn't fill much screen space, if it's a player weapon and isn't going to be, say, held by dozens of NPCs at once, or filling a wall rack, then 2-3k is more than acceptable.

>> No.479116 [DELETED] 

In ZBrush, how do I pan/rotate/scale the model on the canvas when my mesh is taking up the entire screen and without moving my mouse to a blank area of the canvas?

I see people do it in tutorials.

>> No.479118

>>476990

"Like a weird mix of sculpting and papercraft"

>> No.479140

>>479032
In Photoshop is quite easy! You can add a gaussian chromatic noise ona new layer and marge it. To add aberrations use the tool to correct aberration.

>> No.479143
File: 145 KB, 1200x800, primitivesphere02.jpg [View same] [iqdb] [saucenao] [google]
479143

Hi, I took this primitive sphere in Maya and cut a chunk out of it and then extruded the new shape. I am just really confused why the ex primitive sphere has retained a smoothness while my constructed polygons stick out like DB's. No sub divs are on and my built polys are similar in size.

>> No.479144

>>479143

Resolved

Normals > Harden/soften edge

>> No.479146

>>479140
Very nice, thank you! There are indeed some great tools in there and I just learned how to do DOF via a Z-map... Awesome!

How about simulating other shortcomings of cheap camera sensors and optics?

>> No.479152

>>479146

Depending from your subject you have to add dof in rendering or you can do that in photoshop.
In 3ds you can set dof in camera settings
In ps you can blur a clone of your image and marge it with layer mask.

There are lots of tutorials if you search for photography. You can search for Lomo or Polaroid for lens effects. For sensors, it's nothing more than noise, Ps > Effects > Noise > add Noise
Create two layer, one for monochromatic noise and one for colored noise. Marge them with your pic before ambient effects.

>> No.479165

>>479152
Sweet, thank you very much!

I do have a question tho:
I've played with dof in 3ds (very render-time heavy) and in Photoshop (via a depth map, feels like f'n magic).
You say that depending on my subject I have to chose one or the other... What are the criterion? Why use one method over another when (to my naive self) it seems like the photoshop technique is 1000x faster?

>> No.479285
File: 90 KB, 871x651, castle.jpg [View same] [iqdb] [saucenao] [google]
479285

i only know basic texturing
how to approch this?

>> No.479287
File: 46 KB, 599x629, 2132323.jpg [View same] [iqdb] [saucenao] [google]
479287

Hey guys. Total newbie here.
Im a 2d artist that wants to try to learn zbrush.
I had problems with symmetry not being horizontal, with my render looking low poly (i guess it must be because i dont know how to use the subdivisions thingy yet) and im struggling with the program crashing out of nowhere.
Any advice/tutorials would be very appreciated!

>> No.479288

>>479287
http://pixologic.com/zclassroom/homeroom/lesson/zbrush-introduction/

>> No.479292

In ZBrush, how do I Polypaint texture detail in addition to flat colors? Do I have to use Lightbox? This is the first time I've tried texturing.

>> No.479306

>>479285
first step would be to repair your normals

>> No.479319

>>479306
there is a floor

>> No.479411

>>479292
read and watch more about polypainting

if some info is unavaliable free and you need it to finish a job then pay a proffessional to help you

>> No.479420

I am moving at blender to 3dsmax. If i am right there are two smoothing options in 3ds. Meshsmooth and turbosmooth. Which one is more like blenders subdivision surface?

>> No.479431

>>479285

You don't. Into the trash it goes.

I suggest you turn off the smoothening or whatever it's called. To actually smoothen stuff You use subdivision surface modifier. Also, keep in mind that a good texture isn't going to help the fact that the whole model looks like shit. Get UV map of each object you have and just texture it if that's what you're asking about. You won't even have to seam anything here, since everything's just pile of separate objects.

>> No.479434

>>479411
I've watched paid Polypainting tutorials from Gumroad and 3DMotive, but they don't go beyond using flat colors. It seems the detail is always done either through sculpting or Lightbox.

