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/3/ - 3DCG


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536842 No.536842 [Reply] [Original]

Previous thread:
>>533615

Outstanding questions from previous thread:

What is the w dimension?
Is it possible to use the inverted normals method of making cartoon outlines in maya?
Is there a mask selection tool in 3Dsmax?
Is there any reason to use topogun / 3dcoat vs. a down subdivided mesh from mudbox?
Are there any sites specifically for cycles shader examples?
How to get better at UV unwrapping for someone only familiar with Maya?
Is there a way to have a "straight curve"" in the soft selections in 3ds max? Like, instead of having a pinch or a bubble, making the deformation linear, like a cone.
What is VXGI? Is it kind of path tracing rendering or what? I do understand that it's voxel based, but I can't get WHY and what is this about, and reading about it doesn't really help.
What are some good sources for learning online (Maya in particular, but I'm also interested in Nuke and the whole vfx pipeline)?
I've never rendered anything before and every time I open the render viewer everything is ridiculously darker than it is while I'm in the workspace with the lights activated. Even when I change the gamma. Trying to render a PNG with Arnold.
I need to accurately move and duplicate zsphere chains in Zbrush. There's no immediately clear way to do this, and the only plugin I can find that says it helps with this issue is old as fuck, crashes often, and is really unclear.

>> No.536843

Working on Zbrush and I'm trying to lower the amount of poly, but the problem being is that Decimation Master never worked, it always forever stays on the "computing, please wait" , and ZRemesher also always gives me a "Unable to Open File, user/shared/ZbrushData/Temps/objOut".
Is it possible to get the full -1 to 1 range in blender internal's lambert shader?
What should i use to render in real time?
How do I git gud at weight painting and assigning deform weights in general? Is it mostly a question of getting good topology around bendy parts? Are there any tutorials about this specifically?
Is there a simple method to make sure that all your quads are planar?

>> No.536878
File: 10 KB, 279x352, Kandrad.png [View same] [iqdb] [saucenao] [google]
536878

Can someone explain what is going on, Every time I try to unwrap it- it just completely fucks up. mostly the arm .

I looked around all my model to see if there were any breches of the seams- nothing- so then I thought there was doubles- nothing.

>> No.536879
File: 9 KB, 304x221, Kandrad.png [View same] [iqdb] [saucenao] [google]
536879

>>536878
Found out, I just had random pins I placed.

>> No.536890

>>536842
>Are there any sites specifically for cycles shader examples?

CGMasters have some great tutorials on cycles shaders, as does Cynicatpro. The 'procedural' tab on Blendswap is good too (can be hit or miss but still interesting).

There is / was also some website that was like "blender material library" but nobody uses it and the shaders are all pretty uncomplicated or duplicated on blendswap anyway

>> No.536893

What sites can I use to reach out to freelancers to commission single pieces of work? CGSociety seems to be more specialized in longterm employment rather than contract work

>> No.536894

>>536893
cgtrader,blenderartists

>> No.536902
File: 137 KB, 656x571, ass.png [View same] [iqdb] [saucenao] [google]
536902

>>536842

can we get some updates in the sticky?
both links on "character creation" 404'd and i need some tips with topology for animation

>> No.536950

>>536902
rule 1: No triangles!

>> No.536954
File: 2.13 MB, 1920x1080, test_2.png [View same] [iqdb] [saucenao] [google]
536954

aside from the forearms, lower back, and hands I feel that the general idea for the model is in place. My dilema, though is with texturing. I have no idea how to paint that kind of detail! any help or direction would be appreciated.

>> No.536955

>>536954
End ureself my man.

>> No.536956

>>536950
How do you think models animate in a game engine? full of triangles is how.

>> No.536958

>>536956
You don't model with triangles retard. Your model is a mesh asset and is irrelevant to how the game engine happens to read them.

>> No.536971

>>536955
Don't stifle his creativity. Shame on you.

>>536954
Maybe just give everything a custom material and color and just let it render physically.

>> No.536973

>>536971
also end ureself for samefagging

>> No.536982
File: 384 KB, 1426x1082, fuck.png [View same] [iqdb] [saucenao] [google]
536982

Can someone tell me why the adaptive skin is twisting vertically like this in Zbrush?

>> No.536987

My character artist has become indisposed and I need to find a new person to do some animations.

Does the new animator need the source blender/maya files to make them, or is just a weighted .fbx file enough?

>> No.536997

>>536987

no, exported fbx won't do, give them the source file

>> No.536998
File: 112 KB, 491x568, Capture.png [View same] [iqdb] [saucenao] [google]
536998

>>536950
>>536956

on this "no triangle" rule, why is that?
every model ripped from games that i see have triangles in them like pic related

i'm not dumb, i know most engines read quads as two triangles, so that's not what i'm talking about

>> No.537001

>>536998
The ‘no triangles’ meme is just that, a meme. Generally speaking, when you are actually modeling, you want to maintain quads for predictable deformability in animation. That being said, the occasional triangle in a location where you won’t see much or any deformation is fine, especially if its done to change the edge flow.
Most game models are reduced to the lowest number of polys that are able to maintain the proper deformation, and this necessarily includes triangles. Especially in older games where each polygon really mattered, or in modern mobile games.

In addition to all of this, if you are doing hard surface, the ‘no tris’ meme can fuck right off, you use tris all the time to reduce polycounts while maintaining mesh detail because they are never going to deform.

tl;dr- meme is meme.

>> No.537007
File: 115 KB, 539x538, Capture.png [View same] [iqdb] [saucenao] [google]
537007

>>537001

ok, that was my topology then, this is it now that i used the gray ass as reference.
it would be nice to have some feedback on loops and where i should put the bones

>> No.537008

Does anyone here use special glasses to reduce eye strain? Which ones would you recommend? I don't need magnification or anything, my vision is fine, I just need to reduce eye strain. I can't use flux or anything like that because I have to use the university's computers to work on my stuff because my laptop is shit.
I also have a big head so that somewhat limits my options

>> No.537013

Is there any program that can do texturing well? I have a Daz3d model I intend to geograft, with a ring of pre-existing textures I intend to blend with (so the changes aren't so abrupt)

zBrush is awful and Substance Painter seems excessive to my needs (and it seems so complicated and the maps exported seem wrong) can anyone give a suggestion?

>> No.537015

>>537007
When it deforms, if it looks fine it is fine. The only time to avoid triangles is for example if it prevents a convex shape curving outwards and creates a dent in the silhouette. or if it forces a polygon to stretch too far and deforms the textures too much.

>> No.537016

>>537015
thanks anon, i also found that splitting my faces into triangles sometimes gives me better silhouette

>> No.537018

>>537008
don't have an answer for glasses but have you tried calibrating the monitor, or just lowering the gamma / brightness from the color settings and not just the backlight

my laptop is a lot smoother to look at since doing it

>> No.537040

New to max here, I'm retarded and I don't know how to run maxscripts.

I have this w3x importer script here http://pastebin.com/f8LM3RQL and I tried to run it in max 2017. I went to scripting -> run script... and selected it but nothing is happening.

Is it a compatibility problem or am I not doing it right?

>> No.537049

>>537040

max script/run script

or you can drag it into the window.

Some scripts have a bunch of folders you need to place in the proper directories before you run it also.

>> No.537055

In Blender (Internal Renderer) I'm trying to completely disable filtering on textures. I've disabled AA, I've turned off mip-mapping and anisotropic filtering in the preferences, and I've disabled all of that stuff on the texture settings for the material, but still the filtering exists.

It looks like unchecking Interpolate should disable the filter, but it doesn't. I tested this to be sure by setting the filter size to 8 and rendering with and without Interpolate enabled and they both looked the same.

Currently if I want to render with hard pixel edges on the textures I have to save a render of just the colors, fix it in Photoshop by reducing the color to a palette and fixing incorrect pixels on edges, and then applying the shadows and diffuse render of another layer of a basic white material with Photoshop. It's absurd.

>> No.537137

>>537055
Are you using an Nvidia card?

>> No.537139

>>537137
Yeah.

>> No.537141
File: 2 KB, 512x512, damn.png [View same] [iqdb] [saucenao] [google]
537141

>>537055
Okay turns out Interpolation was actually getting disabled because this and what happened with interpolation on looked different, but the filter settings are still altering the texture. I need something that will be the same as setting the filter size to 0 instead of the minimum 0.1

>> No.537142
File: 128 KB, 993x764, Capture.jpg [View same] [iqdb] [saucenao] [google]
537142

>>537139
You may have to configure your 3D settings in the Geforce control panel. Create a program instance for Blender and change the texture filtering option. It's set to override the program and use global settings by default and this may be screwing you over.

>> No.537147

>>537049
I still can't get it to work, I think it might require some additional files to run or is just incompatible with newer versions of max.

If it's not too much trouble, could you try this file for me? I'd like know if it's just me being retarded

http://www.mediafire.com/file/f2rrnzqcc12c2nb/NUFlameTank.w3x

>> No.537148

>>537142
Tried changing those two settings, nothing changed. Looked it up and it seems it'll only affect the 3D viewport.

>> No.537162 [DELETED] 

I'm having trouble visualizing what vertex connection and merging is. Please tell me if what I think I understand is right.

