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/3/ - 3DCG


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676476 No.676476 [Reply] [Original]

contributors edition

previous: >>672337

Reminder!
This thread is for any help you need with your work, regarding technique and/or software. All simple and/or stupid questions should go in here too.

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

>> No.676478

Linking some unanswered questions from the previous thread for visibility's sake:

>>676313
>STL to spline body in Fusion 360

>>676399
>how to make good surfaces for texturing

>>676423
>what laptop for 3D work

>>676425
>how to model shoes

>>676448
>face LODs in games

>>676472
>best C4D tutorials

>> No.676483
File: 268 KB, 693x612, tryingOutNewHairCuts.png [View same] [iqdb] [saucenao] [google]
676483

I'm trying out new haircuts for this character, but I can't really say I'm that well versed in grooming in general. I tried to use the xgen interactive grooming interface, but I can't really sculpt the hairs without having a shit ton of interpenetrations all over the place. I'm trying out shaping them with curves, but I'm not sure if what I'm doing is that great.

Anyone have a specific tutorial or tips for curve grooming? I don't feel like a lot of them really go in-depth. Thanks in advance.

>> No.676484

>>676478
you missed one
>>676473
is live2D on cgpeers?

>> No.676489
File: 182 KB, 1280x720, nesController.jpg [View same] [iqdb] [saucenao] [google]
676489

I used Maya off and on about a decade ago and I'm kind of interested in getting back in to 3D work. Blender looks much improved since then (UI still looks funky though) and I don't really care to pirate anymore so I'm looking at it. With Maya I still remember hotkeys and where menus are (from YT videos it still looks very similar to when I last used it). What should I do?

>> No.676490
File: 64 KB, 493x140, help.png [View same] [iqdb] [saucenao] [google]
676490

Need help with the textures from cc0textures.
Where does the disp, col, mask, rgh, nrm each respectively goes?

Using 3DS Max 2012 and V-Ray 2.0 (both cracked)

>> No.676495

>>676489
>'m trying out new haircuts for this character, but I can't really say I'm that well versed in grooming in general. I tried to use the xgen interactive grooming interface, but I can't really sculpt the hairs without having a shit ton of interpenetrations all over the place. I'm trying out shaping them with curves, but I'm not sure if what I'm doing is that great.
>Anyone have a specific tutorial or tips for curve grooming? I don't feel like a lot of them really go in-depth. Thanks in advance.

Maya is a go! I'm using 3ds Max but I think in the future i will switch to Maya. I really dont like Blender, try to use it but the UI hurt me.

>> No.676500

>>676490
Someone already answered you in your thread

>> No.676508

>>676489
Don't fall for the blender meme.
That is all.

>> No.676511

>>676425
Modelling shoes is pretty trivial unless you want some kind of boots with a lot of folds in which case you either use ZBrush or Marvelous. The only good advice I can give you is about UV unwrapping. When you unwrap your shoes follow the actual seams from reference. Don't try to model and unwrap your shoes completely from imagination.

>> No.676513

>>676478
>>676511

>> No.676533

>>676483
>without having a shit ton of interpenetrations all over the place
interpenetrations with what
head mesh? tick collide with meshes and play with setting
strand penetrations? smooth them.

plan areas first. for standard haircuts usualy four areas are prominent: front, L\R sides, back.
groom them on separate layers, while freezing everything else.
finally, mess the transitions on last layer with all unfrozen.
then play with the layer weights until it looks good.
then start chaining clumps\noise even higher in layer stack.
play with it dude.

>> No.676539
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676539

What’s the easiest way to model and convert complex organic shapes to a nice watertight .stl?

Five years ago, I used blender and meshlab but my success rate wasn’t always great. Has anything changed? I use geomagic design x for parts/brackets/etc and it just werks. It is kinda meh for converting scanned point clouds to a solid mesh, but several other programs look promising for that. It’s just sculpting and converting weird shit that has me stumped.

>> No.676540

When rendering with Arnold, what is ray depth and what does it actually do besides increase render time?

>> No.676559

>>676540
Ray depth in blender is the number of bounces. I'd suspect that blender got them nomenclature from Arnold (or an equivalent industry standard renderer).

>> No.676642
File: 273 KB, 960x540, hey-arnold-post2.jpg [View same] [iqdb] [saucenao] [google]
676642

Anyone got a Mega/magnet link for Arnold for Maya 2018?

>> No.676647

>>676642
yeah i have one

>> No.676654

>>676642
>>676647
me too, they are pretty easy to come by

>> No.676670
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676670

>>676642

>> No.676718

How do I get good at heads? I can't understand how face topology works.

>> No.676726

>>676718
Make a glory hole in your neighborhood's gas station and practice on strangers.

>> No.676730

>>676670
You're using the meme wrong.

>> No.676735

>>676730
mate, there's no way it's not bait

>> No.676751
File: 120 KB, 1500x733, laura-peltomaki-basemodel-female-small-render02.jpg [View same] [iqdb] [saucenao] [google]
676751

>>676718

There is not much to get. Circles around the mouth, circles around the eyes and the face mask area then straight lines for the forehead then connect the dots.

>> No.676754

>>676735
Seems like a valid question considering cgpeers registration isn't open

>> No.676763

>>676754
It will open in two days.

>> No.676768
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676768

>>676754
...ok you just fail to realize that Arnold is built-in with Maya 2018

SORRY EVERYONE, I RUINED THE JOKE

>> No.676774

>>676768
I don't use Maya, oops

>> No.676787
File: 96 KB, 918x592, Anime meme.jpg [View same] [iqdb] [saucenao] [google]
676787

>>676751
>Pole on the chin
>Triangle on the neck
>That fucking ear

>> No.676789

>>676642
https://www.arnoldrenderer.com/arnold/download/#maya

You'll need an Autodesk account, an empty throwaway one should work (otherwise you'll have to promise Autodesk that you're just a poor starving student, honest, and try again)

>>676735
Nobody is going to post something slightly odd to "bait" you into typing up a three second response and then giggle in front of their monitor for an hour at how they made you dance like a puppet, you fucking actual brainlet. Neither do people who have controversial opinions, and neither will you prevent anyone from responding by misusing the fish hook meme.

>>676768
It's not, it's BUNDLED with Maya. If you use the online installer and tick the MtoA option, which is a fat lot of good if you have some Russian pirated version from god knows where that was installed with a script and you don't have the entire installer package for that specific version on hand.

>> No.676803

>>676787
The pole on the chin will cause absolutely no problem whatsoever, the ears look fine too.

That triangle on the neck, however..

>> No.676811

I want to create assets (mostly guns and armor) for New Vegas mods. I have some experience with Blender but mostly just mashing existing assets together not really creating things from scratch. Where should I get started?

>> No.676842

Hi i recently bought a rig off craigslist wondering two things

1) if the specs look good for what I want to use it for (sculpting in zbrush, modeling/arch viz in 3ds max and texturing in mari, maybe some rendering for now, in corona and arnold, since i will be buying a separate rig specifically for that)

2) best monitor for this rig, thought about going 4k and for the benq pd3200u, but keep hearing about the horrible flickering issue. Anyway heres the rig specs

Intel 8700K 4.7GHz
Scythe FUMA Rev.B CPU Cooler
ASUS PRIME Z370-A w/ USB-C
Corsair LPX 32GB DRAM 3000MHz C15 DDR4
Asus GeForce GTX 1080 Ti Graphic Card 11GB GDDR5X PCI Express 3.0 1.48GHz Core 1.58GHz Boost Clock Dual Slot Space Required Model TURBO-GTX1080TI-11G
Samsung 860 EVO 1TB SSD
NZXT s340 Elite Matte Black ATX Case
EVGA SuperNOVA 650 G1, 80+ GOLD 650W, Fully Modular

>> No.676847

>>676811
It's called hard surface modeling. Do a few tutorials on how to model guns and apply the techniques to your own weapons.

>> No.676848

>>676842
That case is terrible, you need to upgrade it to squeeze out 5 more fps.

>> No.676850

>>676848
thanks for the input it'll have to do for now though any ideas on a good monitor?

