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/3/ - 3DCG


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666619 No.666619 [Reply] [Original]

previous: >>662167

Reminder!
This thread is for any simple and/or stupid questions about techniques/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.

Also, please do head over to the previous thread and help to answer any unanswered questions!

>> No.666634
File: 13 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
666634

Is there any way to make it so the eye shine on my eye model is always the same regardless of where the light is without faking it by putting it on an image texture?

>> No.666635

>>666634
You could add an extra light parented to the cornea so it follows along, then set up a light link so that eye-shine light will be visible on the cornea but nothing else in the scene.

>> No.666637

>>666634
Create a fake light vector. Use that vector to calculate specular instead of the scene light.

>> No.666643
File: 227 KB, 856x757, deform.png [View same] [iqdb] [saucenao] [google]
666643

What is the best way to deal with this problem?

I created a bunch of armor/clothing on top of my character. Is there an easy way to make these things deform with the character without clipping? If not, is there an easy way to attach their meshes to the character without having to change everything?

>> No.666644
File: 269 KB, 1360x768, advanceskeleon5.jpg [View same] [iqdb] [saucenao] [google]
666644

So I haven't found a clear example yet. In AdvanceSkeleton5 for maya.

How would I add in extra joints for the breasts, belt, belt-ribbon, L_shoulder armor, Scarf and hair? In Rapid rig you just add auxiliary joints and for the hair new set of joint chains, easy pezy


The tutorial said it doesn't like models that are unsymmetrical. This will make the hair tricky but still doable.

>> No.666649

>>666643
I'm assuming you are using Blender from the image provided... One method is to create a proxy mesh surrounding the clothing and weighting that to the armature you are using, then bind the clothing to the proxy with the Mesh Deform modifier. You can also use the Surface Deform modifier to directly bind the cloth to your body mesh, though I don't know if it is intended to be used in such a manner, it gets slow.

>> No.666675
File: 267 KB, 800x1038, blender_weightpainting_1.jpg [View same] [iqdb] [saucenao] [google]
666675

>>666643
Select the right bone, go to the weightpainting mode and change the weights of the belt vertices manually by selecting them first (L) and weight painting them.
Also maybe there is a function that projects the weights from lower mesh to upper mesh, but I never tested.

>> No.666677

>>666675
>Also maybe there is a function that projects the weights from lower mesh to upper mesh, but I never tested.
There is, I think it's somewhere in the header options. Also the Data Transfer modifier may do the same.

The problem with this method is that if the topology of the clothing differs too much from the underlying mesh (and that is more or less a given) there will almost certainly be parts of the body poking through the clothing when deforming in certain positions.

Though now that I think of it this might work fine if you make use of the Mask modifier to hide areas of the underlying mesh obscured by cloth.

>> No.666694
File: 487 KB, 1011x763, 683678356867.jpg [View same] [iqdb] [saucenao] [google]
666694

xNormal is doing some weird shit when baking height maps. Not sure what i'm doing wrong?

>> No.666696

>>666644
Just add more joints to the FitSkeleton. Add a chain of two for the breasts (A breast_joint and a breast_joint_end).

By default, extra joints in the hierarchy will create simple FK controls. Tutorial on how to create more advanced controls here.
https://www.youtube.com/watch?v=WgJsDv1ZdVs

>> No.666700

>>666694
how about not use xnormal and just grab substance painter

>> No.666701
File: 551 KB, 1600x1200, USA nature.jpg [View same] [iqdb] [saucenao] [google]
666701

Have any of you ever made a short 3d film? Like one man only making a 10 minute video. How many months does it take (if your doing it good)? I saw a lot of student work reels on youtube that look like ass, but I'm thinking that with Eevee I could really pull it off without a render farm. Maybe I will make a music video first to see how hard it is but I've never touched anything other than modeling+lighting so I know nothing about animation principles.

>> No.666702

>>666700

This. Painter gives the best baking results.

>> No.666704

>>666700
>>666702
Oh, i thought that was only for... well painting. I'll try it out.

>> No.666705

>>666701
Grab a xbox kinect off ebay and use it for mocap. It'll speed things up a lot.

>> No.666707

>>666704
im going to fuck slap you for being so retarded and naive.

>> No.666708

>>666707
no pls

>> No.666709

>>666704
Adobe Designer can also bake maps. Not sure if there's any practical difference between it and Painter, though.

>> No.666710

the only thing good about substance baker is bake by mesh name

>> No.666722

>>666696
Thanks.
Nice numbers.

>> No.666730

I hate unwrapping in maya
Are there good tools for painless unwrap?

>> No.666743

I want to learn some code this summer, is it worth learning how to code for Maya? If so what language should I learn?

>> No.666744

>>666743
worth
python\c++

>> No.666745

>>666730
Maya or 3dsmax to create the seams and Zbrush for clean unfolding turns out to be the best combination for me

>> No.666767

>>666730
uv wrapping is super easy. what part of the process are you getting stuck on?

>> No.666772

Noobie reporting in.
I'm searching for guides on workflows to create regular stuff like building, humans, furnitures, nature related stuff like trees, ...
Especially for the video game world since it's the reason why I'm getting into /3/.

>> No.666775

>>666772
First off - each of those are disciplines in their own right. You can easily spend 3-4 years learning each one. You have to decide on one before moving forward. Buildings and furniture intersect to some degree (archviz), but otherwise humans (characters), nature props (env), etc. are more or less standalone with their own hosts of theory and technique that takes years to understand if you aren't planning on some meme low-poly nonsense but striving for AAA quality.
Don't hunt for these "workflows". Go learn how to use a 3D program first. Pick up the bare fundamentals, modelling, UV unwrapping, texturing, maybe rigging & animation. Then you can comfortably think about beginning to specialise and deciding on which field you want to do.
Fair warning: 3DCG is a lot of work. If you aren't willing to hallucinate wireframes on everything and have recurring nightmares about topology, give up now. It demands a ridiculous amount of discipline and determination.

>> No.666776
File: 182 KB, 757x496, progress.jpg [View same] [iqdb] [saucenao] [google]
666776

>>666700
So I got Substance Painter to spit out an AO texture, but the height map is just a grey colour?

>> No.666792

>>666775
Well I have a lot of motivation for the moment but it's true that I'm not planning on making that my career or my main skill. I picked it up just because I wanted to learn animating. I might even specialize on that when I finish my current tutorial but modeling isn't that complicated for now. I didn't reach the organic modeling part tough so I guess that's where the complicated stuff will come. Same for texturing and all.

But I really don't plan on reaching a level that will make me get into the animation industry. I just want to be able to model a basic anime character and animate it in the end, that's the level I want to reach.
If can do that, I'll be more than happy.

Also what should I be careful of about topology, I reached that part and the teacher said that it was indeed something people should be careful of but I didn't really get why.

>> No.666794

>>666776
like when you exported the height map its just one grey image? thats because you just had a height map channel on and did't paint anything on it. show me your screen

>> No.666798

>>666792
>Also what should I be careful of about topology, I reached that part and the teacher said that it was indeed something people should be careful of but I didn't really get why.
If your instructor is teaching modeling, he mentions topology, and doesn't explain why and where it is important, seek a better instructor.

Anyway, this may be a good complement: https://gumroad.com/l/TepOz There's also https://topologyguides.com/ although it's not as well organized as a book can be.

>> No.666800

Anyone here got Maya 2010? Every torrent I found was already dead. If someone can upload 64 bit version to google drive or mega that would be nice I need it for an old project.

>> No.666802

>>666798
He mentionned about it being important for a later part of the course wich is animation but I'm the one who didn't really pay much attention when he talked about it. Thanks for the links.

>> No.666804

>>666800
yes

>> No.666806

>>666804
>thanks

>> No.666807

>>666806
sent ;)

>> No.666808

>>666745
Thanks I'll try zbrush unfold
>>666767
Not stuck I just hate unfolding in maya

>> No.666811
File: 37 KB, 561x453, reee.jpg [View same] [iqdb] [saucenao] [google]
666811

concepting, sculpting, retopo, uv\texturing, rigging, animation, lighting, composition, even programming and algorithms all require their own separate program with their quirks and bugs to learn and I'm sure there is others I no doubt missed but you need them to be hired or produce quality artwork in the end

how can a person manage to learn all these massive fields and still get less money than average frontend monkey?

>> No.666813

>>666811
Know a bit of everything, enough to be conversant with coworkers, but specialize.

>> No.666822
File: 601 KB, 3840x2160, 1533346684816.jpg [View same] [iqdb] [saucenao] [google]
666822

>>666619
What software is this??? Was watching a vid on how they make cars and took this cap. They also spent a lot of time playing with these zebra stripes. Any idea what this is called and what it's used for?