>Have mergins radius in each part of the scene
>Photon from eye and light source are fired out
>Photons bounce around until they hit anywhere within the same radius
>Both photons are then merged together to form a light path from the eye to the camera
Is this right?

And one more thing i don't understand is the merging radius. What exactly IS the radius and how is it scaled?

>> No.537164

I'm having trouble visualizing what vertex connection and merging is. Please tell me if what I think I understand is right.

>Have mergins radius in each part of the scene
>Photon from eye and light source are fired out
>Photons bounce around until they hit anywhere within the same radius
>Both photons are then merged together to form a light path from the eye to the camera
Is this right?

And one more thing i don't understand is the merging radius. What exactly IS the radius and how is it scaled?

Also is VCM really only useful for scenes with specular-difuse-specular transport?

>> No.537166
File: 168 KB, 179x1218, w3x importer.jpg [View same] [iqdb] [saucenao] [google]
537166

>>537147

Whats this importer for? I used the one here.

http://www.ppmforums.com/viewtopic.php?highlight=w3x+import&t=24246

Maxscript run script then run 3dsmax_w3d_xml_asset_importer_11015

In max click the hammer icon and look at the picture.

>> No.537191

Maybe this isn't the place for this, but anyone here use Unity? My project works in the editor, but after I build it, it's just the skybox and nothing else. Also,

>Tried it on the lowest graphic settings
>Tried going into project settings and resetting shaders
>Tried switching to legacy shaders
>Tried adding a second camera
>Tried switching around camera flags
>Yes, my scene is in the build menu
>No, I'm not using anything special, just cubes with scripts in a single scene

I've been looking through forum after forum on Unity, searching through google, searching through ask posts on any other websites, and I've done everything I've been told short of uninstalling and reinstalling Unity(which I've heard doesn't work anyways). Yet, nothing works. Does anybody know of any fixes besides these, or what could be wrong?

>> No.537213

As an absolute beginner, is it better to get good at modelling then learn about rigging or just get a basic grasp of modelling and then learn to rig so that when I get round to the modelling I understand how it's going to be affected by the animation? The former seems to be what most courses recommend but the latter makes more sense to me.

>> No.537214

>>537055
are you painting? you have to disable bleed in texture painting option. and change the the curve in the curve settings to high as possible

>>537213
you are either an animator or a modeler. those two subjects are so deep you have to pick and choose

>> No.537217

>>537214
>you are either an animator or a modeler. those two subjects are so deep you have to pick and choose

OK, but the modeller still has to understand rigging, right? Surely how a model is going to move affects the topology you need?

>> No.537219

>>537214
>are you painting?
no, i'm applying a texture that's already made that's literally only 2 colours by palette limitation, but the filter keep blurring it slightly on render so i get grey pixels here and there on the test texture instead of just white and black. >>537141

>> No.537232
File: 2 KB, 128x128, Material Diffuse Color.png [View same] [iqdb] [saucenao] [google]
537232

>>537219
here is my result painting the same thing.
yes i did get grey areas but only once and i think i fixed it by turning bleed to 8px.
you are obviously not using a hard brush, look up your settings

should do great with hardness turned to 100

>> No.537234

>>537217
no the modeler does not have to understanding rigging.
you can do basic none IK rigging and check deformation with armatures. with automatic weights that shouldn't take long to make

>> No.537235
File: 8 KB, 800x600, Untitled.png [View same] [iqdb] [saucenao] [google]
537235

>>537232
I did use a hard brush, pencil tool actually, and it is literally (as in actually literally) 2 colors as limited by a 2-color palette in an 8-bit PNG. Grey doesn't exist in this image. The issue isn't the texture, it's that I can't disable the filter on the texture in Blender.

If I turn off interpolate it'll pixelate when I scale it up from the mapping section, but the filter will still blur the pixelated result which I've tested by turning it up and down while it's pixelated due to no interpolation.

>> No.537240

>>537235
You should understand that viewport previews of Blender's internal renderer are not completely accurate depictions of final renders, meaning some settings will not work in the viewport. In this case the "Filter" options for textures has no effect in the viewport. EWA seems to be the only filter setting that does not produce sharp textures (I tried your own texture on a plane) in final render.

If this is very important to you, you may want to try looking up some of the PBR solutions floating around out there. One might have texture filtering options for the viewport.

>> No.537241

>>537166
Thanks anon, this helped a lot.

I'm trying to import some models from the C&C games to polish them to a modern standard as an exercise. Now I'll just have to figure out why it's giving me all these errors myself.

>> No.537247 [DELETED] 

>>537241
http://www.mediafire.com/file/w2i7nxk8x97aeha/Artemis+Rival.rar

>> No.537248

>>537240
Try it on a curved surface like a cylinder, none of the filters provide an aliased, unfiltered result due to the nature of being filtered.

I don't care about filtering in the viewport, I'm trying to disable it in the final render and that's what I've been looking at.

I don't understand what physically based rendering has to do with texture filtering options for the viewport, but I don't want texture filtering options for the viewport.

I want texture filtering gone in the render.

>> No.537255
File: 7 KB, 236x177, 50c3390d583e82ef27b3251a34ef60a5.jpg [View same] [iqdb] [saucenao] [google]
537255

>>537217
The model's mesh deforms in congruence with the rigging so it's a good idea to plan your topology around it, yes. Adding slightly more geometry to joints like knuckles, elbows, will definitely help the accuracy of the deformations. Too little and you get obvious and sometimes bizarre looking stretching over the surfaces.

At the same time though, it's not 100% necessary if it's not going to be scrutinized over.

>> No.537259

>>537248
>I want texture filtering gone in the render.
how about you show us the render

>> No.537262

>>537191
Is this question too technical for /3/?

>> No.537263

>>537262
Oops. I meant is >>537164 too technical for /3/?

>> No.537271
File: 9 KB, 256x256, render.png [View same] [iqdb] [saucenao] [google]
537271

>>537259
I already posted a close-up of the issue on the render but here's another.

>> No.537278

>>537263
People here pretty much just make 3d shit and help other people with modeling questions. I don't think there's too many people here writing light path algorithms.

>> No.537283
File: 83 KB, 331x383, Capture.png [View same] [iqdb] [saucenao] [google]
537283

What is the best way for dealing with seems. I always end up with this.

>> No.537322

>>537283
Some people just mirror what they have on one edge to the other but then you have that obvious repeat going on in tile situations. With a uniform color though you shouldn't be having the issue (like the lower part of the image).

>> No.537329

>>537283
can't you just paint over that with a 3d texture tool. Substance Painter, 3DCoat or whatever?

>> No.537338

Do you want to make a character for my video game?

>> No.537364
File: 989 KB, 1281x1821, 1474481716607.jpg [View same] [iqdb] [saucenao] [google]
537364

How does RGB+A work, or what is it used for?

Specifically some game textures I've found to have completely different textures in each color channel.

>> No.537369
File: 549 KB, 285x375, Boggleeyes.gif [View same] [iqdb] [saucenao] [google]
537369

I have a question about blender.
I use Blender for video editing and nothing else, but what bugs me the most about it is that it's almost completely impossible to work with preview as soon as I add an effect like grading, compositing or alpha effects.
For transitions it's not too bad since they end, but when I want to grade an entire project, the preview-FPS drops to 3-0.5. I tried using proxies, 25% but it never changes everything, even forcing 25% replay in the sequencer preview properties.
Is there something I am doing wrong? I just check the 25% box in the preferences and click "rebuild..."

>> No.537370

I've imported a model into UE4 with seperate items of clothing. Belt, hat, etc.
How do I toggle visibility on them?

>> No.537378

>>537001
Ièm really glad I ready this, Ijust wanted add tiny details that felt that can only be accomplish by ties.

>> No.537403
File: 10 KB, 603x446, Screenshot 2016-10-06 21.15.13.png [View same] [iqdb] [saucenao] [google]
537403

In 3ds max whenever I try to highlight edges (in an editable polygon) using the mouse drag function it doesn't work. How do I fix this?

Pic related.

>> No.537404
File: 1.38 MB, 960x540, bwani.gif [View same] [iqdb] [saucenao] [google]
537404

Has anyone got a guide for using toon shaders in blender internal? A lot of the usual lighting options seem to work badly when you want sharp, flat colour.

>> No.537406

>>537369
>I just check the 25% box in the preferences and click "rebuild"
that's half of it. what that does is builds the proxy for the project. you then have to load it in by going over to your video preview window, pressing "n" to open the properties panel, and select the proxy resolution in the view settings

>> No.537409

>>537055
in the texture image sampling menu, change the filter from "ewa" (or whatever you currently have it set to) to "box" with a filter size of 0.1 (the lowest allowed setting)

>> No.537410
File: 23 KB, 446x293, toonshader.png [View same] [iqdb] [saucenao] [google]
537410

>>537404

Figured out a method: ignore the 'toon' shaders and simply feed the result into a ramp with a sharp falloff. Not sure if it's the best method, but it seems to work.

>> No.537413

>>537410
you could have a more versatile setup using material nodes, and you don't even have to use cycles to do it.

all you would need is a mix node and a color ramp node. you would even be able to use vertex colors and a rgb curves node to control shadow color

>> No.537415

>>537413
For some reason, I keep forgetting that you can use nodes without using cycles.