>> No.676854

>>676842
>Intel 8700K 4.7GHz
>6 core hyper threaded to 12, yes?
If you're doing any CPU rendering set the tile size slightly higher (use 32 instead of 16). Intel's hyperthreading causes bottlenecks when progressing from tile to tile, in my experience... Especially when rendering empty space (empty tile that should take my CPU milliseconds to render take it a couple seconds because the thread is forced to wait for its companion thread to stop using shared portions of the core). Upping the tile size from 16 to 32 reduced this issue for me, but going further then 32 reduced general rendering performance.
>Scythe FUMA Rev.B CPU Cooler
Might be trouble... Newegg's page says it isn't compatible with that CPU. However, it is just a cooler so all that really matters is if the mounting holes line up.
>Corsair LPX 32GB DRAM 3000MHz C15 DDR4
Tis fine. I get by just fine with DDR3 still, but I am running duo processors with quad channel and no mirroring... If they are 16g sticks, just make sure you got them in the right slots for duo channel. If you have 4 sticks of 8, you can't really fuck it up.
>Asus GeForce GTX 1080 Ti Graphic Card 11GB GDDR5X PCI Express 3.0
Good... Just make sure you plug your shit in right. That board probably has some stupid limitations in its pcie bus (like every desktop mobo has). It'll by pcie 3.0 if you only have the GPU plugged in, but if you want to plug in other pcie expansion cards, you'll want to look at the mobo's manual. I can practically guarantee you that their will be some kind of special arrangement you'll need to use to keep the pcie speeds at max.
>Samsung 860 EVO 1TB SSD
I'm sure its fine...
>NZXT s340 Elite Matte Black ATX Case
If everything fits, its fine.
>EVGA SuperNOVA 650 G1, 80+ GOLD 650W
650w is a little low, but probably enough for what you've listed. I'm too lazy to look us the power draw of all that hardware though so you're on your own.

>> No.676857

>>676854
Thanks a lot anon I really appreciate your words of wisdom, yea its a 6 core with 12 threads, the build was owned by a computer programmer who builds rigs for his own personal use but decided to sell it, since he's getting a threadripper 2990wx Coincidentally the threadripper is other rig I want to use strictly for rendering.

>> No.676860

>>676500
That person told me to post it in questions

>> No.676864

>>676842
>1)
Definitely good enough. Rendering will take a hit, given you're using Corona and Arnold. Both being CPU renderers means they're inherently slower. You should aim for a high core count CPU for your render rig if you're sticking with them. An 8700K is a strong CPU, but it'll really only shine in single-threaded operations (which rendering is not).
>2)
Rule of thumb is resolution for productivity, refresh rate for gaming, so 4k should suit you just fine. Monitors are highly subjective and are very much luck-of-the-draw in terms of quality. I was in the market for a monitor recently and many reviews stated that it often arrived with dead pixels etc., but when mine came it was basically pristine. Remember, vocal minorities. The worse your experience was, the more you're likely to voice out about it. So a small handful of people can easily overinflate an issue. But, who knows for sure. Just cross your fingers and hope you're not with them.

>> No.676887

>>676842

I would advise against 4k. 1 ur target audience doesn't have it. 2 Scalling issues in all apps. 3 Zbrush will require bigger document sizes and it will pump up ur file sizes and slow performance. Most 4k monitors are pwm thats what's causing the flickering. I think 1440p is the sweet spot. I still have a 6 year old flicker free dell premium panel.

>> No.676900

I have a couple of blendlet questions, that I think are easy to answer

>Follow diamond tut
>His looks good
>Mine is full of noise
>"Dude switch to GPU rendering and it'll be done lickety split haha"
>Switch to GPU to test
>Takes 45 seconds with CPU
>Takes more than 3 minutes with GPU
>Quality is identical

What's the easiest way to take care of this noise issue (I can't see any denoiser memes anywhere even though they do, or did, exist)? The GPU thing isn't really a question (though I wouldn't mind an answer to it), I just assume it's because my CPU is better than my GPU. But I've always thought, as long as the GPU was supported, it worked better than using a CPU.
The other question is, say I'm doing something like an old bottle with a worn label. Am I better off "aging" the label in photoshop or something and then adding that to the bottle, or am I better off not doing that and just "aging" the bottle and the label at the same time with textures and materials etc (assuming the label doesn't look worn or anything, so like it looks brand new before anything happens to it)? Using 2.79 btw.

>> No.676934

>>676864
Thanks a lot for the great advice anon, I'm might just hold off until, I can get my threadripper 2990wx rig to start the rendering process and will just primarily focus on modeling/sculpting and texturing for now with this rig. In the case of the monitor, yea hopefully I'm one of the lucky ones.

>>676887
Thanks for the the optional input anon, If you hadn't mention the 1440p models, I might still be banging my head over the 4k's. I'm still not sure yet on what to get, but all the great info you provided has eased any stress I had over the thing, especially after watching this guys review on it. https://www.youtube.com/watch?v=otTkIk4htEw

Many actual useful design features ( I'm not usually wowed by stuff like that, but all are actually useful in terms of workflow and life.) Then again Benq could've just paid him to give an unbiased review.

>> No.677041

>>676900
Denoiser can be found under the Render Layers tab. If you haven't already, make sure your number of samples (Sampling menu under Render) is set high enough*. Will take more time to render though. Other things you can try: Clamp Indirect under Sampling menu set to maybe around 0.03 (can fuck with the rendering of visible light sources so beware), using a HDRI where complex/realistic GI is already computed, appropriate tile size set under Performance > Tiles, CPUs favor smaller tiles (32x32, 64x64), GPUs favor larger tiles (128x128, 256x256, even 512x512).
Post CPU & GPU; while in theory a GPU is supposed to be much better than a CPU if you have some crappy budget GPU meant to only drive displays it's obviously going to have more trouble than a workhorse CPU.
* - This is why your CPU and GPU render quality is the same, by the way. At default path-tracing render engines only "shoot" x number of rays (or samples only x number of times). It doesn't automatically scale with hardware or whatever the case. Let's say x is 64, so your CPU is sampling 64 times and when you switch to your GPU it's also only sampling 64 times. If you want quality to be better, you have to change this x value yourself.

>> No.677066

>>676900
2.80 also has the ability to use your GPU cores alongside your CPU. I'm not entirely sure how they go about doing it, but setting it up so that your CPU and GPU(s) are checked on as CUDA devises will allow both to be used during CPU rendering (maybe GPU rendering as well, but I haven't tested it).

The weird part is that it doesn't add any more tiles in my experience so I am not exactly sure what the GPU is contributing to the render. I do know that my GPU is being used when I have it set as a CUDA devise. It both showed up as 100% utilization and caused some lagginess/flickering because my GPU is a 75$ budget GPU for basic openGL support (my CPU has no integrated graphics).

You might be noticing a major difference in times between CPU and GPU render because the CPU render is using your GPU as well as the CPU.

>> No.677068

https://www.youtube.com/watch?v=t2XjdzzWCqI

I just made some hair for a character using this tutorial and I was wondering what would be a good method for eyebrows and eyelashes. I'm not sure if particle eyelashes/eyebrows would look good with this type of hair

>> No.677077

What's that russian site that's got all those ripped videogame meshes?

>> No.677084

>>677077
vidyaska.ru

>> No.677094
File: 15 KB, 816x509, chrome_vphHgbfkkI.png [View same] [iqdb] [saucenao] [google]
677094

>>677084
Doesn't work?

>> No.677234
File: 81 KB, 443x440, Screen Shot 2019-04-16 at 12.06.50 AM.png [View same] [iqdb] [saucenao] [google]
677234

I exported my mesh from Zbrush and it imported into Maya looking like this. Changing the material and uving it doesn't change the weird black splotches. Anyone know what's going on or how to fix it?

>> No.677236

>>677234
I'm an idiot, feel free to ignore this question.

>> No.677237
File: 20 KB, 500x313, 555 come on now.jpg [View same] [iqdb] [saucenao] [google]
677237

>>677236
Don't be That Guy, at least tell the rest of us how you solved it since this thread's going to be around for months anyway

>> No.677239

Does it make sense to make a low poly mesh and then export to zbrush and add detail? I'm checking tutorials online and all seem to do the opposite: start the mesh in ZBrush and then retopologize to a lower poly mesh.

>> No.677242

>>677239
Plenty of people use Make Human, DAZ 3D, or Manuel Bastion Lab for basic human models that they export into zbrush and build upon. I don't see why the same basic concept wouldn't apply to other objects as well if you really wanted to start off by box modelling.

>> No.677245
File: 75 KB, 218x195, arrimus.png [View same] [iqdb] [saucenao] [google]
677245

What did he mean by this?

https://www.youtube.com/watch?v=2-lmparuSvY

>> No.677247

>>676476
Where can I get a good pirate copy of zbrush? I want a version newer than 4R7.

>> No.677248
File: 70 KB, 852x944, 1538393027403.png [View same] [iqdb] [saucenao] [google]
677248

I'm a turbo-autist in junior high right now and you people are the only ones i can ask for advice. Is getting an education on 3d modelling and animation worth it for someone who wants to get into the industry? Is heading off to a college for this type of stuff decent for learning and experience? Does a degree look good enough on a resume to justify the debt? If it's not a good idea, how likely are my chances of being able to learn this stuff pretty much from scratch before I graduate?

>underageb&
i was held back multiple times in middle school

>> No.677256

>>677247

cgpeers. Hurry before registration closes.

>> No.677257

>>677248

Fuck no. Learn a trade and do this as a hobby. Nobody cares about degrees only results which you can only get from years of hard self study. Depending on what you want to do youtube tutorials will be enough to get started.

>> No.677265

>>677248
don't even consider 3D for college. Do it as a hobby and if you're going to post-secondary pick a trade/STEM field. Even if you are solely determined to work in the 3D industry all they care about is your portfolio which you'll be able to slowly work on since it's a hobby. I'm learning networking in school right now and I know the 3D people and trust me when I say it's shit. Just do your own thing instead of school

>> No.677278

>>677245
His girlfriend got him on a diet.