>> No.479436

>>479431
>I suggest you turn off the smoothening or whatever it's called. To actually smoothen stuff You use subdivision surface modifier.

why

>keep in mind that a good texture isn't going to help the fact that the whole model looks like shit.

yeah im not going to polycount with that if that's what you are thinking
im just adding/modifying things to this based of stuff im learning

>> No.479437

>>479434
then go to freelancer and ask for training per hour

>> No.479441
File: 346 KB, 500x500, 1404594345230.gif [View same] [iqdb] [saucenao] [google]
479441

i have a few
1. Whats a good site to startpost my models on for programers to use
2. how many people actully create their own textures?
3. in blender how do u make an object bend into a urve; like if you took a metal beam and bended it

>> No.479442

>>478280
not really, normally u can use them to get moste of the rig weighted and then just paint the rest that arnt weighted right

>> No.479443

>>479441
1.im gussing unity shop
2.i don't really know, graphic designers do that
3.sculpt or add nurbs curve and bevel

>> No.479444

>>479443
1. i tried that first but i think i hafto have my own website or watever they want for url.
2.ok
3. thanks

>> No.479445

>>479431
>I suggest you turn off the smoothening or whatever it's called. To actually smoothen stuff You use subdivision surface modifier.
>smoothening
You mean smooth normals
>You use subdivision surface modifier
sure, why simply use normals when you can increase your polycount for no reason other than you're retarded and don't know how to use normals.
>Also, keep in mind that a good texture isn't going to help the fact that the whole model looks like shit.
Actually with simple shapes viewed from afar that is exactly what a good texture will do.

quit giving bad advice.

>> No.479446

>>479441
1. I use Sketchfab to host my models; it's pretty cool, since it has a built-in previewer in the browser (though I think it requires a plugin).

2. Does it matter who else creates their own textures? If you want to produce something that requires some meticulous hand-crafting, then do it.

3. https://www.youtube.com/watch?v=moryL-IiooA

>> No.479448

>>479446
1.i'll check out sketchfap
2. not really its just whenever i put textures on my models they aways look obviously out of place while everyone else makes them blend in the model perfectly if u know what i mean.
3. thank you this will be useful

>> No.479451

>>479448
Ah, sorry regarding #2; I misunderstood.

Lots of people use Photoshop to touch up their textures by hand to make some final touches to the texture. It isn't normally in the early stages of creating the texture.

>> No.479452

>>479451
ah hat makes sense then, thanks

>> No.479459
File: 3.25 MB, 3840x2160, 1431733772970.png [View same] [iqdb] [saucenao] [google]
479459

How time consuming is 3d animation with human models? I know pretty much nothing about this, but let's say per second of animation, if we disregard the face, how much work/time does it take to make good to middle tier animation? For said human body, per today's standards.

>> No.479463

>>479459
Depends on time constraint and the level you're going for

But in an animated feature animators can get up to 2-3 weeks for a shot. You can definitely go faster but it can take that long for something of a high level of polish

>> No.479464

>>479459
Middle tier? Not sure exactly what you mean about that but if you know what you're doing you can easily do at least 10 seconds of animation in a days work. Also depends on the rigging.
If using mocap it can take longer due to the heavy cleanup you need to do, but the end result is often more believable.

>> No.479466

>>479459
What, are you going to make porn of Ciri?

>> No.479467

>>479459
Simple motion like gesticulating and shifting stance around, like when talking or interacting with things from a fixed position can be quite fast.
Doing scenes like that you'll make minutes of animation in a day. As soon as you have more action in the motion that figure drops sharply.
Getting complex full body motion like acrobatic or athletic performance down takes a lot of attention and time, if you're an experienced animator and
you perfect what you're doung to the limits of your ability ~10 secons is probably in the ballpark of what you'll be able to make in a day.

>> No.479472

>>479467
>talking
>minutes of animation in a day

That's not going to look remotely good at that rate.

Even 10 seconds in a day is going to be nowhere near "perfect."

