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/3/ - 3DCG


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File: 52 KB, 782x543, qstgr.jpg [View same] [iqdb] [saucenao] [google]
637320 No.637320 [Reply] [Original]

been creating all the generals myself edition

previous: >>633468

Reminder!
This thread is for any simple questions you might have about [technique] or [software]. If you think you have a question that deserves its own thread, such as thoughts on [new technology], etc., by all means go ahead and create your own! Otherwise, please post in this thread.

>> No.637335

Is there an idiot-proof guide and software to produce fonts? I already designed each letter in a vector graphics software. How do I convert it into a font?

>> No.637338

>>637320
>been creating all the generals myself edition
Thanks for it man. I only check /3/ every few days so there's a good chance I'll be late for making it myself.

>>637335
Vector Graphics are what fonts are. I imagine most TTF editors will be able to import SVG and the like. Try google.
Spoon feeding at this point, but here's my first result on google.
"Birdfont is a free font editor which lets you create vector graphics and export TTF, EOT and SVG fonts. "
https://birdfont.org/

>> No.637339

>>637338
>Spoon feeding at this point, but here's my first result on google.
"Birdfont is a free font editor which lets you create vector graphics and export TTF, EOT and SVG fonts. "
https://birdfont.org/
Thanks, I'm gonna try that. I tried using FontForge but it's too complicated. I don't know what I'm doing.

>> No.637341

>>637338
>I only check /3/ every few days
OP here, sometimes I forget how infrequent this board's really visited. Oddly enough, I'm here several hours a day, just refreshing every half hour or so looking to see if anything's updated.
But yeah. Besides the last questions thread where some anon sperg'd out and prematurely created his own (sorry if that was you), all the questions and wip generals past the /wip/ with the phone pic have all been created by me. The only ones I don't refresh are the Blender and Daz ones. Not bragging or anything, it's nothing to feel pride in, just thought I'd say I'm (maybe) doing my part.

>> No.637342
File: 143 KB, 1000x1000, autismhat.jpg [View same] [iqdb] [saucenao] [google]
637342

>>637341
>some anon sperg'd out
Yeah that was me. Though the OP could use some clarification. Wasn't sure if I would be there when we actually needed it.
Thanks for your hard work general-san.

>> No.637343

>>637338
Fonts are not just vector graphics. They have additional information about pixel alignments and precise information about how to rasterize at different sizes. Turning an svg into a usable decent quality font requires additional work.

>>637341
I'm on here a few times a day. But I never post my work because it's all furry porn and my friends would easily recognize me, haha.

>> No.637498

Does anyone know how I might go about making a tileable, looping, animated water texture? I'm honestly stumped

>> No.637506

How should I unwrap a model with a ton of tiny parts in it? I get a lot of super small UV islands and they are so tiny that even a checker texture doesn't want to apply to them. It's also probably the reason why my hp to lp bake is a complete failure. I can't bake those parts down, though.

>> No.637514
File: 99 KB, 1051x741, animueyelash.png [View same] [iqdb] [saucenao] [google]
637514

how the fuck do animu eyelashes work in 3d?
I tried imagining and creating it like a irl eyelash and creating the "U" shape on the side view, but I got confused 1/2 way through (the 2 ends of the eyelashes, I didn't know wtf they're shaped like).

>> No.637523

If you retopologize a model does that fix the clipping?
I have no retopo experience, but I see so many tutorials where the end product still has clipping, and that's no good for me.

>> No.637526

Why the fuck is animating in 3D so hard compared to 2D. I thought this would be a walk in the park since I've practiced animating for a long while.

I key the frames based on a tutorial and STILL my animation looks way off. It's insane. The legs jiggle although the keys were pretty similar (I assume.) and the motion paths are warped for no reason.
Someone please tell me what the hell is going on and why it's so off although I followed to tutorial step by step.

I move into the graph and try to move the paths around but it's still fucking wonky and I can't find the path that has the random jiggling.

>> No.637529

>>637498
Not exactly what you asked but you might want to consider the ocean modifier in Blender. It's very configurable and can be animated easily.
>>637506
Post your model and UV.
>>637523
No. Clipping is down to your rigging. Post an example if you want help.
>>637526
Post your animation and link to tutorial then so we can have a look. Nobody here is psychic to my knowledge angryposting is a great way of making people not want to help you.

>> No.637556
File: 481 KB, 1522x945, problem.jpg [View same] [iqdb] [saucenao] [google]
637556

Okay, so I'm trying to properly unwrap and hp to lp bake this model. When I just unwrap without any further tweaks, UVs look like pic related. But no matter what I do, I'll still be left with a bunch of tiny islands and I'm not sure how problematic it is, but I think this may be the reason why I also can't have a proper hp bake.

>> No.637557
File: 143 KB, 1447x603, Screenshot_34.jpg [View same] [iqdb] [saucenao] [google]
637557

>>637556
And this is in SP after the bake. Tons of artifacts on the corners of everything and it seems that the maps are completely wrong, because black dots are supposed to be the AO, but they are everywhere. I don't even know how is that possible.

HP and LP are at the same position, same transform, have appropriate names etc. UVs in this one are smart project btw, it STILL manages to unwrap better than I do...

>> No.637558
File: 106 KB, 668x760, th.jpg [View same] [iqdb] [saucenao] [google]
637558

>>637556
>>637557

Can't quite see what the problem is, so this may not solve your problem but it's something worth baring in mind anyhow:

UV islands need to be taken into consideration with smoothing groups when it comes to baking, otherwise your bake will suck.

If you have an object with two smoothing groups (eg. a trapezoid where the top is SG1, and all the sides are SG2: pic related) you MUST break the UVs on for the different SGs.
So, the cap has to be a completely separate UV island from the sides or you will have a horrible edge in your normal map.

Also - your UV islands on the bigger chunks look *very* close to each other; they may be bleeding into each other. Pack them with a little more padding.

>> No.637560

>>637556
you just need to re-scale stuff. you have plenty of unused space on the left

>> No.637565
File: 92 KB, 1541x610, why.jpg [View same] [iqdb] [saucenao] [google]
637565

>>637560
Yeah, that's true, but it doesn't seem to help, though. I've tried both doing it manually and with smart project, and even then when everything is more tightly packed, I still get the same errors.

>>637558
Am I doing this wrong? Here is a pic of the edges where I get dark spots. Messing with a ray distance doesn't help. That object is separate from the buttons, so they don't affect each other. I placed the seams on the edges. I'd also like to know why is the keyboard island so messed up when I unwrap it like in the first pic I posted (middle left). I can fix that by projecting from the view, but I don't know why are the holes so messed up when I do it manually. I think the seams should be ok.

I'm afraid some of this has to do with booleans, since I was using a lot of them for all of these holes. I don't know what should I do at this point.

>> No.637568

>>637565
senpai that just looks like pixelation because your textures are too low res
that's why proper uv mapping is important so you maintain equal scale _and_ good detail level across the entire model
you can tell because of the two other islands you posted
they're equally as low res

>> No.637569
File: 94 KB, 1367x595, okay.jpg [View same] [iqdb] [saucenao] [google]
637569

>>637568
Okay, check this out. Just for the test, I scaled that part of the keyboard way up. It is better, but still not perfect. Is there STILL not enough res for it?

I also tried deleting the faces inside those holes in the first row, and without them the bake is even better.

But - I also made a separate UV for the buttons, and that is the only way to have enough space for them to bake properly.

That being said, I still don't know what exactly affects this. So is it just the resolution or are those hard edges on the holes also causing the dark spots?

I spent the whole day yesterday trying to unwrap this properly, obviously I don't know what am I doing then and need help. How am I supposed to upscale all of these pieces while mainting the scaling between them? Smart project already packed it up neatly and the keyboard is still tiny, there is no more space there. Is it even possible to make a single texture for this model?

>> No.637572

>>637569
>So is it just the resolution or are those hard edges on the holes also causing the dark spots?
neither (technically still resolution but no matter how high you go you'll still get them because circular rasterization will never be perfect)
it just looks to be baked light information causing the dark spots
the white streak on the rims of the keys are baked right? a similar thing is happening here
it looks like it's trying to simulate a chamfered hole by having highlights on one side and shadows on the other, hence the white spots that oppose the black spots
honestly your best option would be to make the entire face a single face and just have the buttons clip through them
that's still an acceptable method and as long as this isn't going to be viewed extremely up close and scrutinized by some autist it doesn't matter

>> No.637574

>>637572
Maybe you're right about the part that I should just remove the holes altogether. That's what I had originally but I wanted that bit of detail. In practice, if it was just a game prop, nobody would notice it, but I want this to be nicely presented with some close up shots as well, and then it will be very noticeable that the keys are just going through the mesh.

I don't think the white streaks are baked. When I rotate the light they move. But those black spots change color from black to white based on the lighting. They almost dissappear and show up on the other side when I rotate it.

I'm still wondering if I am supposed to unwrap this into a single or multiple textures. I tried out so many things and I just have more questions as I go. Those keys usually get completely fucked when baked as well, they look nice here just because I made a separate UV for them. That would imply that the resolution IS the problem, but there is no way I can get that much space for everything in a single texture.

This isn't supposed to be this hard, I never felt more miserable doing 3D. Spent WAYYY too much time on this BS.

>> No.637576

>>637574
then it's (or should be) a baked normal map
same concept, same pixelation rasterization issues, yadda yadda
check if your high poly has a bevelled/soft edge on the holes
if so, get rid of it and rebake if you still want to keep the geom holes there
in theory that should stop the problem altogether because like above it's attempting to bake a circular chamfer onto a rasterized map that doesn't have (and never will) have enough resolution
case in point: if you have the chance to look at some game assets pay attention to details like screws and rivets and any circular decal in general
if they're baked into the texture (normals and everything) chances are they look like ass (but it doesn't matter too much since game asset and all)

>> No.637581

>>637565
you made a very common mistake of unwrapping similiar items like the buttons.
what you do is make 1 button, unwrap it, then duplicate it.

>> No.637583

>>637576
Hm. Unfortunately, high poly has the exact same holes like low poly in
>>637565
So that is probably not the issue. I don't even know anymore. I'd almost just unwrap the high poly into 10 UV sets and be done with it, but I need to learn the whole workflow.