>> No.666825

>>666822
the stripes are usually applied to real world prototypes, to conceal and obscure contour/details

>> No.666826

>>666822
thats more than likely proprietary software, but it reminds me of rhino 3D

>> No.666827
File: 326 KB, 1360x768, advanceskeleon5.jpg [View same] [iqdb] [saucenao] [google]
666827

>>666644
Were do you find more in-depth information on AdvanceSkeleton5? Rapid-rig is far better and easier to use and stable. Just that I cant get "Tuna-mesh face rig" to work. Only reason I'm using AS5 is for a quick face rig. Literally, taking a short break then I'm starting that step.

Another question. No matter how many times I re-orient the wrist, it gives me this bullshit right here with rotation axes. How do I fix it?

I keep getting a warning that chest and spine are not at bind pose. I hit "auto orient" and try "fit mode" but it comes up ever time I rebuild it?

>> No.666828

>>666822
That's Autodesk Alias, I think. The zebra stripes are typically used in CAD software to evaluate surface continuity (quality of curvature).

>> No.666830

>>666825
Suppose it could be prototype camouflage, but I suspect it's a material used to check the curvature of the model, if you animate materials like that across a surface pinching points and other artifacts that need correction will stand out.

>> No.666832

>>666828
>That's Autodesk Alias, I think.
yup looks like it, you can tell by the logo on the corner of the window and the iconic autodesk viewport cube

>> No.666877

As someone who is way more comfortable modeling in programs like solidworks and rhino, is there a major benefit to learning to model in 3ds Max or Maya? I definitely get the advantages with animation and rendering but otherwise what takes me a few minutes in rhino takes me hours in 3ds Max. I am more into product design and archviz stuff then character design.

>> No.666893

what's the best workflow for retopoing zbrush models for animation?

maya quad draw
zbrush zremesh
3dcoat
sketch retopo

>> No.666898
File: 25 KB, 960x530, 51646028_10156750024697900_8399597154863153152_n.jpg [View same] [iqdb] [saucenao] [google]
666898

Attempting to create an Unreal 4 Html5 build.

Got it working but the lights are very dim.... Any suggestions? Thanks mates!

>> No.666899
File: 514 KB, 1920x1011, playing grab ass with SP.jpg [View same] [iqdb] [saucenao] [google]
666899

>>666794
Yeah it's just one solid grey image. I was intending to use it like xNormal. I mean that i would take a high poly mesh (bunch of strands) and bake a height map on to a low poly model (a plane).

I guess i should take the normals i was able to bake and use it as a stencil to paint a height map?

>> No.666918

how do you add edge loops to a hand placed set of vertices so that they're evenly spaced? i'm trying to make a human torso from the side by drawing it out using the polydraw tool in maya then multicutting some additional vertices if i feel like i need more detail. thing is i have to then make the loops manually with the multicut because edge loop tool doesn't respond. also smoothing doesn't work on the plane edge.

>> No.666921
File: 1.21 MB, 3840x2160, 42.jpg [View same] [iqdb] [saucenao] [google]
666921

Can anybody help me with this animation problem? I'm trying to get my character to walk, climb a step and keep walking. I made a stationary walk cycle and have it repeating a few times, then made a separate strip for actually translating him along the Y axis and a third for the step climb and now I want him to continue his walk cycle on the 2nd floor, but the master bone is still on the first floor and I can't independently move it to its proper position without moving the whole character and having him float above the floor.

pls no bully

>> No.666948

>>666899
if youre trying to bake info from a high poly to a low poly, you have to use the bake mesh maps, hence the ((mesh)). just select the model in the normal tab or the common tab i believe and then bake the mesh. i never baked info from high poly to low poly tho, i only do surfacing/painting.

anyways right now you dont have anything on the canvas. i cant really tell since you dont have the layers visible. to get info on there with say metal and roughness channels you have right here, you need to crate a fill layer specifically for each of them, because if you just have a paint layer with the channels active on the properties - paint, that means youre only painting with thats toggled on. with a fill layer you will cover the entire canvas with a color(B&W) that you can control with sliders. this will also allow you to put in textures when you mask it with a black and white texture image. then you can add a a levels to invert the colors depending on the mask you gave it.

the problem here i believe is that youre using this wrong, and are probably using the wrong shader to display opacity. if this is just for hair strands there is a great tut that you can follow.

https://youtu.be/6xBMcnx2Kkk

>> No.666949

>>666921
key frames buddy

>> No.666954

Between box modeling & edge modeling, wich is the best option to master?

>> No.666955

>>666954
wut? anything that isn't sculpting is essentially box modeling.

>> No.666957

>>666955
Edge modeling is when you start with a plane and start extruding the edges to model from it. I'm trying to figure out wich is the better way to model for me but I'm having difficulties even repoducting both methods.
I'm realising how tedious that whole shit is.

>> No.666959

>>666957
buddy thats just a simple face extrusion not an edge. and you dont model anything based around extrusion unless its predictable. with organic+hard surface combinations mesh you have to understand how your loops are directed, unless youre working in terms of patches or with nurbs.

>> No.666969

>>666954
Whatever works for you and/or is the fastest method for you. And you are free to switch between them depending on the task required. For example, I would box model a body but probably edge model the face.

>> No.667024
File: 484 KB, 500x270, 8WV9.gif [View same] [iqdb] [saucenao] [google]
667024

Ok I learned hard surface modeling. Now I'm going to start modeling shit and do some houses and furnitures.
Is there any advices specifically on hard surface modeling?

Like if I go for a particular artstyle, should some things change in the modeling process or does the artstyle vary only when you're texturing your stuff? Anything a beginner should know or avoid?

Also how much harder is organic modeling?

Tbh I'm just trying to make some assets for a game and I want to replicate an anime artstyle but a little bit moredetailed than what we usually see when we're talking about anime games. You see the Berserk Musou game. Well something like similar to that.

>> No.667036

>>666948
Thanks, i'll try out that tutorial and familiarise myself with SP.

>> No.667045
File: 248 KB, 1062x2160, Dragon-Quest-XI-Costumes-Warrior-Princess-Set.jpg [View same] [iqdb] [saucenao] [google]
667045

Anyone know where I can get a hold of the DQ11 models, specifically for Jade and Serena? I have XnaLara but I'll download another program if I need it.

>> No.667088

Can someone tell me where can I get a render ready setup with lights for interior scene for Vray? It doesnt need to be super complicated, just 2-3 adjusted lights.
Im a complete noob when it comes to lighting or rendering and whichever light i create in vray is either too bright/dark or doesnt even look good if i find the golden middle.

>> No.667092

>>667088
go download some evermotion archinteriors scenes and see how their lights are set up. look at like 5 scenes. solo each light to see what it's doing. then take what you've learned and try to apply it to your own scene as a starting point.

>> No.667140
File: 152 KB, 1113x927, 8729856684682012.jpg [View same] [iqdb] [saucenao] [google]
667140

>add circle (12 verts)
>extrude Z, scale X, extrude Z, scale X

So how do I scale it on the Y? Do I scale the loop and move it back and forth as needed or do I scale front half and back half separately on the cursor so as the verteces on the blue line remain lined up?

>> No.667142
File: 102 KB, 1429x505, 43085674-460209635.jpg [View same] [iqdb] [saucenao] [google]
667142

And how do I do the ass? I think I should add faces, but I am at a loss as to what the topology should look like.

>> No.667205

>>666898
have you tried making the lights brighter?

>> No.667208

>>667140
But you already did more than just scale x, you moved vertices to match the model. Do the same thing with y

>> No.667212

>>667140
s+y
use orto camera (num3) to help

>> No.667219
File: 76 KB, 666x610, fhfghfg.jpg [View same] [iqdb] [saucenao] [google]
667219

Does anyone know if the Yakuza character models have ever been ripped?
I'm specifically searching for young Kiryu from 0.

>> No.667220

>>667219
They have. If you own the game you can easily rip the models yourself too, they're all in the game files albeit in formats that traditional 3D programs don't support.

>> No.667225

>>667220
>albeit in formats that traditional 3D programs don't support
Fuck. I wanted to practice animation with that particular model since it fits my game's theme perfectly.

>> No.667228

>>667225
You just have to open it in some obtuse model viewer and reexport it in another format.
By the way, just for context, I tried my hand at ripping Y0 models before. Managed to open Makoto's model file and get it opened in Blender, but the model was fairly disorganised with textures all over the place. Rig was missing too, pretty typical stuff though. Lost interest after that.

>> No.667241
File: 1.37 MB, 3840x2110, Untitled.jpg [View same] [iqdb] [saucenao] [google]
667241

I want to 3d-print a Hunchback Battlemech ripped straight from the game. it's meant to be a pretty big 140mm scale model.