I guess standards vary

>> No.479473
File: 1.10 MB, 800x1316, 1432681873754.jpg [View same] [iqdb] [saucenao] [google]
479473

>>479466
sadly no
>>479463
>>479464
>>479467
I guess that sounds pretty reasonable when you think about it, officially not upset by this, thanks guys.

>> No.479476

>>479473
For in-game animation if that's what the other anons are referring to, 10 seconds a day seems reasonable. But for stuff of cinematic or feature quality 10 seconds a day is too fast to make anything of high quality. Hell, 10-20 seconds a week is pretty fast in that realm. There's a reason people's animation reels are generally under a minute and a half...

>> No.479477

>>479476
well for vidya, at least good ones without bullshit amounts of cutscenes you aren't going to have to make hours of animation exactly, maybe just overall and if I get anywhere that's propably what I'd want to end up working with
Really explains where the Witcher 3's budget went though

>> No.479478

>>479477
If you're learning animation, you should really take your time. Don't rush and make something shitty.

http://www.animatorisland.com/how-fast-should-you-animate/

Feature animators in 2D went a bit faster but that's because they only didn't have to do polish (cleanup) and had inbetweeners/assistants. Nowadays, one animator does the whole process himself, so believe it or not, it tends to be slower at the feature level. Animation speed can be expedited somewhat in games through the use of mocap.

>> No.479479

what would you recommend as 3D engine to make 3d sidescroller

>> No.479480 [DELETED] 

>>479479
>>>/vg/105774315

>> No.479527

>>479420
c-can i get answer pls :(

>> No.479536

>>479420
move to maya. 3ds is getting trashed by autodesk.

>> No.479541

>>479479
get unity and the book Unity Game Development Blueprints which tells you how to make a 3d sidescroller

>> No.479543

How do i sculpt without noodling around and making random movements with no reasons?

when i see people sculpting they just go at it and bam they have an amazing sculpt. when i try, its just a mess

>> No.479544

[10:50:57 AM] Skypras: Hi, I am Teddy. Once you read this you cannot get out. Finish reading this until it is done! As I said, I am Teddy. I am 7 years old. I have no eyes and blood all over my face. I am dead. If you don't send this to at least 12 people I will come to your house at midnight and I'll hide under your bed. When you're asleep, I'll kill you. Don't believe me? Case 1: Patty Buckles Got this e-mail. She doesn't believe in chain letters. Well, Foolish Patty. She was sleeping when her TV started flickering on and off. Now she's not with us anymore. Ha ha patty, Ha ha! You don't want to be like Patty, do you? Case 2: George M. Simon Hates chain mail, but he didn't want to die that night. He sent it to 4 people. Not good enough George. Now, George is in a coma, we don't know if he'll ever wake up. Ha ha George, Ha ha! Now, do you want to be like George? Case 3: Valarie Tyler She got this letter. Another chain letter she thought. Only had 7 people to send to. Well, That night when she was having a shower she saw bloody Mary in the mirror. It was the BIGGEST fright of her life. Valarie is scarred for life. Case 4: Derek Minse This is the final case I'll tell you about. Well, Derek was a smart person. He sent it to 12 people. Later that day, he found a $100.00 bill on the ground. He was premoted to head officer at his job and his girlfriend said yes to his purposal. Now, Katie and him are living happily ever after.The have 2 beautiful children. Send this to at least 12 people or you'll face the consequences. 0 people- You will die tonight 1-6 people- you will be injured 7-11 people- you will get the biggest fright of your life 12 and over- you are safe and will have good fortune! Do What Teddy Says!!!! Hurry, you must send to 12 people before midnight no send backsBeebee

>> No.479545

>>479543
It's called intuition... You develop it by practicing, so you just naturally know how and where to stroke to get the results you want. Just every day if you can, try doing a new quick sculpt to work on getting your forms out quickly and properly. Fiddling around trying to make one mesh look great for days or even weeks is just going to stagnate your learning.

>> No.479557

How do I into anatomy? I study all the names and stuff and forget it in a few weeks time

>> No.479584

>>479543
>How do i sculpt without noodling around and making random movements with no reasons?