>> No.677279

>>677248
>Is getting an education on 3d modelling and animation worth it

nope

Here's what a guy who actually went to one

https://youtu.be/pU10rAyf1jQ?t=197


It's fucking worthless, luckily, the industry will only consider your portfolio when hiring you so you don't have to go there thankfully

>> No.677297

>>677248
The school can help you set and keep goals if you're not into that sort of self-management, since you're dropping a lot of money onto it every month, you pretty much feel the need to succeed to get your investment back.

But yeah, it's typically a very bad idea and a waste of time and money, the school will only touch on most subjects on a surface level, and the learning environment is held back by whoever the slowest kid in class is. If you have money to burn and want to burn it that bad, buy yourself a possum cintiq and a yearly subscription at a site like pluralsight or something, that'l serve you so much better for just a small fraction of the price.

>> No.677322

>>677237
>>677234

Sorry about that. The thing that fixed it for me for now was to export it again from ZBrush with polypaint re-coloring the model to a white color.

>>677248
Degree doesn't matter in the long run, only if you're applying for certain internships do they matter. If going to school is what you need, I've heard Gnomon and Digipen are good choices.

For the most bang for your buck, figure out what you want to do in 3D and take CGMA or watch online tutorials to learn that. Art school isn't really necessary unless you want to make connections.

>> No.677326

In Blender, is it possible to rotate the same mesh when using the proportional edit tool to translate?

I could stop for a second, mask the nontranslated vertices, and then go back to rotating, but that's a piss take, I'll be here all year selecting them.

>> No.677329

Question to anyone who uses Blender (and has bothered to shill the money out for it because fuck Andrew Price for making those prices THAT high), anyone got a good copy of either Pro Lighting skies or that one rock set with all those brushes and rock models? CGPeers has a rather shitty version of the former and doesn't even have the latter.

>> No.677331

>>677329
That Pro Meme Lighting Skies, does it do, at the core, something other than loading HDRIs?

>> No.677333

>>677331
It's got some adjustable shit, but that's all.

Though really, HDRIs are a meme. CGI is a meme existence is a meme

>> No.677334

In blender. is there a way to turn on Symmetry for Vertex painting?

Or is there any work arounds?

>> No.677347
File: 1.15 MB, 800x1000, dc8rb24-8ee49507-0154-4c28-8d45-086168710c0e.png [View same] [iqdb] [saucenao] [google]
677347

Hey guys, I need some assistance in getting this model:

https://www.deviantart.com/xocarbohydrateox/art/NieR-Automata-Commander-Remake-740305084

to load in XNALara. It keeps giving me a message that I'm missing the mesh file and it skips it everytime I try to add the model. In 7zip there's a Models folder full of .tga files and one .ascii file, and also a prev.png beside the Models folder. I feel like there's something obvious I'm doing wrong but I can't figure it out. Thanks.

>> No.677357

Any /po/ designers here? How is your workflow? Do you start with primitive shapes or do you build line by line?

>> No.677362

>>677357
Sorry I should have specified I just got into blender

>> No.677363

>>677362
No need.

>> No.677364

>>676489
There was a pretty major UI overhaul recently (2.79 to 2.8) so any complaints you hear about it might be directed towards that. AFAIK they're not deprecating the Cycles engine (which has a pile of documentation by now), just introducing a new one.

>> No.677365

Please correct me if I'm wrong on this:
There is no free character rig community for Maya/3ds, the vast majority of rigs available online are for SFM, Blender, and MMD. If I want to animate with a variety of character rigs to choose from I'll need to make them myself or use one of those programs instead.

>> No.677369

>>677365
There's at least a couple of ways to convert a .pmx/pmd to .fbx that I know of, and once you have the .fbx you have access to not just the rig but the entire textured and skinned character as well.

ONE: download mmdtools for blender. It's pretty straightforward to import it into the scene at that point, then you just save it as an fbx and import it into Maya.

TWO: download MMD4mecanim. This requires Unity as a middleman, but I found more success following this method, as blender sometimes exports a corrupted model with the mmdtools approach. Look up a guide and convert the model (it's not hard or anything) then just grab the fbx it spits out from the local files.

That's at least a way you can play with every single MMD model out there under bowlroll, deviantart and nico3D in Maya/3DS. I don't know anything of SFM but I'm gonna go out on a whim here and say that it's probably a lot easier to get those models into the software you want.

As far as communites go, I don't think you'll find what you're looking for in Autodesk stuff, it really is a case that Blender, SFM and MMD are the big bosses of that area.

>> No.677377

>>677347

Modify load generic item.

>> No.677389

>>677369
The one thing I don't get about MMD models is that they all lack a toe joint. Why is that?

>> No.677393

>>677365
Sure, there's nothing like smutbase for Maya. But Maya's rigging and animation tools are so much better that really you end up saving time. Here's another free tool to generate a rig for whatever fbx you import.

https://www.youtube.com/watch?v=S_9Z3iE9QtM

>> No.677403

>>677377
That got it to load, but the model is invisible. It's there and I can move it and whatnot but it's just not showing up. Any ideas?

>> No.677405

>>677377
>>677403
It seems to be working now. I'm not sure why it went invisible that first time though.

Thank you for your help.

>> No.677416
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677416

how do i go about achieving this?

>> No.677419

>>677416
I don't mean this in an angry or mean way: you need to improve your fundamental knowledge, you can't try to skip ahead to "the cool thing I really want to make".
Everyone has made that mistake of wanting to jump ahead to what's cool, but you really just can't do that without first having a very solid base of fundamentals.
To put it simply, there's a point as a beginner where you're so new to what you're doing that you don't even know enough to be able to actually ask a cogent question. Again, not an insult, not a slight on your character, just a fact of starting out (in anything, really).

The reason I say that is because what you posted might look difficult or complex but really there are a lot of different ways to achieve that effect, they primarily revolve around modifiers or other sorts of automation or procedurally generating a mesh (scripts, curves, texture driven stuff), really there are a lot of different ways to get a result like that using automated tools whether in your base modeling software like Maya, Max, C4D, Blender, whatever, or in a supplemental tool like Marvelous Designer, ZBrush, etc.

>> No.677420

>>677248
Here is an actual answer, hope you're still around to read it:

Go download all of the Gnomon DVDs (pirate them, you dunce). If you can work through all of them, you're good enough and motivated enough to succeed at Gnomon (or Full Sail).

Your only choices are Gnomon or Full Sail (or *maybe* that one school Canada or France but not really). Why? Because they have connections that will you get you a job, and a significant part of your time there will involve you being introduced to veterans and going to the various meet 'n greet / conventions / workshops / etc where industry vets meet.
This is INCREDIBLY important, far far far more important than anything you'd learn.

>I don't want to do DVDs, I don't have the patience to plug through it on my own, I can't keep to a schedule, etc etc etc
I'm not going to say "give up", I'll only say try a very cheap community college course or paid online course (that has other students participating and posting in a forum together).
The thing about Gnomon or Full Sail is that they aren't going to make you into an artist. They take good artists and great artists and make them exceptional artists.
If you aren't already good or great, you won't even get in, and if you were unfortunate to get in you'd be vastly out of your depth and absolutely in over your head.
That doesn't mean you're automatically disqualified, far from it, it means if this is really something you want then you need to absolutely put in a ton of work to put together a real portfolio.
If you can't afford those schools, if this, if that, etc then you need to work a shitty job stocking shelves or cleaning up spilled popcorn at a movie theater or whatever gets you some money, and then at night when you're exhausted and you just want to watch TV and go to sleep, you instead need to force yourself to do DVD lessons.

If you can't do that, you can't succeed. This will be a test of your mettle, the sooner you find out what you're really made of, the better.

>> No.677425

>>676718
A little tip.
There is a software"Wrap3D"

You no need to buy one at least in beginning of education, but programm has free trial for 30 days and free verison for students,
Yeah a tip: "Wrap3D" inlcude very nice base topology of "Arms" and "Bodys" with proper topology, you can download programm and copy those "Base" and a little "Advantage" topology and study from them.

>> No.677426

>>677419

just stop.

most people start 3d because they have something in their mind they wanna make. telling them the only way to achieve that is by starting from the very beginning and sitting through countless days worth of tutorials and documentation is awful npc advice and will demotivate.

sure, if you go straight to whatever you wanna do youll fail. but step by step youll learn bits and pieces, figure out parts of your software and terminology of the art. It keeps you motivated because its a constant learning experience.

your progress is more tangible and stuff you learn actually sticks as you actually use it.