I'm using an SLA printer so for a good print and to avoid wasting immense amounts of resin that will never cure inside I need to hollow it out and make a nice thin shell.

The problem is that the game modelers just didn't give a fuck, It'a a bunch of intersecting boxes and shapes that arent even welded together or anything.

How do I get rid of all internal mess and leave just a nice clean outer shell?
I have Blender, Zbrush and meshmixer.

I tried to just Dynamesh it at very high resolution - it freaked out and made a lot of holes. lost most of the faces.

Tried to just Zremesh it - it screwed up the hard edges but respected and preseved theinternal bullshit.

>> No.667248

>>667241
obviously a giant fucking machine is gonna have a bunch of parts. its not a cute little alien character

>> No.667251

>>667241
Uh, yes, that's how game modelling works. Intersect everything if it saves you polys and doesn't need to deform.
Blender has some 3D printing tools that might help to clean up internal faces and everything. If not you could try boolean unioning everything (or bit by bit).
>better yet learn to model it yourself

>> No.667261
File: 762 KB, 600x696, VP_PLANTS-Complete-BOX-3D-600px_transparenz.png [View same] [iqdb] [saucenao] [google]
667261

How do i escape the feeling that im cheating when using premade models (grass, vegetation, stones...) instead of making my own? I know im not supposed to reinvent the wheel but i still feel like i dont really know 3d. Also i would rather tell someone that i made something rather then telling them i just used a premade model.

>> No.667262

>>667261
Learn to make them. Once you are confident that you know how to make them if needed, you'll be able to use premade models without guilt.

>> No.667268

>>667251
>>667248
I found the solution actually
>import in Zbrush
>autogroups
>split by groups
>make boolean mesh
>glues everything together into one proper mesh.

>> No.667307
File: 10 KB, 333x267, 2019-02-13_21-36-33.jpg [View same] [iqdb] [saucenao] [google]
667307

anyone know why my shadow matte is catching this round shadow? renderer is arnold 5.

it doesn't show up if i use a standard surface material.

>> No.667309

>>667228
Damn I'd rather not bother, I'm only after the model and the textures tough since I want to train rigging and animating but I have some Jojo models that'll do just fine.

>> No.667362

>>667205
I could do that. I set them to the exact brightness to match real lights but I could try this. May switch to Unity for now. Thankx

>> No.667416

I'm trying to run Lumion from a graphics card while displaying the monitor with onboard graphics (Old gpu, can't display at full resolution) but can't figure out how to change which gpu Lumion uses. Any ideas?

>> No.667424

>>667307
Seems like it's coming from the lamp above? Try unlinking it from the catcher. Sorry if this is of no help, I don't use Arnold.

>> No.667430

>>667424
thx friend. i'll try putting it in a different light group.

>> No.667436

>>667307
make a mesh light for the light bulb instead of a light

>> No.667450

DDS and all this BC
Why the HELL 4k png with transparency and shit weights 200kb, and dxt5 dds of the same thing weights a fucking 20 MEGABYTES with SHITTIER quality???
I refuse to believe mipmaps are behind this

>> No.667513
File: 2.45 MB, 960x540, 11e.gif [View same] [iqdb] [saucenao] [google]
667513

Whats the Donut tutorial everyone keeps talking about? Where do i start? Can i start in blender? Will the donut tutorial eventually teach me animation like (pic)? I know the anvil comes after the donut

>> No.667517
File: 177 KB, 2664x635, ultra_low_poly_isaac_clarke_by_toneloperu-d4vz5z6.jpg [View same] [iqdb] [saucenao] [google]
667517

I wanna make a game that uses ultra low poly because I am sick of everything trying to look real and want to go back to Quake-style graphics, how do I even begin to start learning textures? Can I use my mouse or do I need a drawing tablet? Can I do it inside blender or do I need a new program?

>> No.667536

>>667362
you wont really be able to reproduce reality inside of a game engine. There's more to it than what you can get from real-time rendering

>> No.667540

Is there a good metric for how much animation a 3D professional can produce per hour? Something like X seconds in Y weeks, perhaps?

I appreciate this varies wildly based on level of detail and the like. But supposing everything other than animation is ignored and everything is already setup.

>> No.667549

Can I render in Maya's Arnold on an i5 8300H?

My current laptop (like seven years old) has an i7 2670QM and Maya completely murders my laptop anytime I try and render/interact with Arnold (I've been just using Hardware 2.0, and that works fine thankfully). I have a chance to upgrade to a new laptop, but I'm not sure if I should get the i5 8300H now, or wait and slowly save to purchase an i7

>> No.667552
File: 317 KB, 1549x1508, robogf.jpg [View same] [iqdb] [saucenao] [google]
667552

Figured I'd post this here since it kind of went under the radar in the Wip thread.

I'm not really sure how to go about making the hair of this robot, at all. I've tried a few different things, but I just don't really understand how to go about making a shape like it.
I've tried sculpting it, which is what I assumed I'd have to do, but nothing I did really helped. I tried starting with a sphere and going from there, but it didn't work. I'll be honest I've never really dived into the sculpting tools much, so I'm out of my element trying to do things with it.
If anyone has some advice, I'll greatly appreciate it. I just don't know how to start with a shape like that.

>> No.667554

>>667540
generally it's 10 minutes a second for cheaper quality stuff. AAA is like 1 second a day.

>> No.667556

>>667552
start with a plane, and add thickness with solidify modifier. it will help to keep things economical.
then when you have the base shape down you can start sculpting ontop.

you can even start with half sphere

>> No.667558
File: 97 KB, 629x706, Untitled.jpg [View same] [iqdb] [saucenao] [google]
667558

i'm using an i5 4670 with an amd rx 480 8gb. if i have vray 3.6 rt utilizing openCL, how should my devices be enabled? the c++ is said to be for hybrid rendering with CUDA, so if it's on does that mess with openCL? and what does the amd accelerated device mean if i have my opencl intel runtime device? why do they both show up?

>> No.667567
File: 41 KB, 364x310, uithreads.jpg [View same] [iqdb] [saucenao] [google]
667567

>>667549
arnold will murder anything you throw at it t b h.
more cores is better.

if you want to use the ipr effectively to lookdev, make sure you're saving at least 1 thread (pic-related) so you can actually continue working without tearing your hair out.

>> No.667581

Is there a place I can get sets of pictures that show the deformation of the body as joints articulate? I know I can find these scattered around just by finding pictures of poses, but I was hoping there'd be something that shows specifically how deformation occurs in the shoulder from different angles and poses, and likewise for the hip, knee, etc.

>> No.667583

>>667581
https://www.bodiesinmotion.photo/

>> No.667589

How do you reset the zoom/view/whatever it is in blender 2.8? Like in 2.79, you could click on an object and hit period and it'd fix up any bullshit from zooming in too far or the camera rotating on a crazy angle. I don't know what that's called so I don't know how to find it in 2.8 since the key has changed?

>> No.667590

I'm so afraid of learning zbrush
send help pls

>> No.667616

>>667590
Watch this guy's free "Intro to Zbrush" https://gumroad.com/pavlovich

>> No.667636

>>667556
>start with a plane, and add thickness with solidify modifier
I actually did start doing that before I stopped, but it didn't look like it was going anywhere.
I'll give it another go and see what happens.
Thanks

Is there any particular sculpting tool I should be using? I tried using the grab tool, but it just seems like a mess and relies on the view angle so you can never grab things properly.

>> No.667637

>>667636
i usually get the entire shape down before i sculpt.
i add some thickness, then i turn on dynatopo to about 20 res on constant detail and i coat the hair piece with the brush until it no longer has the original geo

>> No.667687

Anybody has a good tutorial on sculpting anime-like hair?

Hair is the only thing that keeps me from sla-printing my own sexy tomboy figurines.

>> No.667688 [DELETED] 

I am 15 years old

>> No.667789

Does anyone know what the IOR of keratin is?
Google search isn't giving me any answers.

>> No.667816

>>667789
Index of refraction of keratin. Someone is probably making fun of your use of subsurface scattering. i.e skin is too red or something

>> No.667817

How would you guys model something like a water balloon? I thought it might be something relatively simple, but figuring out how the fluid shape as well as the balloon itself is kinda hard. Is there a way to simulate it as well?

Not to mention how to make the knot itself etc

>> No.667840

Where can I find good papers\examples on spline IK? I need to write my own solver

>> No.667849
File: 100 KB, 704x900, Clip_2.jpg [View same] [iqdb] [saucenao] [google]
667849

In Zbrush, how can I increase the mesh resolution on specific areas of my model like pic related?

I usually do this workflow :
>Sculpt in dynamesh
>Once I have all the detail I want, I start using zremesher and project details from the highpoly model
>I end up with a 4-5 subdivided model with lots of polygons, but I only want detail in specific areas like face of hands

The whole model is 1 single subtool. I cant separate it into different ones as it is 1 mesh. Any ideas?