>>637581
I did that, though. But I still did waste a lot of time unwrapping shit because due to all the bools, a lot of the edges don't loop select anymore and then I have to manually select some edges. Easy way for fucking up my hands fast.

>> No.637587

you can try getting them holes as normals on your lowpoly either through stamping or baking, there is an interesting and cheesy way in that you don't even need to touch actual geo, simply make a "hole" floater and put it slightly above surface you want normal info on

>> No.637589
File: 135 KB, 1346x598, Screenshot_41.jpg [View same] [iqdb] [saucenao] [google]
637589

Considering this is how the AO looks after all the tweaks, something is still terribly wrong here and I lost all hope now.

>> No.637600

>>637589
wut? is this how your ao map look?

>> No.637604

>>637600
Yep. I mean, this is just a test UV obviously, but this is how it bakes AO, no matter how the UV looks. I don't know why and how are those spots scattering like that everywhere. I'll just texture the high poly mesh.

I believe I am doing something wrong but I don't know what, nor can anyone notice it, because this is not the first time I had baking problems like these. I went through tutorials and tried every solution people recommended and it never worked. I'll probably post a super detailed greentext explaining exactly what I'm doing later. Thanks for all the help guys, I'm sorry I still can't fix this.

>> No.637608

>>637604
bake the ao in xnormal and insert it to sp2

>> No.637612
File: 140 KB, 680x487, eyelashes.png [View same] [iqdb] [saucenao] [google]
637612

>>637514
same guy again
tried it again and got pic related
how did I do on the base shape? I'll add details later but the final is suppose to look like the ref pic I posted on the previous.

I plan on using shadeless material + texture to "color" it.

>> No.637614

>>637612
i think its ok

>> No.637658

Guys, I think I finally managed to solve this baking problem in 3AM! Turns out it was the problem with materials. Apparently I really had no clue what I was doing and imported a mesh with separate materials. But the thing is that then for each material SP generates a separate UV map, so I had like a dozen UV maps. Somehow that clashes with each other and causes baking issues. Now I exported with a single material and everything baked smoothly. Don't ask how I didn't figure that out earlier... So now I just need to make an ID map so I can easily texture individual parts.

>> No.637666

What are the standard tutorials to learn 3D sculpting? I'll be using blender but I don't care what software they instruct in.

>> No.637667

>>637526
>Why the fuck is animating in 3D so hard compared to 2D
It's a whole 'nother dimension to consider. It's obviously going to be twice as difficult because now you have to move in a third dimension (depth) as well as just vertical and lateral.

>> No.637668

>>637612
I don't think lower eyelash should be connected to the upper eyelash. You can have them intersecting a bit if you are gonna use shadeless materials. I think keeping them separate is going to make animating easier.

>> No.637675

>>637526
coming from 2D too. it's a pain in the ass to keep track of all the different channels. leg jiggle sounds like IK popping.
it helped me a lot to think in 2D -- turn off interpolation (stick with stepped tangents), work in order from keyframes -> breakdowns -> inbetweens all the way down to threes or twos, lock down the camera and animate to camera without regard for breaking the model from different angles

>> No.637677
File: 28 KB, 448x545, e086b7e8fbdc2a5f74d4b2e21e2183515778904417f57a5b8a4e3f6a32a120d3.jpg [View same] [iqdb] [saucenao] [google]
637677

>>637529
>Post your animation and link to tutorial then so we can have a look. Nobody here is psychic to my knowledge angryposting is a great way of making people not want to help you.
True, my apologies.


Literally can't even post the damn link for the youtube channel or the animation because this stupid fucking bot thinks it's spam and 4chan's limit is 3MB. Sorry. It's the maya walk cycle tutorial by OnlineMediaTutor
God I fucking hate this site.

It was much worse than this. Everything was flopping around although the keyframes weren't even similar. Everything flops and I've gone through each part of the body to check what the hell is going on and nothing. Limbs stop, jiggle, then start again for no apparent reason.

Would it be my settings causing this? I would say the rig, but the animator used it just fine. The fact that I'm using the newest on a 2 year old tutorial might also be a factor, but I'm not sure. What do you think?

>>637667
My main problem is getting Maya to animate things without it screwing up. It seems pretty straightforward and in theory I'd be able to get the hang of it better than I am currently. All I'd need to do is figure out the easing workflow so that I could replicate realistic movements and that'd be that. Kind of depressing that it's not that simple haha.

I'll follow everyone's suggestions and get started on another tomorrow when I'm up.

>>637675
Thanks for the advice. Seemed to make the problems less prominent but it's still a bit wonky. Key frames aside the animation stops inbetween large inbetweens and it's confusing me.

>> No.637678
File: 37 KB, 558x244, IndolentCompleteIchneumonfly.webm [View same] [iqdb] [saucenao] [google]
637678

>>637529

>> No.637683

does anybody have a good go-to hand topo that terminates to 8 edges at the wrist?
it's driving me nuts, and searching for "low poly hand topology" doesn't bring up anything that terminates to an 8 edge loop

>> No.637686
File: 99 KB, 659x497, samfisher.png [View same] [iqdb] [saucenao] [google]
637686

What pose is this? I know its not a t or an A pose.
I'm trying to rig this with mixamo. How would I do this properly?

>> No.637687

>>637678
i see two things:
the right leg (red) looks OK, but the left hasn't mirrored properly
also, there's IK popping. either add some stretch to the leg if the rig has that feature, or don't extend the foot so far forward on the step outward -- leave some bend in the knee even at maximum extension of the leg or it'll pop like that

>> No.637688

>>637687
one more: the torso/COG isn't dipping on the left foot's step

>> No.637823

>>637687
I was able to animate a walk properlly on another rig but each time I add to it or finish it Maya crashes.

>> No.637831

>>637341
man i wish /3/ moved faster, anyone know of any discrod groups or something like that for 3d artists?

>> No.637898

>>637320
I'm looking for a good beginner friendly tutorial for substance painter. I have zero experience with the software, can you recommend me something?

>> No.637900

Registration is open at CGPeers but their confirmation email isn't fucking coming through. Help lads?

>> No.637903
File: 81 KB, 689x900, closeup-number-pad-old-push-button-public-telephone-old-push-button-public-phone-keypad-103101336.jpg [View same] [iqdb] [saucenao] [google]
637903

>>637565
>>637569
This is always going to happen to some degree with curved surfaces, which is why you always want to unfold curved objects into strips, and try and make sure that edges are aligned to the grid as much as possible with few or no diagonals.
You could have fixed this issue by simplifying the design, making the whole top of the board flat and having having the buttons pasted on there with no hole underneath, no one would see if from up close enough to tell that there are no holes.

>>637831
This is place is as fast as you're likely to find I suppose
https://discord.gg/rckz5g

>>637898
Just start with the official tutorials on the Substance youtube page, they are good enough for learning the program from scratch and it's easy enough to use that you might not even need any more advanced courses after that. If you want to learn some hard surface modeling at the same time, check out ChamferZone, they do whole workflow videos from modeling to texturing and rendering.

>> No.637904
File: 2.19 MB, 1920x1080, screenshot006.png [View same] [iqdb] [saucenao] [google]
637904

>>637903
Yep, I already fixed it (the bake is still not perfect, but good enough), but thanks. I learned a lot from it. I agree, I probably should have simplified that part. It turned out it was a combination of baking maps on too low res, having multiple materials and not separating the model into multiple pieces. Fixed the UVs too, I think I actually did it quite well, everything fits nicely on a single 2k texture.

I posted in the WIP already, currently finishing the texturing. Damn, it took a whole week. Too bad nobody will care about it in the end, but oh well.

>> No.637906

>>637904
Baking detail like that is one of the reasons I threw in the towel and just started using weighted normals with chamfered edges instead. When you don't particularly need to have a unique texture for something, the unwrap ends up being needed for nothing other than just edge shading, and if you're doing that, you may as well just chamfer and smooth all the edges manually, and use tiling materials. Cuts out having to make a high poly as well.

>> No.637911

>>637898
http://www.pluralsight.com/courses/substance-painter-fundamentals
You won't find better course on this tool.

>> No.637914

>>637906
I guess that would work if you don't need any tiny details like chipped edges or scratches. If you just want a clean model without any of that, then I agree.

>> No.638054

How do I avoid volume loss if I can use only linear skinning?

>> No.638055

>>637904
i think your main issue is not the loss of detail. but the silhouette doesn't have enough polygons

i mean, im assuming this isn't a fallout 4 asset that is supposed to skimpy on polygons

>> No.638058

I wanna gift a Blender online course to a friend of mine, not sure where to start or is there an YT video series I should just link him instead?

>> No.638059

>>638058
https://www.youtube.com/playlist?list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkS

>> No.638061

>>638059
thx.

>> No.638071

Is this the place to ask for advice on creating/blending normal maps?
Made a skyrim skin texture from 2 different mods and want to generate a normal file either completely new using the new texture or combining the normals

>> No.638072

>>638071
use photoshop mix 50% blending mode?

>> No.638073

>>638072
the phone app? if so i cant since im using android

>> No.638074

oh wait there's an android version too
fucking adobe only displayed the app store version on their site

>> No.638077
File: 2.36 MB, 1920x1080, fixed.png [View same] [iqdb] [saucenao] [google]
638077

>>638055
I agree, I noticed that too. The problem is that I tried as best as I could to make a low poly from high poly model, and was able to go from 260k to 29k tris, but judging by the similar models, the polycount is still too high. Maybe I still have some areas where the topology is too dense, while I didn't leave enough detail for the other places like silhouette.

How does it look now? And what is the best way to add some geometry back? I had to add some loop cuts again and manually get those curves, but the result is +10k tris, which is not good. I'm afraid to make a mess with the topology, but I also made some chamfers to save some tries, but then that introduced some ngons/triangles, although it doesn't seem to affect the rendering.

>> No.638080

>>638077
i think you have to simulate yourself as someone who looks at this asset for the first time.

what i see is whats sticking out. the focal point for most people will be the screen area so i think you should add more polygons there.
i mean, the panel area is just perfect from here.