>> No.537419

is maya 2017 fucking shit up for anyone else?

all my keybinds reset every time I restart

>> No.537422
File: 620 KB, 1680x1050, Screenshot from 2016-10-06 14-23-33.png [View same] [iqdb] [saucenao] [google]
537422

>>537406
did that, still ~0.7 frames per second

>> No.537423

>>537419
yep, shit breaks or doesn't work properly.

>> No.537426

>>537410
Isn't that exactly how cel shading works anyway?

>> No.537427

>>537364
It's just another method of squeezing a bunch of texture and mask data into into a single file. If you're making a game or real time simulation that's graphically intensive, I think it reduces the number of draw calls and shader loads so you get better overall performance.

>> No.537431

>>537422
>proxy custom directory unchecked
well there's your problem, you aren't saving the proxy data which you are then trying to load

step 1: set up a folder to store generated proxy data
step 2: generate proxy in the proxy/timecode panel
step 3: select proxy resolution in the view settings panel

>> No.537432
File: 511 KB, 1680x1050, Screenshot from 2016-10-06 16-15-35.png [View same] [iqdb] [saucenao] [google]
537432

>>537431
If that box is unchecked, that just means it will build the proxies in the same folder as the source file.
Still not it
It will sometimes DISPLAY between 12 and 14 fps, but it wont actually run at that speed.
I get maybe 14 frames in those 17 seconds of clip

>> No.537433

>>537432
i'm sorry, i've been awake for over 48 hours and just decided to open up one of my project files. instead of "per strip", set the project storage to "project". that should do the trick.

>> No.537434

Reposting here because I fucked up and posted in the old thread.

What is /3/'s opinion on DT? I'm not a complete beginner, but would like to expand my Maya knowledge and maybe start learning Zbrush later down the line. Note that this is merely a hobby so I don't plan on making a career out of it or anything like that.

>> No.537436
File: 63 KB, 640x400, Quadro_4000_HP_compeve.jpg [View same] [iqdb] [saucenao] [google]
537436

How much would you pay for a used Quadro 4000 nowadays? I'm thinking of buying it off my boss, the card is just sitting there collecting dust at the moment. I know they run extremely hot, but it would still be an upgrade over my GTS 240 at home.

>> No.537437 [DELETED] 

>>537433
Where do I find these options?

>> No.537438

>>537437
it's in the proxy/timecode panel. that box that's labeled "per strip" is a drop down list. change it to "project"

>> No.537439

>>537438
nvmd just found it. Retartded me.
Thanks anyways for the help.
Now somethign weird happened: if I used the proxy on the Scene-strip (which was graded in the compositor) then the preview window started to flicker black, then Blender crashed to desktop.

>> No.537440

>>537439
It seems to work for normal clip-strips but not for scene strips, for some weird reason.
Right now I have the option of going to Windows DaVinci Resolve, which would lock me out of Darktable or stay with blender and work around a shitload of problems.

>> No.537460

>>537427
Alright, afterwards how would you add color to the different channels. In UE4 for instance I imagine it would be pulling only X channel from original image and then doing some crazy node add/subtract/multiply?

>> No.537465

>>537460
That's pretty much it. So whatever elements each channel represents can be give specific color and surface instructions.

>> No.537479

>>537403

Do you have window crossing turned on.

>>537434

They get a lot of shit for bad final results but I think the teachers are great at getting you started in a program. It's up to you to make something good at the end of the day. I learned zbrush and mari interface from a few tutorials on there.

>> No.537480
File: 279 KB, 1024x1024, 1.5-UV-Test-Grid[1].png [View same] [iqdb] [saucenao] [google]
537480

What's the purpose of using textures like this?

>> No.537483

>>537480
Testing your UV-Layout for seams, stretching, and even resolution.

>> No.537484
File: 452 KB, 1904x1161, Stretching.png [View same] [iqdb] [saucenao] [google]
537484

>>537483
Am I using it properly?

>> No.537486

>>537484
yes. but i usually use it when i have to unwrap models with many different parts.

>> No.537492

>>537486
Ahh, I see thanks

>> No.537505

>>537465
How would one use separate colors for, say the warning sign in that above example? Blend a different texture onto it?
Thanks for answering

>> No.537511

>>537505
It's not a whole lot different from texturing other objects. Just make sure your object is UV mapped to pull that selection. Then in your material editor you would have to set that file as your input then make sure to pull from just that channel then you would multiply the selection with your color of choice.

>> No.537512
File: 115 KB, 650x975, Arm Rigging.jpg [View same] [iqdb] [saucenao] [google]
537512

If I wanted to make a fancy rig that can optionally deform like the top, but adhere to normal arm movements, what would be the best solution?

I've tried A, but getting the IKs to work is some kind of puzzle or it just can't work.
B or C seems doable, but can the separate controls work like that?

Maybe make separate joints leading out from the elbow that just control the skin?
Or maybe something like a whole second arm skeleton that just controls the deformations while the primary one controls arm movement?

>> No.537516

>>537511
Oh, I think I understand now. Clever technique. Was this original developed or used on consoles/mobile?

>> No.537520

I found a game model someone made for xnalara by chopping up other models. I'd like to create new normal maps for it because they are all pretty chopped up, lazy or seem to be colored wrong. What would be the general process?
Should I try to merge all the texture maps to as few images as possible? Then sculpt the model in a much higher detail and export a normal map?

>> No.537523

>>537520
That would be what someone who skill would do. There are probably other ways but if you're good at sculpting, know your pipeline and have no deadline, why not just do that?

>> No.537524

>>537523
Just wrapping my head around possible processes and stuff. Thanks for your input.

>> No.537540

>>537512
This is actually a thing. I've only heard of it and never actually seen it in application but there's a technique called "noodle bones" that does exactly what you're talking about. I think they used it for SFV for Dhalsim's arms and also Overwatch to get those cartoony animations.

>> No.537542

>>537512
Ideal way to deal with this is something like this:
https://vimeo.com/167102398

>> No.537563

Am I right in thinking that it's impossible to subdivide a polygon with an uneven number of sides into polygons with even numbers of sides without adding additional geometry outside (turning it into an even-sided polygon)?

>> No.537564

>>537563

I don't know what you want exactly, but for instance a 7 sided cylinder. if you add another edge at the middle of the faces, but "flat" with it, you'll end up with 14 edges. You can work from there and everything will be even numbered

>> No.537580
File: 107 KB, 1039x677, noodle rig success.png [View same] [iqdb] [saucenao] [google]
537580

>>537540
After a day of testing,I found this tutorial thanks to the "noodle" keyword and it seems to work just like I wanted, pic related. Thanks!
The tutorial for any interested:
https://www.youtube.com/watch?v=vzIrFFjzH-o

>>537542
That's neat, thanks, but I'm working in Maya. Sorry, I should've specified.

>> No.537585

>>537564
That's what I mean by 'adding additional geometry'; you can turn an odd-sided poly into an even-sided one and keep the shape, but you always add at least one line which cuts up your other polys and increases your face count.

I just wanted to confirm that I wasn't being stupid and it was actually mathematically impossible to get around the issue.

>> No.537591
File: 157 KB, 416x364, shitty-proof-of-concept.gif [View same] [iqdb] [saucenao] [google]
537591

>>537580
Yep, works great.

>> No.537595

>>537585
Nope, I had that dilemma before too. It's either that or live with one triangle

>> No.537600
File: 225 KB, 1322x947, oinker.png [View same] [iqdb] [saucenao] [google]
537600

I made this model from intersecting quad spheres as a guide to model over. I thought I'd try taking it to zBrush to remesh as a quick and dirty starting point, then manually adjust as needed back in Maya. Problem is I can't get zBrush to create any kind of logical edgeflow.
I've tried bool'ing the pieces in maya then cleanup and export, i've tried simply smoothing and exporting - maintaining the intersecting meshes, and then dynameshing in zBrush.
Is there a way to create edge flow then remesh in zBrush or am i doomed to manually quad draw over this in Maya?

>> No.537601

>>537600
You're better off quaddrawing it in Maya, you'll have much more control over it.

>> No.537616
File: 1.67 MB, 800x360, 9113c9b6ad04bfa8ed879bd086bbd5c0.gif [View same] [iqdb] [saucenao] [google]
537616

>>537591
Looks good and if it works it obviously works.
However I would normally refrain from using clusters like that. Especially since it's also possible using joints.

>Make an arm like normal, shoulder, elbow, wrist joint, IKhandle.
>Build your noodle joints with spline IK
>Parent your noodle joints to the actual joints.
>When skinning your model, put all the skin weight on the noodle joints.

as you noticed I used 2 clusters, but those are only for controlling the points of the splines, not actual mesh.
You can make it as bendy as you like depending on the amount of joints, spline points and clusters.

>> No.537617
File: 1.25 MB, 800x358, a6c4ff760c7960d01af4d1b40ff6a5f6.gif [View same] [iqdb] [saucenao] [google]
537617

>>537616

>> No.537618

>>537600
You could quad draw over it in zbrush.

