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File: 44 KB, 1023x682, depositphotos_112287524-stock-photo-senior-japanese-man-using-computer.jpg [View same] [iqdb] [saucenao] [google]
684104 No.684104 [Reply] [Original]

FakeOP edition

previous: >>679496

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.684106

Simple question for a beginner. I'm currently working on retopology. What kind of poly count should I aim for in a player character for a video game?

>> No.684119

>>684106
25,000

>> No.684123

25000 tris or polys?

>> No.684127

>>684106

Current gen 50k - 100k triangles for hero characters in action games. 25-40k for characters in open world multi character npc games.

>> No.684130
File: 47 KB, 590x269, hair.jpg [View same] [iqdb] [saucenao] [google]
684130

How is this hair technique and topology achieved? Is it some kind of special extrusion method?

>> No.684133

>Maya 2019
>play animation in viewport
>goes quickly
>play animation backwards
>slow as fuck
>can mouse drag forward and back across the timeline and the viewport doesn't slow down at all
Why?

>> No.684134

>>684130
You can achieve a similar effect by scaling out the vertices on an icosphere then adding loops.

>> No.684143

How is Blender 2.8? I’m thinking of switching over to it for my sculpting and animation.

Also, there was an old plugin that could turn your freestyle lines into gpencil, is there anything like that in 2.8?

>> No.684153

>>684143

A tad crashy but a massive leap from 2.79. Much easier to use and has been brought up to have some stuff that should have been in there long ago. Still has some bullshit to work out but so much nicer in almost every way.

>> No.684154

>>684153
Cool, I saw they streamlined a lot of it but wanted to make sure some functionality wasn’t lost.

>> No.684261
File: 123 KB, 425x425, 1530540349373.png [View same] [iqdb] [saucenao] [google]
684261

What's the name of those wearables used to hide hair (pic related)? I came across the term 'bald cap', but that's for a make-up technique.

>> No.684265

>>684261
Doo rag?

>> No.684267
File: 238 KB, 770x904, TB.png [View same] [iqdb] [saucenao] [google]
684267

1 or 2

>> No.684272
File: 225 KB, 1023x682, 35673567356.jpg [View same] [iqdb] [saucenao] [google]
684272

Are there any success stories of a Pygmalion descendant creating a game that's small in scope but good quality?

>> No.684274
File: 97 KB, 500x768, 321opq.jpg [View same] [iqdb] [saucenao] [google]
684274

How do you protect a character or IP that you create?

Is it automatic like copyright or are applications needed?

>> No.684275

>>684274
"a character or *any other* IP"

>>684272
>Pygmalion descendant
That feel, I know it

>> No.684277

>>684274
They're called lawyers. They cost a lot of money and they're not automatic.

I've never tried to get one through an app... i wouldn't recommend it.

>> No.684278

>>684267

2 with 1s eyes.

>>684274

You keep the source material and publish something with the character. Nobody can then say it wasn't you who did it first.

>> No.684284

>>684274
You need to register a trademark. It's not automatic like copyright.
https://secureyourtrademark.com/can-you-trademark/trademark-a-character/

>> No.684311

>>684274
Copyright is automatically recognized as yours from the moment you create an original work. If you ever need to go to court you just need to be able to prove you're the author and that your work predates the copy, there is no registration or such needed for you to hold copyright.

>> No.684321
File: 18 KB, 480x360, gay-man-walking.jpg [View same] [iqdb] [saucenao] [google]
684321

I do markerless motion-capture and I would like to run and do other actions in one spot. Does anyone know of any omni-directional walking platforms similar to pic-related? I need as much line of sight on my actor's as possible so I can't use pic-related because of the parts attached to the waist. Is there anything that can accomplish this?

>> No.684324

>>684274
this >>684311 is correct.

however, 'proving' that you're the original author can be problematic so sometimes it's worth registering copyright if you think there's potentially large amounts of money involved.


this >>684284 is completely wrong.

>>684321
infinadeck might be able to build you one if you throw enough money at them. i don't think they have a commercial offering right now.

iirc even their system struggles with quick changes in direction.

>> No.684325

>>684324
>'proving' that you're the original author can be problematic
It helps to keep a list of files at different key points in the creation of the work, from zero to completion. The infringing party won't have them, unless stolen.

>> No.684332
File: 87 KB, 1000x1000, 1553096101090.jpg [View same] [iqdb] [saucenao] [google]
684332

>>684265
Thanks for the pointer, I didn't know that term either (ESL here).

I finally found it; they are called "wig caps".

>> No.684341

What would cause white spots to appear after baking?

>> No.684342

>>684341
Improper mixing of flour.

>> No.684391

>>684278
Thanks

and again

1 2 or 3

>> No.684392
File: 415 KB, 719x1076, 21.2.png [View same] [iqdb] [saucenao] [google]
684392

>>684391

>> No.684394

how the fuck do i use blender
i tried to look up tutorials, but they arent direct and same goes for youtube where i hear a guy ranting about his life for an hour and no telling me how this shit works

>> No.684395

Is "tracing" (i.e., retopologizing other people's meshes) good practice?

>> No.684396
File: 336 KB, 1600x1067, sdafdvqeq.jpg [View same] [iqdb] [saucenao] [google]
684396

Might not be the right place for this, please forgive in advance.
I found out about these splatoon models made by MochiMamochi and I would really like to use them for some class projects, but they nuked their accounts.
Would anybody know where to find them, or at least know what happened to the creator?

>> No.684397

>>684261
looks like a swimming cap to me

>> No.684407

>>684394
>how the fuck do i use blender
You are at a point in life where you still can make the right choice. Uninstall Blender.

>> No.684511

>>684395
Don't use you trace in a project, but tracing does make for good practise.

>> No.684669

https://youtu.be/fi9jr0ZY5wQ?t=51

How can I achieve an effect like this in blender? I tried using FLIP fluids which didn't work at all, dynamic paint doesn't seem to be it either, but maybe I'm doing it wrong? Also, how can I make blood squirt out of a wound and splatter onto walls and such?

>> No.684678

Has anyone managed to get rid of the watermark for Arnold for c4d?

>> No.684688

>>684678
Just stick your own watermark over the existing one, you'll be fine.

>> No.684711

>>684678
Buying a license works.

>> No.684730
File: 203 KB, 449x504, file.png [View same] [iqdb] [saucenao] [google]
684730

>>684396
not the same one but I have one of mochi's models. Enjoy.

https://mega.nz/#F!LH5TEIoK!jnLduVmYnG-hIUhp6KQTrA

>> No.684760
File: 974 KB, 1197x608, bl.png [View same] [iqdb] [saucenao] [google]
684760

is there an easy way to assign faces to a tileset image like this pic from psx spyro, in blender?
one that isnt selecting each manually and lining the vertices up to the image 1000s of times

>> No.684778

>>684760
- Make the texture atlas image square.
- Enable Snap to Pixles.

That can help cut down on the tedium of texture assignment.

>> No.684836

what happens if i try to sell assets made with a student license in maya? can they find out if i sell them on the unity store?
what if i pirate maya? can i sell them then? would autodesk know?
i ask simply cause i can't afford a fucking license right now.

>> No.684837

>>684836
>export obj from maya
>download blender
>import obj into blender
>export obj from blender
congratulations, you made your asset in blender.