>> No.667852

>>667849
yeah

>> No.667859

>>667552
do I see a seam right under her knee?

>> No.667886

i want to make a riggable, animatable game model of a female character. should i model it in maya, or zbrush then retopo? i don't see a lot of tutorials for modeling stuff outside zbrush but i'd like to have a model with good topology right off the bat.

>> No.667889

I'm pretty new to 3D, I've only really used blender to fix models before printing them. Are there any good step by step tutorials you'd recommend for box modelling a low poly human male? I want to get good at building a basic mesh that I can rig, pose and sculpt on top of. The idea is to make a posable miniature intended for table top war gaming and then use sculpting to add the final details before 3d printing them.

>> No.667904

>>667886
Zbrush then retopo in Maya.

>> No.667907

>>667849
you cant split polygroups into subtools.

>> No.667909
File: 179 KB, 1369x1750, Knees.jpg [View same] [iqdb] [saucenao] [google]
667909

>>667859
Nah, I'm pretty sure that's the HDRI. It uses square lights, so I think that's just the edge of one making that. There's not even a loop there (I mean there is when it's subdivided, but it's even so it shouldn't make a line like that). Where that light ends is halfway between two loops.
For comparison here's a few different HDRI's. I just had the other one originally because I liked the amount of light and the color tone.

>> No.668021

>>667849
if you want a higher geometry density to bake onto a higher pixel density without actually changing the low poly you can just use geometry HD downside to this though is i don't think you can export the hd geometry so the bakes from it would have to be inside of zbrush. the other way is obviously to modify the base mesh by selecting the edges you want higher density and subdividing them in another program this would require a little bit of finessing with topology though and youd have to reproject any details you've already made.

>> No.668033
File: 38 KB, 504x288, PcXf.gif [View same] [iqdb] [saucenao] [google]
668033

Can I create pixelated edges in blender without having to actually model the edges that way? I don't know how this gif was made, but something like this

>> No.668045

>>668033
This would require a mix of
1. surfacing
2. lighting
3. the proper way of rendering, maybe separating it into passes for more control
4. post processing and/or manual touchups

>> No.668049

>>668045
yeah no shit retard

>> No.668061

>>667789
>>667816
you do realize the index of refraction works only on objects that have volume right? refraction is all about how light is bent in that volume. keratin is opaque, its only reflective/glossy.

>> No.668063

>>667816
and no nobody uses subsurface scattering for hair either. because again keratin is opaque. subsurface requires there to be depth in the surface where its starts to thin out like on the nose and ears.

>> No.668072

>>668045
wtf is your problem, Zoomer cunt? At least I get shit like this done. Now go fuck yourself then.

>> No.668085

>>668033
It won't come out exactly like that, as that's probably made by hand via manually placing pixels.
But >>668045 is right.
It's a combo of all those factors and "thinking" in 2d to get things to look like that in 3d.You can probably get a good distance with a toon shader and proper lighting, after that it's mainly some creative post processing to try and look pixelated, after that you'd still have to go back in on something like Photoshop to manually fix things. There's no "one and done" solution, otherwise everyone and their mom would be doing it.
Honestly, you're probably better off doing the base shape/animation, then using it as a guide to make the pixel art by hand.

>>668049
But judging by your response, clearly you knew all that, and had no reason to ask.

>> No.668137

>>668061
Totally wrong. IOR affects the Fresnel reflection even in opaque materials. Increasing IOR is like increasing specular, and very high IOR turns your material into a metal.

>> No.668139

>>668063
Are you braindead? The translucent properties of hair are what define the entire look.

https://www.cs.cornell.edu/~srm/publications/SG03-hair-abstract.html

Marschner et al. use IOR of 1.55 in their paper.

>> No.668140

>>668137
no lol, like no shit it will effect it if theres no volume. but that IOR is ment for fucking objects with volumes you braindead faggot. theres a reason its called index of REFRACTION, thats why you need light to pass through to fucking REFRACT.
>>668139
again hair is glossy not translucent. especially in bulk.

>> No.668141

>>668139
>posts a hair follicle
yeah buddy i think we both know youre not going to model each strand of hair. i know what youre doing, youre trying to apply that ior to an entire hair patch, stop fucking with it. leave it opaque and just apply a roughness map you dumb fuck

>> No.668155

>>668140
Okay buddy, I won't tell you anything about the complex indices of refraction for metals. Why? Because the fewer competition, the better.

>> No.668156

>>668140
BTW, you are the guy who kept going on about normal maps storing more information than height maps, aren't you?

>> No.668157
File: 34 KB, 540x220, metalslol.jpg [View same] [iqdb] [saucenao] [google]
668157

>>668155
what part of volume and light refracting dont you understand? what do metals have anything to do with this? metals dont bend light, they just reflect it. the only way it will bend the light, is if object is already distorted in some way.
>>668156
no

>> No.668158

>>668157
>what is complex index of refraction

>> No.668159
File: 19 KB, 1098x119, medium.jpg [View same] [iqdb] [saucenao] [google]
668159

>>668158
would you look at that

>> No.668162

>>668159
>well i shall stop reading there because the big math words after that are very scary
My guy, you can easily find humongous lists of metals and their IORs. Are you gonna tell me all those values are made up next?

In all honesty though, zero point arguing about this. The effect of IOR on non-transmissive materials (even metals) is practically imperceptible to the eye. Only nerds striving for scientific accuracy hunt for these numbers to put in their shaders.

It's fun to see what /3/ will argue about from time to time.

>> No.668163

>>668162
>My guy, you can easily find humongous lists of metals and their IORs. Are you gonna tell me all those values are made up next?
no theyre irrelevant to 3D

>In all honesty though, zero point arguing about this. The effect of IOR on non-transmissive materials (even metals) is practically imperceptible to the eye. Only nerds striving for scientific accuracy hunt for these numbers to put in their shaders.

exactly so shut the fuck up.

>> No.668164

>>668163
Ah, lowercase posters. Never change you hotheaded idiots.

>> No.668167

>>668164
IOR, metalness,reflection and fresnel are not synonymous. you pretend like they are. theres a reason why you have maps for each of these fucking things. besides the fresnel thats just an effect that happens when the object has areas that are more reflective depending on your view. you dont map for IOR to fucking make it more metallic/rougher on specific areas, its ment for areas that have VOLUME in fact if you have a metalness map on your object you cant even adjust the IOR for metal/rougher values, just refraction.

>> No.668183
File: 427 KB, 1298x1022, Screenshot_2019-02-19 Refractive index - Wikipedia.png [View same] [iqdb] [saucenao] [google]
668183

>>668159
Render engines can use the (complex) IOR to compute the Fresnel effect on opaque surfaces. This is an accurate way, though not always necessary from an artistic point of view, to calculate the reflectance of metallic surfaces.

>> No.668184

>>668183
which render engine simulates the wave particle duality

>> No.668185

Anyone worked with NetImmerse\gamebryo format? I need to export some nif files into human readable format like fbx, preferably preserving skeleton, skin and uv's

>> No.668187
File: 49 KB, 1742x699, Screenshot_2019-02-19 Complex Fresnel shader - OSL Shaders - Chaos Group Help.png [View same] [iqdb] [saucenao] [google]
668187

>>668184
There's no real need for any of that. There are formulas which give enough of a good approximation for reflectance based on complex IOR values.

>> No.668188
File: 183 KB, 1528x1080, Screenshot_2019-02-19 Microsoft PowerPoint - 23-Fresnel equations ppt [호환 모드] - FresnelEquations pdf.png [View same] [iqdb] [saucenao] [google]
668188

>>668187
PS. Pic related, in a clearer form.

>> No.668189
File: 886 KB, 615x346, 1550320943520.gif [View same] [iqdb] [saucenao] [google]
668189

>>668184
pilot wave engine

>> No.668194

How do I set the pivot point in Blender 2.8? In 2.7, it was just a drop-down box at the bottom of the screen, and you could choose the origin, the 3D cursor, etc..., but I can't find it in 2.8.

>> No.668203
File: 708 KB, 1366x768, Screenshot.png [View same] [iqdb] [saucenao] [google]
668203

>>668194

>> No.668206

Can someone suggest a course that teaches how to texture? I have made and sculpted a lot of 3d models but I don't really know how to go about texturing them

>> No.668207

>>668206
id look here.
your question is vague because i don't know what tools you like

https://www.lynda.com/Textures-training-tutorials/9-0.html

>> No.668223

>>668203
Good Lord, idk how I missed that. Thanks, anon.

>> No.668255
File: 161 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
668255

Hey everyone, first time browsing 3dcg.

Im looking to create a massive dystopian sci fi city as a hobby project (think Mega City One from Dredd, or pic related).

