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/3/ - 3DCG


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695010 No.695010 [Reply] [Original]

I'm opening this thread again so you don't keep opening new threads just to ask a random question.

I also wanted to talk about something - do you guys respond to every job offer email you get or do you ignore them? I've got a few I wasn't interested in that I just ended up not responding to at all, but I don't know if it's a good idea to keep doing that.

What if proposals are some BS like "ayy, I'd like to work with you" with no description whatsoever, or invites to work on something "for free" (even if part time) until they get some funding? What should I do about those?

>> No.695079

What breakthroughs or new developments should we keep an eye on?
Is lighting the thing that makes or breaks a good render?

>> No.695091
File: 19 KB, 702x332, USD.png [View same] [iqdb] [saucenao] [google]
695091

>>695079
It doesn't apply to 99% of this board, but Pixar USD for medium/large pipelines. SideFX is jumping on it as a de-facto part of the Houdini workflow, Maya will also have some kind of standard USD integration as well.

>> No.695092

>>695079
>Is lighting the thing that makes or breaks a good render?
yes, shading/lighting/compositing

>> No.695129

>>695091
>USD

that name is going to be the source of a lot of confusion

>> No.695131

Dumb question about tablets but Ive never used one so its worth asking before I drop a ton of dosh. Do those expensive screen drawing tablets have their own OS/software installs? I don't want to deal with installing some retarded mobile version of Zbrush and have to import/export stuff to my desktop, I just want the tablet to be like a second/third monitor. Do all screen tablets work as extra monitors or are they meant to be their own mobile devices?

>> No.695138

>>695131
Unless you specifically go out and buy a tablet PC, then no. They're just external monitors that you can draw on. Plug and play.

Now there are tablets that you can carry around with you and function as their own little tablet PC's, but it'd be pretty obvious which ones those are. They'll have terms like "mobile" and shit like that. Not to mention they're much more expensive.
Of course there's also shit like the Surface Tablet and IPads, but I don't know about their drawing support or how decent it is.

>> No.695148

I'm struggling with 3d. This shit doesn't work for me. I know a bit of everything. I learn Maya, max, brush and a few more programs. I didn't get good at any of them. I got 2 models that I kind of proud of but they got no use at all.
I want to do a little project - create a game ready medieval scene and put it %%in my ass%% in unity or some bullshit like that.
But I just can't do it. I keep forgetting everything I learned and even if I'm not, then I'm getting stuck in UV/baking/Texturing. Something always doesn't go with my plan. I'm getting frustrating and quilting for a week or two. After that I start learning the same stuff over and over again. It's got to the point where I can't FINISH any model.
There is any tutorial or something that can help me do basic game ready model from start to finish, so I can import it somewhere?

>> No.695150

>>695148
Find a game with an active modding community, or better yet with tutorials (community or official) for making content. Seeing something you've worked on have a practical application can be very motivating. Start small though, big projects go bust 99% of the time.

>> No.695151

>>695150
I just can't finish anything. I was following a fire hydrant tutorial on YouTube and did everything. I made high poly model, redtop, UV and start baking. In tutorial bake went ok, but mine was like a piece of shit and I couldn't figure out what's wrong with that. I copy settings completely, I was trying to play with them, does cage a million times. I was trying again and again to the point when I was ready to throw my machine out of the window.
I was trying to start over, but still something wrong with me. I can't model sword. (I mean, I can. But I can't take the model to the point where I can upload it in sketchfab).
Now I just don't understand what is the point of baking if texture doing all the work.

>> No.695152

>>695151
>redtop
retop*

>> No.695214

Are there any screencasts/timelapses of professional asset production? Including all steps (sculpt, retopo, painting, rigging, etc). Not a tutorial, just someone leaving a screen recorder on while they work.
Something like this: https://www.youtube.com/watch?v=kfebPwr0gx4
But for a feature film or AAA game, using industry standard tools rather than Blender.

>> No.695215

>>695010
Try at least read/ask what the offer is about maybe there's something that can be of your interest, i don't respond to all of the offers i get but sometimes they even offer something different from the original proposal based on your profile.

Don't work for free. You'll end up with below decent portfolio pieces and your time wasted.

>> No.695216

>>695138
I've seen pretty based stuff made on an iPad Pro i guess it's indeed decent.

>> No.695268

Maya learner coming from Blender here. A few things that are annoying me to begin with:
1. There are several different proportional edit/"soft select" methods, but none of them seem to allow me to change the falloff radius while transforming. In Blender I can do this with the mousewheel while in the middle of moving/scaling... in Maya it seems I have to move a slider, try it, undo if I don't like it, rinse and repeat.
2. In Blender, selecting a face and then switching to vertex mode will keep the selection (the vertices belonging to that face are selected). Maya has separate commands for this, but those commands don't switch to the corresponding mode if I don't have anything selected, so I need separate hotkeys.
3. In general, I'm amazed at the lack of a modifier stack. It feels almost impossible to edit something repetitive in a non-destructive way. History nodes don't seem to be anywhere near as useful.

Anything I'm missing? Is this just how it is? Do pros have widely-used scripts/addons to work around this kind of thing?