>> No.638085

>>638080
Hm, that's true, but the screen already has 6k tris. I have a feeling 41k for this model is wayyy too much and if I add more loops to the screen it will be close to 50k.

>> No.638086
File: 202 KB, 814x915, here.jpg [View same] [iqdb] [saucenao] [google]
638086

>>638085
Okay, 36k tris right now.

>> No.638100

>>638077
>>638086
SP is shit at baking. Use MT3. For presentation renders as well.
Put some more light damage on that thing. Spots on the edges where paint has come off, grime on the buttons, vertical scratches on the side of the buttons and along the path where those controls on the top would slide about and damage the paint underneath.
Right now it looks a dirty, brand new piece of hardware, which doesn't make much sense.

Drop the unnecessary edges. There's a bunch of edges running along that you most likely don't need. Just use triangles and forget about them.

If you feel like it, re-do the entire screen. Start from a spherified cube subdivided a few times. Cut one of the sides off, that will be your screen. It will give you much cleaner topology and you'll still be able to extrude the frame from it.

>> No.638119
File: 159 KB, 1240x914, update2.jpg [View same] [iqdb] [saucenao] [google]
638119

>>638100
Thanks for the great feedback! <3

I'm still working on it, but what do you think now? Yeah, it depends on the lighting as well, on the last one it really looks like a plastic with no details.

>> No.638120

>>638119
there is no point in getting down to such detail, the only detail that matters is the detail that the player/user is supposed to see from a reasonable distance.

>> No.638121

>>638120
This is for practice/portfolio piece probably. I never focused this much on a single prop and now I want to refine it as much as possible. What would you recommend then? Is there anything else that you would do or is this texturing finished?

>> No.638123

>>638120
>>638121
>>638119
>there is no point in getting down to such detail
Yes there always is. Look at how much better that shit looks now. Now it looks like a thing that has seen some use. Even if you're not going to see them up close, small details will do a lot even from a distance. Saying otherwise is just bad advice.

As for you, up the res to 4k and do some nice renders.

>> No.638124

>>638121
like this man said. try to get some beauty shots with your renderer. and possibly touchups with photoshop.
for assets, id recommend a 3 point lighting system (there is alot of info online). if you think the natural piece looks good, then don't do any color balancing. you could add world AO or sharpness depending on how you feel about it. and maybe even render it as empty background and do a fancy one in photoshop instead

>> No.638126

how much will traditional drawing skills help me in modeling?
I can see the link for hand painted assets (wow, allods) but what about other styles and sculpting too?

>> No.638138
File: 91 KB, 372x526, 75752f4174c0d27565b928e3743224fb.jpg [View same] [iqdb] [saucenao] [google]
638138

How the heck do people do smooth curved surfaces in hard-surface models? Do they start off with a sculpt and then retopo?

>>638126
Personally, getting into sculpting made me better at drawing, rather than the other way around, in no small part because it enforces proper anatomy, but also because it gives you a sense of how things look from different perspectives

>> No.638175

>>638138
All you really need are subdivision surfaces to get a nice smooth hard surface, it won't get you all those micro-details you see, but those are almost certainly added on later as normal map detail.

>> No.638274

Sorry if this is an answered question, but I have two questions. How would you sculpt eyelashes in Zbrush/Sculptris and how can you reduce polys without losing quality?

>> No.638275

>>638274
Why sculpt them? just use textures with transparency.

>> No.638298
File: 148 KB, 970x807, help.jpg [View same] [iqdb] [saucenao] [google]
638298

How do I weight paint a single line in Blender like in pic related?
I don't want any blur or something very minimal at best. I only need a very narrow area to be painted for particle generation purposes.

>> No.638300

>>638298
That's not how vertex weights work. The weight of a face is calculated from the weights of the vertices connected to it, so if you have a face with 1 vertex on the left and 1 on the right, and the left has 1.0 weight and the right has 0.0 weight, that face will have an interpolated weight of 0.5. You can't have two adjacent vertices with differing weights without interpolation.

As for your problem: either create an emitter mesh or increase the density of that area of your mesh.

>> No.638301

>>638300
That sucks.

A workaround was to create a super dense emitter then cut off the sides after converting it to a mesh. It's stupid you can't even select in a straight line like in Photoshop.

>> No.638322

>>638301
pubes

>> No.638325

>>638322
What does it have to do with puberty?

>> No.638338

Has anyone done the Introduction to 3D modeling on CG Spectrum? In terms of thought courses it seems like good value.

>> No.638490
File: 68 KB, 1150x560, howdo.jpg [View same] [iqdb] [saucenao] [google]
638490

Question. How do I bring this material to the layer currently its causing issues. I would like to use the mask i've Already used. I dont want to use the Textures, just the bump Map it has.

>> No.638498

>>638490
Well just drag and drop it to make a new layer, copy and paste the mask from the other layer and reduce the color to 0?

>> No.638499

Does anyone use, heard of a program called Vectorworks? It's mostly used by theatrical/entertainment lighting designers though.
But I'm curious if anyone outside of that field has heard/used it. (It fucking sucks).

>> No.638532

Hey hi hello
I have a question about animation. I've been doing mostly hard surface modeling for a while now, and I have a uhhh I can't really formulate the question sorry nevermind bye

>> No.638535

>>638532
Instead of forty keks, you get forty slaps. Bare your buttocks.

>> No.638708
File: 224 KB, 1170x731, its4porn.png [View same] [iqdb] [saucenao] [google]
638708

Any of y'all familiar with C4D's Soft Body Dynamic tags?

I'm trying to make this tube retain its wall thickness when the collider object does it's thing.

How do?

>> No.638714

>>638708
of course it's for porn, not sure if objects or a dick...
I'm not C4D guy, but try duplicating the ball, constraining it to the original, scale up, and turn transparent. That way you should have more deformation around the original ball

>> No.638716

>>638708
You need soft body dynamics for something like a ball passing trough a tube? Isn't that a job for a simple modifier?

>> No.638720
File: 211 KB, 1011x637, not_oviposition.png [View same] [iqdb] [saucenao] [google]
638720

>>638714
I don't have a problem getting the tube to deform however much I need it to.
The issue is having the tube not act like a hollow object.

>>638716
It's a simplification for now while I figure this out.

>> No.638721

>>638720
hollow meaning, solid walls. Not, without a hole going through the middle. Obviously.

>> No.638747
File: 51 KB, 1140x757, GettyImages-99306646-deep-squat-1140x757.jpg [View same] [iqdb] [saucenao] [google]
638747

what kind of topology/joint positioning do i use to get a knee that doesn't collapse when squatting like this?
is corrective shapekey the only way?

>> No.638749
File: 181 KB, 868x458, V98-KneeRigDetails.jpg [View same] [iqdb] [saucenao] [google]
638749

>>638720
just have the outside faces of the tube be deformed by invisible sphere around the visible sphere deforming inside faces of the tube.

or play with lattices.

>>638747
pic related solves it by having extra bone for the patella.

>> No.638765
File: 493 KB, 640x360, 3dsmax1-tube.webm [View same] [iqdb] [saucenao] [google]
638765

>>638720
If I can do it in 22 years old software then you can do it in a modern version of C4D

>> No.638785
File: 76 KB, 750x422, 1609664_e4b2_2.jpg [View same] [iqdb] [saucenao] [google]
638785

Did anyone download Blender 2.79 Dinosaur creation from scratch while it was still free?
If so can I get a download link? I already tried checking CGPeers.

>> No.638807

Is it possible to create a rig using curves in Blender other than using a spline ik?

Something like this:
https://www.youtube.com/watch?v=nkBvCS7TfCc
https://www.youtube.com/watch?v=-rtys3vFmso

I was originally going to just export my model to Maya and just do the rigging there, but I don't think Blender imports complex rigs that well.

>> No.638881

Asked in another thread but didn't get any response.

For a person with no rigging experience would it be counterproductive to start with Houdini? I feel like I would be missing out on a lot of experience, but at the same time why not have it procedurally generated.

>> No.638919

whats the best way to learn both substance painter and designer besides practicing? I'm at an intermediate level with Blender and I understand nodes.

How much time does it take to learn and be able to create own materials?

>> No.638944

>>638881
Because you need to understand what the automated process is doing?
Machines are only as good as the person who programmed them?
How can you animate if you don't even understand the rig underneath?
I'm not an animator, but you should probably learn to crawl before you start to run.

>> No.638947

>>637320
Is Source Filmmaker welcome in this board?
I have some images that i would like to share

>> No.638958

>>638881
You will probably have more luck asking in the Houdini thread. >>>633041

>> No.638979

>>638947
its 3d why wouldnt it be

>> No.639012

I have no idea about 3DCG. I'm developing an interest on interior design and want something to try out ideas. Planner 5D is easy to use but the results are ugly. Do you know of an interior design program that is not a lot more difficult to use but produces better results?

>> No.639016

>>639012
I don't know how Planner 5D works, but I'm assuming it has some kind of export functionality? You could get what you make in that program and shade/light it in an artistic 3D package, giving you all the visual bells and whistles.

>> No.639020

>>639016
I'll look into it, might be what I need!

>> No.639022

>>638947
as much as Naruto is welcome on /a/

>> No.639047
File: 198 KB, 723x406, wall example.png [View same] [iqdb] [saucenao] [google]
639047

What's the best practice for texturing walls, especially in game assets? Or any really large or long objects?
For example, current predicament
>map is a building interior
>unwrap the entire west and east walls together into one extremely narrow UV set
>use a simple texture that repeats clean, with small details that appear when you get close enough to inspect them, but are faint enough that you can't see the repeat at a distance, and with lighting you can't tell anyway
This works and produces something passable, but now if I want to add any larger details, like moisture damage, paint chips, whatever, like pic related, it will repeat horribly, and the uv's are so small that if I scaled them into the bounding box properly, the image resolution would have to be gargantuan in order to hand paint it and not have it turn out a pixelly mess

With what I know now, I can see two solutions to this:
Adding decal textures over top, but this seems like it would extremely wasteful and performance draining, not to mention making sure the lighting works correctly

or instead of building environments like buildings out of complex meshes, build all the floors, ceilings and walls as separate tiles, with high quality textures that are all variations of a base texture with different details, and then piecing environments together tile by tile
This also feels wasteful, but at least it would give high quality control

Is there a better way? Are there resources for this kind of thing? I've been studying a lot of material to improve myself, but I haven't come across this exact issue explained, so any help would be massively appreciated

>> No.639053

>>639047
get yourself a few grunge maps (BW), a few scratch maps, and some decals (blood,puke etc)
the ideal setting is either sp or sd. but photoshop is better for making unique textures.
do some procedural tutorials with photoshop, get to know color modes,layers.