What tools would I be using? Should I just learn blender and do everything in there?

>> No.668260

>>668255
For what purpose? Picture, animation...? How detailed? From far away (flying over) close up, etc...?
Are you a complete noob?

>> No.668262

>>668255
Whatever tool clicks with you, anon.

A scene like this can be done in any of the contemporary 3D packages and there is a ton of potential for optimization to keep your scenes uncluttered and your rendering times short.

>> No.668265

>>668255
Speaking from experience, you're gonna get burnt out from it really fast.
Get the basics down before doing big projects like this. The scope of something like "creating a massive city" takes a bit more effort than you'd initially think. It's fine to say "yeah I can do this", but keep your expectations real.

In any case, use whatever you feel comfortable using. It's not like any one program is more suited to something like this. Maybe you could look into Houdini for some procedural modelling to take some of the strain off of creating hundreds of unique buildings, but I can't really say for sure since I've never dove into Houdini.

>> No.668267

>>668260
>>668262
>>668265

Complete noob and I understand that it will take time and effort and will be a long slog until I can create really cool stuff. I want to take this up as a hobby and put hundreds of hours into it over a year. Ive always enjoyed worldbuilding and want to take it to the next level. Hopefully if I invest enough time into this I can leave the world of software development as my heart just isnt in it.

I have been using google sketchup at school on breaks just for fun but need a more serious tool.

atm im just following the donut making tutorial for blender and then will proceed to the anvil tutorial, I will make random stuff here and there and slowly build up.

I just need to learn the tools of the trade for a project like this.

>> No.668270

>>668267
A look into lighting, framing, camera work, blocking shots etc. would also help...since you probably want to do cinematic stuff.

>> No.668276

Beginner question. But I'm learning about box modeling and it's such a pain in the ass. I never done any sculpting before but in terms of time, how do they both compare to one another?
Let's say you want to make a basic character (face, hair, naked body), when you'll take 5 hours to make it with box modeling, how much will it take with sculpting?
Ofc, just think as if you had the same level of practice with both methods.

>> No.668277

>>668276
And let's say you're modeling and sculpting with the best softwares for each ones.

>> No.668294

>>668276
If you are a beginner, don't bother with box modelling organic stuff unless its lowpoly. Sculpt and retopo. Period.
Box modeling organic stuff is for veterans, autists and people who want to learn topology the hard way. You can do that as exercise if you want, but the difference is drastic (in terms of effectiveness, unless you are a pro and know exactly what you are doing) .
Learn creating (organic) forms by sculpting and learn topology via retopo.

>> No.668301

>>668294
You don't learn shit about topology this way.

>> No.668303
File: 215 KB, 1246x408, subda.png [View same] [iqdb] [saucenao] [google]
668303

This might seem like a silly question, but how do I know 'how far' to subdivide a model for a game asset? Let's say I've box modelled a sword, and my workflow is:

>model sword
>enable smooth shading
>subdivide
>low-poly retopology around subdivided mesh if need be
>bake normal map

How many times do I need to subdivide the mesh? until it looks okay to my naked eye? As far as the viewport will allow before my computer slows down?

For reference's sake, in Blender you can subdivide up to 6 times with one modifier

>> No.668308

>>668301
Except you do...? Not that anon, retopo definitely does teach you quite a bit on topology. Edge flow, reductions, quad management, etc. are all pretty important parts of topology that you'd have to learn and know doing retopo (manually). It's only hardsurface techniques like fencing/triple-edge and all that it doesn't require.

>> No.668359

>>668301
You are right, he has to learn topology as its own topic. What i meant was that by separating form creation from topology it becomes much easier, not having to wrangle the form and the topology at the same time.

>> No.668360

>>666619
How do I bake from a 1.2M mesh onto a 4k mesh when both need UVs for de baking process

>> No.668361

>>666701
Yes, in the 90s. Also some rather embarrassing mixes of live action and CG. Both more as practice and tests for my full time job.

>> No.668364

>>668360
>both need UVs
Uh, what? Only your low-poly needs a UV map.

>> No.668366
File: 379 KB, 1533x1533, slopes r confusing.jpg [View same] [iqdb] [saucenao] [google]
668366

So I haven't really made anything with a bunch of flat surfaces and don't know the best way of modeling said surfaces with odd rotations. Is there a simple way of making this angled and keeping things flat?

>> No.668367

>>668366
Either rotate it to the proper orientation in object mode, and use Local space transforms, or make a custom space from the normal of it and work with that.

>> No.668377

What kind of value does it have if you're good at 3d modelling? (jobwise)
Heard it's not that great unless you are pretty much 3d picasso.

>> No.668386

>>668377
that's exactly what it is.
but if you combine motion graphics and product design with 3d it can put you ahead of the competition. most product designers have elementary 3d skills

>> No.668431

Is 45 days of free trial enough to learn zbrush? I know about pavlovich courses, any other good resources?

>> No.668482

>>668303
for something that will be in game you generally subdivide as little as possible. players will be using their naked eye to view the object, so why shouldn't you?

It's also worth considering what use this object has. Is it something you hold in your hand up close? Then make it smoother.
A bottle that is just there to get blown up secondhand for some physics effects? doesn't really need that much.

Generally a workflow will be something like
>make object perfectly smooth and shit
>bake it as a normal map to lower poly version to fake the detail.

From a performance standpoint, you don't really need to be super careful (reasonably) with your polycount because modern computers will just chew through it

>> No.668496

>>668431
Enough to learn the UI yeah. Not enough to learn sculpting.

>> No.668519

>>668496
Well snaps. It's probably the only thing I don't want to pirate and it costs like truck

>> No.668522

>>668519
He means not enough time to get good at sculpting. You can learn "how to sculpt" in 45 days in the sense of how sculpting in Zbrush works and feels. You just won't make anything worthwhile as a noob.

>> No.668523

>>668522
Understandable. Is there no way other than ahoy it? I've been reading peers comments on those releases and it's a mess

>> No.668546

>>666619
Im beginning t get into all of this software/3d stuff but i wanted to ask if anyone here has studied something specific. Basically, are your careers tied to this?

>> No.668550

>>668546
if you wanted money for a living you came to a wrong place, even welders get paid more than most 3d artists

>> No.668579
File: 59 KB, 715x670, kek.jpg [View same] [iqdb] [saucenao] [google]
668579

Is there any way using the curve and array modifiers in blender to ensure your meshes fit together perfectly? Every time I use it the pieces are off. My goal is to create something like pic related

>> No.668580

>>668579
>Is there any way using the curve and array modifiers in blender to ensure your meshes fit together perfectly?
yeah

>> No.668585
File: 351 KB, 1920x1171, plshelp.jpg [View same] [iqdb] [saucenao] [google]
668585

>>666619
hey, i'm trying to sculpt on this plane, everything works fine without dynamesh, but when i turn it on, it start to give this really glitchy stuff, what the heck could this be? tried to search for a solution but couldn't find anything

>> No.668587

>>668580
Okay, thank you

>> No.668623

In maya, how do you export smoke effects/fluid? Preferably as a mesh

>> No.668624

>>668623
did you even bother to google that

>> No.668625
File: 9 KB, 578x555, bonelines.png [View same] [iqdb] [saucenao] [google]
668625

when adding bones, do you want pivots to align with edges or faces?
pic related

>> No.668629

>>668625
Edges.

>> No.668630

>>668625
>>668629
doesnt matter lol that alighment doesnt dictate deformation or anything, thats what skinning is for.

>> No.668663

>>668624
I did and I saw no solutions on exporting smoke as a mesh.Saw only some guy who wanted to export smoke in a format for 3d printing, but thats not what I seek. I want to export smoke for texturing, and then rendering (not in maya)
Do you have any ideas?

>> No.668665
File: 130 KB, 1096x370, file.png [View same] [iqdb] [saucenao] [google]
668665

Really new at this. I'm making the skeleton for a rig, but the fingers are something else. I worry that even the slightest fuck up in the bone rotation will cost me greatly later on.

How important is it to get an EXACT rotation for the base of the finger's bone? This concern is driving me insane

>> No.668667

>>668665
Generally speaking(it doesn't actually matter this is just the most common way) you need to align finger joints so that Y points "upwards" for the finger, Z points where finger itself points and X governs their curl, so in the case of thumb it will be aligned a bit different since thumb has much more freedom
Also
>non-identity rotations and scale
You better stop this shit right here right now

>> No.668668

>>668667
non identity what? Anyways I'll freeze the rotation scale to 1

>> No.668670

Is there any difference between DDS and PNG textures? Would DDS render faster?

>> No.668672

>>668670
Just different compression methods. DDS packs mipmaps into itself but that's only relevant for games. I believe DDS is also better suited for OpenGL, but with hardware in its current state I highly doubt it even makes a difference too.