>> No.537628

>>537617
thats one strange dildo

>> No.537630
File: 81 KB, 510x750, goomba.png [View same] [iqdb] [saucenao] [google]
537630

hi everyone. how do i make it so that an object always displays on top of its inverted normal outline in blender? thanks

>> No.537651
File: 309 KB, 1024x424, seams.png [View same] [iqdb] [saucenao] [google]
537651

Is there any reason as to why Substance Painter always creates visible seams along UV edges? It doesn't matter how perfect the model, they always appear. Other renderers like xnormal have no issues.

>> No.537652
File: 132 KB, 1837x693, setup.png [View same] [iqdb] [saucenao] [google]
537652

>>537616
Actually, the tutorial does use spline IKs, and such, I just hid them for animator clarity.

>> No.537656

>>537652
Ah seems like we both did almost the same thing then. Think I know that tutorial you're talking about from 2 year ago, learned a lot from it.

>> No.537673

>>537651

It pisses me off to no end. Filling in the background of a texture is annoying too.

>> No.537690

>>537630
Is it one object? It looks like multiple, intersecting objects, in which case the top result should be expected. If nothing else, you could use a separate object that acts specifically as an outline, meaning it is not necessarily identical to the real objects mesh.

>> No.537692

>>537651
you should get gud at hiding seams

>> No.537701

>>537630
Is back face culling on or off? Whichever it is, try the opposite.

>> No.537807
File: 697 KB, 1000x519, 48-11-1820-lg.png [View same] [iqdb] [saucenao] [google]
537807

Can anyone recommend a good tutorial that's relevant to Blender 2.78 on how to do just basic modeling? Seriously super basic, I'm just trying to learn enough to make a project box that will fit on my power tool batterys, so it's almost entirely just boxes, except for 3 angled spots.

>> No.537835

What is consensually correct way of making rig for vagina? 2 or more bones to open up labia and expand the hole itself? or morph?

>> No.537888
File: 1.90 MB, 4608x2328, c1 chandelier e1.jpg [View same] [iqdb] [saucenao] [google]
537888

i have to render this replica out in mental ray and I'm struggling to figure out the best way to get similar lighting on the glass pieces. The glass pieces have a miax_glass material on them and i've screwed around with it for awhile but can't seem to get it to work right. how would you go about it? the candles in the chandelier are lit and light up the rest of the scene, but i'm not getting the same sort of effect as in the reference image.

>> No.537890

Inexperienced faggotron reporting, link me a pastebin if there is one that could answer my questions please.

I'm an Mechanical Engineering major, and I recently got my hands on a good quality 3d printer with plenty of material, and I'm thinking about doing different projects with it. Applied/practical and retarded shit for fun.

1. I'm currently versed in Solidworks and Autodesk programs, but it looks like Zbrush is better for detailed work. Is it worth buying and learning the software?
2. I understand that it's quite slow to print, I have rented makerbot printers in labs. I want to make some basic figures with textures.
If I want to make them hollow to save time and material, how thick should the material be? (Have both PLA, ABS, Nylon)
3. If there is any advices or links for new /3/ babby, I would be very grateful

>> No.537896
File: 1.92 MB, 3696x2613, 1427508130499.jpg [View same] [iqdb] [saucenao] [google]
537896

>>537807
https://www.youtube.com/watch?v=lY6KPrc4uMw&list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkS

>> No.537898

>>537888
Never used mental ray but the glass isn't refracting. Maybe look into a material that will simulate refraction or, if mental ray allows it, just mock up a formula yourself.

>> No.537910

>>537888
The glow from the light bulbs is a result of the camera lens. You can probably achieve a somewhat similar result by researching how to create a glow with the camera lens in max. Ideally you would add this in post, but your project may restrict post editing.

Btw the chains on your model look way too relaxed. Notice that on your reference the single chain + the circle + the double chain follow a continuous smoothed curve. You should model the chains and the circle on a flat plane, and use a modifier to curve the whole thing.
The leaves on the main ring of the chandelier don't bend outwards enough on your model.
I'm not sure how accurately you are supposed to model it but a lot of the proportions are wrong. the main circular disc has 2 fewer segments than the reference. The wood that divides the segments it too thick. The candle sconces look too small. the bottom hangs too low, and the ring is too thick. The bars connected to the candle sconce ring that converge at the central column are too thick.
The leaves at the top of the chandelier aren't leaf shaped and don't taper enough.

These aren't simply stylistic choices that you can get away with changing. They all work together to give the chandelier an elegance and finesse that yours is lacking.
Whilst viewers don't scrutinise specific details, they will definitely notice the difference, if not consciously then at least subconsciously.

>> No.537915

>many questions
>barely any answers

Dead community

>> No.537919

>>537910
Damn you're totally right

>> No.537921

>>537008
I use glasses as of recently, they're prescription. Was having horrible eye strain and headaches before, turns out I have astigmatism. You should talk to your optometrist.

>> No.537922

>>537915
visit the discord senpaitachi

https://discord.gg/AmDKj

>> No.537929
File: 45 KB, 583x548, jackit.png [View same] [iqdb] [saucenao] [google]
537929

I'm not getting this. I made a donut and a poker. I try to make the donut just go through the poker. But the moment the 2 touch- the donut just breaks.

>> No.537941
File: 187 KB, 1472x370, jackit.png [View same] [iqdb] [saucenao] [google]
537941

So how can I make it do what I want it to do. Which is semi stretch and then return to default when its finished getting it's shit pushed in. And pretty much not break when it comes remotely close coming contact with the shit pusher.

Like what is causing it to not... work. I looked at tutorials. But They're not explaining what to do when the mesh deflates and breaks. or just disappears on frame 2.

>> No.537942

>>537941
Are you that guy who's trying to simulate vaginal intercourse?

>> No.537943

>>537942
No, not that I know of. but I guess its pretty much in the same line. So sure, if it helps my case.

>> No.537947

>>537943
Well... you didn't do anything set the rigidity of your "donut" so it's either going to be perfectly solid or just a wobbly nothing by default. You need to tell the engine exactly what you want from interaction with other physical bodies because it's not psychic.

>> No.537949

Was wondering, for all those speed sculpt on YT, or generally any high poly model that isn't intended to be rigged or end up in a game, are you still supposed to make it into a low poly with UV for the renders?

>> No.537950

Zbrush newbie here

Why are the clay brushes so much prefered over the standard brush? I've seen a few tutorials and a lot of people recommend using those primarily, but for creature design I'm feeling so much more confortable with the standard brush.

I'm sculpting with a mouse so I don't know if that would be the difference (I even have a tablet around but I don't feel like adapting to it atm). I'm currently sculpting on the default head, so maybe the clay brush is supposed to be used earlier when defining shape?

I know I should sculpt with the tools I'm more confortable with and I don't really care that I'm doing it differently, I just want to know if I'm missing something

>> No.537951

>>537947
Ohh, i didn't know anything about rigit, thanks so much. I don't suppose you know how to tell engine to make sure the red doesn't Move by the mesh and anything around blue does?

>> No.537952

>>537951
Oh hell no. I've only ever used physics simulation for cloth, solid objects and fluid. I don't know the ins and outs of working with soft bodies. Getting physics simulation to work they way you want it in Blender is a whole bunch of nuance to get into and you'd be better off just doing personal study on the matter.

>> No.537953

>>537951
Oh yeah, you're totally not trying to simulate intercourse. You're just trying to make a hole where the outside area around the hole doesn't move for... some reason. Dunno who you think you're fooling anon, but you don't have to pretend around here.

>> No.537955

>>537953
Actually its nose picking... just a short story

>> No.537956

>>537955
You know, I might just add more bones to the nostril and the they will spread when the finger bone is near... could that work? Like adding a constraint.

>> No.538006
File: 31 KB, 440x309, hands.jpg [View same] [iqdb] [saucenao] [google]
538006

Does anyone know if it's possible to do shading which looks like a pen drawing, with the different levels of light and darkness represented by the thickness or density of lines?

Ideally in Blender.

>> No.538008

>>536998
You realize every game engine just triangulates squares right? A triangulated square is different than an actual triangle

>> No.538009
File: 69 KB, 512x512, Bad.png [View same] [iqdb] [saucenao] [google]
538009

>>538006
Can't with Freestyle but you can get a shitty approximation with a sobel filter.

You'll need another render layer that uses a basic white diffuse material for everything so that you have a layer that gives you light intensity for the compositor, and in the compositor you'll take the Depth, run it through a Filter node set to Sobel, put that through a Blur filter, route the output the white diffuse material render layer to the blur size of the Blur filter, turn up the Blur filter's X and Y, use a color ramp to sharpen up the blur output since it's only used to make the sobel filter's lines wider in dark areas, and then use it as the fac of a mix node to mix black or another color with the usual render layer's output.

It looks bad though.

>> No.538012
File: 75 KB, 960x540, penshader.png [View same] [iqdb] [saucenao] [google]
538012

>>538006
>>538009

You can simply put a grey striped texture on everything and then feed the output through a ramp to make it B&W. With a lot of fine tuning it should be possible to get results which look a bit like drawings.

>> No.538017

>>538012
That's stippling / dithering though and is totally different from controlling line thickness with light intensity, and the stippling isn't getting thinner or thicker or less or more dense. It's just adding a static texture to a range of luminosity unfortunately, but it can do well enough for a quick manga look.