>or instead of building environments like buildings out of complex meshes, build all the floors, ceilings and walls as separate tiles, with high quality textures that are all variations of a base texture with different details, and then piecing environments together tile by tile

there is no point to this. use seamless textures for generic rooms like pic related. then for corridors and unique locations do the extra stuff.

>> No.639054

>>639053
btw if you want patterns and stuff, learn how to illustrate with vectors (inkscape,illustrator)

this is alot of shit to learn, but will produce the best results

>> No.639055

>>639053
>>639054
I appreciate it, I'll start looking into those as soon as I can
As it is I've been learning little chunks at a time, starting off with regular old modelling, then learning a bit more about shaders and materials, so the next part I want to get into is properly making textures with photoshop and such, so this is perfect

>> No.639058

>>639047
>Adding decal textures over top, but this seems like it would extremely wasteful and performance draining, not to mention making sure the lighting works correctly
What makes you think that? Assuming you're using Unreal 4 you can go crazy with decals, put them everywhere and on everything. In a deferred render engine the quantity of objects is often irrelevant because it bakes all visual data to frame buffers and then combines and performs lighting on them after the fact. What does matter is shader complexity, but the shader only has to be computed once for every unique permutation, if you have instances of an object, it just reuses the data.

>or instead of building environments like buildings out of complex meshes, build all the floors, ceilings and walls as separate tiles, with high quality textures that are all variations of a base texture with different details, and then piecing environments together tile by tile
>This also feels wasteful, but at least it would give high quality control
Again, what makes you think that? Processing overhead is mainly achieved on every *unique* new object loaded into the scene, if you have 50 copies of a wall mesh that are all instances, it will not just be fine, it will actually perform better since the engine culls everything that's not in camera view, and smaller tiles get culled sooner. Large objects are problematic as the engine has to draw the whole mesh off-screen even if only a small piece is visible.
The standard way to make environment kits is deciding on a scale for the environment, and designing a set of generic pieces that can be fit together, with variances to account for different needs (doors, windows, archways). For example you can have a standard wall piece that's 1m wide, but also a .5m and .25m segment so that you can fine-tune room size. Slap a tiling material on it, and then add variance with vertex paint and decals.

>> No.639060

super new to blender, how would i go about having a transparent material in sculpt mode so i can see my ref image through it?

>> No.639101

>>637320
Hi bros, a question, does someone have any good resources on basic human anatomy, it's for learning to sculpt

>> No.639111
File: 415 KB, 1043x622, maya_2018-08-23_16-50-35.jpg [View same] [iqdb] [saucenao] [google]
639111

i don't have a question, just want to post this.

someone got paid to do pic-related.
intended as a high-end production asset meant to be used multiple times.

>> No.639114

>>639060
You can use the "Background images" checkbox at the bottom of the "N Menu" in the 3D Window.
Press N, scroll to the bottom, find Background Images, check that and mess with it.
>>639111
Thanks for the super helpful post.
>>639101
"Anatomy for Sculptors" find a pdf of it.

>> No.639115

>>639114
Thanks for the book

>> No.639130

>>639114
>Thanks for the super helpful post.
yvw

>>639101
go get the scott eaton lectures from cgpeers
anatomy for artists & digital figure sculpture

>> No.639133

>>639111
Does it deform? If not then don't go full autist on the topo.

>> No.639134
File: 100 KB, 1358x732, Screen.png [View same] [iqdb] [saucenao] [google]
639134

Why is this happening? I'm trying to use curve warp deformer, this happens when i use cv curve tool, select my object then the curve and then i go to deform > curve warp.

>> No.639138

>>639133
the team that worked on this (and a couple dozen similar things) were just using it for static packaging stuff with real basic shading, and it's fine for that.

i just got a hold of the assets and wanted to have a little fun with them. would take like 30 minutes to re-model from scratch. just a bit surprised at the state of it, knowing where it came it from.

>> No.639176

>>639134
Is your scale applied to both objects? the mesh is centered on the origin of the curve?

>> No.639362
File: 1.62 MB, 975x810, nochillzdepth.png [View same] [iqdb] [saucenao] [google]
639362

anyone has an idea how to improve the quality of After effects z-depth DoF? its so unclean and always gives you those hard edges like in pic.
also as you might see on the pic there are some bugs like a few polygons are not included. are there any third party plug-ins for that (Ae only pls) or any tips on how to adjust that.

>> No.639453

How do I model faster without rushing through it? Also what are some time management tips in 3d modeling (game devving to be specific)

>> No.639463

>>639453
Learn the hotkeys for your program, git gud at whatever your preferred method of creating stuff is, make less mistakes and have a clear image (read: references) of what you want your final model to be.

>> No.639488
File: 25 KB, 380x420, pals.jpg [View same] [iqdb] [saucenao] [google]
639488

How the fuck do I get Max to store the tool pallets I have open when I save, and just have them there ready next time?
I just want the Transform Toolbox and the Loop Tools palettes docked with the Viewport Layout Tabs as in pic related, every time I open the fucking software. Is that too much to ask?

Viewport Layout Tabs palette sticks, but everything else does not.
HOW.

>> No.639490

>>639453
Here's another take: if your model isn't very simple (i.e. something that you could polymodel in a reasonable amount of time), sculpt it and then retopo it. This works if you're proficient at sculpting, since you achieved your forms quicker, and only have to worry about supporting topology at the end of the creative process.

In the same vein, it also helps to have a drawn sketch of what you intend to model. The key is to separate the creative and technical parts of your process as much as possible.

>> No.639503

>>639490
>mfw it's psychologically easier for me to sculpt everything even hard surface than using regular more engineering leaning approaches

>> No.639512

>>639503
Don't worry, that way is, more or less, how it's done in the automotive industry for early-stage design. Nothing to scoff at.

>> No.639530

>>637320
in 3ds max can i control how transperant an object is when i set to be transperant ( alt + X default short)

>> No.639545

>>639530
No, but you can create a transparent material and apply it to the object, then you can control transparency by adjust the mat value. To toggle it on/off go to the display tab and changed 'Shaded:' toggle between 'Object' and 'Material Color'.

>> No.639556

I'm still confused about which focal lengths should I use in different situations. I know, for example, that a close up would require a different focal length than a wider view of a house or just a room. But I don't know which one exactly. Is there any rule or guideline? What about sensor size?

>> No.639563

>>639463
Ok, I know hotkeys and can draw references. I guess I just need to model more without worrying about other shit, I've been focusing on drawing for too long.
thanks for the help

>>639490
>The key is to separate the creative and technical parts of your process as much as possible.
Can you give examples of creative and technical parts of the process?
I'm a brainlet and can't into critical thinking.

Would the creative part be like drawing the model sheet and thinking of designs, and the technical parts being planning out the topology of the model?

>> No.639578

Not sure if this belongs in /g/ or here but whatever.

I want to buy a new PC for modeling and there are a bunch of PCs with this ultra cheap CPU.

Im talking about the AMD FX 8300 which runs 4.2GHz on eight cores.

Other forums say that it doesn't help that much with gaming but what about 3d design? Is it good? Or do the numbers just look big and I am better of with an intel processor in the same price range? I would probably couple it with a GTX 1050TI

>> No.639581
File: 653 KB, 1188x739, Capture.png [View same] [iqdb] [saucenao] [google]
639581

Hey /3/, how to texture in 3dsMax ? as in not having the texture the same everywhere on the mesh

>> No.639615

>>639556
No real rule or guideline. The norm is to use high focal length for isolated subjects (such as portraits) and low focal length for environments (where you want to capture as much as possible). The usual focal lengths for portrait photography range around 85-120mm, but can go much higher depending on taste. Conversely, low focal lengths can range as low as 12mm for very wide shots to maybe around 24mm (the standard for phone lenses). Of course, play with the focal length until it suits your needs because once again there's no real rule or guideline in place. As for sensor size, it's honestly one of those there for technical details like if you're trying to replicate a certain camera and how it captures details.

>>639578
For modelling only, most CPUs can get the job done. It's rendering that's incredibly taxing on hardware.

>>639581
Learn how to UV unwrap.

>> No.639658

>>639556
>>639556
Sensor size should typically stay as 35mm (actually 36x24mm) because it's the most ubiquitous format as far as real cameras go. APS-C (24x15mm) is more common though because it's cheaper, while 44x33 and 56x41.5 are typically available only on very expensive cameras.

Focal length is largely up to personal preference, but as a baseline, 50mm is the most common because it has a very neutral amount of both compression and distortion, equal to what most people see with their eyes.
As you go wider from that (35mm, 28mm) you get a wider field of view but start distorting things at the edges, although it's not really noticeable until 24mm. Anything wider than 24mm is considered ultra-wide and is meant to get intentionally distorted perspectives on things. Arch photographers use special cameras and lenses that allow them to photograph really wide views of interiors while avoiding distortion.
Going the other way, 85-100mm is the mot common for portraiture, and most portrait lenses are 85mm. 100mm are more often Macro lenses, which let you get really close to small subjects. 135mm is a fairly wonky FL as it's a bit too long to comfortably take portraits with, but too short to be a good telephoto. From that point on you have 200mm, which is about the longest you would want to have on a camera, because lenses longer than that tend to be significantly larger and heavier, and are considered purpose-built, unless you happen to have a zoom lens that goes out to 300mm which can still be reasonably-sized (albeit hard to use).

The standard range of focal lengths is 16, 24, 35, 50, 85, 100, 135, 200, 300, 400.
Less common FLs are 18, 20, 28, 70, 105, 120, 150, 240.