>> No.668722

>>668672
They take up less texture memory. Way less in some cases. But they can (and will) have compression artifacts, since it is a lossy format.

>> No.669054

Guys, I'm a complete beginner and want to learn sculpting. Which one is better, Michael Pavlovich's intro to zbrush or the Gnomon's intro to zbrush 4R8?

>> No.669057

>>668663
OpenVDB.

>> No.669063
File: 500 KB, 1486x844, church_roof.png [View same] [iqdb] [saucenao] [google]
669063

I'm really struggling with the UV here. I have no idea what I'm doing wrong nor how to solve this mess. Any ideas? (i'm using an x axis mirror, btw)

>> No.669071

Can I set a specific size for a face in Blender? Like in Sketchup, in mm, cm, inches, etc.

>> No.669072

>>669063
apply scale and rotation and try again. if that doesn't fix it, you can probably go into top ortho view and project uv from view

>> No.669074
File: 64 KB, 895x470, agtboow9rucs.png [View same] [iqdb] [saucenao] [google]
669074

What software is this?

>> No.669075

>>669074
Maya, maybe an old version but i don't know

>> No.669076
File: 110 KB, 1024x551, 1550484200790.jpg [View same] [iqdb] [saucenao] [google]
669076

>>669074
ant3D

>> No.669078

>>669075
Thanks

>> No.669081

>>666619
anyone follow Chamferzone tutorials in blender ?
How did it go ??
https://www.youtube.com/watch?v=Y83FLL6TqF0

>> No.669091
File: 19 KB, 540x540, 1549678043124.jpg [View same] [iqdb] [saucenao] [google]
669091

>>669081
what would be the problem?
just use the similar edit ops

>> No.669105

>>669091
i don't know what the problem would be just curious about other people's experiences.

>> No.669132

>>669072
it worked. thanks!

>> No.669134

>>669057
Thanks anon

>> No.669187

Any recommended GPU rendering softwares?

>> No.669198

>>668267
https://www.youtube.com/watch?v=g_K6lWBlSdc
If you want to make cities, check out Anastasia Opara, she basically did this with Houdini and lots of C++. Blender 2.8 is also a good choice to help you with props/vehicles/misc stuff you will have houdini place for you.

>> No.669243

Am I retarded or are there really no precision options in Substance Painter? How the fuck could they package this shit without vertex snapping or face snapping? Certainly I'm retarded?

>> No.669244

>>669187
Redshift.

>> No.669245

>>669244
thats just a plugin, you want something like keyshot.

>> No.669246

>>669243
why would you need this? you do realize surfacing is mostly done with masking right? and as for using normal maps you can just eye ball that shit no one cares if its perfect. and if youre trying to make precise shit for like tiling thats what substance DESIGNER, is for.

>> No.669247

How do i create a texture in blender that is semi transparent?
I wan't a blue-plastic effect similar to a water cooler jug in an office environment

>> No.669248

>>669246
I'm just fucking with the hard surface shit but I want it precisely tiled. Eyeing it out takes longer than having a vertex or face average snap. Just weirds me out they neglected to implement something like that.

>> No.669249

>>669248
because its not ment for that shit lol like i said the program is ment for fucking PAINTING, so its strongly focused on using MASKS. you want precision go fucking learn designer you lazy shit.

>> No.669251
File: 164 KB, 427x362, glass material.png [View same] [iqdb] [saucenao] [google]
669251

>>669247
glass material node

>> No.669252
File: 6 KB, 240x240, 1487888882003.jpg [View same] [iqdb] [saucenao] [google]
669252

>>669251
thanks bro!

>> No.669254
File: 244 KB, 815x535, Capture.png [View same] [iqdb] [saucenao] [google]
669254

>>669252
cool here's some quick settings (eevee)

>> No.669255

>>669249
I thought designer was for making shit like smart materials and procedurals? Can it do snaps and shit for hard surface and such?

>> No.669256
File: 61 KB, 365x414, ciaWOAH.jpg [View same] [iqdb] [saucenao] [google]
669256

>>669254
so... this is the power of blender

>> No.669258

>>669252
You can also use the Principal BDSF and play with 'transmission' and 'IoR' the default is IoR is based on glass I believe.

>> No.669259

>>669255
youre not this retarded are you?

>> No.669260

>>669258
>IoR is based on glass I believe
index of refraction, its how much the light will bend in the volume.
transmission is another fancy word for opacity, that gives it a transparency effect. and prin BDSF is what you should be using, not this evee crap.

>> No.669261
File: 7 KB, 250x174, 1549685285478.jpg [View same] [iqdb] [saucenao] [google]
669261

>>669260
>prin BDSF is what you should be using, not this evee crap.
>materials are rendering algorithms

>> No.669263

>>669260
I meant the 1.450 default the IoR is set to is the IoR measured in glass, I believe.

>> No.669266
File: 430 KB, 720x576, cycles.png [View same] [iqdb] [saucenao] [google]
669266

over 9000 hours in cycles

>> No.669267

Does anyone use flat shading for anything? Is it ever used when baking normal maps?

>> No.669268

>>669267
i dont think you even know what youre talking about

>> No.669269

>>669261
evee is garbage viewport shading, why would ever want to use this

>> No.669270
File: 18 KB, 396x396, 1549620272131.jpg [View same] [iqdb] [saucenao] [google]
669270

>>669269
meh for a laptop/toaster it's good enough as a preview
also the human eye can't see more than 30fps per second :^)

>> No.669271

>>669268
flat shading as opposed to smooth shading
normal maps - projecting higher poly normal information on lower poly models

>> No.669272

>>669267
>Does anyone use flat shading for anything?
dat lowpoly aesthetic

>> No.669273

>>669270
Man, I can't wait for prosthetic augmented eyes that work at 60 fps. The world will look great, just like 60 fps games in comparison to 30 fps ones do!

>> No.669274

>>669270
eyes dont view things in frames period

>> No.669275

>>669271
not the definition for normal maps
and you dont really seperate smooth and flat shading on any model because they both affect the angle of where the face normals are facing. this is what auto smoothing fixes on your models, or if you want to fix it yourself and assign the smoothing groups manually. the type of shading wont affect your normals maps so i dont know why you would lump those two together since instead of normal maps using vertex/face normals they use rgb data to pick up the light.

>> No.669278
File: 103 KB, 473x480, 1550893815622.jpg [View same] [iqdb] [saucenao] [google]
669278

>>669274

>> No.669279

>>669278
>he thinks i was serious

>> No.669280
File: 29 KB, 349x642, db0.jpg [View same] [iqdb] [saucenao] [google]
669280

>>669279

>> No.669283

>>669280
nice memes from like what 2010?

>> No.669284

>>669283

▲▲

>> No.669285

Is there a good method in zbrush to take a detail of my sculpt and make it into an alpha similar to the ones in the chisel creature brush?

>> No.669286

>>669285
yes there is a way but i don't know how,

>> No.669289

>>669286
i'm pretty sure there's a good way but i can't find a tutorial

>> No.669308
File: 64 KB, 728x431, FUCK3DSMAX.png [View same] [iqdb] [saucenao] [google]
669308

Vertices disappeared again blablabla fuck 3ds max blablabla i closed and reopened the file multiple times, restarted my computer, collapsed the object into an editable poly and it still doesn't work, i can move the vertices but they do not show on screen

>> No.669309

>>666619

https://www.youtube.com/watch?v=ifsssO5Sa3Q

Does anyone know about a download link for this?

I'd buy it but it's insanely pricy..

>> No.669310

>>669308
In cases where your geometry is corrupted the sure fire fix is to export it to a .obj or .fbx and reimport it as all fucked up max data will be thrown away.
This will happen less and less the more you use max, I never figured out what causes it but I see stuff like this every time I teach max to a group of people.
Used to happen to me too back in the days but now it only happens like every other year or so, gotta be some odd combination of operations.

>> No.669312

>>669310
Thanks a lot it worked ! i exported it in FBX and in fear of losing the maps (which happened because i just put UVW maps on them) i wanted to export the FBX file back into the MAX file and when coming back on the MAX file everyhting was fixed.

>> No.669315
File: 170 KB, 1161x364, EEEEEEEEEE.png [View same] [iqdb] [saucenao] [google]
669315

New problem from me, the display performance has disappeared from my viewport configuration

>> No.669328
File: 103 KB, 630x630, fuckthepolice.jpg [View same] [iqdb] [saucenao] [google]
669328

>>669310
>In cases where your geometry is corrupted the sure fire fix is to export it to a .obj or .fbx and reimport it as all fucked up max data will be thrown away.
and here I was hoping only maya does this
and max was free of this shit

>> No.669333

I'm curious since I might make use of a feature like this in the future: Is it possible to create a blendshape/animation or whatever that morphs the topology an object? Like if I had a scrawny arm with very simplistic edgeloops and I want some sort of slider to change make it larger, muscular, and anatomical.