>> No.677428
File: 180 KB, 755x819, 1555529503598.jpg [View same] [iqdb] [saucenao] [google]
677428

>>677416
how are diamonds even real lol
yo just like tilt yo head nigga baka

>> No.677433
File: 407 KB, 3620x1660, FaceT_Example.jpg [View same] [iqdb] [saucenao] [google]
677433

>>676718
>>677425
Topology of same Head
Left - Topology from "Wrap3d"
Right - Manually made Topology

After projection in ZBrush result will be the same from both candidats, so it's dosen't metter which method you will choose, but having several topolged models by "Wrap3d" helps a lot

But in jeneral, just do several topology by your self and you will get the point of "poles" and "Edge" loops of the face

>> No.677436

>>677420
ty for the advice anon. which dvd's should i start out with first? seems to be alot of them

>> No.677448
File: 96 KB, 1261x1447, sdfghjkl.png [View same] [iqdb] [saucenao] [google]
677448

It's me or blender is really shit? I don't talk about shaders, render quality. Any rigging is a pain.

>> No.677457

>>677416
Get yourself a nice grid, rotate it 45 on the z-axis (see >>677428), inset faces, remove the inset faces, trim off what you don't need using cut tools (or a boolean object), use skin wrap or shrink wrap or whatever it's called in your software to wrap it around whatever object you're creating. If you're using Max, generate topology is an incredibly helpful alternative.

>>677419
What a fuckin' asshole, lmao.

>>677425
>>677433
Anon, we're an English-speaking site. Also, your manual topology just shows you don't know face topology either. Fair recommendation to use an external mesh as a guide for head topology, but the real answer should be: learn where all the most critical loops go, then learn how to bridge between them. There are plenty of great resources for this, I quite like https://polycount.com/discussion/80005 to cover the basics. You get a feel for how topology should flow around organic surfaces after you do it enough.

>> No.677461

>>677448
just pirate a proper program and pay for it if/when you can, you don't have to suffer

>> No.677462

>>677419
>guy wants to make a weird fishnet
>MUH FUNDIES

fundiesposters have reached a new low, you morons will do anything to use the word and inflate your own ego, won't ya?

>> No.677465

>>677448
Rigging is absolutely dreadful in Blender, and I always wonder how some people put up with it.

Then again, this is coming from someone who can't rig in Maya either due to being shit with rigging in general.

>> No.677467

>>677416
blender

unsubdivide
https://www.youtube.com/watch?v=ffY95u5dWOY
https://www.youtube.com/watch?v=kEx0aXH7Z5w

>> No.677505

>>677256
I was too slow.

>> No.677518

any recommended tutorials for learning marvelous designer from scratch?

>> No.677524

>>677518
CGElves - Mastering Marvelous Designer

Getting taught how to make dresses by an upper class highschool girl. It's fucking weird but the tutorials are good.

>> No.677528

>>677524
>CGElves - Mastering Marvelous Designer

thank you! the lessons are exactly what i'm looking for

>> No.677532

>>677518
>>677524
Alternatively, follow the tutorials on the Marvelous' Youtube account, and then study pattern-making. I recall from one of the early videos in CGElves series the author saying she doesn't know how to work with darts, and this is a big red flag, in my opinion.

I know Marvelous Designer is not for actual cloth design, but it's derived from Clo3D, which is, so pattern-making principles translate directly.

>> No.677547
File: 11 KB, 203x204, Screenshot_118.png [View same] [iqdb] [saucenao] [google]
677547

>>677532
nigga what

>> No.677548

>>677532

I find you have to do it the way marvelous wants even if you have a pattern. You still cant do shoes or gloves properly either.

>> No.677551

In Houdini, I have 3 separate geo nodes, how do I create a mask pass for each of them in mantra so that I can better composite it later?

>> No.677555
File: 413 KB, 1107x510, capture.png [View same] [iqdb] [saucenao] [google]
677555

>>677547
02:27: "... I don't use darts too often, and maybe if I was a seamstress I'd know how to better place them."

>> No.677557

>>677551
It's been some time since I last used Mantra, but I'd try to make custom passes for each based on their object IDs.

>> No.677570

Every single character animation tutorial I see, whether it's a general introduction or industry-specific gnomon videos, is just hours of
>posing with reference
>timing in graph editor
>constraints
>motion trails
>remember the 12 principles
Surely there's more to it isn't there? There aren't a bunch of industry shortcuts you need to know about?

>> No.677575

>>677524
>52hr 30min

i'll pick this up thanks for recommending it anon

>> No.677577

>>677570
there are no shortcuts
you can't magic weasel yourself out of practice
the only thing to add on top here is that it's much faster to draw it in 2D before actually jumping into 3D

>> No.677582

What's the best fastest possible workflow and program to do 3d modelling?

>> No.677583

>>677582
nobody actually bothered measuring, so at best you will get anecdotes

>> No.677586

>>677583
i'm trying to get a balance between zbrush and houdini but i find a lot of guides involving 3ds max. i dunno if i want to focus on zbrush since it seems to be more refined in hard surface modelling nowadays since there isn't much documentation on making traditional stuff in it.

>> No.677587

>>677582
It depends. Zbrush is very fast at making characters with move topologic and imm primitives, but zmodeler is much slower than modo/blender if your making a car or a precise machine thing. Houdini can make cool l systems or particle vdb combine stuff quick, but you cant go in and manually tweak details like in other programs. Sometimes its just a waste trying to make it procedural when you just need it done. And blender/modo both have limits on their max polycount, have trouble with 2+ million polys while houdini and zbrush can easily handle much larger polycounts without instancing. In my opinion, you should pirate lots of programs and find which one you like working in. My workflow is zbrush to blender, but that's more for eevee, nothing special in blender modeling tools.

>> No.677589
File: 23 KB, 396x385, pvdpyowem2uy.jpg [View same] [iqdb] [saucenao] [google]
677589

Not going to make my own post for it but i'm working on a dissertation, would be grateful if a few people answered these 17 yes/no questions:
https://forms.gle/tDEKVWXvYFYYJBYs9

>> No.677591
File: 160 KB, 1600x759, 861faaf459d0cbb2810ae6d736c98df9.jpg [View same] [iqdb] [saucenao] [google]
677591

Anybody have a full-body skin tone map for cheat-sheet purposes?
I'm learning about texturing and just found out this was a thing.

>> No.677592

>>677589

I got 12 right. Paintings threw me.

>> No.677593

>>677592
thanks for filling it out, some of those questions are hard I made it and sometimes get it wrong

>> No.677595

>>677592
12 also, faces were easy

>> No.677597

>>677587
>you cant go in and manually tweak details like in other programs
wat

>> No.677603

>>676489
You can set Blender to use Maya hotkeys. It's saved me a ton of trouble switching over though obviously not everything carries over. Move Scale and Rotate keys being where I want them is nice though.

>> No.677604
File: 123 KB, 1024x702, iu[1].jpg [View same] [iqdb] [saucenao] [google]
677604

Should I sculpt t-pose in symmetry, rig, and then pose my shit when it comes to making complex 3d models? Not for animation purposes, just to make like a statue or something that shows off my modelling skills. Or is it faster to sculpt the design already in the final pose and not use symmetry, as if I were working with actual clay?

I've only done method one so far but I'm wondering if option 2 is viable or if I'd just be wasting my time.

>> No.677614
File: 181 KB, 1366x768, Untitled.png [View same] [iqdb] [saucenao] [google]
677614

how do I connect these shapes

>> No.677616

>>677582
3ds max by a mile

>> No.677618
File: 157 KB, 1366x768, Untitled1.png [View same] [iqdb] [saucenao] [google]
677618

>>677614
I think I did it

>> No.677624

>>677614
but why

>>677618
no, no you didn't

is ok bby just leave it floating

>> No.677633

>>677614
connecting THAT many points is audible nightmare, plunge down the resolution on circular part for something manageable like 8.

>> No.677634

>>677614
send me the file i can show u how

>> No.677637

>>677589
I also got 12?

>> No.677639

>>677589
I got 15. The painting ones were fun

>> No.677650

I've been stuck on this stupid problem for a while. I'm trying to make this makehuman character (pls no bully) climb a ladder and continue its walk cycle- but after manipulating all the bones for the feet and whatnot to animate the climb the master bone remains on the lower floor, and I can't move the master bone back to where it's supposed to be under the characters feet because moving it moves the whole character. What do I do? Besides uninstall blender

>> No.677651
File: 94 KB, 1196x628, 1.jpg [View same] [iqdb] [saucenao] [google]
677651

>>677650

>> No.677656

>>677650
The climb animation shouldn't include the Z axis movement. You'll want to animate the armature object's Z position for that. "Mixing" animations is easier when all the animations have stationary root bones (like how vidya game animations are). You end up with influence issues if you include root bone positional transforms in a mixed animation.

>> No.677657

>>677604
I've heard t-pose makes it harder to get the shoulders to look right while animating and texturing the model. A-pose is apparently the superior pose to use because of this. This is only second hand knowledge though.

>> No.677658

>>677591
It really depends on how your chosen program goes about handing SSS. Is it an actual SSS shader? Is it true volumetric SSS? is it just rough translucency with no volume shattering? Every option would have, at least slightly, different maps.