>> No.639659

>>639658
You also need to be aware that the maximum aperture for lenses increases as you get further away from 50mm as well, so while 50-85mm can be reliably built to allow up to f/1.4 (or even more), as you go wider than that, you become limited to f/2, f/2.8 and so on. So f/2.8 would be considered the maximum for the average 16mm or 200mm lens, while 24 and 100mm can be more commonly f/2. This is something that can be overcome with more expensive lenses, as technically there exist f/1.4 lenses or faster for every lens between 24 and 200mm, but it's not realistic as these lenses are absurdly expensive and heavy.

>> No.639839

Why my UV unwraps always look like shit? How do I learn to unwrap properly?

>> No.639861

>>637320
any good tutorials for uv's on maya i can get on cgpeers?

>> No.639862

>>639861
and baking too.

>> No.639918

>>639839
https://youtu.be/r7wC0d2CeSU

>> No.639919

>>639918
>maya
>posting a link for donutmaker3D

>> No.639927

>>639919
https://www.thegnomonworkshop.com/tutorials/introduction-to-the-uv-toolkit-in-autodesk-maya-2018

it's on cg-peers.
it's very in-depth - maybe a little overly so in places. it's by eric keller so you're in good hands.
it's using the 2018 uv toolkit so not suitable for earlier version of maya.

>> No.640022

I just want to make sure I understand the process of exporting a model from blender to unity.
1. Build high-poly model
2. Add textures/materials
3. duplicate model and create a low-poly version in another layer.
4. Bake textures from the high-poly model to the low poly model including, diffuse, normal, AO, and specular maps.
5. Export low-poly model and baked textures from Blender into Unity.

Am I missing anything other than animations/armatures?

>> No.640023

>>640022
Texturing comes after low poly / retopo. You paint textures on the low poly model. Baking is used to produce normal maps. (Also displacement if you want that.)

>> No.640024

>>640023
So you are only supposed to bake normals? I don't know how I got that mixed up, thanks anon.

>> No.640128
File: 54 KB, 564x402, fa77c8dd242485934c61743a921f3d32.jpg [View same] [iqdb] [saucenao] [google]
640128

Is it better to learn how to make Photo realistic models first than to keep practicing low poly NPR for games?

>> No.640217
File: 60 KB, 1264x632, head_zbrush_by_sanislov-d5m0jv3.png.jpg [View same] [iqdb] [saucenao] [google]
640217

>>640128
pls respond

>> No.640257

>>640217
Define what you mean by "better."
Do you mean better skill wise, or money wise?
Do you mean better as in easier or harder?
Do you mean better job market? Better opportunities?
Better as in how much fun you'll have?
Your end goal is important anon, we can't help with the little information we were given. Please clarify.

>> No.640269
File: 709 KB, 1350x1200, bodywip1.png [View same] [iqdb] [saucenao] [google]
640269

>>640257
I mean skill wise. right now my modeling quality is between shit and mediocre as fuck.

>> No.640323

So what's the difference between modeling a character in A-pose vs T-pose? Is one better than the other? This is for a game character.

>> No.640324

>>640269
look, it doesn't matter if you do highpoly or lowpoly.
id say, fuck highpoly all together. highpoly is for 2 kinds of people

1.people that really love hardsurface
2.sculptors and people that need high res meshes

if you are not one of the two, then just do lowpoly. less polygons = less problems

>> No.640329

>>640323
I heard from someone here that T-pose is easier to rig+animate the characters

>> No.640354

>>640329
Yeah it feels that way. It's easier to model an arm in a T pose because it aligns with the axis, making it easy to manipulate. I just don't know if there's some other benefits to A pose.

>> No.640413

>>640323
>>640329
>>640354
A T-pose is probably easier to rig, but an A-Pose will look better in animation for a lot of cases.
It depends on what you want to do with the model, but you want to put your model's default pose somewhere in the middle of both extremes.
So with a T-Pose, a character might be able to raise their arms better, but a lot of games never even need this.
Each one has pros and cons, but I'm not an animator, so take what I say with a grain of salt.
Polycount is a good forum that probably has a few threads that explain the pros/cons, so try looking there.

>> No.640421

I tried to register for CGpeers but never got a confirmation email.

>> No.640427

>>640421
I got mine immediately if that helps

>> No.640429

>>640427

I just read somewhere that gmail hotmail etc. don't work. What are you using for email?

>> No.640430
File: 33 KB, 879x293, o3o.jpg [View same] [iqdb] [saucenao] [google]
640430

>>640429
Outlook (which is hotmail I suppose?)

>> No.640437
File: 151 KB, 500x309, 1471620207930.png [View same] [iqdb] [saucenao] [google]
640437

The degenerate that I am, should I go for Blender or DAZstudio?

>> No.640471

I want to learn to 3D model and animate. SFM seems kinda simple but not worth it with blender

Can i still make shit animation like SFM babies while also learning to model?

>> No.640472

>>640471
both are pretty much the same for animation (blender is more robust, but more complex)

>>640437
dazstudio should be enough

>> No.640510

What free program can I use to simulate ball and socket joints and ball bearings in a system mechanically? stuff like that.

>> No.640513

>>640510
I think Fusion 360 may do it.

>> No.640531

How do you animate something that has been parented to something else in Maya?

For example:

B is parented to A
B will move when A is moved

How do you set it up so you can move/animate B independently of A?

>> No.640616
File: 212 KB, 1147x691, fusion360tutorial.png [View same] [iqdb] [saucenao] [google]
640616

Anybody here with experience in Fusion 360? I'm doing the Formula 1 tutorial, and I noticed that some operations are really slow. For example, making the holes (air intakes) you see in pic related takes approximately one second after I hit delete. Undo/redo is equally slow.

Is this normal for this sort of modeling tech? I have a pretty decent computer and other modeling programs work well, so I'm a bit hesitant to put the blame on hardware.

>> No.640633

>>640531
if B is parented to A, then B will move whenever A is moved, but A won't move when you only move B, so e.g.

A = Head
B = Eye

when you rotate head, eyes will follow, but rotating eyes is not going to rotate head.

Look up hierarchy parenting.

>> No.640634
File: 184 KB, 1043x1146, 2018-09-03_02-59-24.jpg [View same] [iqdb] [saucenao] [google]
640634

So in cinematic trailer the character has I presume hair cards, and in gameplay and cutscenes the character has hair modeled.

I understand that you can have 2 separate models for both, but I was wondering if maybe there is a way to have just the hair swappable, or if it could be some base mesh for the hair, but just with changed material to make them look like in the cinematic.
The game uses unreal, but I am looking for a general answer/solution.

>> No.640636

>>640437
Why not both? DAZ to set up your scene, Blender to model any additional props, export through .obj, use Cycles to render.

>>640634
The cinematic hair looks like proper hair particles/VDB hair and not hair cards if you ask me.
As for your question itself, just swap meshes, honestly. It can't be a material swap because the mesh required for hair cards is vastly different from clay/poly hair meshes. Hair carding is a bunch of planes strung and layered together, while clay hair often uses manifold meshes. The biggest issue lies in hair carding using alpha textures. It requires usually quite a few layers of hair cards in order to give it a proper voluminous look, if not it'll look very sparse. You could potentially hide a lot of inner faces within the clay manifold mesh to "carry the volume" when you switch materials, but then that's a lot of wasted polys if you end up sticking with clay hair most of the time.

>> No.640639

>>640636
>You could potentially hide a lot of inner faces within the clay manifold mesh to "carry the volume" when you switch materials
That's what I thought of doing, I agree that would give a lot of wasted polys, and it would be just better to just swap meshes. I started thinking about it as a way of prototyping hair as the clay, modeled ones and then having an easier way of creating hair cards while keeping the designed shape consistent.

I even thought maybe there is a way of just keeping the mesh the same, and just adding alpha mask on edges, or a hull to mimic that look. something like >>640618

>> No.640652

>>640531
Put B in a group
Parent the group to A

>> No.640683

I don't know how to properly form a question, but how would one go about modeling stuff with a lot of... complex materials? Like food for example, with all the droopy mushy stuff in it. I tried modeling just a single tomato slice, but I still cannot get it quite right. Not even close.

>> No.640687
File: 24 KB, 665x574, 47b (1).jpg [View same] [iqdb] [saucenao] [google]
640687

How do I make sure what I'm making is to scale in Maya (I can use 3ds max too, just haven't used it in like 9 months so it would take a while to get back into it)? I'm trying to make a
decorative part for my Halloween costume so I can 3d print it and then make a resin cast from it, and it's really important that all the proportions are correct and I've never made models for printing before. Should I create a drawing to scale and use that as a reference plane? I just feel lost

>> No.640690

>>640636
I'm new to 3D in general, so I thought I'd dip my feet into one of them before I start using the others too. I noticed Blender and DAZ was the most common platform used.

>> No.640696

>>639111
>>639138
Assuming you work in AAA or movies, don't be surprised. I know people who worked on Marvel and Disney movies who are rather mediocre while some brilliant artists go by unnoticed (and unemployed). Nepotism and resume is the name of the game. Still these things are invisible to the user/player, and after all that's what we do: sell illusions.

>> No.640707

>>640323
I'm just an amateur idiot, but I suppose A-pose gives the character a more natural look when the arms are lowered, since the shoulder topology doesn't have to stretch as much. A T-pose is bound to cause a lot of deformation when the arm is in resting position. Biologically speaking, a T-pose is the highest a human can bend his shoulder anyway. All further rise in arms is caused by assistance of the back muscles. This means that an A-pose is your natural '50% position'. Also as >>640413 already said, most game character never raise their arms that high and if they do, they make heavy use of morp/blend shapes anyway.

>> No.640719
File: 198 KB, 965x480, sphere.jpg [View same] [iqdb] [saucenao] [google]
640719

What is the best kind of sphere topology to use for a pair of eyes that are specifically going to be on a model with painted textures?

For eyes I've seen people use the left one most often, which makes sense since the edge loops follow the flow of an actual eye like the iris and pupil etc, but I've also seen geospheres used in hand painted models. Would it be reasonable to paint onto the eye directly? or is it better to use projected textures regardless of the style?