>> No.669334

>>669333
sure.
it's basically keyframed sculpting

>> No.669353

I'm having trouble making this texture in blender 2.8
https://www.youtube.com/watch?v=EGKRX6Ml8tA
Can someone show me how to go about it?
I feel like some of the node editor features were stripped or moved somewhere

>> No.669357

>>669353
Nothing has changed. The only difference is the displacement input now supports vectors, it can still use single values.

Make sure the viewport is set to a display mode that will actually show the texture, you are in the shader editor, have the object selected, it has a material, and the shader editor is set to object, not world or line style.

If you are still having trouble you need to watch even more basic tutorials.

>> No.669359
File: 527 KB, 1920x1040, pls help.png [View same] [iqdb] [saucenao] [google]
669359

>>669357
Which tutorials?
Can you link them? I'm not sure what even to search for, I under stand texture painting but not so much the materials

>> No.669362
File: 478 KB, 1366x745, screen.png [View same] [iqdb] [saucenao] [google]
669362

>>669359
>>669353
werks on my toaster

>> No.669363

>>669362
I wasn't in the shader editor

>> No.669364
File: 314 KB, 720x576, screen.png [View same] [iqdb] [saucenao] [google]
669364

>>669363
yeah you were in texture editor here >>669359
:^)

>> No.669388

>>669334
Really? I tried searching google and I did get results for blendshapes that involve using shrinkwraps and sculpting to mimic the shape of an object, but that's not what I had in mind. More like sliders that change the actual topology.

>> No.669400

>>669388
what software?
in blender you can basically animate or drive anything eg. subdivisions
failing that, there's also python scripting

>> No.669401

let's say I want to go to school and spend many thousand bucks to learn to be a 3d wizard and be able to feed myself.
After I graduate do I need to buy the licenses for all my software to create a portfolio?

Do I need to spend something like 10k simply to be able to slave in the industry?

>> No.669402

>>669401
that's a bad idea no matter how you approach it.

>> No.669403

>>669401
blender is free

>> No.669405

>>669401
autodesk doesn't really give a fuck how you use the software as long as you don't make money from it. If yuo manage to get a 3d job the company will license your software

>> No.669406

>>669401
First and foremost, companies don't give a shit if you're using illegitimate products UNLESS you're making money off them. And the money's got to be serious enough to warrant some sort of investigation. So as an indie creator, especially one that's solo and working for himself, you really don't have to worry that much.
Secondly, the industry provides these tools. You won't be using anything personal. So any investment into a personal license comes at the risk of it being useless eventually, unless you're some 3D autist that lives and breathes 3DCG even outside of work.
The only downsides are not keeping up with the latest updates and getting official support, but honestly those are really minor with a private tracker and google.

>> No.669421

Do I need a tablet to do high more detailed 3D work and texturing? I've been using a mouse so far and I've been fine but I've only been doing low poly stuff

>> No.669424

>>669421
For zbrush hipoly character sculpts is absolutely required. For hard surface mechs nah. Tablets are more ergonomic than a mouse tho and some solo people prefer it since they do sketching to figure things out as theyre modeling. Drawing skills are a major time saver if your doing a personal project, but they arent necessary in the workplace, especially if you get into ultra hipoly Houdini c++ stuff. Those artists usually don't do any drawing since they have to figure out the actual code to make sure the idea really works.

>> No.669425

>>669424
do you mean in zbrush specifically or any high poly character? Interesting to know tho thank ya I spose my limited knowledge of c++ could come in handy

>> No.669438

>>669425
specifically zbrush, but you know, zbrush pretty much IS hi poly characters and no other program can do what zbrush can. So if you want figurine 3d prints or movie creatures or sexy girls its gonna be in Zbrush with a tablet. The other kinds of hipoly modeling would be like mechas and bikes, that you can do in blender or any modeling program, and then houdini is for like cities, or simulations, or really complex close ups of shoes made of millions of 3d weaves that look like real life. If you already know c++ you should definitely get into houdini instead of trying to learn a tablet. Entagma has a good series of tutorials showing off what you can do with houdini.

>> No.669447

>>668360

Decimate or retopo

>> No.669450
File: 5 KB, 608x426, 1523329152592.png [View same] [iqdb] [saucenao] [google]
669450

How do you go from top to bottom?
Without ngons and other atrocities.

>> No.669451
File: 5 KB, 292x208, i.png [View same] [iqdb] [saucenao] [google]
669451

>>669450
Just continue the edge flow so everything remains quads. There's no one-click solution; using booleans will require cleanup as always.

>> No.669453
File: 77 KB, 996x562, wat.jpg [View same] [iqdb] [saucenao] [google]
669453

So apparently, measuring distance between two vertex is not possible on blender.

If it is true, I can't believe this soft is taken seriously, being out there for years and not being able to do measurements is ridiculous.

Does anyone know how to do that?

>> No.669454
File: 16 KB, 237x303, 1529429828962.png [View same] [iqdb] [saucenao] [google]
669454

>>669453

>> No.669455
File: 36 KB, 655x527, apu_reads.jpg [View same] [iqdb] [saucenao] [google]
669455

>>669454
Thanks, but unfortunately, my vertices aren't in the same object.

>> No.669456

>>669455
Enable Add-on: "Mesh: Edit Tools 2"
Actually have an edge
Select edge
w > "Edit Tools" > "Set Edge Length" > Hover value and ctrl+c
I wish "Copy length of selected edge" was a shortcut.

>> No.669459

>>669455
1. Orthographic projection
2. Align viewport to the two vertices (you'll have to define a plane with a third vertex somewhere)
3. Add a unit cube
4. With a ruler, measure the distance between the two vertices, and do the same for one edge of the cube
5. Divide the former by the latter. Done!

>> No.669461 [DELETED] 
File: 45 KB, 650x650, HTB1173FLpXXXXafaXXXq6xXFXXX4.jpg [View same] [iqdb] [saucenao] [google]
669461

What's the best way to model the "plushness" of these kinds of booth seats? There's probably a way with Marvelous Designer but I'd like to learn the traditional technique.

>> No.669462
File: 163 KB, 1189x1044, a-HW-180_RED-Single.jpg [View same] [iqdb] [saucenao] [google]
669462

What's the best way to model the "plushness" of these kinds of booth seats? There's probably a way with Marvelous Designer but I'd like to learn the traditional technique.

* reposting, found a better image of how puffy I need it to be

>> No.669464
File: 44 KB, 480x370, BobsrVQIUAAp7F.jpg [View same] [iqdb] [saucenao] [google]
669464

>>669456
>>669459
Nice, thank you very much.

>> No.669465

>>669462
easy peasy cube, extrude, inset, bevel, smoothshade. Maybe use a lattice if you wanna get fancy with the reflections but you should be able to just make one pillow and copy it

>> No.669466

>>669465
Hm, the fuck. The thought of insetting faces to extrude and bevel them never crossed my mind. Been doing too much hard-surface nonsense lately. Thanks!

>> No.669470

>>669465
>>669466
Crap, just realised this approach doesn't work well since I'm doing subd modelling, the quad flow of this wouldn't produce a nice result. Oh well, guess I might cloth sim it since my ape brain can't wrap around how to create such puffy shapes other than straight up vertex pushing.

>> No.669473

I'm trying to use NinjaRipper to rip some maps and areas from games such as Amnesia and The Forest. I managed to rip stuff as .rip but can't figure out how to get any of that into Blender.
I've tried using RipImport:
>https://github.com/Dummiesman/RipImport
and:
>https://github.com/Akaito/blender-ninjaripper-importer

Whenevever I try to use the addons to import the files into Blender, nothing happens.
What should I do?

>> No.669485

>>669473
Get noesis and export *.rip as *.obj

>> No.669520
File: 125 KB, 1620x971, cushion for the pushin.jpg [View same] [iqdb] [saucenao] [google]
669520

>>669470
The "plushness" comes from how deep the creases are.
Just have some rounded cubes, but get some deep creases between cushions. It'll give you the look you're trying to get.

>> No.669527

>>669520
that just looks retarded

>> No.669531

>>669527
I agree it looks retarded.
I was just trying to emphasize the creases for getting that plushy depth, not make the chair for him.
Probably would have looked better if I had spent some more time on it, but it's his project, not mine.

>> No.669532

>>669520
It's a good approach and I did try that at some point, but it still doesn't result in the inflation that I'm looking for. Sides have to be tucked and middle has to be inflated. This just tucks the sides in really well but doesn't do enough to puff out the shape in general. Thanks for helping out, anyway.