You make every movement you do with a clear intent and purpose.
If you don't know what you need to do you spend a few seconds thinking about what you wanna have happen and why.

It's all like "okay, so now I need this angle here, and I need this curve over here, and I need it to be of this proportion in relation to this other shape over here".
Rest is just about having the eye judgement and muscle dexterity to execute the edit that need to happen.

>> No.479602
File: 152 KB, 436x560, Hair problem.webm [View same] [iqdb] [saucenao] [google]
479602

>>479557
Don't just study names, get a feel for where everything goes. Look where the muscles attach to the bones, and if you need help remembering that, then remember that muscles only contract so by looking at where they attach you should also learn why they're there.

Also how the hell do I get the collision to work properly? As in will actually not move through the collision object even when moving fast? Turned on hair dynamics, turned the sphere into collision object, upped the quality steps in the hair dynamics, messed with the soft body face thicknesses.
Feels like adjusting the face thickness makes a difference but in the end won't completely stop the hair from clipping.

>> No.479609

>>479602
Okay I think I finally found a fix. I just duplicated the sphere and made that the collision object and it seems to work now.

>> No.479619

Where and how does someone begin learning to making 3D models?

>> No.479624

>>479619
pick a program first then learn to add mesh/objects and go through the tools that you have

youtube and forums are good source of info

>> No.479626

>>479543
I have this problem too.

>> No.479636

why does blender don't have intrude and extrude next to eachother

>> No.479637

>>479636
>why does blender don't
>intrude

>> No.479679

I have a student trial of Maya and 3DS Max, and I have blender.

I took an animation class for Maya, but I was wondering: Should I learn Blender during my summer, or should I stick with Autodesk?

I've been finding Blender extremely fun to use, but Maya is also fun at the same time.

I'll be taking a class in 3D Modelling, so another question: Which program is, in your opinion, easier to model in? Blender, or Maya?

Just at sort of a forked road, here.

>> No.479695

>>479679
Blender fork: having to memorize tons of hotkeys and no employability down the line
Max or maya fork: Learn how to model faster, easier to learn other 3d programs, more functionality, more employment opportunities down the line

>> No.479701

>>479695
thats bullshit
>>479679
READ THE DAMN STICKY

>> No.479704

blender literally won't close viewports anymore

why they have this memearrow shit with so many cursor options in the program
all of those fancy shortcuts and there is no close viewports shortcut only a fucking memearrow that only responds if you put your mouse in the exact way it wants

>> No.479719

In ZBrush, what is the method of projecting images onto a sculpt to create geometry called? I want to look up some tutorials on it.

>> No.479720

>>479704
you must be stupid

>> No.479722

>>479720
you have to admit though its pretty tricky to use at first. Its a weird way of closing a window when you could just drag the window to the side or close it.

>> No.479723

If the city of these and other threats to fuck and soul out on the boardwalk post as it built up to talk
about wanting than a couple, but, on the soul, and if the state up to the spots on the boat?

>> No.479741

Why do we still have to chamfer cube edges? Are rendering engines still so retarded they can't compensate for sharp edges?

>> No.479742

>>479741
Some render engines have at least experimented with render-time chamfer shaders. I know Mental ray has such capability.

But to awnser your general question you might attempt to sit down and make a fragment program that does rendertime edgedection and chambfering
and then come back and tell us how retardedly simple it was to build a roburst feature that handled it. You might learn that what you ask for is by no means trivial.
Frankly asking the question in that tone makes you yourself look all retarded.

>> No.479744
File: 142 KB, 1365x732, tree.png [View same] [iqdb] [saucenao] [google]
479744

Hey guys, trying to UV map my tree trunk here, but the cylindrical mapping is mesed up - any help?

>> No.479745

>>479720
if you open too many viewports by accident it won't let you close them, its a major bug

>> No.479747

>>479744
select the trunk, uv by camera, cut along a vertical edge loop, unfold. it won't be perfect, but it'll be a better starting point

>> No.479748

>>479747
What do you mean by 'cut along'? I did the edge loop, but select half of the faces, or how?