>> No.640750

>>640719
first seems the most logical one, I would just add new loop right before pole, get rid of every other edge on that new small loop to get quads on pole and then just paint directly on it

>> No.640776

>>640687
can use the measurement tool in maya. each 1 unit in the scene can be a centimeter/meter/whatever you want

>> No.640800

>>640719
>textured eyes
First one is convenient if you can ignore half of it and just have a dome. After UV unwrapping your texture winds up looking like the Polish flag.
But this could be undesirable, especially if you want eye highlights, and especially if you actually want to do something with the pole in the center.

For that, something like the second or third would be best.

>> No.640825

>>640683
>with all the droopy mushy stuff in it
No matter how mushy it is, any material has to have a surface. This is what you model. Any further 'mushiness' I'd do via maps/texturing.

>> No.640845

>>640800
I like my eye textures looking like Japanese flag

>> No.640852

>>640800
Something tells me you don't texture. Sure, that could be a "more efficient method", but UV spheres used for eyes still have their eye textures drawn as circles. It's even more helpful, since you can use the UV sphere's rings to 'box' out an appropriate iris size if you want to do things like having a separate iris material, or just for convenience's sake. I've never seen anyone do that "polish flag" method in my years of sifting through miscellaneous human models.
And this may come as a surprise, but that pole in the middle honestly does not matter. I don't get all this "pole is the devil!!" talk because do you really need a subd eyeball? And even then, that area's more or less going to be black since that's the pupil. You don't even need the inner ring.

>> No.640878

>>640719
None of them.

Google how to model a realistic eye, seriously there's a million tutorials about it.

You'll want to have 2 geometries, one with the front of the eye bulging outwards which will be the cornea and the inner geometry, the front of which will be pushed back in slightly, which is gonna be the eyeball itself.
Start with the left one but subdivide it at least once more.

>>640750
Fuck no.

>>640800
>seriously thinking of UVing an eye by cutting right through the middle of the pupil.
You're fucking retarded.
Do you need to texture the back of the eye? No, because it's fucking shoved into the eye socket and unless your character is possessed by Satan himself and rolls its eyes by 180 degrees, you're never gonna see the back of the eye.
So just candywrap the shit out of it like you were dropping a bowling ball inside a bag.

>> No.640881
File: 387 KB, 1600x900, DRAGON QUEST XI_2018-09-04_21-29-04.jpg [View same] [iqdb] [saucenao] [google]
640881

I'm going to post few screencaps because combining them gave too big file.

How are the eyes made here? Is it just flat plane with painted texture? It cannot be, because the iris looks deeper when looked from side. Two meshes with some alpha?

Are the eyelashes separate mesh just like eyebrows, or is it just handpainted?

>> No.640882
File: 423 KB, 1600x900, DRAGON QUEST XI_2018-09-04_21-31-19.jpg [View same] [iqdb] [saucenao] [google]
640882

>>640881
this is what I'm talking about

>> No.640883
File: 291 KB, 1600x900, DRAGON QUEST XI_2018-09-04_21-29-39.jpg [View same] [iqdb] [saucenao] [google]
640883

>>640881
>>640882

>> No.640886
File: 321 KB, 1600x900, DRAGON QUEST XI_2018-09-04_21-29-47.jpg [View same] [iqdb] [saucenao] [google]
640886

>>640881
>>640882
>>640883

>> No.640893

>>640881
separate eyes, but flat. same with eyelashes.
its not a plane with a texture, its sculpted really thinly

>> No.640898

>>640893
but how can you get the pupil to look like that inside the iris?>>640882

>> No.640900
File: 38 KB, 851x562, blender_2018-09-04_22-56-23.png [View same] [iqdb] [saucenao] [google]
640900

>>640881
Basically it's a less extreme version of this.

>> No.640902

>>640898
well now i can see that they eye is made of multiple parts.
i think there is a shader thing going on, with one of the object being transparent. good job by them

>> No.640903

>>640900
but the second pic isn't at full side view. Just putting the pupil deeper would make it not visible from the side.

>>640902
I may need to wait for model rips to find out

>> No.640905
File: 420 KB, 1600x900, DRAGON QUEST XI_2018-09-04_22-47-31.jpg [View same] [iqdb] [saucenao] [google]
640905

>>640882
>>640902
>>640900
How about making the pupil separate, putting it inside the iris, and making the iris reverse normals and backface culling?

>> No.640913
File: 478 KB, 1600x900, DRAGON QUEST XI_2018-09-05_00-45-31.jpg [View same] [iqdb] [saucenao] [google]
640913

so a tileable smart material with layer of moss on top to break repetition, or something else?

>> No.640958

>>640913
the engine probably supports material blending or substances.
if it supports substances, you can randomize it even after its applied

>> No.640959

>>640958
it's made in Unreal, but I am not a dev, so I wouldn't know if that's the case

>> No.640960

>>640959
if its made in unreal then it can accept substances (from designer). and its incredibly powerful

>> No.640970

>>640913
Look up texture splatting.

>> No.640971

>>640913
>>640970
It's simple texture splatting, 20 years old tech

>> No.640978

Substance Painter

Rendering with displacement map

https://forum.allegorithmic.com/index.php?topic=7249.0

Look at this thread. What the fuck is he talking about? He says he changed a material setting in Irsy, but I can't for the fucking life of me find ANY material settings in Iray mode.

Where the fuck can I find material settings for Iray

>> No.640989

I want to do a fairly complex room scene in blender. I'm modeling everything in a separate file to keep it manageable, so I can import each final object (shaders, textures) in a final .blend where I just have to move stuff where I want.

How would I do that?

Many single object will be made of a bunch of different meshes. I'm thinking of grouping each mesh and parenting that group to an empty which I will use to move the whole thing

never done anything like this before so I'd like some guidance to also keep everything tidied up for future projects

>> No.640995

>>640989
Blender sucks balls for scene assembly. Look into Katana or Clarisse if you want to do it comfortably. Besides, with USD coming, Maya/Houdini and others will, in all probability, also become great choices for assembly and final look dev.

>> No.640999

>>640989
you can use layers and scenes, you don't have to use different .blend files.

also, you can use groups in order to bunch assets from the same type. you can write text in the text editor to help you organize stuff. and you can parent objects to eachother in case you want to move alot of them in one swipe

>> No.641048

>>640970
>>640971
Thanks for directing me towards new things to learn

>> No.641050
File: 1.84 MB, 245x280, 1529808794453.gif [View same] [iqdb] [saucenao] [google]
641050

>>637320
Is this low FPS animation?
https://www.youtube.com/watch?v=o5x-7lmxOdI
If so what fps.

Or is it just more posing less splining?

>> No.641052

>>641050
Looks to me as if they're using more keyframes and just not using much interpolation between said keyframes.
https://youtu.be/o5x-7lmxOdI?t=572
Compare the bit right here to the rest of the animation. The "FPS" seems to be lower, but it's at an animation level, not a video level.

>> No.641078

>>641050
It's called animating on ones / twos / threes aka how traditional 2D animation is handled. Interpolation is your biggest enemy here if you want to achieve that "animated" look.

>> No.641101

>>641052
Interesting
>>641078
Can you be more specific in terms of the posing in relation to the timing?

For example: Frame 1-Key, F2 nothing, F3- Key?
I'm lost, need some details, This way of animating seems more straight forward in terms of workflow, looking to achieve it.

>> No.641147

>>641101
you have 3 frames on your timeline. one pose on frame 0 and one pose on frame 2. on two's, the frame in-between (so frame 1) is not calculated by the program.

>> No.641152

>>641147
k ty, will play around with it.

>> No.641198

lads, is there a decent camera matching solution for maya?

>> No.641225

>>641198
as in what? tracking?

>> No.641251
File: 456 KB, 728x546, 1519792897697.png [View same] [iqdb] [saucenao] [google]
641251

Maya Question
Is there a way to make some objects invisible in a render but have the object affect shadows and reflections as if it was visible?

I'm using VRAY and Maya 2017

>> No.641254

>>641251
That's called a ghost or phantom object. I don't use Maya, but perhaps that term will help you with finding more info. Most probably in V-Ray docs.

>> No.641256

>>641254
thanks amigo

>> No.641260

I want to do photorealistic stuff. Been practicing with materials for a while, but everything always seems kind of fake/plastic in the final render. I'm aware that correct texturing and lighting is essential to get a good picture.

My question is: should I always expect a pretty good image straight from the render or should I always post process it to make it look good (like maybe adding some noise other than color correcting).

I know this may sound stupid to ask and very vague too, but I can't really find anything useful

Take a look at the stuff this guy does: https://www.artstation.com/artwork/lnr4J
his renders are very clean yet they still look pretty decently realistic to me

>> No.641271
File: 374 KB, 847x641, images.duckduckgo.png [View same] [iqdb] [saucenao] [google]
641271

I know this isn't the thread to ask this probably, but I figure a general is better than making my own thread.
I'm need a 2D animation program and have no idea where to start looking. I trust you fags more than a google search.

>> No.641283

>>641271
I've got some recommendations.
Free programs:
OpenToonz
Krita
Paid programs:
ToonBoom
Adobe Animate

>> No.641284

>>641283
I'll check those out, thanks anon

>> No.641299

>>641260
When rendering you just want to get an image that retains as much visual information as possible and post process it to get the look you want, trying to get things to look right in-render is a waste of time. This is why you can, and should, render things like masks and AOVs, it can offer you a huge amount of options post-render.

>> No.641354

Is there an easy way to turn sculpted hair into hair cards?

>> No.641357

suggestion:

synthesize the course requirements from a collection of reasonably respected training/college courses on computer graphics.


not hard to find that info. The course requirements are listed on the internet 99% of the time.


Software
books
websites with tutorials


Also collections of sample files/models that are useful for learning the basics.


With stuff like this, I think the best way to learn is to start with sample material, learn how to manipulate it, and then eventually develop the "from scratch" methodology so that its not as much of a painstaking process.

Learning how to pose or modify models or animate is hard.

but learning how to do all of that and also learn how to use software to create models from scratch is exponentially harder.