>> No.684841
File: 384 KB, 1280x720, 1484660975278.jpg [View same] [iqdb] [saucenao] [google]
684841

>>684836

Bonjour. Ok Monsieur I will load Sarah.obj into blender and make it look like a heart attack. Au revoir.

>> No.684842

>>684837
I'm sure their stuff isn't that easy to circumvent.

>> No.684845
File: 224 KB, 720x400, 1543521879459.png [View same] [iqdb] [saucenao] [google]
684845

Something like a cape, skirt, or just about any clothing is much easier to rig and animate if they are rendered as two sided polygons without any thickness to them, since there are less verts to deal with. The downside is it will be obvious to the viewer that the cloth has no thickness and will look a lot worse. Is there some happy medium that gets the best of both worlds?

>> No.684848

>>684845
Rig the one-sided, use it as a deformation proxy for the thick version.

>> No.684868
File: 477 KB, 2400x800, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
684868

first time trying out a different render engine than arnold.

i know i shouldn't be expecting 1:1 results going from unbiased path-tracer to something like an irradiance map, but is pic-related normal?

same hdri, same geo, same subdivs.
this is diffuse only, no spec. i just want to check lighting against an arnold baseline.

>> No.684882

>>684868
i've worked out this only seems to happen with dome lights. does anyone know what i'm doing wrong?

>> No.684883

>>684882
dome lights with hdris*

>> No.684912

How do video games have 1 animated character with a million different clothing options? How do they rig all those different mesh clothing models to work with the same animations? In MMO's especially, characters with different races and bodysizes all use the same clothing and animations.

>> No.684913

>>684912
You have a nude or jumpsuit type version of the character that is fully rigged that you use as the base.
you model then model clothes to fit around that model and then use a wrap function to assign weight to the vertices of the clothes based on their proximity to vertices on the nude mesh.
Some clean up and adjustments of the weights by hand is typically necessary but this will take care of most of the tedious weight mapping work.

To avoid clipping you then have specials meshes of any exposed skin that goes with the clothing type.
Like for example a pair of arms a bit of the neck and the lower part of the stomach if your character is wearing a girly T-shirt and a pair of pants.

To get body sizes and different races to work the process varies from game to game, sometimes the races body types are just a rescaled/morphed version of a base body.
Other times each race body has a different hand tweaked variation of the same armor. It's tedious work getting something like that in order.

>> No.684923

>>684104
Is there any good places to learn how to do low poly work? I know the sticky has two examples (one is broken).

>> No.684951

>>684913

Did anyone ever do a tutorial series on this kind of stuff.

>> No.684952

will learning 3d help me learn perspective drawing?

>> No.684965

>>684952
No, the opposite. You can improve your anatomy skills by 3d sculpting characters, but your hand-drawn perspective is basically orthogonal.

However you can use 3d tools to create backgrounds or lay out scenes in perspective, which is very VERY common for concept art.

>> No.684967

>>684965
>but your hand-drawn perspective is basically orthogonal.
u wot

>> No.684990

>>684267
Just to give you some crit. Your face is too wide.

>> No.684991

>>684967
maybe he meant orthographic? Not sure.

>> No.684997

>>684951
Don't think so, making those kinda games are these massive team efforts and the people you have on hand for those projects either already know what to do
or will be shown how to by senior artists as well as provided working examples and keynotes.

While a series doesn't exist you can prob find someone showing an example of what to do modding outfits for a game like skyrim/fallout.
Way I first learnt it was by snooping around gamefiles for Oblivion back in the day, if you already know rigging basics you will quickly understand what you are looking at.

>> No.685045

>>684923
>places

You mean like a school? I would suggest you don't pay to learn this. You should learn using tutorials available online. CGPersia is a good place to start looking.

>> No.685110
File: 295 KB, 1189x421, unknown (34).png [View same] [iqdb] [saucenao] [google]
685110

Hello pals I just downloaded blender and then googled a model from a game to try and make some oc shit that will bother my friend. thing is I don't know nearly anything about blender or how to get started. How do I get this model into the program to start posing it? Do I have to convert anything to a blender format?

>> No.685128

>>685110

Looks like an xnalara model. You would have to open it in that and export an obj. Import the obj into blender.

>> No.685129
File: 93 KB, 1191x424, unknown (35).png [View same] [iqdb] [saucenao] [google]
685129

>>685128
ok I will look into that. Can you tell me anything about this model? I am legally retarded and have zero idea of what I am doing.

>> No.685142

>>685129

What about it. It looks like the same deal as the other one.

>> No.685180

Complete beginner here. I'm trying to rip the NMH models and export them to blender to study them but I'm having issues since the models are GM2(?) files and I can't find how to do anything with those anywhere.
Anybody can give me a few pointers on where to go from this? It's the Wii version ISO by the way, should I try with the 360/Ps3 version or will the files be the same?

>> No.685261

I want to progress in hard surface modeling or . sci fi stuff in general, currently using Blender.
Now what would you say is best in terms of purchase:
- A 9 hours course on Zbrush on sculpting a mech
(I have Zbrush but never really use it, I also have a wacom tablet)
- Hard Ops for Blender

>> No.685276

I went to the Modifier thing in Blender and selected Decimate. I then adjusted the ratio and clicked the Apply button. Now, is there some special hotkey I need to press to have it applied "for real" before exporting or can I just export now? I seem to remember blender being weird like that from the first time I tried to learn

>> No.685285

>>685261

Why pay for it. Pavlovich does loads of hard surface stuff in zbrush.

>> No.685286

>>685180

Aren't they already ripped and in xna lara.

>> No.685302
File: 67 KB, 522x465, 1546282921934.jpg [View same] [iqdb] [saucenao] [google]
685302

>>685261
>sculpting hard-surface

>> No.685307

I just started on 3D shit, so I downloaded some Sketchfab models to play around with and see how they work. However, some downloads are just an OBJ and a textures folder. I thought the textures were stored in MTL files? Do I have to manually add the textures into Blender? When I load the OBJ it's textureless.

>> No.685309

>>685302

It's not traditional sculpting it's ideation modelling really. Make the shape you want cut edges remesh and add creases. Way faster than dragging poly's around.

>> No.685310

>>684104
Finishing my Blender donut today then gonna try some animation, any resources like videos or places to get models?

>> No.685311

>>685310
Also would importing models from games be helpful for learning? I feel like sculpted models wouldnt help me too much at first

>> No.685315

>>684104
Is VR sculpting a meme, or is it worthwhile?
As a newbie, should I practice with it? I already have a headset.

>> No.685324

>>685311
>Also would importing models from games be helpful for learning?

No. The short answer is it's like asking if looking at finished piece of glass is going to teach you anything about glass blowing.

The longer answer: The process for ripping models usually leaves a lot of stuff out (like the rigging, weight painting) and the topology of the model is potentially going to be super optimized for that exact model and animation needs.
You might learn a tiny bit from looking at textures but that's really only if you already know how to texture, and even then all you're really going to see is "oh they used this method" not "this is how they did it".

>>685315
It's new so it's untested and lacks the support and documentation of a mature technique or method.
In other words, nobody's doing it right now which doesn't mean it's "bad" it just means it's unproven and a vet is unlikely to invest time or energy into learning a new way of doing something when they're already good at an old way (even if the old way is inferior) when they can get the same results.

If you learn general sculpting concepts and ideas (like say the sort of thing you'd learn from taking an actual clay sculpting class where you work with your hands) you'll probably learn things that can be transferred to other workflows like ZBrush.