Perhaps a render layer set to use an unshaded / fullbright material with a texture of lines that are black, dark grey, grey, light grey, and white, and then in the compositor set that to soft light or overlay on top of the usual materials, and then use a color ramp to make it black and white.

This would function similar to the "HD Index Painting" method in Photoshop, specifically the section on adding patterned dithering. http://danfessler.com/blog/hd-index-painting-in-photoshop

>> No.538019
File: 16 KB, 601x400, AO.jpg [View same] [iqdb] [saucenao] [google]
538019

>>538006
Been around for a while with all kinds of different incarnations and methods. Stylizing effects are nothing new.

http://matthieu3d.free.fr/TutoVira2/tut2en.html

>> No.538020
File: 20 KB, 512x512, Neat.png [View same] [iqdb] [saucenao] [google]
538020

>> No.538026
File: 33 KB, 623x507, sureenough.png [View same] [iqdb] [saucenao] [google]
538026

How do I make my long bone push the door bones as it gets close?

I did make shape keys for the door bones for the left side and the right side separately to open.

>> No.538037

>>537890
Bump

Should I just pick up a book and learn ZBrush? I guess I'll go and do that

>> No.538048

>>538037

Fear not fellow anon. I have a similar story and I'll help you.

I'm on my phone and I'll make a longer reply when I get home, but no, you don't need to know Zbrush. And if you want to, you don't need a book for that.

>> No.538057

Blenderfag with a question:

I'm trying to append a mesh from one blend file to another to set up a scene. The objects are roughly the same size, I'm using imperial units. However when I append one mesh, its like 4 times bigger than the other, even though they should be the same size.

What gives?

>> No.538080

>>538057
It's the same size. You just never actually applied the scale when you made you resized mesh in the original file. Whenever you change the scale or transforms of your objects/elements in object mode, if you want your object to actually be THAT size, you have to actually apply the new dimensions and rotations as default, otherwise when you import it to a different scene, it's going to return to its default dimensions. Press ctrl+A for the shortcut to apply loc/rot/scale etc.

Side note, I know imperial is much easier to work with but, seriously, abandon it. Get used to working in metric measurements as programs tend to work better with it. Also it removes any confusion when porting between different software.

>> No.538096

>>538037
>>537890

So, here I go... I am a control and automation engineer as well and got into 3d printing 2 years ago when I got unemployed. I run a small business with an ultimaker 2.

Also, I'm a /3/ learner myself, so if anyone reads this and disagrees, please correct me

1.It largely depends on what you intend to print. If you already know 3dsMax/Maya or any other software that allows you a more free modeling compared to the parametric CAD ones, you won't need Zbrush. Zbrush is better for more organic things. It's not that it can't do mechanical stuff, but imo for 3D printing you'll want more control over part measurements.
2. Except that, if by figures you mean characters, creatures etc; do learn Zbrush. I don't know what you mean with textures, but if that's stuff like scales of a dragon or the cracks on leather, forget it. Unless those details are very geometrically evident, the printer won't be able to do them. Always remember that everything is chamfered to the same radius of the nozzle in the print, so anything below 0.4mm is usually too subtle to notice.

Hollow figures are not really practical for a few reasons. You have to use 1.6mm or even 2.0mm to make them sturdy, which will make the time the same as if you printed with 1.2mm walls (three passes of the 0.4mm extruder) with 10~15% infill. And you'll want some infill to support the top surfaces of your print, specially if they are wide and flat. Also focus at PLA until you're really good with it, since ABS and Nylon are a bit harder to print and act completly wild compared to PLA.

3. Practice moar, git gud. I learned 3dsMax with the Arrimus 3D channel on youtube. There's lot's of stuff in YT, for Zbrush too. Basically skip google and ask directly for YT, as it's very likely that your beginner questions have been answered before by a tutorial there

good luck

>> No.538099

>>537890
parametric modeling and polygon modeling are 2 different things.

you gonna have to learn 3d all over again

>> No.538130
File: 134 KB, 1165x707, monster feet rig.png [View same] [iqdb] [saucenao] [google]
538130

Is this proper joint axis orientation for mirrored feet?

I've got a rig (with custom attributes like swivel and heel lifting) working on the left foot, but when I did the same process on the right foot, the rotation angles are wrong.

Can it be related to the axes being reversed? Or something else that went wrong with the mirroring?

>> No.538154

>>538130
2 possibilities, I think - you didn't apply your rolls properly before mirroring or you forgot to change your transform orientations to Global.

>> No.538155

>>538154
Strange, I reloaded the file and it all seems to work now. I didn't change anything, so now I'm just more confused. Thanks, though.

>> No.538156

>>538080
yeah i did that already, but its still different in size

>> No.538186
File: 1.67 MB, 640x360, sketchy.gif [View same] [iqdb] [saucenao] [google]
538186

Anyone got a tutorial on using the new grease pencil features in Blender? They seem like they would be super useful for achieving a drawn look, especially when combined with freestyle.

>> No.538198

Any one of you know where can I get 3d head made from 2d pictures?

What is the industry standard of making models that are based on real human beings eg Quiet in Metal Gear Solid V?

Whenever I look for tutorials I come across 2 types mostly
1) someone using front and side photo
2) someone making it in zbrush without reference
What should a beginner do?

>> No.538209

>>538198
Full 3d scan, Mo-cap and performance capture.
The in game model would be created from scandata. Meaning Retopo of the high density scan mesh to an animatable medium dense mesh.

A beginner should start with an focus on anatomy and not on finer details or "finished" models (or blobby monsters).
Meaning: work fast, do lots of variations, don't get hung up on details, keep it raw, you want to learn how to create the right shapes not how to polish a turd.
Someone who creates something good without references doesn't need them.
If your result is shit and you are not using references, you are 5 times worse than you could be.
Use references and stick to it, so you can compare your work and see weak areas and where to improve.

>> No.538231

Should I learn to use Maya or 3DMax? Complete newfag with no experience here

>> No.538233
File: 375 KB, 1895x1002, BakeProblem.png [View same] [iqdb] [saucenao] [google]
538233

Please help. I am having a bizarre issue that has never happened to me before. When I bake onto my UV blank image (test size is 1024) it is only baking like a 1/10th of the image and makes the rest black. No other images are on this object as it is a brand new plane.

I went to another layer and did the emission cube and plane following same steps and it fully bakes.

Blender 2.77

>> No.538239

>>538233
If I take the exact object I'm trying to bake to another layer it will bake everything fine. Bring it back to main layer with more lighting sources and it goes back to doing just the edge of the UV as shown in previous pic.

I feel like there is a setting making it stop when it starts to take too many resources. I have lots of lights

>> No.538241

I'm trying to get some cloth sim on a humanoid in Maya.

Basically I've sculpted a suit with long baggy sleeves and some coattails serving as the chest geometry. No body/arm mesh underneath and only some hands that end past the wrists.

Is it possible to animate clothing dynamically without a true arm mesh underneath? Like, can I force only some vertices (the end of the sleeves and the coattails) to move with dynamics? I haven't found a tutorial that demonstrates this yet.

>> No.538290

Where do you commission high quality character models? In the range of $500-$1000.

>> No.538292

>>538290
What do you want to get made?

>> No.538293

>>538292
Female model for a video game involving illicit purposes.

>> No.538294

>>538293
You are willing to spend 500-1000 burger tokens? Is the character based on a real person?

>> No.538295

>>538294
I am willing to spend 500-1000 freedom bucks, yeah. Not based on a real person. First link on Google sells generic shit models for $200-400 so i thought it was reasonable.

>> No.538296

>>538295
Not that i can make anything that looks better than a vice city model I am surprised how expensive 3d work can be.

>> No.538299

>>538296
Not this guy but a good video game model takes time and skill. Don't see how that's surprising.

>> No.538338
File: 118 KB, 1180x770, 1.jpg [View same] [iqdb] [saucenao] [google]
538338

So is it a good idea to sketch before sculpt/modelling? Is that what most people do?

I'm trying to make a mask, kinda inspired by the Blue Mask in Avatar. The idea is to make a base model and then use zbrush to sculpt. This was cause I couldn't figure out how to punch holes into a model. Any suggestions?

>> No.538339

>>538338
yeah, most of the times it's a good idea to make a base mesh which has the rough shape of what you want to sculpt.

>> No.538343

>>538338
Yeah, lots of people use Zsphere on on Zbrush to set quickly the shape and pose of the character before modeling it. Definitely a good process.

>> No.538345

>>538339
Not that anon.

I am new to 3d stuff. Is it a good idea to work (zbush detailing) on base model made in MakeHuman?

I am not good at drawing at all. Can i still work in zbrush or is it only for people who are good at drawing?

>> No.538356

>>538345
It definitely helps to have some artistic skill in that that artists usually have some eye for anatomy. You can just try though, the worst that can happen is a shitty model.
The source or kind of the base mesh doesn't really matter that much because the topology will be destroyed anyway.
I have worked with makehuman models as base meshes in the past.