>> No.479750

>>479744
https://www.youtube.com/watch?v=dahgVetfUZg
do this. then select all UVs and uvs >optimize

>> No.479754

>>479744
use the unfold3d algorithm, it works better than the old UV tools 99% of the time

>> No.479756

>>479750
sorry, but the tutorial doesnt follow. When I click the move and sew button they do not unwrap as in his video

>> No.479757

>>479756
sorry, but you're doing something wrong, because i use this technique all the time, and know that it works on at least 2014,15 and 16.

>> No.479773
File: 40 KB, 919x535, UV.png [View same] [iqdb] [saucenao] [google]
479773

>>479757
I did it exactly as the video, it doesnt work.

The select-edges-to UV selection doesnt work, so I manually select the same UV-set that he does.
The move and ser action gives this result, and the unfold does nothing orderly.

>> No.479774

>>479773
You're selecting something wrong. I've seen similar problems when i've made mistakes during that process before.
in vertex component mode, select a loop long ways down the tree, if the top or bottom of your tree is capped select all verts on the cap (i.e around the edges and any verts on thec apped face(s)), convert selection to UVs, then invert selection in the UV editor by shift + drag select over all the UVs.
So essentially, the vertex along the edges that are UV seams are not selected. Then do the move and sew.
Then use relax and it will space your uvs more as they are on the model (i,e the thicker base on the trunk will have more spread out UVs)

>> No.479775

>>479774
Sorry bro, did that to begin with and it doesnt alter anything. The move and sew produces the image I showed

>> No.479776

>>479775
Somehow I got it to work! If I unitized the mesh again, and then did our approach, it seems to work . thanks for all your replies guys, ill show a picture of the texture later

>> No.479796
File: 84 KB, 1074x792, lGCFJ.jpg [View same] [iqdb] [saucenao] [google]
479796

What kinds of problems are overlapping faces like this going to cause?

- These are models for a game, not render.
- These are not humanoid/character models, they are purely mechanical things, like vehicles, weapons, and buildings.
- They will be animated but only simple animation like wheels turning on a vehicle. No skeletal animation, for example.
- They will be UV unwrapped and textured.
- Some textures will be baked, like normal maps.

So, given that type of usage, do I need to be strict about avoiding overlapping geometry?

>> No.479808

>>479796

Besides the fact that it's clearly overlapping and looks like shit, unless you're going to try to put some armature into these particular parts I think it's going to be fine.

Why not just connect those two though? Are those two separate objects?

>> No.479813

>havent used zbrush in half a year
>was able to use it pretty well before
>now i have no idea what to do

shit. how can i get up to speed again?

>> No.479814

I want to learn 3D from Gnomon to help me with illustrative work( money isn't an issue for online schools for me) but they require a portfolio to show that you know the software and are competent at it. How can a complete noob like me get up to that level? Should I just stick to youtube channels and sites in the sticky?

>> No.479815

>>479742
>But to awnser your general question you might attempt to sit down and make a fragment program that does rendertime edgedection and chambfering
>and then come back and tell us how retardedly simple it was to build a roburst feature that handled it. You might learn that what you ask for is by no means trivial.
>Frankly asking the question in that tone makes you yourself look all retarded.

What exactly is going to happen if I don't chamfer my edges and the rendering engine doesn't attempt to compensate? It's going to draw an edge?

>> No.479817

>>479808
He will save tris by not connecting them. In many situations, this is more desirable than nitpicking sharp edges

>> No.479820

> Hello Whats UP ?

>> No.479821

He knows somethink about hack

>> No.479829

>>479815
>What exactly is going to happen if I don't chamfer my edges and the rendering engine doesn't attempt to compensate? It's going to draw an edge?

It's going to draw a edge that looks as though it's a direct transfer. Much as if you fold a paper and make a really hard crease, only that it'll stay just as hard no matter how close you look.

>> No.479850

>>479808
It's just an image that I found. It shows what I meant by "overlapping" better than a screenshot from one of my models would have.