>> No.677676

>>677577
Shortcut was a poor choice of words, I guess I'm more shocked there isn't a specific methodology being promoted or anything. Drawing for example is also something you just "pick up and do" but there's a lot to learn (and get wrong) in terms of techniques, physical and digital tools, etc.

>> No.677704

>>677587
So shrugs sucks for hard surface modelling?

>> No.677747

>>677657
Thanks for the response but that's not really what I was asking. I was asking if sculpting out of symmetry for a stationary model in a complex pose is worth it over sculpting a model in symmetry, rigging it, and then posing it. A-pose or t-pose is irrelevant.

>> No.677766

>>677658
How do I learn more. I don't even know there right terminology to Google.
I'm painting the skin in substance painter and using Maya to animate, but I'm new to texturing organics and don't know my way around it.

>> No.677768
File: 2.65 MB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google]
677768

I will post renders and delete the projects. No one irl understand what it is.

>> No.677770

>>677768
pretty

>> No.677776
File: 1.42 MB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google]
677776

>>677768

>> No.677785 [DELETED] 
File: 1.40 MB, 1221x875, Capture.png [View same] [iqdb] [saucenao] [google]
677785

Is there some sort of proper guide out there for properly making joints act the way you want them to? I swear I followed all the instructions I could off of all the videos I watched and my character still spazzes out when I try to play any animation in unreal. Is there some easy way of just fitting his body over a pre-existing character instead of going through all of that in Maya again?

>> No.677798

>>677785
Looks like your weight painting is bad

>> No.677799
File: 234 KB, 488x400, meme-488x400.png [View same] [iqdb] [saucenao] [google]
677799

>>677785
glitch cgi best cgi

>> No.677824 [DELETED] 

>>677798
Oh, well I may have skipped that part. It didn't look to important at the time... Is that really what it is for? I figured it was something related to textures or whatever.

>> No.677831

why does it feel like my lamps are never bright enough? Is it okay to set it to retardedly high strength?

>> No.677832

>>677831
I have this problem too. Even in game engines like Unreal

>> No.677836

>>677824
nigga weight painting AKA skinning is literally the whole point of rigging, it controls how bones influence the mesh, OF COURSE ITS FUCKING IMPORTANT

>> No.677837

>>677831
>>677832
>spends hours making model realistic
>spends hours making textures realistic
yo lemme just light this scene with a default 25W point light in the corner over here

>> No.677839

>>677832
>>677831
for open scenes thats what enviroment light is for you dinguses

>> No.677840
File: 1.78 MB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google]
677840

>>677768

>> No.677849 [DELETED] 
File: 1.29 MB, 1920x1080, untitled2.png [View same] [iqdb] [saucenao] [google]
677849

>>677840

>> No.677850

>>677840
Are you really deleting the projects? You could end up regretting it.

>> No.677852
File: 312 KB, 1561x871, 24234241.jpg [View same] [iqdb] [saucenao] [google]
677852

Guys I now need to create faces at the precise points of intersection in order to uv map them so that I can hand-paint ambient occlusion into my texture. Without this step I have no way of knowing where to edit my albedo/diffuse.

Please help

>> No.677856

>>677840
Needs dirt and grime.

>> No.677859
File: 186 KB, 1331x603, dfghjkllkjhgfdfghjhgfd.png [View same] [iqdb] [saucenao] [google]
677859

>>677850
They are useless. And imagine, no one irl understand the size of the work on this.

>>677852
I don't understand this question clearly. You have a map and for this map you're making a model? The one option: paint a new.

>> No.677861
File: 163 KB, 1073x622, dfghjkllkjhgfdfghjhgfd.png [View same] [iqdb] [saucenao] [google]
677861

>>677852
Another.

>> No.677862
File: 102 KB, 511x555, dfghjkllkjhgfdfghjhgfd.png [View same] [iqdb] [saucenao] [google]
677862

>>677861

>> No.677863

>>677852
Do you have the sample model of this? You can use shrinkwrap modifier.

>> No.677864
File: 207 KB, 1029x626, dfghjkllkjhgfdfghjhgfd.png [View same] [iqdb] [saucenao] [google]
677864

>>677862

>> No.677865

>>677856
I wanted to add smoke and snowfall, but the memory is over.

>> No.677867

>>677859
>The one option: paint a new.
Means use photoshop

>> No.677883

>>677766
>http://www.pbr-book.org/
You can skip 90% of this document as it is mostly coding related, but there are some very important tidbits regarding what "diffuse," "glossy," "specular," "SSS," translucent", "transparent," etc. shaders actually are. The maps that get plugged into those shaders are just just the controls. Learn what the shaders do and you'll understand the maps.

>> No.677884

>>677859
>They are useless.
How so? You could go back, make some changes, reuse assets, environments, materials, etc.

>And imagine, no one irl understand the size of the work on this.
True, only 3D artists and a few others know about that. But should the worth of an artistic creation be measured mainly by the effort put into it?

>> No.677893

>>677883
Thanks senpai,I appreciate that

>> No.677898

>>677840
Needs to be lit properly.

>> No.677899

>>676423
Yo. Late reply but I've recently bought a Predator Helios 300 for very similar reasons as yours.

2018 144hz screen model:

>i7 8750H
>GTX 1060 6GBs
>16 gigs of RAM

The processor can turbo up to 4GHz like a champ, the 1060 and 16 gigs of DDR4 are on the sweet spot of productivity tasks you're looking for. The screen is non-reflective and the 144hz is a bonus. I've done painting in 4k and sculpting tasks on it and it is an absolute unit, it can play ball with the midrange desktop boys like a champ. The battery life is atrocious, which is expected, but the power brick size ain't too bad compared to other more possum gaming laptops. It's a GaMiNG laptop and the exterior is basically thick plastic, but they cut costs in the right places so for about 1000 bucks, it's hard to complain.

The one thing I'd consider a caveat is the cooling solution. It will keep the laptop from throttling when the going gets tough, but it's very audible when the fans are at max capacity - headphones or a cooling pad are a must.

>> No.677902

>>677899
>better than my Dell laptop
>same price point
What's the tradeoff? Plastic exterior and thick frame? Kind of wish I had known about that before getting this Inspiron.

>> No.677909

>>677902
Yeah it's basically a premium finish thing. It's a plastic body but I mean who gives a fuck with these specs. Maybe your laptop would have a slightly longer battery life, maybe it's thinner or the bezels around the screen are smaller, I dunno. Again, I'd consider this a great "OK, it's diminishing returns from here on out." point.

You can haul it around but it's NOT a student PC or anything like that, the battery life is that bad. You really gotta have your charger at the ready after an hour and a half of use or so.

>> No.677922

>>677420
>Go download all of the Gnomon DVDs (pirate them, you dunce)
where would you even go to find these

>> No.677944

>>677922
association with persian 3dcg education center gives permanent 100% discount

>> No.677950
File: 78 KB, 960x960, 1540060329055.jpg [View same] [iqdb] [saucenao] [google]
677950

>>677944
and for someone who doesn't have that?

>> No.677954

>>677950
newfag

>> No.677957

>>677950
Literally nothing. Ask yourself if that's what you want, if abiding by the rules is really worth it.

>> No.677960

>>677656

Thanks friend

>> No.678042

>>677950
Wait until registration opens again

>> No.678061

>>677950
they have free membership opportunity every 14th or 15th can't quite recall

>> No.678134

>>678061
On the 1st and 15th of every month. It's how I managed to get in.

>> No.678138
File: 2.64 MB, 1920x1080, Untitled-1.png [View same] [iqdb] [saucenao] [google]
678138

>>677840
A little improvement. Now I can delete this.

>> No.678141
File: 186 KB, 1920x1036, Screenshot (23).png [View same] [iqdb] [saucenao] [google]
678141

Why cant I sculpt with my tablet pen? every time I touch my model with the mouse curser it sculpts.

But when I tap with my pen it does nothing.

Please help.

>> No.678143

>>678141
maybe i need to register my pen press as a right-click? how do i assign specific inputs?

>> No.678144

>>678143
>>678141
nevermind. fixed it.

>> No.678145
File: 183 KB, 1920x1036, Screenshot (24).png [View same] [iqdb] [saucenao] [google]
678145

>>678141
>>678143
>>678144
fuck it went back, i REALLY NEED HELP. I just want tapping of my pen to emulate a mouseclick in blender.

>> No.678153

>>678145
First off, what tablet you got?

Second, it might be something you have to fix in your tablet properties, not the program you're using.

>> No.678156

>>678145
ok i fixed it for sure this time. thanks i guess

>> No.678165

For some reason when i extrude anything in maya the extrusion has 100 divisions by default. Anyone know what the fuck is going on?

>> No.678175

>>678165
open up the extrude options and change it

>> No.678186

>>678175
Cheers, I was being retarded i guess. Real wierd that the extrude settings changed on their own.

>> No.678192

>>678061
what website do i go to when the signup becomes available, google gives me nothing

>> No.678206

>>678192
A link is usually posted on /3/. Just wait until then.