>> No.685325

>>685307
You should really just stick to tutorials for now.

To answer your question in more depth: If blender didn't automatically create a material, you'll need to create one yourself.
You can then add an Image node to it and select the relevant texture files that way. But really you should stick to tutorials; the fact you didn't know that and couldn't figure it out on your own tells me you're trying to jump the gun and your general knowledge of basic fundamentals is lacking.

I don't mean that in an insulting way, it's a common "pitfall" that beginners fall into; they want to only learn "the cool stuff" so they can make the thing they're interested in and then they'll learn the rest "later", but it doesn't work that way.
It's all connected, you have to learn every bit of everything, you can't just do one thing; it's like flying a plane but thinking you'll skip the runway stuff because you're really only interested in air part.

>> No.685326

>>685261
>purchase
Don't do this, steal stuff that way you won't be afraid to "waste your money".

>>685309
>Way faster than dragging poly's around.
The fastest method is the one you're most experienced with. Find what you like then do it.
Once you understand that truth, you'll be free from the chains of trying to find "the best" method or workflow.

>> No.685328

>>685325
No worries, I was looking at tutorials but every Blender tutorial was on 2.5 or something and the HUD looked completely different (I'm on 2.8) so I had no idea where anything was. I'm still going through tutorials.

>> No.685329

>>685309
I'd say concepting hard-surface with CAD is much faster than sculpting.

>> No.685335

>>685324
So what I'm picking up is that there isn't any reason to choose one over the other, but what is most available/easy to use, and use that to learn more generalized skills?

>> No.685336

How do I stop focusing so much on my models' asses? I just can't stop.

>> No.685358

>>685261
you can literally get hardops off github for free chumba wumba

>> No.685376

>>685336
try modeling some girls for a change

>> No.685381

>>685376
What are you, gay?

>> No.685413

>>684841
How is it that no one's modeled him?

>> No.685414

>>685336
That's just how it is.

>> No.685416

Do I need to know EU4/Unity to rig models for them?

>> No.685425
File: 268 KB, 1363x1173, gfgh.jpg [View same] [iqdb] [saucenao] [google]
685425

Need some help guys
Which is the "correct" workflow for this? Or, what would you do and think its easier?

I have my A-Posed character, textured and everything inside Zbrush. I want to rig it inside Maya, and then, after making 2 or 3 different poses, go back to Zbrush, add more detail.

After this, I want to create blendshapes (Face, skin). They are different for each pose. Then import the model again in Maya and make all the body animations (Breathing, arms).

I have so many questions but I cant figure out the most reasonable workflow.
>Will I lose the bones when importing the fbx inside zbrush?
>What will happen with the skeleton once I import the posed character the 2nd time into maya?

Help and thanks in advance

>> No.685431

>>685425

Not an expert but zbrush will get rid of the bones. You could probably transfer skin weights if the mesh is the same topology each time.

>> No.685433
File: 206 KB, 844x790, fsdffsdf.jpg [View same] [iqdb] [saucenao] [google]
685433

>>685431
I think Im going to test all the possible ways and see what adapts best to what I want.

Im afraid Zbrush will delete all the bones after importing the fbx, and trying to rig again an already posed character is a waste of time.

Another option is avoiding to add detail inside zbrush after rigging the model and do that in Maya instead. But I prefer to sculpt all that, specially details which appear after posing a character like related picture.

>> No.685445
File: 107 KB, 1588x1212, 1528780534002.jpg [View same] [iqdb] [saucenao] [google]
685445

Is this normal map a good result for the object on the right? I want to try just using this as a decal and painting it onto the finished product, baking the insets directly into the finished mesh is a lot more work with setting up arrays and making sure everything is angled right.

>> No.685451
File: 340 KB, 858x360, 1490152995410.png [View same] [iqdb] [saucenao] [google]
685451

Do you need to select 2 whole edge loops for Blender's Bridge tool, is there a way to use it otherwise? 3DSMax let's you do individual edges.

>> No.685457
File: 687 KB, 1680x2100, 232.jpg [View same] [iqdb] [saucenao] [google]
685457

Can anybody please point me in some kind of direction for animating blood/tears/whatever dripping down the surface of a mesh? Maybe particularly the "correct" method a studio would actually use? I've tried a few approaches now that all fail for one reason or another. Dynamic paint in vertex mode looks like shit/can't figure out how to do it over an existing texture/requires adding >9000 subdivisions to still look like shit. Dynamic paint as image sequence seems like it would be the would be the way to go when I use it on a plane but when I try to do it on a characters face it just seems to shit itself and make a tiny little splotch that doesn't move with the brush at all. Someone on leddit suggested texture paint but I have this weird problem when I try to paint on an existing texture where the color shows up black and white and doesn't appear in rendered view- a problem that can only be mitigated by painting on a solid color and plugging the image texture in afterwards. More importantly than that I don't see how I can record my brush strokes to make the thing actually animate.


This seems like such a basic thing that it's impossible to find information on?

>> No.685460

>>685451
You don't need to you can just try it out yourself why are you asking this

>> No.685497
File: 168 KB, 1169x634, meshwut.png [View same] [iqdb] [saucenao] [google]
685497

Unity question.
Is this normal? I've only coded 22 triangles and here it says 1.7k

>> No.685507

>>685497
Maybe you've got some invisible shit in your scene?

>> No.685515

>>685457
i've never done this before, but seen you post about it so you might be desperate enough to try my suggestion:

create the blood as a video texture / image sequence outside of blender and mix it in with an accompanying animated alpha?

and i don't use blender, but i googled a little and noticed you might hit this viewport 'bug':
https://developer.blender.org/T47920

>> No.685516

>>685515
>seen you post about it a couple of times*

>> No.685536

Posting this here since it's been ignored pretty much.
Here's the question
>>685456

Thanks in advance.

>> No.685592

>>685497
It looks like the Horizon adds triangles. Strange

>> No.685593

>>685592
probably listing the number of triangles that makes up the geometry for the skydome.

>> No.685628
File: 70 KB, 590x471, 1555450132867.jpg [View same] [iqdb] [saucenao] [google]
685628

>>684104
I hate "reaction pictures" with watermarks.

>> No.685641
File: 336 KB, 2732x682, bullshit.png [View same] [iqdb] [saucenao] [google]
685641

Does anyone here work with source and blender? I'm trying to make a viewmodel for source and left is how I rigged and animated it, right is how it looks when opening up the exported smd

>> No.685642

>>685641
Something I forgot to note is that I already made a viewmodel before using all of the same steps as this one and it worked fine. It did have the same problem however, and I did something to make it export correctly but I forgot what I did.

>> No.685648
File: 60 KB, 759x974, wire.jpg [View same] [iqdb] [saucenao] [google]
685648

is this model usable in a video game?

>> No.685651
File: 150 KB, 2379x993, 1 to 2.jpg [View same] [iqdb] [saucenao] [google]
685651

Any way to do something like this without creating a triangle in the middle?

>> No.685653

>>685651
Just divide the quads in right in three instead of two?

>> No.685655

>>685653
That's what I have in my original model, but it adds 2 loops close together that makes the area look flat when subdivided.

>> No.685656
File: 5 KB, 1021x562, shits to giggles.png [View same] [iqdb] [saucenao] [google]
685656

>>685651

>> No.685657

>>685656
Yeah that's what I figured. I wanted to avoid adding another loop on the strip, but I guess it really doesn't matter since it should look cleaner than what I had.