>> No.538358
File: 74 KB, 1498x861, myveryownshittyanimumodel.png [View same] [iqdb] [saucenao] [google]
538358

trying to make a cartoony/anime face
I plan on sculpting it after making the base

I have no clue whether this fine as it is or needs improvement (mostly on proportions).

help please

>> No.538368
File: 57 KB, 742x740, I don't understand anything help.png [View same] [iqdb] [saucenao] [google]
538368

>>538358

>> No.538369

>>538358
>>538368
I realize you plan on sculpting it, so the topology really doesn't matter too much, but your topology is shit.

The eyes are too far down, I think, as far as anime proportions go. The forehead seems very large.

>> No.538383

Keep getting abnormal temination errors in zbrush, what do?

>> No.538384

>>538339
>>538343
Cool. Thanks. Kinda specific but since I am attempting to create a mask, should I start from the base mesh that I made or should I just sculpt it via dynamesh in zbrush before figuring out a turn it into an actual mask?

>> No.538407

>>538384
Once you have sculpted the base mesh you would retopo the sculpt to get the new rough low-poly shape and then you would bake the details into a normal map.

In Zbrush it would be pretty easy to retopo because topology doesn't matter that much for non-deforming meshes and zbrush has some automatic retopo tools as far as I remember.

>> No.538410

>>538407
Yep. But as I'm starting out with a sphere to begin with, I'm a bit loss on how to flatten it to become a mask. Any suggesions?

>> No.538429

There's this mechanical skeleton, it's about a foot and a half tall and you pose it and it translates the pose into bone rotations for making BVH files. It looks almost like the internal rig of a stop motion animation figure but it's for controlling computer animation.

What the hell is that thing called? I think it was invented in the mid 90s.

>> No.538430

>>538429

It was essentially a proto-Qumarion. I think it was called a Rig Monkey but I'm not sure.

>> No.538513
File: 148 KB, 611x836, 1.png [View same] [iqdb] [saucenao] [google]
538513

I've made some progress on a mask I'm making. However, I've run into the problem of not being able to make sharp edges in zbrush. I'm aiming for something with flowing edges but it is sharp so the features are stark. Any help?

>> No.538514

>>538513
I believe you want to Pinch.

https://www.youtube.com/watch?v=k78hYnqUjl4

Did you Google first because I found some nice info from 'zbrush make sharp edges", and I got it pretty fast compared to this thread.

>> No.538515

>>538514
I did, but I can't seem to find anything that covers more 'deep' kind of edges. If you look at the top portion of the eyebrows, I'm trying to make it essentially look like a separate part, but I've not seen anything that can explain how to do that.

>> No.538516

>>538515
Try carving out the edge from the eyebrows, flattening the edges, and pinching. If it was clay you'd get a knife and just cut it out, or you could scrap it out.

>> No.538517

>>538516
How would you carve?

>> No.538525
File: 102 KB, 627x673, sureenough.png [View same] [iqdb] [saucenao] [google]
538525

Whats the best way to model on Eyelids?

>> No.538527

>>538525
alpha planes just like realtime hair

>> No.538528

>>538527
I think I see where you're going. Thank you.

>> No.538535

>>538528
Scratch that, I have no idea to implement that for for eyelids... It would work for Eyelashes...

>> No.538539

>>538528
oh eyelids

i would subdivide a cube twice or 3 times and delete the loop in the middle. this will give me 2 half spheres

>> No.538545

I'm finally buying a new laptop since my old one can barely render anymore, is it worth to throw extra cash for the quadro series or will something like 960M suffice? I'd appreciate any advice since I'm 3-4 generations behind

>> No.538557

So If I want to paint a high poly model on like Substance painter, am I supposed to make it into a low poly first?

>> No.538562

>>536842
how do i make liquids stop moving in blender?
like if i want to drop some water and them it makes a perfect lake?

>> No.538572

>>538557

Whatever model you want the texture displayed on you texture that. If you want to bake the high poly information to the low then you would make a low poly.

>> No.538581
File: 153 KB, 660x737, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
538581

This was the anon that was asking about hard edges. I've frankenstein-ed a single layer mesh for a mask and used blender to clear up what zbrush seems incapable of fixing.
There are a couple of places where the vertexes seem too crowded. Should I fix it manually?

Also, can anyone suggest a way to make a 'back' of the mask?

>> No.538584

>>538581
its too much of a mess to fix it, you need to retopologize it by hand.

come to the discord and ill instruct you

>> No.538590

>>538584
No mic unfortunately. How do you retopo? Zbrush or blender?

>> No.538597

Does there exist any rendering engine for C4D that utilizes your GPU, and doesn't make me fuck with all the materials and textures?

This program is awful.

>> No.538644

>>538590
Not the good man that was willing to instruct you. There are cool ways. (In blender)
Click the little magnet, then click face and closted. and then just pretty much trace what you got. another would be just grab a plain, in modif tab, use skin wrap, and extrude faces like that.
>>538584
Can I be invited?

>> No.538646

>>538644
https://discord.gg/DeEpu

>> No.538647

>>538590
don't need a mic, you can also type words

>> No.538650
File: 34 KB, 1237x726, sureenough.png [View same] [iqdb] [saucenao] [google]
538650

>>538646
>https://discord.gg/DeEpu
I'm getting this.

>> No.538652

>>538650
https://discord.gg/sm92htz

>> No.538676
File: 44 KB, 1052x306, whatisthewaterything.jpg [View same] [iqdb] [saucenao] [google]
538676

I'm looking at art of journey. I was wondering what is the watery thing doing? As I got a few texture ripped and they all have a watery thing with them.

>> No.538683

In the soft bodies. How do I apply weight paint vertex group so that red means solid, and blue means soft jelly?

>> No.538685
File: 279 KB, 1128x854, treee.png [View same] [iqdb] [saucenao] [google]
538685

I created some leaves with a hair particle system in blender, using an object in the scene as the particle.
How can I join all the duplicated objects together so that all the leaves are one mesh? When I try to join them, the objects get duplicated in weird ways. can I clear that behaviour somehow?

Plz

>> No.538686
File: 198 KB, 548x580, treee2.png [View same] [iqdb] [saucenao] [google]
538686

>>538685
To expand on what I mean, if I were fro example to join leaf.001 and leaf.002, then all the leaves seem to emit extra leaves like in the screenshot here.

>> No.538693

>>538685
probably because how the leafs are parented/constrained to something in the scene.

>> No.538694

>>538693
so in short. everytime you change you object origin the mesh moves with it.

it happens sometimes. you can clear parent, check vertex group for any funky stuff

>> No.538702

>>538683
I don't think it's possible

>> No.538713
File: 219 KB, 959x697, shippeh.jpg [View same] [iqdb] [saucenao] [google]
538713

Looking for sort of intermediate level tutorials for Maya's current modeling kit if anyone would be willing to post anything that they've used that they feel helped them out. I've done the ones included with Maya's help files but I'm still feeling kind of lost in Maya's toolset, particularly when it comes to organic stuff.

>> No.538740

>>538685
>>538693
Yeah, turns out I just had to select all the leaf particles and 'unlink' them, then I could join them all into one mesh without problems.

>> No.538773
File: 48 KB, 960x540, butt0001-0020.webm [View same] [iqdb] [saucenao] [google]
538773

>>538740
Do you think working with shape keys and soft bodies will give me the end results what I want?

Currently just Soft bodies.

>> No.538785

>>538773
Didn't mean to reply to you.

>> No.538817
File: 921 KB, 960x540, lumpturnline2.gif [View same] [iqdb] [saucenao] [google]
538817

Can anyone point me to a tutorial on baking normals in blender? I can't seem to grasp how it's done.

Also, is it practical to use normal mapping to make the cornea of an eye seem to bulge while still having the geometry be a smooth sphere so it fits behind the eyelid neatly? Seems like an obvious trick, but I've never seen anyone mention it. Is there some reason it wouldn't work?

>> No.538829

>>538817

I tried baking a normal map with the 'selected to active' option, using a high-res sphere with a bulge and a low-res sphere with no bulge. The normal map looks about what I expected, but when I apply it as a texture and set it to influence only the normals with a strength of 1 it looks nothing like the high-res object. It's got a bunch of weird lines on it and the lens seems lumpy.

>> No.538830
File: 803 KB, 1920x1080, fuckynormal.png [View same] [iqdb] [saucenao] [google]
538830

>>538829
Forgot my image.

>> No.538833
File: 411 KB, 1920x1080, fuckynormal2.png [View same] [iqdb] [saucenao] [google]
538833

>>538829
>>538830

In cycles it looks wrong in a different way.

>> No.538875

what's a good renderer with simple metalness/roughness workflow like marmoset?

I am too fucking retarded for all this specular shit in arnold

>> No.538889

>>538830
in this one it looks like you didn't set it to tangent

>>538833
in this one it looks like a mixup between flat and soft shading

>> No.538903

Can anyone suggest an alternative to iray for a renderer for animation? Iray seems great for stills but I find that animation-wise it is a bit clunky.

Also, can someone suggest a way to texture by painting directly on the model? Substance painter is ok, but I am hoping for alternatives.

>> No.538904

>>538903
>Also, can someone suggest a way to texture by painting directly on the model?

Quixel Suite, Zbrush, 3D-Coat, Mari, Mudbox(I guess). There are probably others.

>> No.538906

>>538889
>in this one it looks like you didn't set it to tangent

I was sure that I did, but I'll try again.