>> No.678208

>>678206
if you say so

>> No.678237

>>678192

cgpeers

>> No.678238
File: 38 KB, 534x812, hed.jpg [View same] [iqdb] [saucenao] [google]
678238

on scale of 1 to 10, how acceptable is this low poly mesh?

>> No.678239

>>678238
8-pole/10

>> No.678240

Do an medieval city town 3d model icon for a map. Do it immediately.

>> No.678242

>>678239
>8-pole
what does that even mean? sorry for not understanding /3/ memes.

>> No.678243

>>678242
theres really no need for it to be all triangles like that, thats not what low poly is.

>> No.678244

>>678242
>topology
>/3/ memes
haha yes

number of edges of a vertex

generally, 4 good (implies quads), 3/5 good for turning flow, 6+ bad

>> No.678245

>>678243
ooh, thank you. So where can I find good low poly examples with wires?

>> No.678246

>>678244
but all of them have 3 edges

>> No.678247

>>678245
Mesh > Add > Icosphere

>> No.678250

>>678246
yes triangles have 3 sides

now count the number of edges attached to a vertex

>> No.678251

I used mirror to reflect my model but pepakura wont pick it up because the reflection isn't a real mesh. How would I reflect a mesh and also have the reflection be real vertices and whatnot

>> No.678252
File: 27 KB, 792x809, Screenshot_40.jpg [View same] [iqdb] [saucenao] [google]
678252

>>678247
but even the Icosphere falls into the "bad" category by these standards>>678250
I mean, 4 edges on one vertex is nearly impossible to implement

>> No.678258

>>678238

If it's just for texturing and not for animating then it's fine.

>> No.678259
File: 162 KB, 957x715, 3d6_ao1pN368f64.jpg [View same] [iqdb] [saucenao] [google]
678259

>>678252
no dont listen to this retard >>678247
low poly ranges from anywhere between 1000, to 20k triangles/polys depending on the complexity. its about adding definition in areas where its needed and closing off loops into triangles because they dont need to continue because it will make the mesh inconsistent. thats the key thing about any mesh, it needs to be equal and evenly spaced so that it reads well.

>> No.678297
File: 121 KB, 1080x1068, dn1bldllidt21.jpg [View same] [iqdb] [saucenao] [google]
678297

>>678252
>4 edges on one vertex is nearly impossible to implement
yikes

>> No.678300

>>678138
https://www.youtube.com/watch?v=AXKoMMdzzRg

Watch this, should apply to whatever software you're using not just blender

>> No.678301

>>678061
1st and 11th* I think

>> No.678389
File: 84 KB, 703x739, zqhz[1].png [View same] [iqdb] [saucenao] [google]
678389

>>677448

If you (or anyone else) got any suggestions for improvements you could hit up the blender forums/proposals thingy.

For general feedback/suggestions:
https://devtalk.blender.org/c/user-feedback

"Mega"-thread for any smallish UI annoyances
https://devtalk.blender.org/t/blender-ui-paper-cuts/2596

General idea/proposals/improvements board:
https://blender.community/c/rightclickselect/

>> No.678416

>>678300
Thanks. I'm trying to use a new version of blender. Will try.

>> No.678420
File: 38 KB, 773x786, LP.jpg [View same] [iqdb] [saucenao] [google]
678420

what am I doing wrong guys?

>> No.678422

>>678389
I told them to make it less shit about five years ago, but it's still shit. What do I do now?

>> No.678436
File: 975 KB, 1160x1742, 7fec07d1d96867581074257d52c49267.png [View same] [iqdb] [saucenao] [google]
678436

I'd like to reduce polycount around the under the chin/ neck area so im not wasting polys but im not sure how to go about it. Anyone got any tips/fancy doing a quick overpaint? Also is the face's polycount outrageous for a AAA game?

>> No.678437

>>678436
God of War uses 32,000 polygons for the face

>> No.678438
File: 1.17 MB, 2966x1568, topo.jpg [View same] [iqdb] [saucenao] [google]
678438

>>678436
Heres a better shot of what im working with.

Also is there any way is 3d coat to mirror/copy with symmetry the ear section of the model over to the other side or will i have to make the other ear by hand since the model isn't 100% symmetrical.

thanks.

>> No.678440

>>678437
god damn... I assume that includes the hair/beard though. Since I still have to do that.

>> No.678446
File: 250 KB, 773x786, fix.png [View same] [iqdb] [saucenao] [google]
678446

>>678420

>> No.678520

>>678438

Dont you click symmetry on the top tool bar or something then use the brush to smooth it in place.

>> No.678528

For animation, I've been using "Child of" Constraint for most parenting from one armature to another.

However, what my question is, How do I get one bone to follow another bone, stop following and then back to following. what is the work flow.

>> No.678531

>>678446
thanks anon, really appreciate the time you spent to reply.

>> No.678547
File: 29 KB, 481x821, LPU.jpg [View same] [iqdb] [saucenao] [google]
678547

>>678420
>>678446
here's an update, still kinda sucks

>> No.678549

>>678547
Are you making onion knight?

>> No.678550

>>678549
not making anyone in particular, just trying to get better at low poly.
Also, how much of a good low poly is texturing?

>> No.678551

>>678550
Your low Poly is really bad, are you using a topology reference?

Don't understand your second question, the standard way of doing low poly is either very simple textures or lots of detail in the textures to make up for the low poly with things like normals.

>> No.678552

>>678551
>are you using a topology reference?
I don't know what that even means. I know it's bad, but any concrete guidelines I need to follow?

>> No.678553
File: 188 KB, 966x730, 3d7_aB5F6Q03s53.jpg [View same] [iqdb] [saucenao] [google]
678553

>>678550
thats not how you do low poly tho

>> No.678554

>>678553
go fuck yourself

>> No.678556
File: 30 KB, 600x600, f6e1226a74d8bfc265e2df16f52809ad.jpg [View same] [iqdb] [saucenao] [google]
678556

>>678550
No worries, so topology is what you call the lines and faces and how they look. Good topology takes a lot of work and knowledge but you can cheat by copping someone else's. Here is a good ref, just copy this as best as you can, then change to fit the charter you are making, but only at the end. Don't try to improvise or improve it just copy it then at the end change it.

>> No.678557

>>678554
fuck off faggot, and learn how to do low poly fagwad

>> No.678559

>>678556
noice, thanks anon. Honestly can't wait to start working on copying this.

>> No.678560

>>678556
>good topology
>posts literal uneven garbage of topology
lmfao

>> No.678562
File: 16 KB, 310x296, blender.png [View same] [iqdb] [saucenao] [google]
678562

How can I find these settings in a new blender?

>> No.678563

>>678562
Make my question different. How can I turn the mesh visibility off, but leave the only emission from this mesh?

>> No.678566

>>678560
Help the guy out and post a good one then

>> No.678567

>>678562
>>678563
Object settings tab at the the bottom. Turn off camera visibility.

>> No.678568

>>678554
She's right and you know it.

>> No.678578

>>678568
right about what? There is literally nothing of substance in his answer, no info, no advice no valid critique. The guy is literally shitposting on a question thread.

>> No.678580

>>678578
>The guy is literally shitposting on a question thread.
No, he is literally asking you to check your topology.

>> No.678581

>>678580
For a experimented person, whats the right or wrong way to work is obvious. But when teaching beginners, just showing examples is not enough. Some explanation of which are the things to pay attention to is mandatory, specially for something so technical like topology.

>> No.678582

I just signed up on freelancer.com and there's a shit ton of pajeets like holy shit every project i've tried to bid has at least 5-10 or more of them. and they apply to everything and when i check their portfolios they're awful. is it even possible to make any money there?

>> No.678585

>>678581
the thing is, that guy that posted >>678553 probably sucks too.

>> No.678590

>>678582

Pajeets are even getting into the paid tutorial scene now. They seem to have no shame about what it is they produce.

>> No.678598

>>678590
I swear to god I'm not a racist but this shouldn't bug me so much, i feel like they bring down the quality of the site and affect the rest of the people who actually care.

>> No.678616
File: 50 KB, 759x1013, ss.jpg [View same] [iqdb] [saucenao] [google]
678616

>>678556
here's my attempt. the proportions are all over the face but it was a good exercise, glad I did it.

>> No.678623

>>678616
Nice job man, looks good. At this point I would duplicate it and edit this to what ever shape you want. Try and keep the proportion as best as you can but go wild.

>> No.678624
File: 60 KB, 685x782, qerqecqefq313.jpg [View same] [iqdb] [saucenao] [google]
678624

>>678581
you mad /beg/ fag?

>> No.678625
File: 416 KB, 1920x1080, keaton-hendershot-presentation.jpg [View same] [iqdb] [saucenao] [google]
678625

>>678581
>specially for something so technical like topology.
but this is what shows youre a fucking /beg/ tho, only retards would actually think topology is a technical thing which is not. its fucking simple, good topology is evenly spaced and smooth, not a fucking mess like >>678616,>>678556>>678547 these have no respect for the form and are just playing the low poly game as if it were a fucking dated as fuck gaming console with limits to the graphics engine, this is NOT what low poly is. topology is the most lax thing there is for 3D, because adding curvature is as simple as just making a new loop and closing it off on a triangle because it doesnt need to continue. its easy as fuck to see this with other peoples wireframes and you just happen to give the shittiest and most retarded model to learn from >>678616

>> No.678628

>>678624

Is she supposed to have rickets.