>>685653
>>685656
Thanks for the help guys.

>> No.685658

>>685651
>>685655
>>685656
why is this such a big deal? what problems can come out of it staying a triangle?

>> No.685659

>>685658
Mostly because it tends to make a mess when subdivided. If your model is not going to get subdivides it does not really matter for a shit.

>> No.685669

>>685648
Yeah, definitely. You could probably have tens of times more complexity than that and still run it in fairly old moddable games like New Vegas. Just be sure to triangulate during export.

>> No.685673

Where should I start if my main interest is making playstation style low poly models?
I currently know more or less nothing about modelling in general except that I've tried following through vehicle modelling tutorials with Blender a few times. Usually I get about half way through before something doesn't work right. Is it just a matter of perseverance and figuring things out, or have I rushed into things with the wrong idea and without reading/watching some necessary stuff?

>> No.685674
File: 194 KB, 1773x608, 1560216035859.jpg [View same] [iqdb] [saucenao] [google]
685674

is this wrong, first pic before smooth, 2nd pic after smooth

>> No.685678
File: 53 KB, 441x355, 1535648518044.jpg [View same] [iqdb] [saucenao] [google]
685678

>>685673
The models for those are really easy, textures are where the magic happens with ultra low poly. Practice painting in surface details, fake having an ejection port and grip knurling on a gun or handles on a car without using any geometry, just textures.
>>685674
You've got a seven sided pole that seems to be causing some problems, as well as a face that's triangulated for no reason. Dissolve the edge marked in yellow, add a new edge loop somewhere around the red line and attach the edge running along the armpit to there.

>> No.685689

When doing level design, when making static meshes to replace my BSPs how do I make sure my meshes are to scale with my BSPs (like my floors, walls, stairs etc.). I'm using UE4 and Blender.

>> No.685693

>>685678
oh neat, thanks

>> No.685716

>>685669
thanks for the response anon. Just;
>Just be sure to triangulate during export.
why is this important?
Anyways, appreciate it

>> No.685725

>>685674
neck is too thick, tits are too close together, and shoulders are way too broad. some areas of the topology are too dense, like the mid section of the chest and the outer rings of the tits

>> No.685744

>>685716
Models have to be triangulated to run in game engines, if you don't do it yourself, the engine will do its own triangulation that might cause problems, so its best to do it yourself to make sure everything works.

>> No.685753

Beginner trying out Blender and Maya 2015. A lot of people based on some google/forum searching say Maya is better than Blender for animation, but they never really explain how so. In what ways is it better in that aspect from your experience?

>> No.685755

>>684133
There should be time slider options in the bottom corner, adjust playback speed to either real time 24fps or half at 12fps.

>> No.685771

how do i make a hotkey to toggle between perspective/orthographic in 3ds max

>> No.685782

>>685771

It's P and U. Customize/Customize user interface all commands.

>> No.685783
File: 141 KB, 1920x1080, df779656298d81237056a5449aa122c4.jpg [View same] [iqdb] [saucenao] [google]
685783

I have recently been falling off on working, I don't know what to do or where to go from here, all I know is that I want to work, I wanna do/make something

Pic unrelated

>> No.685817

>>685753
That is always related to context...what do you want to archive? The more complex it gets the more Maya makes sense until it becomes a necessity, or better every other program becomes a liability in comparison.

>> No.685826

>>685753
20 hours of learning to make a half-decent animation with Maya. 80+ hours with Blender and you will still hitting your head in the wall because something does not work the way you want with blender animation.

>> No.685847

>>685782
thats to explicitly switch to ortho or perspective. i was asking for a single button to toggle between the modes but turns out you have to write a fucking script for it lmao

>> No.685859

>>684104
How do I make a SSS or sub-dermal map, in blender? I have surface painter as well, if it's better to use that.

>> No.685864

How the FUCK are you supposed to get straight lines that wrap around objects in Substance Painter?
Every time I try to add some clean panel lines they end up looking like a child did it because none of it is straight.
I've tried painting them, and I've tried using alpha brushes with a straight line, but nothing really works. Wish there was some kind of path tool you could draw that lets you specify exactly how you want a stroke to go.

>> No.685885

>>685859
Surface painter the arma mod?

>> No.685892

>>685864

Are you using lazy mouse.

>> No.685926

Real stupid question here, I'm a Blender noob: when importing a low-poly model from a different engine (e.g. Source engine or XNA) is there a relatively quick way to make it look better, especially on the curvy parts? Render smooth doesn't help much, do I have to manually subdivide?

>> No.685928

>>685926
Subdivision modifier.

>> No.685929

>>685926
did you even watch the donut tutorial you dunce

>> No.685937

>>685892
Yeah, but it's about as effective as painting and holding shift.
Maybe I'll try straightening out my UVs or something.

>> No.685938

>>685926
Stupid question, but you at least asked in the right place so you're okay in my book, Blendlet.

>> No.685948
File: 85 KB, 2000x496, sss map.jpg [View same] [iqdb] [saucenao] [google]
685948

>>685885
>>685859
this is what i'm talking about. it's to make skin light realistically.

>> No.685966
File: 3.95 MB, 1958x1586, Screen Shot 2019-06-14 at 12.12.41 AM.png [View same] [iqdb] [saucenao] [google]
685966

>>684104
The fuck is this software being used?

>> No.685978
File: 797 KB, 334x286, Multicut error.gif [View same] [iqdb] [saucenao] [google]
685978

When I use the multi-cut tool in maya, it's actually expanding my model. Does anyone have experience with this and know how to fix it?

>> No.685982

>>685978
so this is the power of maya

>> No.685993

>>685978
turn off edge flow in your tool settings.

>> No.685994

>>685978
And no, that's not a bug but a feature. It lets you cut into curved surfaces and it tries to support that curve.

>> No.686001

>>685982
Blendlet detected

>> No.686018

>>685966
That's the SimCity 3000 Unlimited auto terrain generation. Pretty good game.

>> No.686019
File: 144 KB, 300x300, killme.png [View same] [iqdb] [saucenao] [google]
686019

Anons how do i stop procrastinating and actually start learning how to model

>> No.686020

>>686019
https://www.youtube.com/watch?v=a-TohA6ZceU&list=PLxt9ZAGPLIpeB8TcHrpzxvEI4Ve3SfZBC&index=30

An arrimus tutorial a day keeps the frogs gay.

>> No.686022

>>686020
>https://www.youtube.com/watch?v=a-TohA6ZceU&list=PLxt9ZAGPLIpeB8TcHrpzxvEI4Ve3SfZBC&index=30

>2014

It's ancient though, anon

>> No.686023
File: 175 KB, 1004x561, SmartSelect_20190614-111900_Chrome.jpg [View same] [iqdb] [saucenao] [google]
686023

>> No.686028

>>686019
>>686022
>>686023
anime brainrot

>> No.686081

>>685993
>>685994
Edge flow was indeed what was causing it, thanks anon.

I haven't gone into what edge flow can do, so I'll use this as incentive to learn more about it.

It makes sense why it would be a function, but

>> No.686082

>>686081
*but i'm still not sure what I did to turn it on.

>> No.686085

>>685966
Unity with the progrids addon

*unzip dick*

now succ

>> No.686090

>>686081
>I haven't gone into what edge flow can do
Basically it's for helping preserve/interpolate curvature when adding edge loops in subdivided meshes. Saves lots of time.