>> No.479852

Is this a good starting point for learning Blender? Pls don't tear me apart.

https://www.youtube.com/playlist?list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkS

>> No.479853

>>479852
no. you have to go in without tutorials
and then become a 3d GOD

>> No.479854

>>479853
I think you missed the point of the question.

>> No.479858

>>479854
It is you who has missed my answer

>> No.479859

>>479858
I didn't ask the question. I didn't answer the guy because I don't use Blender.

>> No.479861

>>479829
> a direct transfer

I'm not an expert in rendering, explain to me what that means

>> No.479885

if i want to make a character leaning against a tree, to i model it in a t pose and then rig it and move it in the position i want or do i model it leaning from the get go?

>> No.479888

>>479885
model in a t pose or a pose. Even if you only ever take 1 still of the leaning pose, and don[t rig it, it will be easier to model most of it in a t pose then move it to pose when most or all of it is modelled.

>> No.479889

>>479888

Related: When you model a T pose, should the legs be facing directly forward or should they be slanted and more natural?

>> No.479890
File: 37 KB, 1016x684, wip014.jpg [View same] [iqdb] [saucenao] [google]
479890

do these testicles look juicy enough?

>> No.479891

>>479889
I model them perfectly forward because it makes rigging much easier.

>> No.479892

>>479888
okay, thanks

>>479890
yes

>> No.479909

>>479890
Too much ball, not enough sack.

>> No.479926

>>479909
https://www.youtube.com/watch?v=-XzQcpcgCKY

>> No.479937

>>479814
pls respond

>> No.479949
File: 211 KB, 1023x844, shoulder.png [View same] [iqdb] [saucenao] [google]
479949

I've been struggling to make shoulders that look good and deform properly in animations. This is a different approach than how I used to do it and want your opinion on it.

Yeah, she doesn't have a real pronounced shoulder, it's kinda tentacle-like the way it protrudes from her chest, but I think this is what needs to be done for a fragile feminine look, but I'm just not sure how to execute it properly. I'm certain that this will deform much better than my old method of creating a T shaped chest with shoulders that shoot out and then extruding the arms out down.

I think it would be better if I were working with a nude reference, but couldn't find a "front side back" reference image for this slender flat body-type I want to do.

>> No.479951
File: 92 KB, 1290x855, side.jpg [View same] [iqdb] [saucenao] [google]
479951

>>479949
me

and here's the side perspective, just for the heck of it.

>> No.479952
File: 144 KB, 987x831, wip.jpg [View same] [iqdb] [saucenao] [google]
479952

I'm coming along. I can still redo the shoulders and I think it needs to be done.

>> No.479953

>>479949
It looks like the arms are under thick clothing anyway so it shouldn't matter much as long as the deformation isn't terrible. In any case, both the tube method (which you're doing) and the "cape" (more anatomical) can work fine as long as the point weighting and joint placement is good. It looks like you need another look at the actual armpit crease. Think about where her shoulder actually bends from.

>> No.479955

>>479953
another edge loop* not look

>> No.479959

>>479859
If don't know then fuck off

>> No.479960
File: 343 KB, 1920x1080, 0001-0100.webm [View same] [iqdb] [saucenao] [google]
479960

>>479953
>>479955

>It looks like you need another look at the actual armpit crease.

Oh god, yes please!

>"cape"

That's a very intuitive way to describe that. It makes perfect sense to me, that's the "T chest" way that I was talking about

Maybe I have just been weight painting it wrong. Here is a model I did from an animation project that is on hiatus right now. He has a "cape" style shoulder I did and it deforms horribly when he raises his hand.

>> No.479961

>>479960
Nice larry david :^)

>> No.479962

>>479961

Thanks, that was exactly what I was going for.

>> No.479966

I'm way new to the modelling thing, and to get better I'm modelling my own assets for my game instead of just using everything they give you for free or can download for free.

So here's two-ish questions:

1. What can I do to improve this gun? This is just in the maya smooth mode by the way.

I look at lots of guns form games online and it seems like I'm missing all the little details and ridges and extrusions and shit. Not so much to make it a mess, but as it is it looks silly smooth.