>> No.678630

>>678628
look at you! trying crack a joke! *claps*

>> No.678631

>>678624
this looks so depressing

>> No.678634

>>678631
The lowercase have evolved from "it's ugly" to "it's depressing"! That's quite an elegant improvement, friends.

>> No.678637

>>678631
i think its cute

>> No.678640

Okay so is there a better way to start off modeling low poly stuff other than starting with the cube? Let's say I'm making a boot, do I start off with a cube and bevel the corners out to make it less blocky, or is there a better way?

>> No.678641

>>678625
So then post a good low poly human ref

>> No.678643

>>678640

You get a picture of a sole and put a plane on it then add points as you need them and shape it. Extrude it when you are happy then bevel inwards and extrude for the foot cap.

>> No.678654

>>678643
That sounds kinda like cheating doesn't it.

>> No.678669

>>676476
>>677425
>>677433
>>677457
>A little tip.
>There is a software"Wrap3D"
can you add your own topology for it to auto wrap, or are you stuck with the ones it has built in it? Are the built in topologys animation ready and do they have anatomically correct genital?

>> No.678677
File: 258 KB, 1920x1080, Desktop Screenshot 2019.04.23 - 22.16.57.85.png [View same] [iqdb] [saucenao] [google]
678677

>>678640
what a coincidence I was trying to model a boot

>> No.678698

>>678669
>>677425
>>677433
>>677457
>>678669
>can you add your own topology for it to auto wrap?
the answer is yes, I discovered after watching some more of there tutorials, it seems you can import objs for the sculpt/scan and the retopology target. So I'm gonna try it out thanks esl anon, this should save me tons of time. I just hope it's on peers.

>> No.678711

i'm trying to follow a vitaly bulgarov lecture about modelling in softimage and he shows off a lot of valuable stuff like adjacent selections but i feel overwhelmed because of the pacing. i can't tell how he's doing any of his shit. it's in the next gen game character tutorial. is there anything similar but at a slower pace? doesn't have to be softimage but i wanna learn how to polymodel a lot of shit.

>> No.678712
File: 59 KB, 658x662, .png [View same] [iqdb] [saucenao] [google]
678712

where to go after le donut meme tutorial

>> No.678727

>>678712
le anvil tutorial

>> No.678728

>>678712
autodesk.com

>> No.678736

>>678677
So how did you go on about making it? Did you just carve a shape in a plane abd extrude or did you start with a cube mesh?

>> No.678742

>>678736
I started with a cylinder, scaled it down to the heel, and made loop cuts for the ankle and shape of the foot. My first mistake was having to many edges on the cylinder and when the loop cuts were made there were too many verts to work with. My second mistake was that for some reason I didn't scale the cylinder down to heel, but just the ankle and then extrude from there. This resulted in the sides being flat and ugly. That pic is my third attempt.

>> No.678743

>>678742
>>678736
These beginers...
I'd start by creating every vertex.

>> No.678745

>>678422
Tell them it's shit again in a non-autistic fashion

>> No.678771
File: 32 KB, 794x510, shoe.jpg [View same] [iqdb] [saucenao] [google]
678771

>>678640
>>678677
what a coincidence I was also trying to model a boot

>>678743
unironically I did this. I made the base wireframe by extruding vertexes.

Blender 2.8 has been crashing every 10 minutes when I try to add more details on the bottom of the boot but this is what it looks like so far

>> No.678775

What's the best tutorial series on modelling regardless of program? I want to be able to model anything I want from sci to props to beasts. I want the ins and outs of loop selection and adjacent selection, proportion selection, multi select, cut, bridge, weld, all in a detailed practical manner. I know all the names but can't do shit cuz I can't cohesively use all of them for a task.

>> No.678778

>>678771
>Blender 2.8 has been crashing
Stop spreading lies.

>> No.678792

>>678775

The redpill is there is no one person or best tutorial for this. Tor frick does some of the best hardsurface stuff but the uses modo which is not widely used..

>> No.678801
File: 39 KB, 647x523, asd.jpg [View same] [iqdb] [saucenao] [google]
678801

>>678778
All i'm doing is extruding vertices and i'm unable to make a complete mesh without blender crashing on me every 10 minutes. Pic related is what i'm doing, it's the same process of how I did the details on the bottom of the boot on my original pic you replied to. It's in beta so i'm not too mad but still sucks since i'm a blendlet

>> No.678802

Is modeling off reference images a bad start? Im reading a guide book on blender UI and im not sure where to start if i want to be bale to model and rig on my own

Are there any books on 3D modeling?

>> No.678806

>>678792
tried to learn using vitality bulgarov's softimage tutorial for making a video game character, but he goes through advanced stuff fast and assumes prior knowledge I think. I do like his workflow though. He seems to model stuff fast and well but I can't gaugehow he selects so many edges at a time and instantly changed pivot points.

>> No.678811

>>678802
using reference is A-OK

>> No.678816

>>678811
I would go as far as saying not using a reference is bad practice. Doesn't marriage making a chair or a human face you don't need to import image planes but at least have an image up while you're working.

>> No.678817

>>678775
Hard modelling skill can't really be taught you can learn how to draw a line and how to create shading but the only real way of getting better is just to do it a bunch of times. Depending on where you want to end up, characters, arcviz, or something else just keep making those objects, don't spend too much time trying to get one perfect, a week or two per model maximum post the best ones to the WIP most people would be happy to critique.

>> No.678849

>>678816
i think it's more a situational issue if you ask me. Like, easier stuff wouldn't be THAT hard to model without reference, but it doesn't hurt to have at least something just in case.

>> No.678867

>>678801
>>678771
2.79's more stable, if you don't need the real-time rendering features (which, if you're just starting out with Blender, you probably don't)

>> No.678930
File: 1.74 MB, 800x466, 9899127aab22f32e0a5a09df75dc7962.webm [View same] [iqdb] [saucenao] [google]
678930

I dont know how to rig arms... Or I got an arm thats Okay.

However there is snapping, and I dont know how to handle these types of bones/setup properly, and I tried to just work as them but it became to much and Have no ideas how to fix this.

If anyone can help me with this, thank you.

>> No.678954

>>676476
Beveling vs setting creases in subd modelling for sharper edges, which is preferable?

>> No.678955

>>678930
Use a pole target

>> No.678961

>>678930
This video explains a simple way to setup an arm rig https://youtu.be/2qVs2BQfZbg..

On top of that, I would recommend you to use bendy bones on the forearm for better hand twisting, the setup for it is not included in the video though.

>> No.678982

>>677589
>15/18
Neat

>> No.678991

>>678954
Beveling lets you control the actual curvature of the mesh.
Creases are just a change in smoothing groups, they're abrupt.

>> No.678992

>>678982
Thanks for filling it out! And all the other people! I was really surprised, like 30 Poole did it. Thanks a lot guys!

>> No.679001

>>678991
I worded that pretty badly. I mean adding an additional edge to either side of an edge to sharpen it vs a crease or essentially weighting an edge on a subd mesh to create sharper edges. I’m using blender unfortunately, don’t know what it’s called in other software.

The crease setting seems nicer in that I don’t have to add lots of additional loops that are a pain in the ass to deal with, but it seems like no one really uses or recommends creases though I vaguely remember way back when they first added them there was a lot of buzz lol.

>> No.679003

>>679001

That's why creases were invented so you could be non destructive. That's the way to go really. They only work in app tho so are not a portable solution.

>> No.679006

>>679003
For non-destructive I prefer bevel modifier and bevel weights, honestly.
I might be mistaken, but creases have less control over sharpness, they always look like a knife edge. With bevel mod you can create actual slightly rounded shapes, and control amount of bevel subdivisions.

>> No.679008

>>678991
>Creases are just a change in smoothing groups, they're abrupt.
thats wrong tho, creases change the underlying mesh, if you toggle off isoline mode you can see it move the edges.

>> No.679010

>>679006
thats because that bevel is not the same thing as a crease. creases,again change the underlying edges you want to move. BECAUSE blender doesnt really have a system similar to nurbs control points in several programs you get the option to have nurms control points which give you the option to use the verticies *WEIGHT* instead of its crease. same thing for blender, instead of crease its the bevel.

>> No.679025

>>679008
>creases change the underlying mesh
No.

>> No.679036
File: 2.62 MB, 1230x827, mesh.gif [View same] [iqdb] [saucenao] [google]
679036

>>679025
retard?

>> No.679037

>>679036
I don't see the mesh change at all. Do you?

>> No.679048

>>679037

The mesh changes whenever any of it's vertices are moved, you're obv thinking about this in terms of the topology not changing which is ofc correct but semantically wrong in this instance.