>> No.686092

>>686085
I'm not the one who asked, but do you mind if I'm the one who succs?

>> No.686099

>>686022
Hmm that is true, you should look for some 3ds Max 2019 modeling tutorials instead.

>> No.686100

>>686099
Why? It's not as if anything had changed since then.

>> No.686103

>>686100
He was being sarcastic (I hope)

>> No.686141

What's a good way to model clothing like overalls for video game models and avoid clipping in animation?

>> No.686143

>>686141
Marvelous designer

>> No.686145

>>684104
I want to make texture mods for games. The current game im focused on is tekken 7 which uses dds textures. Is there any useful resources around on where to learn photoshop specifically for texture editing meshes ?

>> No.686181

>>686143

I meant modeling overalls onto a lower poly (video game ~2000 - 10000 triangles) model. How do you avoid clipping with something like that when it comes time to rig it and animate it. Do you sew the overalls directly onto the undershirt? or is it floating? how do you deal with floating geometry in general when doing a rig?

>> No.686200

>>686181
https://www.youtube.com/watch?v=wu8zk0cXZm0

>> No.686211

>>686181
To avoid clipping you make sure you have no geometry underneath it. If a character is wearing for example pants you skin those to your character then make a duplicate of the naked skin and delete the legs.

If you're doing offline stuff where you use the geometry of a body to drive the deformation of simulated cloth you do the same thing and have an invisible duplicate of your character geometry drive the clothes.

>> No.686218
File: 848 KB, 2540x1382, 123-1.jpg [View same] [iqdb] [saucenao] [google]
686218

How do I tell Blender to only unwrap one of these objects and to duplicate the uv's on the texture image for them?? Is there an easy way to do this?

Is there an easier way for this in Maya?

>> No.686219

>>686211
What about in the case of overalls? The straps that go around the shoulder and to the back. Should those be attached to the body?

>> No.686224
File: 110 KB, 418x640, 1559254100082.jpg [View same] [iqdb] [saucenao] [google]
686224

What pc build would let me raytrace at 60fps?

>> No.686230

>>686218
No i don't think there is one in Blender. Maybe a plugin?
In Maya you can easily stack shells on top of each others.

>> No.686236

In Blender 2.8

Why don't the properties on the right panel in transform don't corelate with what I do on the 3d scene?
I change the scale directly on object but the scale on the right panel doesn't change
what's the point? How do I achieve exact values?

>> No.686238

>>686236
"scale" is multiplier, it shouldn't change unless you are stretching stuff intentionally. "dimensions" are the actual measurements.
In object mode, you can apply the scale with ctrl+a if the scale if anything else than 1.

>> No.686239
File: 78 KB, 1433x705, fawrfawfawfaw.png [View same] [iqdb] [saucenao] [google]
686239

why the fuck does this happen
I need this cuboid witha triangle shape cut out

but it makes the cuboid hollow inside
I have done this with a circle and a rectangle hole and it worked fine

>> No.686241

>>686239
ok I used the Sculpt plugin's Difference function and it worked fine
weird

>> No.686305

>>686218
since it's the same, just texture one part of that and use the array modifier

>> No.686307

>>686218
Just model 1/4th of it and mirror on the x and y.
You'll only have to unwrap one section, and all the UVs will share the same coordinates.
All you gotta do with yours is split it down the middle in x and y and mirror it.

>> No.686308

>>686224
That's an ambiguous as fuck question.
You could play raytraced at 60fps at a tiny as fuck resolution.
In any case it's not a question for this board.

>> No.686312

>>686308
I meant in vray

>> No.686316

>>686218
If you need stacking, you have to do it manually. Other modeling software have functions to automate the process, be it by detecting identical islands, or by following manual groupings.

>> No.686389

How the fug do you create something like a material instance or Blender node group in maya?

>> No.686397

>>686389
I want to apply a single material to a bunch of objects but have the ability to change a few of the assigned input maps. Anything I google seems ridiculously complex to accomplish this simple task Blender can do.

>> No.686406

Is this board only for 3D modeling for 3D animation or any 3D modeling?
I would like to make a tabletop game mat/playing area that can be pieces together for easier transport and to be able to print out something bigger than the printing bed. Is there a particular design I can implement to assemble them like legos or IKEA to avoid just making squares I'd place together and hope don't shift too much during play?

>> No.686407

>>686397
material/shader override

>> No.686442
File: 477 KB, 1936x1120, 452425.jpg [View same] [iqdb] [saucenao] [google]
686442

why does the texture not look like this, help

>> No.686443

>>686442
Increase texture resolution in subs painter.

The different sizes on face / body are to do with texel density which is determined by how the uvs are laid out.

>> No.686447
File: 309 KB, 1280x720, stradasss.jpg [View same] [iqdb] [saucenao] [google]
686447

i'm doing a project for uni and i have to talk about cgi and also add some history of animation. can you recommend me some books for that? free pdfs are appreciated bc i'm broke

>> No.686453

HOW DO i MAKE A PRETTY WONAM

>> No.686485

>>686407
This is very clunky and I don't think it will actually do the job without some changes. It's insane Maya doesn't have a way to create your own reusable packaged node like Blender.

>> No.686489

Why cant I use my own alphas into substance painter 2019. It wont let me use it when it would work in substance painter 2 no problem did they change something. They all seem to be designer files now and I dont use that.

>> No.686502

>>686489
In what way do they not work?

>> No.686503

>>686485
if you're using arnold maybe try a combination of arnold userdata + switch.

>> No.686510
File: 395 KB, 1358x472, helpme.png [View same] [iqdb] [saucenao] [google]
686510

why am I getting this weird shadow at some angles? I tried flipping normals but it doesn't change it.

>> No.686512

>>686502

I import an alpha and select brush. You know the way you drag the alpha you want to replace the default soft round it wont let me do that at all.

>> No.686516

>>686510
You need more geo

>> No.686538

>>686406
>/tg/

>> No.686553

>>686538
Where on /tg/ is the 3d modeling or 3d printer thread?
If you're incapable of helping just say so or don't bother.

>> No.686563

>>686553
>/tg/

>> No.686569
File: 305 KB, 1920x1080, piece.png [View same] [iqdb] [saucenao] [google]
686569

>>686406
It is a flat mat? Easier and cheaper to just laser cut the pieces from plastic than to 3d print it.

Anyway, just make something like this I guess?

>> No.686575

>>686406
>>>/diy/

>> No.686582

>>684104
https://www.youtube.com/watch?v=kfQa_qd8b7U&feature=youtu.be

any idea how i can achieve this hair flow effect on maya?

timestamp 11:31

>> No.686586

Howtomakecubeinblendr?

>> No.686760

Does anyone have cracked Octane 4 for Cinema 4D?

>> No.686797
File: 2.56 MB, 2010x1410, Female1_all_rotations.png [View same] [iqdb] [saucenao] [google]
686797

Lads is there any (preferably free) photogrammetry software that could generate a model from these images? I've tried running them through Meshroom, and it fails. I even tried removing the white background and rendering her against an HDRI, by moving the camera about a circle 30 degrees at time, so that each image would line-up with the camera. The difference in perspective, however, was too extreme and Meshroom failed with those images as well. Alternatively, if someone knows where I can find other 360s of a model against a background that would in meshroom, that would be just as good.