2. Related to question one, what program can I use to color in and texturize this gun? I can make it whatever color and mess with a couple things in Unity and if I looked for it there's probably options for that in Maya itself, but I thought I heard of some specific software you import your 3d stuff into and color/texturize it.

What should I do to color it and make it look more gun-y?

>> No.479967
File: 101 KB, 1056x654, gunprogress1.jpg [View same] [iqdb] [saucenao] [google]
479967

>>479966
forgot pics

>> No.479969
File: 92 KB, 1056x654, gunprogress2.jpg [View same] [iqdb] [saucenao] [google]
479969

>>479966
>>479967
2/2

>> No.479972

>>479969
1. I'd recommend:
-starting out with as few vertices along an edge as possible, to avoid areas where you may have moved some accidentally, which ends up making your gun look like it was made from playdoh, or learn how to use snap to vertex while using the move tool

-Model seperate parts irl as seperate parts in your model, your gun doesn't make any sense yet.

-if you dont know what a bump map or normal map is, google the shit out of it. If you don't know how to UV unwrap and project UV's, google the shit out of that.

-In the case of a gun or anything else that you may be seeing up close in a game, you may want to use "supporting edges", which are edge loops that you place close to where your hard edges would be on a gun, so that when you smooth, you get to control how hard or smooth the edges are by sliding the edge loops closer or farther away from an edge.
If you are using Maya, use Subdivision proxy to view the results or sliding edge loops in real-time.

2. Once you've learned how to create a UV map for your model, project Uv's, export this uv map as an image file (white or black background, with white or black outlines that show all of your geometry), download GIMP image editor, open up said guideline/blueprint image as its own layer, create a new layer for each differnt map you'd like to make (diffuse, specular, bump, etc.)

>> No.479973
File: 1.19 MB, 3264x2448, image.jpg [View same] [iqdb] [saucenao] [google]
479973

How is the job market for 3D artists? Is it more just a hobby thing?

>> No.479989

Are still render supposed to take a really long time for a nearly noise free image? I know they take a long time but I'm talking about a really fucking long time.

Also which is the best sampler to use?

>> No.480002

>>479960
That's a weightpainting issue not a topology issue. You need to weight more of the top of the shoulder to the clavicles, this is why his arm is losing volume. Remember a joint is just a pivot point, so if the top of the shoulder is influnced by the shoulder too much, it will collapse inwards when raised.

Also, whenever you raise your arm past a certain amount the clavicles are forced to raise, so you shouldn't worry if extreme upward shoulder rotation looks weird as long as it looks ok with proper clavicle posing

>> No.480012

>>479973
I'd like to know, too. I dropped out of college for Comp Sci. The college i went to doesn't have a 3d program, so I'm not sure what I would major in.

I'm happy doing this as a hobby and building my portfolio for now, though.

>> No.480036
File: 54 KB, 220x220, icon1.jpg [View same] [iqdb] [saucenao] [google]
480036

how do i make my insert cube, insert spheres, stick to the mesh? is it unified skin? they seem to not want to stick faces together.

how do i flip a mesh so the floors on another side? like in photoshop you can rotate your canvas, etc.
thanks!

>> No.480039
File: 684 KB, 1200x800, 123d.png [View same] [iqdb] [saucenao] [google]
480039

Opinions on pic related? I'm being asked about it by someone I know and have yet to be able to get any good results with it.

>> No.480042
File: 135 KB, 480x300, dlmc.jpg [View same] [iqdb] [saucenao] [google]
480042

>>480036

The thumbnail reminded me of dexter's lab master computer

>> No.480045

>>480042
haha kind of. i made it myself. dede is such a bitch but i love her u kno

>> No.480051

>>480045
Dee Dee is all grown up now she prolly got the Dee already

>> No.480053

>>480051
>Yfw Dee Dee gets fucked by Mandark in Dexter's lab whenever he isn't there

>> No.480093

Is Ik/Fk absolutly necessary for animating? Without them, what has been made more tedious than usual?