Chances are >>679036 understands this very well but just wanna jump at the opportunity to call someone a tard that is the R.

Cut back on the bullshit trying to misunderstand one another and you'll elevate the quality of the discussion.

>> No.679109

What do people use artstation for? Networking?

>> No.679123

>>679109
Showing off and jacking off.

>> No.679126

>>679109
If you wanna get hired in 2019 AD and you don't have an artstation portfolio to your name someone who had one just took your jub anon.

>> No.679127

I wish you could make a private arstation. I dont want people asking me questions and it tied to my real name.

>> No.679128

>>679127
You can have your artstation under an alias without any public private information. Only this isn't something you'd wanna do if you wanted to get hired as they will go for someone else than the mysterious 'Penisdemon666' guy or whatever your handle might be.

>> No.679130

>>679126
This sounds an awful lot like "you'd better have a facebook if you want to be hired." Does this website really have a monopoly on the ability to show your work to employers?

>> No.679133

>>679130
Employers are lazy creatures too, they can find exactly who they need just from browsing artstation so why bother sifting
thru random E-mail presentations with links to myanatomicadventures.org/randomanon and risk seeing 5 tabs worth of daz-porn framed in blinking genitalia?

>> No.679135
File: 2.30 MB, 1400x788, 26037374874911.5c3d1e68ebe3e.png [View same] [iqdb] [saucenao] [google]
679135

bois do any of you have experience lighting shots like pic-related?

i can pretty close with an outdoor/indoor hdri + 2/3 point light setup (+a light for the backdrop), but i'm wondering if there's a 'right way' to approach stuff like this. also, are there good learning resources for studio lighting in 3d or should i just go for photography resources instead and substitute ambient irl light with hdris?

>> No.679160
File: 739 KB, 1920x1080, Desktop Screenshot 2019.04.26 - 13.57.49.54.png [View same] [iqdb] [saucenao] [google]
679160

waist area looks a little flat, how can I improve this?

>> No.679173

>>679160
by adding big bulges, one in front, two in back

>> No.679188

Blender question.
Im trying to export a model from blender to maya, but obviously the shape keys wont export properly.
I figure the simplest way would probably be to turn the shape keys into meshes, but how do I do that?

>> No.679191
File: 56 KB, 780x595, Udklip.jpg [View same] [iqdb] [saucenao] [google]
679191

Hey my fellow 3D nerds, I have been working on a Harpy/valkyrie-project for a long time now. Had some technical issues with Zbrush, But now, when i am texturing in Substance-painter, i suddenly get these artifacts, and they do not go away, they show in I-ray-render and "saves" with the file, only way around it is to start all over... Is my grafics-card dying?

>> No.679194

>>679191

oh.. seemed like updating Drives and Rebooting solved it... nvm.. so much for panic, thought my GPU was dying

>> No.679197

>>679194

oh.. problem is back now again... weird

>> No.679207

>>679191
AHAHAHAH

>> No.679229

>>679135
>this is what doing arch-viz in C4D looks like

>> No.679275
File: 130 KB, 1094x642, Untitled.jpg [View same] [iqdb] [saucenao] [google]
679275

Does anyone know what I did wrong?
why does the lightning and shader look fucked up here?

>> No.679282

>>679275
it looks normal. The lighting/shading looks off because your model is off. Just change it to something else

>> No.679293

>>679282
Can you elaborate please?
what does "your model look off" mean?
Iam completely noob here

>> No.679303

>>679275
Are you talking about smoothing groups/normals?

>> No.679310
File: 637 KB, 2165x1268, mahjong tiles.jpg [View same] [iqdb] [saucenao] [google]
679310

I am making tiles like these for a game.
How would you recommend doing the carving?

I'm thinking of making a high poly model, carving the pattern using sculpting tools and baking it into a normal map for a texture.

>> No.679311

>>679310
Normal maps, yeah.

>> No.679317

>>679310
If gameplay implies that they will be seen up close you could use actual geometry as well. If your game is stylized something like hearthstone you probably should rely more on handpainted textures. If you chose to have geometry I would advise to generate topology automatically by decimating in zbrush/ proOptimize modifier in 3ds Max or by whatever other means your software has.

>> No.679327

Newbie question: What is low poly? Specifically, at what point do you have enough polys that it stops being "low"? Is there a rule of thumb I can follow?

I'm modeling a car right now (full exterior and interior) and with what I've got so far it's ~6,800 verts and ~12,800 tris before subdivision modifiers. After it's ~26,000 verts and ~51,000 tris. Would both versions of this model be average by the numbers alone?

>> No.679351

T pose or no T pose for rigging for semi-realistic game characters?

>> No.679352

>>679327
There isn't a number for low poly the only real advice I can give you is if you're doing detail with modelling it's not low poly all of your detail work should be in a textures.it's not like someone is going to come around with a ruler and measure your faces, low poly is a mindset not a formula.
>>679351
A pose

>> No.679353

>>679352
So it's more like if the details are in the mesh it's not low poly, but if the details are in the texture it's low poly? That makes sense to me. Thanks.

>low poly is a mindset not a formula
I'll have to keep that in mind

>> No.679372

In blender, is there a way to procedurally add on object to the end of matching mesh, like adding an already modelled banana leaf to multiple stems? Like attach points or something.

On second thought, the snap with edge set will do basically what I want. It's not quite a one button solution, but it still saves me an hour. Posting anyway in case someone has a similar question, or if someone does have a better idea.

>> No.679391
File: 52 KB, 1095x132, hmm.jpg [View same] [iqdb] [saucenao] [google]
679391

how do I setup node for this model in blender?
Those mask, alb(?) and dmg(???) texture is driving me insane

>> No.679413
File: 948 KB, 405x633, b45798bc6f152c9b031b758ae93ac3e5.gif [View same] [iqdb] [saucenao] [google]
679413

how do i into 3d low poly characters like pic related? i'm a shitty code monkey yet i have some minimal experience with modelling game assets and levels in blender but none when it comes to modelling humans, especially stylized ones.
i was thinking of using a base mesh from makehuman/mb lab and modelling a low poly version around it. also is that look achieved through painting the model?
(i don't want to pursue a career in 3d modelling, just had a project in mind with this kind of art style.) thanks.

>> No.679483

>>679413
it's not something you can just make for your first model, i might take you a year to get it right if you've not done any modeling before. it might be a little bias to say, but just pay someone to make it for you.

>> No.679486
File: 22 KB, 383x384, 1523436452600.jpg [View same] [iqdb] [saucenao] [google]
679486

>>679483
>just pay someone to make it for you.
not an option now or in the near future, i'll try doing something by myself and see where it goes, that's if i don't give up like i did with everything i ever tried in my life

>> No.679499

New >>679496

>> No.679500

When baking from sculpted meshes in blender do you have to make sure the low poly mesh is entirely above the sculpt?

>> No.679517

>>679391
>>679516

>> No.679668

>>677041
>>677066
Thanks my blacks. Appreciate the help and forgive the lateness of my reply.

>> No.680441
File: 535 KB, 2512x1368, 43453451.jpg [View same] [iqdb] [saucenao] [google]
680441

The INFURIATIONG fucking PIECE OF SHIT that is the fidgety mess called BLENDER

FUCK

why does this little box, which I always select and it never FUCKING does what it's supposed to, not FUCKING work???????? I want to fucking unwrap my UV'S how can it be that you ´cannot fucking do WHAT IT SAYS IN THE FUCKING OPTION AND FUCKING DISPLAY THE OTHER UV'S YOU FCUKING CUNT BLENDER AAAAAAAAAAAAAAAH

>> No.680443
File: 61 KB, 400x514, 111111jpg.jpg [View same] [iqdb] [saucenao] [google]
680443

I'm trying to make assets for my game in Unity

I want to be able to use two different materials on an object. This bench for instance (previous pic) needs a metallic material, and a wooden part. Now from some models I've imported, I've noticed they are a composit of separate meshes, allowing you to comfortable drag and drop whatever material you want onto them. However when I export either OBJ or FBX with many separate meshes, (see pic attached), they import into Unity as ONE mesh, thus not allowing me to assign different materials.

How do I achieve my goal?

>> No.681465
File: 44 KB, 576x1024, 1557272861153m.jpg [View same] [iqdb] [saucenao] [google]
681465

Lads, how do I bake textures with the filmic log color encoding instead of the default color encoding blender uses? Just trying to bake lighting on to assets but I'm loosing color depth to the gay default encoder.

>> No.682557
File: 71 KB, 570x576, card tiles.jpg [View same] [iqdb] [saucenao] [google]
682557

>>679310
>>679317
They are probably not going to be seen up close.

>>679310
Me again, I got stuck getting decent results making the patterns. What would be a good workflow?
I am working in Blender.

The way I'm trying to do it now, is forming the patterns as 3d objects, then carving them inside the tiles (a simple tile with subdivisions applied to it) using a boolean modifier.
This results in the high-res model I'm using for baking.

Is there a better way to approach this task?