>> No.686818

>>685753
I'd say use Maya for now, just to learn the basics of 3D animation. If you hit any problems, there are plenty of resources and forums that can help.
If you feel like switching to Blender, I'd say wait for a bit until there are more resources for animation in it.

>> No.686827

How well would IRL camera shots transfer to Maya cameras, specifically I want to try to do a dolly zoom (zoom camera focus in while pulling camera away at same speed) think like inception or horror movie shots where the hallways look like they stretch out etc. Would it be better to mess with camera settings in Maya for this or try to deform the actual objects in the scene?

>> No.686836

>>684104
Im a newfag, what software do i need for animation and game development?
Maya, zbrush, cinema4d, 3dsmax, Adobe?
Also...how can i insert a realistic city in cities skylines?

>> No.686838

>>686827
That effect is accomplished by shortening the focal length of the camera. No need to deform geometry.

>> No.686839

>>686797
Is photogrammetry even advanced enough to do that? I can't imagine getting anything but an atrocity of a character mesh by scanning images.

>> No.686842

>>686836
Maya for animation. Look for that auto-generating city plugin in 3ds Max, forgot the name of it.

>> No.686843

>>686839
I remember some youtube guys doing this way back. In 2012 it sort of works, with a lot of work needed in zBrush: https://youtu.be/yXEYlRvULWg?t=96

Unless you're a crazy fucker like Kojima, in which case you blow your months operating budget on 30 dslr's and put em in a ring around the model: https://youtu.be/DbPxvBbZAhs?t=28

>> No.686859
File: 60 KB, 700x658, 1560183840598.jpg [View same] [iqdb] [saucenao] [google]
686859

>>686842
>Look for that auto-generating city plugin in 3ds Max, forgot the name of it.
Houdini Engine?

>> No.686863

>>686843

>crazy fucker like Kojima

And she still looked like melted shit. At least in death stranding they have gone in and done a support sculpt pass.

>> No.686866
File: 86 KB, 1280x720, maxresdefaultsss.jpg [View same] [iqdb] [saucenao] [google]
686866

how can i achieve that lowpoly ps1 shit style textures and look? blender 2.8 here and i barely know a texturing subject for now. but that's something what i want to do. any tutorials on this?

>> No.686867

>>686866
learn to paint

>> No.686868

>>686867
i've been drawing for a year or so, think i could do things like that but how exactly am i supposed to do that? what techniques should i use

>> No.686875

>>686866

Get the textures and study them. Obviously low res and limited to 16 colors. I still have no idea why people want to emulate what were clearly hardware limitations.

>> No.686876
File: 15 KB, 192x175, 941.png [View same] [iqdb] [saucenao] [google]
686876

>>686875

Actually I found it. So the texture was vastly higher quality than the ps1 was capable of displaying. Again it just seems to be a hardware limitation.

>> No.686884

>>686875
it feels very nostalgic and awesome to me. so i can just make it in blender without any substance painter or something? as i think i should set very low resolution for them and paint normaly or should set some square pencils to make this look more pixelated?

>> No.686885
File: 136 KB, 512x512, heather.jpg [View same] [iqdb] [saucenao] [google]
686885

>>686884

Author the texture as normal. Substance painter doesn't really do pixel art. 3d Coat or even bodypaint might be better. When done resize it down to 256 or 128. In photoshop go to image/mode indexed color. Set it to something like just 40 colors and apply a dither with a pattern or noise to get the pixel look.

>> No.686895

>>686842
thanks anon

>> No.686906

>>686839
>I can't imagine getting anything but an atrocity of a character mesh by scanning images.
Not looking for something that would look 10/10. Just need something that will look fine at a distance.

>> No.686917

>>686876
>So the texture was vastly higher quality than the ps1 was capable of displaying.

The PS1 is perfectly capable of displaying that texture. What you mean is your 90's TV blurred it into dogshit.

>> No.686923
File: 665 KB, 1024x1024, 1558310407496.png [View same] [iqdb] [saucenao] [google]
686923

What should I specialize in to help me get a foot in the door?
Vfx?
What is the most know shortage of " " specialists?

>> No.686949

>>686906
Get Agisoft photoscan or Reality Capture.

>> No.686953

>>686917

What about emulation. It still looks like pixelated shit.

>> No.686970
File: 527 KB, 751x546, Screen shot 2012-08-02 at 12.12.08 PM.jpg [View same] [iqdb] [saucenao] [google]
686970

Hi, this is more theoretical than anything, but realistically... Is there anything out there, or will be soon, that is more efficient for humanoid locomotion, than electric joint motors, and hydraulics/pneumatics for large-scale machines? I'm designing a robotic structure, and I've gotten stuck in a habit of drafting out with hydraulic drivers for "elbows" and "knees", and regular electric motors for fine-detail joints like "knuckles." Thx in adv.

>> No.686977

>>686923
>What is the most know shortage of " " specialists?
painters.

>> No.686979

>>686970
Why are you faggots constantly obsessed with humanoid robots?

Unless your goal is to fuck it, it is far more efficient and easy to build a machine that is not humanoid in shape.

Boston Dynamics is fucking around with one humanoid robot trying to pick up a cardboard box meanwhile the courier industry is using 100 super roombas in a warehouse to shift parcels around.

>> No.687005

>>686979
Read again. I want something beyond humanoid. And its not just the shape, but the movement functions.

>> No.687011
File: 771 KB, 426x566, 9a14f4336e14f423b485b491d65b60d5 (1).webm [View same] [iqdb] [saucenao] [google]
687011

How does one do this, Could any one help me replicate this.

Through trickery I did it, but it feels like it should be doable via bones constraints.

>> No.687022

>>686979
You need good humanoid robot tech so you can make humanoid bodies for cyborgs.

>> No.687023

>>687011
What is this rig used for?

>> No.687033

>>687023
I'm going to guess it's for a penis.

>> No.687075

>>687023
there is a machine I'm doing that has tubes and its very difficult to manually just animate all 15 of them manually, having 1 bone control 1 tubes Pumping and diameter would be a life savior.

>> No.687077

Say I wanna give my friend an exported UV map so that he can make a texture

would it be reasonable to somehow mark what is what? For example to simply add text inbetween the islands in paint

>> No.687079

>>687077
Just send him the 3D model, faggot.

>> No.687082

>>687077
bake an id map out.

>> No.687089

What is the correct method of working with someone on a project in Unity?

just use git with that pre-made .gitignore and we're fine?

>> No.687090

>>684104
Before I get into it, and leaving out Maya, what is it like to Animate in Lightwave 3D? I know everyone hypes on Maya, but Lightwave or 3Ds Max can't be that bad.

>> No.687128

>>687090
Rigging is a lot more complex in 3ds max, animating is pretty easy though.

>> No.687145
File: 223 KB, 960x540, helmet-render.png [View same] [iqdb] [saucenao] [google]
687145

I made this and I just wanted to know if my creation process was smart or retarded
>create sphere
>cut in a 1/4th
>boolean difference it off with a cube at the edge
>mirror and stitch
>add nasal part

>> No.687147
File: 269 KB, 1921x815, thingy.jpg [View same] [iqdb] [saucenao] [google]
687147

>>687145
I personally, prefer to make a cube, turbosmooth it a couple of times, cut it, and blah blah.
I think it makes better topology.