>> No.641358

>>641354
xgen

>> No.641372

>>641358
I want to bash my head every time I try to use it

>> No.641475

If you have intersecting meshes in your model can you pretty much not 3D print it or is there some way to make it so it's hollow?

>> No.641509

Does anyone know if there is any kind 3d animation software for android phones? Not do rendering or anything, just to animate some bones. The idea is to do some animating whilst I'm out and the render it on my pc when I'm home.

>> No.641523

If I have a low poly item, such as a face and I'd like to recreate said item with more detail/higher polygon count, is it possible to transfer the UV layout of the low poly item to the high one, so I can reuse the textures?

>> No.641528

>>641523
It's doable to some degree, but you'll be severely limited in what you can add/remove/change as the original UV shells need to stay untouched. A more practical solution would be to simply model the high poly as you want to, and then bake the texture of the low poly onto it. Most people use baking for generation of normal maps and other support maps, but there is no reason that you cannot bake just the diffuse colors. The result might not be perfect, but then you can just fill in the gaps using some 3d paint software or photoshop.

>> No.641531

>>641528
Would this still work even if my high poly work is slightly off-kilter/not that exact?

>> No.641550

>>641523
honestly dude, don't bother with it. it's a waste of time in the end.
I'm speaking from bitter experience. Was trying to do something like you're trying since there was a certain game asset I was highly interested in, so I wanted a high poly and higher detail texture version of it... and ended up with new texture and uv layout anyway, but wasted several weeks of work in the process.
If I was aiming for new optimized thing from start, I would save so much time of trying to laying out uvs as close to original as possible, retouching the texture to match old one and still having shitty result since original texture was 1k legacy diffuse and I was aiming for 4k pbr.
In the end it's a good lesson but if you can learn from my errors its even better.

>> No.641565

>>641550
Then what would you advise, if I'm trying to get something just better made? What do you mean "new optimized thing from the start"? Just better arranged?

>> No.641576

>>641565
The advice is: if you want to remake an asset with higher detail, you should just create it all from scratch. Don't try to use the old mesh as a base, don't try to "transfer" textures or match UVs, just create everything correctly from the ground up with the new target polycount & detail level in mind. Doing it this way will be faster and better than creating a frankenstein asset.

>> No.641583

>>641565
>>641576
Basically this with additional forewarning: think about later stages(texturing, skinning) when you are still modelling!!! I cannot stress enough how important this is. If you haven't done this before, you will have to gather all errors yourself unfortunately, but always remember to clean up your mesh. Every package has this function and damn how many times it saved my butt you wouldnt believe

(you can still use old asset as reference or even constrain surface to build quad version on top of it, but you will have to build it yourself anyway, DO NOT use and re-utilize existing geometry, most finished assets are triangulated anyway which are even harder and pointless to work with. overlaying new clean wire above it is the only way if you're striving for 1:1 look and want it to be usable later)

>> No.641594

Question - especially for Gameboy is he sees this. I really want to start putting characters in my environments, but since I'm not focused on character art at all, I'm thinking about finding a good and relatively detailed base mesh, and then learning how to rig, texture the skin and make clothes in Marvelous so I can cover the body up, while not touching the model itself. Do you think that could work?

Found a base mesh like this one, I'm planning to use something of this quality.

https://sketchfab.com/models/e4049b5274904bf5ab91001b2bc25eae

I know it's still a lot of work, but to me it seems like the fastest way to make it possible as a non-character artist. Later on I can always learn how to sculpt and retopo, and I'll already have the knowledge of the rest of the pipeline. I'm essentially skipping a few beggining steps. I guess if the face will be covered and the body type isn't anything specific, this could work. Thoughts?

>> No.641665

how do i get some shit 3d printed? theres a couple places in my city that do it but they want me to submit 'plans' and they give you a free quote. problem is im not sure how technical they can be. i know the basics about orthographic projection but can they just be some half assed thing i drew in fucking photoshop?

>> No.641671

I've decided to try messing with sculptris. But I've got a sudden issue. I stopped working on my sculpt for a bit, and when I came back to it the 'draw' tool was suddenly pushing into it and caving it in rather than adding to the sculpt. How do I fix this?

>> No.641735

should i pull the trigger on the dollar tier of https://www.humblebundle.com/software/magix-ultimate-creative-design-software?hmb_source=navbar&hmb_medium=product_tile&hmb_campaign=tile_index_3 for xara just for babby tier learning
i was debating on getting it and giving my friend the music maker program

>> No.641740

>>641594
What kind of characters are you thinking of? If you're doing generic archviz stuff and you need some mannequins, it'd be much more efficient to just get Adobe Fuse/Mixamo.

>>641665
Uh, you need a 3D model for 3D printing...? I'm not sure what you're asking, do you genuinely think you can just send in a sketch and get it 3D printed?

>>641735
Dude, it's just a dollar. It's your own money. If you think you have a dollar to spare, go ahead.

>> No.641742
File: 254 KB, 795x682, blockout mat.png [View same] [iqdb] [saucenao] [google]
641742

>>637320
Anyone have any good "Blockout" materials.
Like pic related, something that can be applied to different objects while blocking out in different colors but look decent.

Tired of the default white cream color.

>> No.641743

>>641742
i just make that shit different levels of grey in the color box

>> No.641745

>>641743
I need the texture itself so i can apply it in mh 3D application.

Got it or something similar?

>> No.641746
File: 311 KB, 636x508, WindWakerDebug.png [View same] [iqdb] [saucenao] [google]
641746

>>641742
I always loved the Zelda Wind Waker Debug room, so I made my own textures a few years back.
Maybe someone will find some use out of them.
https://imgur.com/a/Pzjy9oo

>> No.641748

>>641746
nice, have an image of your usage?
Ty btw will try it out.

>> No.641750
File: 496 KB, 1920x1080, Sample.png [View same] [iqdb] [saucenao] [google]
641750

>>641748
>have an image of your usage?
Sure. I mostly just use it for quickly getting a feel for the size of things. I haven't actually messed with 3D in a few years, I mostly lurk now. So I don't really have much to show it off with. Here's an example though.

>> No.641752

>>641750
When I saw the Wind Waker debug rooms as a kid I was blown away by how smart the artists behind the game were. It's a pretty trivial thing when you think about it though.
https://youtu.be/o-nlnYTm7_4?t=20

>> No.641820

>>641752
nice

>> No.641830

the trial version of substance painter is freezing my computer after a few minutes of usage, is my 1050 ti too weak for it?

>> No.641843

>>641830
More like substance is too [].
It's hit or miss update to update, search around for any driver specific issues.
Yes you have to worry about such things with an industry standard application...

>> No.641863
File: 62 KB, 998x705, Capture.jpg [View same] [iqdb] [saucenao] [google]
641863

How does this guy achieve this 2D effect? The video where the guy tries to explain it isn't the most thorough.

https://www.youtube.com/watch?v=6Tm3yQHrqbE&t=0s&list=LLFul--iFufkVmbdGc-p22Mw&index=4

Go crazy friends here's the file:
https://my.mixtape.moe/opqkyi.blend

>> No.642180

Is the skinning process supposed to be filled with trial and error? I have no issue skinning the rest of the body, but the face rigging never seems to turn out right.

>> No.642183

>>642180
*skinning process for the face

>> No.642224
File: 34 KB, 500x500, Mari logo.png [View same] [iqdb] [saucenao] [google]
642224

I started learning Mari, the non commercial version.

I'm half way though http://community.foundry.com/playlist/1044/up-and-running-with-mari-non-commercial-3-part-tutorial-series?_ga=2.230150298.72300235.1537079590-72051453.1537079590

I would like to know if Mari is able to paint in multiple channels at the same time. e.g. painting normal and metalness at the same time.

I own educational version of 3d-coat and I really like this feature https://www.youtube.com/watch?v=m5UkTSJ7bew but I cannot find anything like that in Mari. The closest I got to that is sharing and linking layers, but nothing real time like in 3d coat with adapting colors to match target channels

>> No.642227

>>641863
which part do you not understand?

>> No.642232
File: 110 KB, 1200x675, lololo.jpg [View same] [iqdb] [saucenao] [google]
642232

I have a mesh with a basic diffuse texture and I want to bake a high quality lightmap straight into the texture. What would be my straight option? Preferably I want to use an unbiased renderer

>> No.642240
File: 243 KB, 1908x1004, Render to texture 3dsmax.jpg [View same] [iqdb] [saucenao] [google]
642240

>>642232
3ds Max can do it with the following steps:
>light/bump/normal it the way you want it to be,
>unwrap uvw map and pack UVs, but DON´T collapse it (especially if the uvw made the textures look weird). save the uv coordinates to a .uvw file from the unwrap uvw UV editor file menu and then DELETE the unwrap modifier without changing anything else;
>Open the RENDER TO TEXTURE option in the render menu from the main toolbar: select 'use automatic unwrap' in the mapping coordinates submenu, add "complete map" in the Output submenu and then click on the 'unwrap only' button from the render to texture bottom menu. An 'automatic flatten uvs' modifier will be added to the object: this is just like the unwrap uvw modifier, but it doesn´t change the model! Click on the 'open uv editor' button and load that saved .uvw you created earlier. Now go back to the render to texture menu window and click on 'use existing channel' option in the mapping coordinates submenu. Go to the 'select element common settings' submenu and change the map size to 2048x2048 or 4096x4096, select the 'target map slot' to diffuse and the name and format of the upcoming texture you will create.
Press the render button in the 'render to texture' bottom menu to see the magic happening. Remember to use scanline or mental ray for this, as quicksilver doesn´t work in this process.

>> No.642245
File: 460 KB, 1920x1080, ONE MILLENA AGO.jpg [View same] [iqdb] [saucenao] [google]
642245

>>641746
I remember when i made those test scenarios in the A7 Game engine... 15.000 lines of code, direct export from max to the map assembler, good times... until newer windows versions simply crashed the damn software useless. Haven´t grow the balls to port everything to unity yet.

>> No.642248

>>642240
Thanks m8, I'll check it out.

>> No.642253
File: 249 KB, 924x634, 2018-09-16_17-35-06.png [View same] [iqdb] [saucenao] [google]
642253

Supstance Painter question.