>> No.480095

Can someone give me a tl;dr of the differences between an FK and IK rig?

>> No.480114

New job wants 3ds max and AE. Never touched them. My core is in Nuke and maya. Any tips on getting it down fast?

I have the job just gotta get up to speed

>> No.480116

>>480093
well by default you work with fk. You can't not have fk. fk is where the top level hierarchy movement follows down the chain. so say somebody climbs over a wall, when the body moves upwards, then hand is ontop ofthewall, the body moves upwards, the shoulder has to rotate down, the elbow joint has to be rotated to bend the arm, the wrist has to be rotated to maintain it's exact angle. so in this case you have to juggle the should and elbow rotations to maintain the hand position. With IK, the hand maintains it's transforms independently, so you key the hand in place at two frames, and it stays there regardless of where the body moves, as long as it's in range of the joint lengths.

>> No.480123
File: 2.53 MB, 825x672, pivot.gif [View same] [iqdb] [saucenao] [google]
480123

Why does the pivot change when I select a target for my IKHI Solver?

>> No.480124

what software would you recommend for a beginner? literally has no experience in 3D modelling but I'm looking forward to learn in making so I can make models for games on Unity

>> No.480133

>>480123
The flavor of fuckery that is the 'float error' most likely. Basically you happen to end up with a position that takes to many decimal digits to store so a severe rounding error occurs.
This looks like a pretty morbid example though, are you sure all of your helpers actually lie in the same plane?

Either way to avoid shit like this it's advantageous to not rig in a slanted plane but to do so perpendicular to one of the world axes if at all possible.
And use bonelengths and angles that have few decimals in them.

>> No.480136
File: 2.23 MB, 854x352, 1365925270100.gif [View same] [iqdb] [saucenao] [google]
480136

>>480133
The problem is my pivot. I was able to work around the program by placing the bones (and pivot) flat. And in the end, it didn't even resolve the gimbal lock problem. Fuck me.

>> No.480138 [DELETED] 
File: 61 KB, 909x648, Untitled.jpg [View same] [iqdb] [saucenao] [google]
480138

>>480136
What dictates which direction the "End Effector" points towards? I would not be having these problems if I could just change its direction.

>> No.480139
File: 61 KB, 909x648, Untitled.jpg [View same] [iqdb] [saucenao] [google]
480139

>>480136
What dictates which direction the "End Effector" (purple line) points towards? I would not be having these problems if I could just change its direction. I tried rotating the bone, which seems to work at first, but then the purple line resets.

>> No.480142
File: 1.41 MB, 789x473, FUCK.gif [View same] [iqdb] [saucenao] [google]
480142

>>480123
>>480136
>>480139
Okay, I fixed the problem. It was (obviously) the direction in which the HI Solver was facing. I still don't know what dictates the direction, but I turned it around using the controls under the Motion tab.

>> No.480440

>>479459
1 month of polishing a 10 second animation if you plan to work for a aaa animaton film

>> No.480486

Looking for resources on texturing skin.

I've read the sticky and its texture section is mostly "where do I find textures" which isn't what I'm looking for, I'm trying to learn technique.

>> No.480519

In Blender Is there any way to disable mouse click drag ? for some reason I can drag objects/vertices by holding right click, I want to move objects using "G"..

>> No.480534

>>480486
3DMotive - Organic Polypainting in ZBrush Volume
Digital Tutors - Explore Finishing Tecniques for Highly Detailed Sculpts
ZBrushWorkshops - Creating Realistic Human Skin Textures
ZbrushWorkshop - Texturing & Rendering Realistic Skin

>> No.480587
File: 392 KB, 734x694, so far so what.png [View same] [iqdb] [saucenao] [google]
480587

>>480534
thanks, I'll look at those

this is what i've been able to do so far on my own

>> No.481578

>>476880
Where do I start?

>> No.481984
File: 101 KB, 798x653, bullet.png [View same] [iqdb] [saucenao] [google]
481984

how do I go about UV unwrapping this bullet in 3ds max with out having any visible seams

>> No.481985

>>481984
*UVW