>>538833
>in this one it looks like a mixup between flat and soft shading

How should I handle that? Set both objects to the same shading type before baking?

>> No.538910

>>538906
set the object the normal were baked to and the object using the normal map to the same shading

>> No.538917

is there a way to shift textures in max without fucking with the uvw mapping?

>> No.538919
File: 17 KB, 431x250, np.jpg [View same] [iqdb] [saucenao] [google]
538919

Really begginer question: Are there areas in 3D that I won't be using these NURBS things?

I'm starting in 3D watching a basic tutorial and the guy starts talking a lot about Nurbs x Polygonal modelling. Is Nurbs really important for me to learn? All content I see here you all seems to be talking about polygonal modelling. Is that correct, is there a reason for that? You call it another name ou something
I want to have an overview of all basic stuff and then go deeper in Character modelling and animation. I still have to learn more to decide which area is the best for me. Architecture and rendering seems nice too, but today it's most likely character modelling and animation to me.

>> No.538920

>>538919
I've never really used NURBS, but that's mostly because I never learned it and my laptop can't handle them so even if I did learn it wouldn't be useful for anything.
People use NURBS for things like car models and other things that actually are perfectly smooth in the real world. In older (SGI + Alias Wavefront) days, you'd use NURBS for just about anything, so that your models wouldn't look like absolute shit.
I just model with quads and tessellate as needed.

>> No.538921
File: 208 KB, 390x450, pole.png [View same] [iqdb] [saucenao] [google]
538921

What's the deal with poles? I understand that you should avoid them, but why? Is it better to hide them in areas which won't be seen, like seams? Keep them away from parts which move?

>> No.538922

>>538921
that's not a pole dude.
its called a star which is usually a quad that breaks edgeflow is usually fine if you don't have too many of them

>> No.538923

>>538919
polygon modeling is better for artistic purposes because you can control the quad count

>> No.538929

Any tips for retop? Should I always aim for quads? How do I turn two 'lines' of quads into one? (An example is a curve which gradually becomes narrower)

>> No.538930

>>538830
>>538833
Were the two objects occupying the same exact space? This is key.

>> No.538932
File: 3 KB, 640x400, quads.png [View same] [iqdb] [saucenao] [google]
538932

>>538929
>How do I turn two 'lines' of quads into one? (An example is a curve which gradually becomes narrower)

You can't exactly. The best you can do is merge four rows into two, which can be done either straight or at right angles.

Basically all quad topography is managed by using those kite shapes.

>> No.538935

>>538921
no, you need poles, they're how you break up poly grids

they're mostly undesirable because as you can see the vertices that connect to the pole are stretched which might make the shading on those quads look bad

>> No.538958

>>538932
Is it unwise to have it just end with a 5-vertex polygon which looks like a quad?

>> No.538972

>>538958
poles are necessary. n-gons are a definite no-no, especially in a deformable mesh. an n-gon that looks like a quad is still an n-gon.

>> No.538980

>>538972
So I should always go for quads. Gotcha

>> No.538994
File: 32 KB, 706x694, Untitled-1.png [View same] [iqdb] [saucenao] [google]
538994

Trying to make a helmet which is essentially a helmet with a scope in the center and 4 plates surrounding it. I know it looks horrendous, so is there a way to refine/make it better?

>> No.538999

I can't seems to find a way to saturate the shadow colors on Zbrush, where the fuck is it? Material, render or light?

>> No.539010

>>538994

Model the entire helmet without seams, then scale it up 1.5x (or osmething) then cut it along the vertical/horizontal to get your four plates.

>> No.539015

>>539010
But I plan to have the plates separate from the helmet itself via mechanical attachments. Is there a way to make it more "mechanical"?

>> No.539041

>>538994
looks cool.
make the camera retractable so that the plates can close.

>> No.539043
File: 67 KB, 664x384, sureenough.png [View same] [iqdb] [saucenao] [google]
539043

Is there a better way of doing this?

>> No.539054

>>539043

Is this just to keep quads? Honestly there is no point in doing things like this because they shade just as bad as triangles.

>> No.539059

>>539043
I think generally you don't want any 6+-point intersections (a single vertex sharing six or more edges) as they cause shading issues.

But maybe that just depends, I don't know.

>> No.539069

>>539054
Yea, but the question was if there was a better way of doing it. I know they shade pretty shitty.
>>539059
They're not causing an issue yet, I know its not exactly what I want. But you have a better way, I'm just looking a better way to keep better shading.

>> No.539077
File: 284 KB, 664x959, Edge_flow.jpg [View same] [iqdb] [saucenao] [google]
539077

>>539043
>>539069

>> No.539078

Is ZBrush Core as shitty as they make it sound on their website?

>> No.539080
File: 356 KB, 985x719, mirrorworld.png [View same] [iqdb] [saucenao] [google]
539080

Is there a way to mirror a model across world center in Maya? The body is perfectly symmetrical but I can't figure out how I should mirror the legs.

>> No.539086
File: 111 KB, 933x521, sureenough.png [View same] [iqdb] [saucenao] [google]
539086

>>539077
Oh, my subdivision was causing the 5 faced looking shit. My shit side by side. But I did learn something.

>> No.539091
File: 38 KB, 1168x603, 1477156874246.png [View same] [iqdb] [saucenao] [google]
539091

how do i design this spring in solidworks?

>> No.539092

How does one start out with character sculpting? I moderately good at hard surface, have not done any 2d in years, and have close to zero anatomy knowledge.

>> No.539095

>>539092
Daz is the way to go man. The tech is mind boggling

>> No.539101

>>538932

What are the names for the various arrangements used to merge quads together?

>> No.539104

>>539091
https://www.youtube.com/watch?v=V6EXqdwQpfI

>> No.539113
File: 66 KB, 1676x544, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
539113

Are there any good tutorials that show how to animate firearms?

>> No.539115
File: 578 KB, 1500x2824, BadEyelid.png [View same] [iqdb] [saucenao] [google]
539115

What am I doing wrong here?

I've got a bone for each eyelid, placed so that the bone and the edge of the lid are lined up exactly from the side. The edge of each lid is set so the bone has 100% influence all along it.

In my mind, this should mean that when I rotate the bone around the x axis, the eyelid should follow it in a uniform manner. However, when I actually do it, the centre of the lid seems to move further than the rest.

>> No.539122
File: 276 KB, 1138x1283, zbrushcore-vs-zbrush.jpg [View same] [iqdb] [saucenao] [google]
539122

>>539078

Yes.

>> No.539123

>>539115
Think I worked it out: I assigned weight to the two lid bones correctly but forgot that the root bone would also have been given some weight on most of the vertices when I auto-assigned vertex groups and I hadn't switched Auto Normalise on.

>> No.539126
File: 1.64 MB, 480x270, blink.gif [View same] [iqdb] [saucenao] [google]
539126

>>539123

Follow-up question; what's the best way to manage vertex groups and weight assignment in Blender? It seems terribly easy to fuck up.

>> No.539152

If I'm looking for software for 3D modelling enclosures and such for 3D printing, what should I be looking at? I've been trying a bunch of stuff and can't figure out how to do what I want to do, which is basically cut a bunch of holes (some text shaped, some just regular vent type holes) in a raspberry pi case. Note: I have no fucking clue how to use any cad software or 3d rendering stuff. I'm mostly used to photoshop.

(Or is this a more /diy/ question? I figured since I'm having issues on the design and modelling side this board would be more appropriate to ask on)

>> No.539203

>>539152

Most modelling software these days can manage 3D printing to some extent. The problem with that is that most people on this board will already have some grasp of how to use powerful multi-function packages so they will use those if they want to do some 3D printing, rather than a more beginner-friendly simplified program which only does what you need.

I've not done any 3D printing myself, but maybe try the Autodesk free software? TinkerCAD and 123D should be fairly straightforward.

>> No.539218

>>536950
you fell for the meme

>> No.539281
File: 171 KB, 1904x1052, Capture.png [View same] [iqdb] [saucenao] [google]
539281

what are these objects called? They come with the humanik rig but I want to be able to make these things for a custom rig.

attribute editor names it as an "effector" but I don't see anything about creating them in the documentation outside of the hik interface.

>> No.539353

>>539281
IK-Bones or just Bones probably.

>> No.539356

What shortcut is this guy using at 0:58 into this video?

https://www.youtube.com/watch?v=5jk-op-cNTs

>> No.539358

>>539281
The whole rig is custom built with mel/py. looks like it's just mesh prims with transparent/flat shaders. It'd help to see the outliner fully expanded.

>> No.539372
File: 134 KB, 1516x796, Capture.png [View same] [iqdb] [saucenao] [google]
539372

>>539358
this is what the outiner+others is showing. There's nothing in the hypershade unless those flat shaders are hidden from it.

>> No.539380

>>536842
I don't know if this has been asked before, but is better for hand-painted characters/objects to have a shadeless material?

>> No.539388

>>539356
That would be the mesh:f2 add on.

Go on preference, under addon, type 'f2' It's that add on. Hitting 'F' will attempt to fill best way.

>> No.539393

>>536842
I want to take a sword from Fire Emblem Radiant Dawn and port it to Skyrim.
I have both games on my hard drive. I just need to move one to the other. I'm willing to spend hours learning how to use programs. I just need a push in the right direction to get started.