How can I blend normal map details' borders with baked mesh map? For example, I added this diamond pattern as a normal map layer with a mask. I want to make it transition smoothly into "flat" surface on it's borders. Any advices or ideas?

>> No.642254
File: 400 KB, 940x630, 2018-09-16_17-36-36.png [View same] [iqdb] [saucenao] [google]
642254

>>642253

I've already tried adding gradient to the layer's mask but it still looks like shit.

>> No.642256
File: 352 KB, 940x630, 1537109458617.png [View same] [iqdb] [saucenao] [google]
642256

>>642253
>>642254
My suggestion

>> No.642257
File: 3.77 MB, 3072x4096, IMG_20180916_180912.jpg [View same] [iqdb] [saucenao] [google]
642257

>>642256
I'll try to poke gradient settings a bit more. Btw I'm trying to make something similar to this pic.

>> No.642258
File: 42 KB, 1200x503, Voltage_Clipping.svg.png [View same] [iqdb] [saucenao] [google]
642258

>>642257
oh, ok.
In normal map terms, that isn't fading out. It's clipping the high values with out affecting the lows. So that's what you want to do. Not sure exactly how in Painter.

>> No.642293

>>642232
>>642240
Ok so my terrain mesh is displaced from a subdivided 4096*4096 plane, and when I try to UV unwrap the program maxxes out on RAM and crashes. A straight up mesh of the landscape also crashes.
How do I get around this?

I will use simple top down projection of the baked texture onto the terrain so it seems overkill to UVmap 30mil polygons

>> No.642295
File: 465 KB, 1187x805, Annotation.png [View same] [iqdb] [saucenao] [google]
642295

>>642253
>>642254
Why make life so hard for yourself?
Just model it and bake a normal map.

>> No.642296

>>642293
Try UV mapping the plane before subdividing it. Subdivision shouldn't mess with the mapping. Some texture distortion is to be expected.

>> No.642306

How much money does making asset packs generally rake in? I would assume it's worth it either way just to make extra dosh and pad out a portfolio, but I'm just curious what to expect.

>> No.642307
File: 12 KB, 893x590, blender_2018-09-16_20-23-15.png [View same] [iqdb] [saucenao] [google]
642307

How can I fill in faces for this outline while retaining a consistent curve? I'm trying to make a futuristic visor

>> No.642319

Is it better to pack a group of similar objects into three separate 2048 textures or have nine 512 sized textures?

>> No.642338

>>642307
delete or hide that curve and start again.
Start from a plane and then use a transform like a bend modifier or a mirrored lattice transform to get the plane to bend to the shape you want, then apply an offset modifier to it for thickness

>> No.642343
File: 477 KB, 1350x594, dxt5 compression.png [View same] [iqdb] [saucenao] [google]
642343

I'm modding textures for a game and have run into a problem with both the intel and nvidia dds texture plugin. I keep getting bad artifacting like on the left when I export the texture. Everything looks fine if I save it as an uncompressed 32bit dds but every single setting I try with dxt5 results in a jacked texture.

What can I do to get around this? Is there some other exporter I should be doing?

>> No.642350

>>642307
Ctrl-F -> Grid Fill

If for some reason that doesn't give adequate results, you can cut the loop into 2 edge loops by ripping (V) 2 vertices, then Ctrl-E -> Bridge Edge Loops

>> No.642362

>>642343
That's just how DXT5 works, man. S3's overall a pretty rigorous texture compression set. You could try dithering in post (if that's possible) to lessen the banding.

>> No.642363

in 3ds max how can i change the shortcut of the F1 button and remove the stupid help option?

>> No.642381
File: 40 KB, 279x306, 500_F_175093609_CLxWQNC8ncD0coxkLCypH64IxdGxF8UI.jpg [View same] [iqdb] [saucenao] [google]
642381

how would one achieve this effect in maya?

>> No.642383

>>642381
>Maya
I think you're looking for DAZ, my dude.

>> No.642396

>>642383
daz is trash though

>> No.642401

>>642396
But you can build something like that in DAZ, then import it and render in a more capable program.

>> No.642429

If I want to do organic models should I just bite the bullet and get ZBrush or is Blender fine?
Is there a good way to sculpt organic characters with usable topology in Blender?

>> No.642435

>>642381
blendshapes to do it manually or some crazy physics contraption using soft bodies and surface deformers to do it automatically

>> No.642458

>>642401
interesting, so i guess i should animate that in maya first and then add that in daz and reimport it back into maya? sorry have no idea how daz works

>> No.642461

>>642429
Zbrush is the best for sculpting, blender is ok, so you judge which one is "enough" for you

You would normaly sculpt freely without worrying about topology, and then retopologize. There are ways of adding detail to already built mesh without breaking topology if that is your thing, but that kinda dated.

>> No.642462

For blender.

How do you play back an animation with out the Fps drops.

Currently I'm only getting 3fps and its the best my shit laptop can muster.

Is there a way to quickly bake the animation, so it can play back faster? Or am I doomed to render it and checking the bake?

>> No.642484

>>642462
You can do a playbast in OpenGL and review that, or export your animation to Alembic and review it in Maya.

>> No.642485

>>637686
We nicknamed it "The Beaver" pose when we were doing scans for capcom.

>> No.642487

>>642485
What are its pros?

>> No.642490

>>642487
For the rigging part, no idea, capcom did the body rigs. We also did this pose for the scans when the actors were in their underwear.
For the scanning/modeling/texturing. I guess they wanted to retain some of the folds in the clothes without the folds obscuring themselves completely.

>> No.642497

>>642363
bump this

>> No.642499

Forum.cgpersia.com is DOWN
It is not just you. The server is not responding.
whats going on?

>> No.642501

>>642499
The tracker is down. Gone for good lol.

>> No.642511

>>642501
Come on man, don't bait newfags like that.

>> No.642516
File: 4 KB, 250x140, 1537192875354.jpg [View same] [iqdb] [saucenao] [google]
642516

Does anyone have a Zbrush download link or torrent or some shit?

>> No.642518

>>642499
thank god its up again

>> No.642519

>>642499
>>642518
Which makes me wonder, is there any sort of contingency plan, besides GFXPeers?

>> No.642520

>>642519
dunno, I was talking about the forum I dont use torrents and if you do you are fucking stupid

>> No.642524
File: 11 KB, 244x250, 1530549919297.jpg [View same] [iqdb] [saucenao] [google]
642524

>>642520
>I dont use torrents and if you do you are fucking stupid

>> No.642528
File: 280 KB, 768x619, ZBrush_2018-09-18_18-24-21.png [View same] [iqdb] [saucenao] [google]
642528

Why are my masks like this?

>> No.642530

>>642487
joints are half bent in their more neutral angles

it makes it easier to get better deformation, but skeleton building is trickier.

>> No.642533

>>642528
OY VEY

>> No.642573
File: 20 KB, 400x400, 657J1-WWN450-T940-1__17239.1521168982.jpg [View same] [iqdb] [saucenao] [google]
642573

Is there any way to REDUCE the size of UI elements in this piece of junk?

>> No.642613
File: 1.98 MB, 271x276, 1503855873103.gif [View same] [iqdb] [saucenao] [google]
642613

>>642573
>Maya
>Piece of junk
pick one fggt

>> No.642614
File: 1.76 MB, 1920x1080, Untitled-2.png [View same] [iqdb] [saucenao] [google]
642614

Does anyone know how to deal with this (the red marked area)?

>> No.642622

>>642614
Looks like some shitty denoising algorithm at work. Turn it off/increase samples for the relevant rays.

>> No.642623
File: 19 KB, 580x536, 1451748038837.gif [View same] [iqdb] [saucenao] [google]
642623

How would i go about becoming motion graphics artist? I already know how to use some After effects, and going deeper into it everyday, what should be my next step? Cinema4D? Illustrator or Photoshop?

>> No.642624

Are there any consequences for using a cracked version of ZBrush? I'm in college and we're supposed to use it for this semester, but they understandably only provide them on the school computers. My lecturer recommended us to just used a cracked version for assignments, but I don't wanna fuck with my computer too much

>> No.642629

>>642623
For Cinema4D, you need to go to the nearest playground or nursery, and watch the kids play with boxes, balls, spongy things, all sorts of primitives. This works as your reference for how to do shit with things. All you need to do afterwards is to plug that knowledge into C4D, using the same kinds of primitives, but with cool colors and music and shit, and use the tools provided with the program to coordinate in all in interesting/mesmerizing/abstract motion patterns.

>> No.642630

>>642622
Didn't work m8 ;(

>> No.642637

>>642622
I dont know what I did... but now it worked thanks anon

>> No.642656
File: 184 KB, 1280x853, 1489455347439.jpg [View same] [iqdb] [saucenao] [google]
642656

Alright, so I need to simulate a plane getting torn apart. I've seem some nCloth tutorials, but they're mostly about architectural destruction. Any other tutorials or techniques you would recommend?

>> No.642697

>>642656
just broaden your search. look for metal ncloth then apply the concepts to your plane

>> No.642760

>>642697
Hey, thanks, I think I just found some useful stuff

>> No.642789

>>642520
jew

>> No.642841

> What are the best asset marketplaces to throw your assets on, Preferably ones with lots of users and smallest cuts of the profit.

>> No.642946

>>642624
No, just crack it

>> No.642990
File: 116 KB, 944x395, Poke1.jpg [View same] [iqdb] [saucenao] [google]
642990

I have a question about Corrective keys/Drivers/

On this character, I have a corrective key to fix the leg, however. when I rotate the Pelvis its incorrectly moving the shape key. But I have the bone correctly and the driver. but I dont know if I'm doing it right.

>> No.642998

>>642990
Small update. I havn't found the solution. but apparently. it does this when you have a bone constraint on the shape key.

>> No.643000

sorry my guys didn't realise we hit bump since this thread was so slow
refreshed here: >>642999
xox

>> No.644121

I have a question about how you guys go about tutorials.

Do you try to do the exercise at the same time on a second monitor? Or do you watch while taking note? mix of both?

I'm trying to improve myself at designer and I want to be more efficient in my learning.