>> No.669534
File: 48 KB, 550x373, 1551309149935.jpg [View same] [iqdb] [saucenao] [google]
669534

>>669532
maybe you just suck

>> No.669540
File: 22 KB, 403x433, 6hj85yjc73uy.jpg [View same] [iqdb] [saucenao] [google]
669540

>>669534
that's why I'm posting in the questions senpai pls no bully

>> No.669541

>>669540
you love being bullied dont you

>> No.669546

>>669532
Just add another loop and size in the bottom to tuck it in then.

>> No.669549

>>669540
>https://youtu.be/bAswwNpfe0U
This guy does exactly what you described and more in blender.

I just watched wreck it ralph 2, i also just rendered my first shitty animation, no armature, just parent/child relationship stuff, and i cannot fathom the amout of work that goes into these disney films. How do they do it /3/? How do they portray all that emotion and body language? Im not sure what im really asking but they must have very complex rigs. When all rigging is finished, do they have a "smile" slider, that pushes the cheeks up and makes the dimples and does all the other adjustments that produces a smile? Any pointer to tuts on this? Thx.

>> No.669554

>>669549
yes, there's like a million tutorials on youtube
usually using drivers as the slider
since you're most likely a weeb, check this one out

https://youtu.be/Z_espdvIcjE

>> No.669574

>>669554
Im not a weeb but thanks for the link. Ah yeah drivers, think i used them on bge.

>> No.669575

>>669549
https://meryproject.com

>> No.669576

>>669549
>cloth sim
Yeah, I figured that'd be the only approach to get the result I'm looking for. Oh well, MD's pretty fun to use.

>> No.669598
File: 131 KB, 1025x753, eyes3d.png [View same] [iqdb] [saucenao] [google]
669598

I'm making an animu model
I want the sclera of her eyes to mimic an eyeball rather than just a concave sclera with the pupils floating.

How would I make the highlight "curve around and on top of the sclera" when animating? I think the shrink wrap modifier is involved, but when animating the model and importing it into a game engine like UE4, is it going to get fucked?
I tried googling how realistic eyes do it but I can't find anything.

>> No.669600

>>669598

I did it by shrink wrapping both pupil and highlight to the sclera and it works pretty nicely. Just set the shrinkwrap projection to closest and with a slight offset (0.01 or so). Then for the eye controller you'll need to key the rotation of it so that it looks right.

>> No.669629
File: 137 KB, 838x512, 2019-02-28 23_50_48-Window.png [View same] [iqdb] [saucenao] [google]
669629

i have a noob question.

I'm modeling in c4d, and since i have a symmetrical object, i decided to only model half of it, and put it in a symmetry object. i also want it to be a subdivision surface model. so i have my cube inside my symmetry, and the symmetry inside the subdiv surface. why does the subdivision surfice seem to be affecting the cube, not the symmetry object?
as you can see, it is causing problems in my model, the top is not smooth, and the rounded corner in the center shows at the back part.

>> No.669639
File: 525 KB, 2000x3000, 1548977254258.jpg [View same] [iqdb] [saucenao] [google]
669639

Please recommend me a waifu creator for noobs. I want to create a 3d model of a celibrity.

>> No.669677
File: 77 KB, 632x652, bleh.png [View same] [iqdb] [saucenao] [google]
669677

I'm trying to use nodes to create a mask so that the emissive parts are brightest from a certain direction and completely black in the "shadow",
I'm halfway there using geometry nodes, but I'm not sure how to choose what face color is active, so I have to rotate the entire model to face the correct path, does anyone know how to translate geometry normal outputs and use the different results?
Or have a better method?

>> No.669692
File: 219 KB, 1469x577, 2019-03-01 09_37_25-Blender.png [View same] [iqdb] [saucenao] [google]
669692

>>669677
there are several ways to do this.
the easiest (pic related) using a gradient texture to mask this stuff from one direction another.
ill elaborate on the rest if needed.
its a bit complicated so just follow the instructions.

>> No.669693

>>669692
by the way.. instead of generated you can use object or camera. you can control the emission step depending on the camera or object angle.

or you can do the easy thing which is to simply animate the mapping node, hack it

>> No.669707

>>669692
>>669693
lol retarded work for something simple

>> No.669708
File: 87 KB, 780x331, wat.png [View same] [iqdb] [saucenao] [google]
669708

hey /3/, any idea why the texture goes sicko mode like this ?

>> No.669711

>>669708
Don't know the exact technical terms, but triangulating that face should work. If it does nothing triangulate it the other way. It's something to do with the quad.

>> No.669712

>>669711
Tried this and it works ! Thanks ! Although for those who want to do it you have to collapse the unwrap modifier with the editable poly and put an edit poly on top to keep the unwrap.

>> No.669717

>>669639
VRoid or makeahuman

>> No.669724

>>669639
Daz. Check >>665682 for what you can do with it. Fair note: bottom of the barrel shit is commonly posted, if you're good with even just the aesthetics part of 3D (rendering, lighting, materials, etc.) you can easily escape the so-called "daz stank". Bonus points for ZBrush knowledge so Daz dolls become base meshes for you to transform into whatever unholy manifestation of your imagination.

>> No.669726

>>669725
>>669725
>>669725
Input for the question in the OP text would be greatly appreciated. Cheers.

>> No.669866

My uv never survive their export in fbx, whe the fuck this format keep fucking me in the ass?

>> No.669877

>>669866
export your UVs in a UV file then

>> No.669915

>>669639
Zbrush. Sculpt it from a 128 sphere. Fuck base meshes and fuck dazlets.

>> No.670219
File: 192 KB, 1951x1329, adadadad.jpg [View same] [iqdb] [saucenao] [google]
670219

for substance painter, how do I make my mesh not look like it has one smoothing group when I go to texture it?
I dont want to bake anything to it. I just want to apply materials but it looks like this.

>> No.670228

>>670219
smoothing groups wot? smoothing groups just sort your normal data theres absolutely no reason to touch it. you need to be more specific on what youre trying to convey here.

>> No.670250

>>669629
You have a face in the "middle" of the object. Press "Z" and select all faces touching the mirror, press "X", then choose "Only Faces".

>> No.670384

how the FUCK do I bake AO in Blender 2.8?
I've figured out how to apply textures/materials through the new interface, etc, but for the absolute life of me I can't find a single guide on how to bake AO in 2.8. I was able to in 2.78/.79 and such, but every 2.8 tut seems to be based entirely around renders as opposed to asset creation.

>> No.670452
File: 1.33 MB, 1920x1160, 1550783667392.png [View same] [iqdb] [saucenao] [google]
670452

so im trying to rig the selected piece so that it could extend into a forarm but i have no idea how to go about that, like its supposed to slide out into a hinge at the other end of the arm its retracted into

>> No.670804

>>670219
Either place edge loops in the model or turn off smoothing in the editing program or set a smoothing angle constraint.

ALSO, just bough SP2019 any good tutorials or references cause I’m ass

>> No.670849
File: 245 KB, 2048x2048, Latch 1.png [View same] [iqdb] [saucenao] [google]
670849

Two questions:

Is decimating a high-poly sculpted mesh a viable way to get to a low poly version, or is retopo the only 'professionally' accepted method? I tried decimating some of my sculpts and they turned out fine (aside from being a bit of pain to UV unwrap). I didn't rig them personally, so maybe that'll cause problems later on?

What's the deal with the 'edge split' modifier (at least that's what blender calls it)? I use it extensively in hard surface modelling to get rid of messed up shading like in >>670219 anon's pic, but knowing what it does, wouldn't it cause issues if you're creating game assets?


>>670384
First make sure you're in cycles, you can't bake anything with Eevee (aside from indirect lighting, which is used solely for rendering). The rest of the process is the same: make sure the selected object has an image texture node and that said node is currently selected in the shader editor. You'll also need to create a new image inside Blender and assign it on the image texture node. Go to render and click bake.

>>670804
Allegorithmic themselves have a full course on SP2019 (and earlier versions). Give that a try, you can find them on their site. I personally found them to be well produced and thorough, but badly planned out and not really brainlet friendly. Very first tutorial starts out in sort of a roundabout way, explaining how to make a glass material which is not really the main appeal of using SP. "Unofficial" tutorials is what did the trick for me. And don't be put off if you don't immediately get it. SP is a bit clunky to use, but once you get the hang of it, it's great.
alpha unrelated

>> No.672472

https://i.stack.imgur.com/eEblg.png

my fire that i rendered looks very cuboid. It does now give that firey shape. THis is the link o the tutorial i followed and it looks fine though. So i'm not sure how to fix this.

https://www.youtube.com/watch?v=D_ybn4tYxs4

You can also see my settings in https://blender.stackexchange.com/questions/134592/my-rendered-fire-looks-cuboid