>> No.539394

>>539393
Oh yeah I also have zero experience outside of nifskope.
Should I give up.

>> No.539407
File: 46 KB, 907x697, ac.jpg [View same] [iqdb] [saucenao] [google]
539407

I have a curved segment and i want it uncurved. are there any functions in max that i can use to straighten it?

>>539394
no. quitting is for losers. even with pointless stuff.
where are you at in the process so far?

>> No.539413

does anyone have any tips/tuts for lowpoly texturing,specifically mechanical objects? my stuff is lookin pretty basic, and i want to improve

>> No.539421

>>539407
I'm at the "I feel like doing a thing" stage. I wasn't kidding when I said I didn't know what I'm doing. I have the ROM of the game and Skyrim on my PC. That's it. I feel like it would be easier to replicate the weapon than port it, but again, I just have no clue what I'm talking about.

>> No.539422

>>539413
I suggest looking at lowpoly models that already exist, Like the n64 console stuff.

>> No.539425
File: 337 KB, 1442x902, DAY011 - Assembling model parts.jpg [View same] [iqdb] [saucenao] [google]
539425

Please help I've been at it for almost 3 weeks.

>>539423

Will post some examples of my problem.

Pic related shows an example of the various body part clones. Which do I need and how do I use them correctly? any source of info is fine

>> No.539426
File: 837 KB, 660x1438, DAY21 - B&HB - Thanks anon.png [View same] [iqdb] [saucenao] [google]
539426

>>539425
Example of how the colors were originally.

>> No.539442

>>539421
Radiant dawn is for the wii, what you have should be an iso.

You already have nifskope so it sounds like you are familiar with how to extract things from skyrim?

You need to get the sword model out of radiant dawn. Somebody on models-resource has managed to extract the characters, so there may be hope for you.

Go download the dolphin emulator if you dont have it already. It has a feature to extract the contents of wii isos.

>> No.539449

>>539442
ISO, yeah. That's what I meant.
I'll check that out anon. Thank you.

>> No.539452

>>539425
What's that model ripped from/ where'd you find it? looks nice.

>> No.539454

>>539452
I ripped it from some japanese porn game.

>> No.539457

>>539449
After you extract the iso, search the whole extracted directory for *.brres files. These are a container format used by most of nintendo's own wii titles including mario kart and brawl. Since fire emblem is a nintendo ip, there is a chance the model you want is one of these types of files.

*.brres typically have models, textures, and animations in them.
i have also seen *.arc files contain models in animal xing city folk so search for any of those as well.

download the program called brres viewer. you will need it to preview and extract things.

>> No.539468
File: 329 KB, 450x375, 1436040053333.png [View same] [iqdb] [saucenao] [google]
539468

>>538817

Asking again, because I still can't get my head around bump and normal mapping in blender.

Can anyone point me to a good, in-depth tutorial series about this subject. None of the ones I've been able to find explain it well enough for me to understand what I'm doing.

>> No.539482

Can I use for animation BOTH bones and morphing in 3dsmax? For example: I want the head turn to the right (with a bone) but also make an expression on the face (with morpher modifier). Is it possible?

>> No.539483

>>539482
I pretty sure you can, Just make sure that your controller keep the same offset as the head.
I'm a blender user. Sorry if this doesn't make sense.

>> No.539485
File: 490 KB, 414x577, Micayya.png [View same] [iqdb] [saucenao] [google]
539485

>>539442

>> No.539490

>>539485
Mayyyyyyybe I should just try my hand at replicating weapons instead of porting them.

>> No.539512

>>539490
Honestly if it's just swords, it is probably easier to just model the things from scratch. Video game swords tend to be pretty simple, being low-poly and obviously you don't need to worry about them deforming, separate pieces and so on.

>> No.539514

Is there any tutorial for how to animate stuffs like Anime hair? Can't find any on YT, same for CGpeers.

>> No.539517
File: 478 KB, 1899x1004, hopeless.png [View same] [iqdb] [saucenao] [google]
539517

>>539468

I've tried five different tutorials and I still can't manage to get it looking anything like I think it should.

>> No.539524
File: 158 KB, 1200x1580, NikeTen_Solo_Principles.jpg [View same] [iqdb] [saucenao] [google]
539524

any Idea how this has been done ?
how could I get a similar look using cinema 4d

>> No.539525

>>539524
you can do this with photoshop using a gradient circle and scaling it and put a heavy blur on it.
in c4d same i guess. get a sphere and put a camera blur on top. also a non reflective material. but most likely not done with 3D

>> No.539526

>>539525

thanks for the input.
I'm mainly asking for the 3d advice since I'd like to explore something similar with more complex scenes.
is there a way to render only reflected light or something ?

>> No.539531

>>539526

I just noticed that my request dosen't make any sense...
I don't really know what I look for.

>> No.539553

>>539514
Well, I don;t have a tutorial for you m8, but you could try using my method using animAll add on. just check it out. Another method would be using a mesh deform.

>> No.539586

is there a way to set a model's current coordinates to be it's "zero" in 3dsmax?

>> No.539603
File: 20 KB, 410x326, screen.jpg [View same] [iqdb] [saucenao] [google]
539603

How do I render contours like in pic related ? A little whiter than the surrounding areas.

>> No.539604

>>539603
using Blender

>> No.539607

>>539603
Are you sure that's a contour? Looks more like a bevel/chamfer to me.

>> No.539608
File: 119 KB, 512x512, bae.png [View same] [iqdb] [saucenao] [google]
539608

Does anyone know where I can find the 3d model of this handsome boi ?

>> No.539611
File: 1003 KB, 1904x1002, screen4.png [View same] [iqdb] [saucenao] [google]
539611

>>539607
At first too, but left is without bevel, right side with

>> No.539615

>>539586

Affect pivot only maybe.

>> No.539620

>>539603

Grab the 'pointiness' output of a geometry node and use that to mix in a lighter colour?

>> No.539622
File: 187 KB, 1624x1032, pointy.png [View same] [iqdb] [saucenao] [google]
539622

>>539603
>>539620

Example setup. Note that you will need support lines near your edges for the 'pointiness' to work correctly.

Also, someone make a new thread. I started this one.

>> No.539665
File: 484 KB, 1904x1002, screen04.png [View same] [iqdb] [saucenao] [google]
539665

>>539622
I have got the problem that the viewport render looks nothing like the actual one.
What are the settings for fixing this ?

>> No.539675

>>539608
>>bae.jpg

>> No.539734

Are there any programs like a level creator where I can choose from an assortment of elements (various types/sizes of rocks, grass and other things found in nature) and simply drag and drop them into an environment?

>> No.539759

Total newbie question:

how do I insert specific parameters while manipulating/creating objects in 3DS MAX?

in every other software If I want to move an object by 5 units I just press '5' while I'm moving it

in Max it just starts flickering trough the interface like crazy

I cannot phrase the question right for google to find an answer, pls help sempai

>> No.539798

>>539759

Type in the coordinates in the x,y,z boxes on the bottom.

>> No.540081
File: 39 KB, 734x412, sureenough.png [View same] [iqdb] [saucenao] [google]
540081

So I'm trying to make a mesh deform, and then my cage does something very obscure to me. For what ever reason it pops like its being pushed, and i don't know how to fix it.

>> No.540153

What is the easiest way to unwrap a model?

>> No.540192

>>540153
the automatic unwrap button.

>> No.540202
File: 7 KB, 211x290, 1422069034241.jpg [View same] [iqdb] [saucenao] [google]
540202

how do i stop ncloth from simulating for a few frames while the character changes poses for a new camera cut?

During the cut I have the character snapping to a different position in the scene, and the cloth goes bonkers trying to keep up with the quick jump that only lasts a frame. Every way I've tried the cloth just floats there and doesn't move with the mesh it's vertex-constrained to.

>> No.540511

Is there a way to transfer armature to a model in a different pose? They're both the same model, in different shapes and poses.

>> No.540512

>>540511
Using blender btw.

>> No.540910
File: 60 KB, 506x602, Blender uses different settings for viewport preview and the actual render.png [View same] [iqdb] [saucenao] [google]
540910

>>539665
Blender has different settings for the viewport render and the actual render. The viewport render would be too slow if it had the same quality as the final render.

>> No.540955
File: 10 KB, 201x251, Lumion6.jpg [View same] [iqdb] [saucenao] [google]
540955

Young architect here. I'm currently using Lumion6 to render scenes and videos for my company.

My question is, are these any similar programs? As in, so quick and user friendly, with decent quality.

Using, for example, 3ds Max for the scale of models I make would just be a waste. Lumion's 2x2km map size is cramping my style, and having to almost individually place all trees is becoming heavy on my system.

Spec, for interest sake: Intel i7-3770 @3.9GHz, GeForce GTX 780, 16GB rab, 500gb SSD.

tl;dr alternative modeling software to Lumion 6 requested

>> No.541112

Posting here too

Just started Blender but either I fucked up already or the tutorial im watching is outdated for this version (2.78)

How do I move the camera in 3D View? According to the tutorial, I should hold down the middle mouse button and drag but all that does is rapidly cycle through object mode and vertex paint mode.

Help Please?