>> No.687148
File: 68 KB, 430x601, e117_b.jpg [View same] [iqdb] [saucenao] [google]
687148

>>687147
hmm ok,
how would you add this middle edge here?

>> No.687152
File: 357 KB, 935x439, weird_helmet.png [View same] [iqdb] [saucenao] [google]
687152

>>687145

...sure but why not:

Subdivide cube
Scale along Z (to make it oblong)
Delete faces except for the nose guard.
Shape nose guard
Solidify

Then again if that's the way it works best for you do it.

>> No.687155
File: 485 KB, 1916x884, thingy.jpg [View same] [iqdb] [saucenao] [google]
687155

>>687148
scale the nose line outwards a little, move it a little more, crease it, turbosmooth it again.

>> No.687217
File: 356 KB, 967x808, 1561140648481.jpg [View same] [iqdb] [saucenao] [google]
687217

Would a brainlet like me, who never set foot in this board or even laid eyes on a 3D printer, be able to get some chink 3D printer and print small intricate stuff?

>> No.687221

>>685641
>That gun
You aint slick BT
But, make sure to check your export settings again, experiment by checking more boxes

>> No.687222

>>686797
I know Auto desk had a free server based photogrammetry tool
Worked well on a garden gnome I did

>> No.687235

>>687222
autodesk? free? haha what are you smoking

>> No.687239

>>687235
HAHAHAHA FUNNY MEME BRO 10/10

>> No.687269
File: 29 KB, 600x373, ascension.jpg [View same] [iqdb] [saucenao] [google]
687269

So I was taught 3d in cinema4d. I tried to download the educational license from my old college. The problem is, the license is expired. The license for cinema4d for use is over a hundred dollars. I tried to learn Blender, but I couldn't make heads or tails of it. Is there any options for me on what I should do? I can't seem to figure something out.

>> No.687273

>>687269
Pirate C4d.

>> No.687275

>>687273
How so? Any links?

>> No.687288

What's an easy but powerful software if I want to download a premade human body and paint a skin-tight clothing design onto it (i.e. just outline, no volume)?

>> No.687294

>>687275
cgpeers

>> No.687297

https://forum.paradoxplaza.com/forum/index.php?threads/hbs-dev-diary-12-mechs-and-the-city.1193820/

How's this according to /3/?

>> No.687358
File: 84 KB, 1351x934, 2019-06-26 00_08_27-Window.png [View same] [iqdb] [saucenao] [google]
687358

Is there a term for this, when a face looks "twisted"?. Is it bad practice? if it is, how do I prevent this and if it isn't, will it look good if it were made irl?

>> No.687361

>>687288
Substance painter.

>> No.687362

>>687358
It's a plane, how can it be twisted?

>> No.687368
File: 29 KB, 571x606, plane.jpg [View same] [iqdb] [saucenao] [google]
687368

>>687362
Planes are broken up into 2 triangles, so it's pretty easy to get them bent out of shape by not keeping them as planar as possible. It mainly just tends to look ugly and make shading errors.

>>687358
Best advice is to keep the face as flat as possible. If you can't do that, adding more geometry will help. You can only do so much with 4 points.

>> No.687373

>>687361
Is that it? https://www.substance3d.com/

What about this one? https://www.foundry.com/products/mari

>> No.687375

>>687373
yes thats it.
Mari is excellent too, you can even download a non-commercial version for free.

>> No.687376

>>687375
Thanks for the pointers, I'll look into them both

>> No.687380

>>687358
non-planar faces/polygons.
it can potentially cause issues especially when moving geo between programs and renderers.

the face is triangulated prior to render and the non-planarity can result in different results per-program depending on the triangulation algorithm used.

don't know how it'll end up looking when printed. as other anon said, add more geo / manually triangulate the problem area if you're allowed non-quad geo.

>> No.687395
File: 729 KB, 3200x1792, cessna-172.jpg [View same] [iqdb] [saucenao] [google]
687395

/3/, I'm thinking about getting a pilot license, and it's made me think about some of the cool /3/ possibilities. I wonder what kind of cool photogrammetry results you could get with high-altitude photography. Do you suppose the results would be good enough to sell and offset the cost of flying slightly? I imagine the Unreal and Unity people probably would like realistic terrain. Drones might be better for detail, but you could HUGE terrain scans with a plane. What do you think?

>> No.687398

Do tools really matter?

>> No.687400

>>687398
yes they do, but not as much as hard work, problem solving skills and creativity.
The difference between a good and a bad tool is mostly time and effort. You can offset a bad tool with time and effort, but another artist who is as good as you with better tools is always faster or gets a better result in the same time.

>> No.687402
File: 75 KB, 1000x1000, cintiq.jpg [View same] [iqdb] [saucenao] [google]
687402

How do you get Substance Painter to play nicely with a second monitor? Specifically a Cintiq.
I'd like to be able to just have the main view live on the Cintiq, but I don't know how. I could put the whole window on it, but it's not really a big enough screen for that (since I'm not shelling out $2k for a huge screen), so actually working on it is like working on a tiny as fuck laptop. Any help? You'd think for being a piece of pro software for the industry it'd accommodate shit like this. Photoshop does just fine.

>> No.687410

>>687402

Cant you drag and dock the shelf on the other monitor.

>> No.687432

Been using Blender 2.79 off and on for a while now, and I've got a feel for the interface now, but it is still very clunky to navigate. How much do I need to relearn for 2.8 and how soon should I switch over?

>> No.687434

bros if im making a character that will be animated is it necessary for the hairs vertices/edges to be welded to the scalp
im seeing every single poly hair tutorial having the hair just float in mid air i feel if ill be working with physics i might have some issues

>> No.687435

>>687432
2.8 is slated to release July, you might want to start now, I've been using it for months already. It only took me about 15 minutes to get the essentials, the rest of the hotkeys can be learned gradually as you go along.

>> No.687438

>>687434
all the hair vertices have to be target welded to the scalp then the physics simulation works otherwise the movement isn't normalized and you get cluster issues in things like gravity and frizz so i guess the tutos are errounous in that regard check out my blogspot for more info lestutochevaux,blogspot,co,uk

>> No.687449

>>684104
I'm looking for character animators using Cinema4D. Tutorials, Courses or Raw footage
Ditto for Rigging

>> No.687460

>>687449
C4d is shit for CA and Rigging is broken. Use a better program.

>> No.687490
File: 41 KB, 641x530, 1545596346015.jpg [View same] [iqdb] [saucenao] [google]
687490

>>687438

>> No.687499

This thread is pretty much dead already but here goes. I'm only interested in animation what software should I be using? I'm doing donuts but don't wanna find out later I should've been with Maya.

>> No.687500

>>687499
Animation = Maya
Modelling = Max, Modo
VFX = Houdini
Motion Graphics = C4D
Donuts = Blender

>> No.687501

>>687500
Will donut skills transfer to Maya? I assume there isn't a widely popular Maya tutorial series is there

>> No.687506

>>687501
principles transfer, UI specific stuff does not
https://www.youtube.com/watch?v=ZZOd1ZaAxPs

>> No.687517

In Houdini, How do I attach a non deforming object to a vellum rope? Only way I got it to work was transforming this object into vellum cloth, but that leads to it acting like weightless rubber, when it's supposed to be a heavy metal object.

>> No.687536
File: 901 KB, 2559x1330, Untitled-1.png [View same] [iqdb] [saucenao] [google]
687536

c4d / dynamics question here -- working on a sim for work, have multiple attractors being used to burst 3 cloth objects. sim playback is fine in viewport, i can let the sim play out as many frames as I need and its doing what it needs to do. The problem is the scene refuses to cache farther than 12%. It tells me that its going to use "x" space on drive, and then stops at exactly the same frame each time. I've tried everything obvious I can think of. cache progress always stops on the same frame. If anyone would like the scene file i can provide it. any help is appreciated this one has me stumped.

>> No.687537
File: 57 KB, 1791x418, 12345.png [View same] [iqdb] [saucenao] [google]
687537

How do I prevent outlines made with soldify modifier from appearing one above another? I want the object to merge into one shape like on the left.

>> No.687548

>>687537
I don't know if you can do that by using that method. If you can use it, you should be able to do it with freestyle strokes.

>> No.687570

Is it worth learning blender and than moving on to Maya or should I just start with Maya?

>> No.687571

>>687537
Looks like you want to use metaballs to get the effect you’re going for hassle-free.

>> No.687576

>>687570
Learn both, then stick with the one that helps you better in achieving your vision.

>> No.687655
File: 518 KB, 747x560, christ.png [View same] [iqdb] [saucenao] [google]
687655

How the hell do you make proper shoulder deformations?

>> No.687659

>>687655
Corrective blendshapes/shapekeys, model in A-pose instead of T-pose.

>> No.687661

>>687570
depends what you want to do
for poly-modeling it could be anything
Maya would be better for rigging/animation and rendering
for sculpting skip those entirely and go with Zbrush
it's all a matter of using the right tool for the job you wanna tackle

>> No.687704

>>687655
rotate the shoulder
shoulder bone should be longer too, more along the anatomical position of the clavicle

>> No.687762

Any good resources (videos preferably) for doing character modelling? Specifically females?
I've been doing hard-surface and landscape stuff for years so I'm no beginner, but I've always shied away from any type of organic modelling. I've tried it a few times, but it's never been too good. I'd rather not sculpt if I didn't have to. I'll learn sculpting by itself another time.
I'm using Blender right now, but techniques are pretty flexible in terms of programs I'd think, since it's mostly theory anyway.

>> No.687764
File: 3.90 MB, 1479x920, ZBrush Document.png [View same] [iqdb] [saucenao] [google]
687764

does anyone have any experience exporting from MD to zbrush? The seams always look like shit when exported so i'm looking for resources on how to export and clean up properly

>> No.687785
File: 257 KB, 736x3899, 29dbcb9008706194bdb04472a01548bc.jpg [View same] [iqdb] [saucenao] [google]
687785

>>687764

>> No.687794

>>687762
>since it's mostly theory anyway

Excuse me?

>> No.687795

Is receiving a license for Maya Autodesk automated? I made my name Arthas Manethil now I'm worried I won't get one.

>> No.687807

why are there so many cute girls on artstation?

>> No.687812

>>684104
So...after reading your threads formonths i decided to start with this stuff but i dont want to use auto (because i have to pay or because they will destroy me if they find out that im using a pirated version)
What do i have to use to replace:
1. Maya: mandelbulb or sculptris? (no blender) for "rigging texturing sculpting animating"
2. Substance: Mari?
3. max: ? "modelling and rendering"
Also are they going to find out if i use pirated software and then i pour the results into an approved software?
plz help

>> No.687814
File: 82 KB, 1450x1450, BB0347EB-9ABD-4A60-A67C-407AEBB466D8.png [View same] [iqdb] [saucenao] [google]
687814

How do you model environments?
I have an alright character workflow with zbrush and 3DMax, but I have no clue how to model something huge like a whole level

>> No.687817

>>687812
use Blender for everything

>> No.687824

>>687817
>"use" Blender for everything
FTFY.

>> No.687830

>>687785
glad I asked this is exactly what I was looking for thanls!

>> No.687845

>>687817
Damn i guess that i will deplete my hdd and follow the blendpath...y-yikes

>> No.687867

>>687794
Geometry and how you'd model a figure is program agnostic, as far as the end result is concerned. Theory might not have been the right word. Just replace it with conceptual instead.
A proper character with decent geometry will have pretty much the same wireframe whether it was made in Max, Maya or even Blender.
Obviously there's different ways to make a character though, and I'm not implying that every character has the same topology.

>> No.687871
File: 8 KB, 303x303, Capture.png [View same] [iqdb] [saucenao] [google]
687871

Is there any way to remove seams when UV unwapping in 3DS Max? I thought of a better way to handle a part of my model, but I seriously can't find any way to get rid of seams you've already placed without just restarting the whole thing.
I've googled around and all of the answers I've found work on some seams but not others.
It also made the map wig out a little bit.

>> No.687891

>>687812
Obj and fbx file extensions don't have flags that you pirated shit.

>> No.687912

>>687871

Stitch to target. Straighten selection when done.

>> No.687919

>>687871
Read the manual entry on the uwv unwrap tool anon, it's all there.

>> No.687920
File: 2.44 MB, 4032x2268, 20190701_145337.jpg [View same] [iqdb] [saucenao] [google]
687920

I wonder if anyone still has a copy of the Fuel3D Studio software to operate their Scanify hardware? Picture related.

>> No.687922
File: 713 KB, 1728x1505, 7ef950866219f591f0a8ddd4aa8c25ea.png [View same] [iqdb] [saucenao] [google]
687922

I'm following a tutorial on how to make game ready hair using xgen in Maya but i'm a complete Maya noob coming from 3Ds Max. The interface is taking some adjusting to and I can't figure out why i can't see the move gizmo when i have these bezier curves selected. I have them locked to the vertical plane using the v key and I want to slide them up the plane to go give the guides some depth but I can't seem to figure it out. Seems like such a basic problem.

>> No.687923

>>687922
I figured it out, I have to have the edit curve tool menu open.

>> No.687925

>>684104
Does anyone know how to get a video reference plane to play as you scrub through the timeline?

>> No.687952

>>687814
what part of environments do you not understand could you be more specific?

>> No.687965
File: 751 KB, 3331x1602, a1ea5d921ea2c7fae2ca63df49996a3a.png [View same] [iqdb] [saucenao] [google]
687965

Ok I feel like a dumbass. Why can't I select the dark brown xgen guides?

>> No.687966

>>687952
I guess everything. I mean for a character I start with a sphere in Zbrush, sculpt, add detail, retopo, texture, etc.
How do you even start with making a whole level for game?
Do you just make various small meshes and decals and just throw it all together in a game engine?

>> No.687967

>>687966
I have no idea about games but you can look into building generic environments and just make things lower poly once in the game engine and go ham on normal maps

>> No.687968
File: 782 KB, 2288x2404, P6291084.jpg [View same] [iqdb] [saucenao] [google]
687968

How can I 3D model this in blender? I tried using the simple deform feature on a torus but I cant get it to my specs.

>> No.687975

>>687812
get free learning/student licences mate

>> No.687982

>>687968
Some combination of taking a torus and using proportional editing, shrink/fatten, and rotating. This is really simple.

>> No.688010

>>687922
Ayy lmao hope you enjoy your 8x speed video.

Watching all those details zoom by really helps with the learning.

>> No.688358

Any you tr/3/pots happen to know a link to a repository of cubemaps?

Keep using the same few I have on hand for all my testing purposes and would like to expand the collection.