>> No.695334
File: 4 KB, 165x115, thXYITWFIW.jpg [View same] [iqdb] [saucenao] [google]
695334

Just a general rant:
HOLY SHIT, why is FreeCAD so braindead!?! Whoever said that FreeCAD is better than paid programs like actual AutoDesk or Solidworks must have been either super salty with those programs or found some really niche shit that it can do that the others can't. For crying out loud, I can't even make closed geometry on a fucking face. Every time I try to extrude a sketch that was made on a face (which is a pain in the ass in and of itself), you cannot select the closed shape, just the lines of the shape. Then, when you extrude, it literally takes the lines and just the lines, if it even works at all instead of just sinking back into the shape ("reverse direction" doesn't do jack shit). And that little tick box that says "Make solid"? That's a lie. It does nothing.
Oh, but it's got tools. FUCKTONS OF TOOLS! SPLIT BETWEEN 25 DIFFERENT BENCHES! And 8 ways to do the same navigation. Like right-clicking to get a general list of things you can do once you select a part/face (like "Create Sketch")? Well, fuck you! That's how you get the stupid generic shit, like standard views and switching navigation styles. Ignore the view cube in the top left that you can (in a very limited manner) use to change views. And forget about the little button in the corner that lets you choose the navigation style. It's always there in the right-click, where you DON'T NEED IT.
To anyone who can use this program even halfways effectively, I salute you. To anyone who has spent time on any other drafting/modeling program, don't waste your time with this. The UI is shit and makes Sketchup look like a work of art program.

>> No.695732

can someone explain to me exporting with fbx the morphs on a model so that you still have the sliders in houdini and maya? how the fuck do you route those in as attributes? i have a bunch of spikes on a platform that can be angled with morphs, but should they be broken up and just used as a bone deformation system instead?

>> No.695866

2 questions:

1) how do you make gore of someone having their limbs tear apart/bones snapping through? is that simulated or blend keyed?
2) how do you rig a tentacle in IK so that it gets in proper positioning instead of just losing its shit when you move the tip inwards? is this spring ik?

>> No.695956

I feel bad because drawing becomes much easier once I learned /3/ and sculpting. I feel like I have infinite sources of references that I can create on my own now with only very small costs and labor investment

>> No.696036
File: 168 KB, 2182x920, d64d99c06794f43380f30192d0d0a742.png [View same] [iqdb] [saucenao] [google]
696036

How do i select more than one vert point on multiple splines. I want to soft select chunks of these splines to tweak them but i can't figure out how to make it possible to select more than one spline's verts at a time in maya.

>> No.696130

Has anyone participated in a game jam before? Would you recommend it as a way to gain experience in solidifying your workflow?

>> No.696135

>>696130
Yes absolutely. I'd recommend getting together with a few other newbies and a couple of people with experience to lead the team knowing that you aren't going to produce something brilliant. Just get the feel for working as a team and developing a project from start to finish. Since game jams are so short You'll only be producing something very basic graphics wise but something playable. Its super rewarding and you'll learn a lot. Will it be a global game jam or local you're thinking of competing in?

>> No.696136

Anyone might know why alphas created from 3d meshes in Zbrush are pixellated around the edges? I've tried increasing the size of the document and the size of the alpha within the creation window but the edges of it are still choppy and rough. This is with 5-6 levels of subdivision.

I was thinking I could somehow use some blur in another program but I don't have photoshop; when using Krita or Gimp to try and do it they either stop loading in Zbrush or come out with weird artifacts (kind of like the alpha is made from steps or islands stacked on top of one another)

>> No.696137

>>696136
what is the size of the alphas you are using?
Also a picture might help

>> No.696138
File: 67 KB, 811x535, chop.png [View same] [iqdb] [saucenao] [google]
696138

>>696137
I'm creating the alphas from a mesh, within Zbrush. The map size is 2040, and the document size in Zbrush is 2040 by 2040 too.

Despite that, the edges come out heavily pixellated, which you can see in the image

>> No.696145
File: 722 KB, 1021x681, 1384554480682.png [View same] [iqdb] [saucenao] [google]
696145

I couldn't find Questions general so I am asking here instead.
I want to make low poly modular buildings, which could be used in building a town. I want all buildings to share one texture map.
I would like to know what is a good ratio of triangles to pixels. As in if I have for example a wall that could be build of 3 units wide and one unit high, should I have the mesh be split into 3 quads with each sharing a 1 to 1 texture space, or have one quad that is 1x3 and have that part of texture 1x3 as well.
Basically is it better to have 1 quad with 32 by 96 pixels, or 3 quads with 32 by 32 pixels. Obviously it would be scaled up a lot, if I am not clear in my description, let me know and I will do my best to clarify

>> No.696151
File: 117 KB, 846x462, Tissue-System-di-Weta-Digital_avatar-1[1].jpg [View same] [iqdb] [saucenao] [google]
696151

is there a way to do weta tissue in public 3d packages? or any realistic flesh/organ simulation?

>> No.696162

>>696151
>is there a way to do weta tissue
HAHAHAHAHAHAHAHAHAHAHAHAHAHAH

>> No.696201
File: 35 KB, 680x680, thinking.jpg [View same] [iqdb] [saucenao] [google]
696201

Is using shaders better than using post processing? I'm kind of new to game development and I'm not really sure about using post processing in a game because I get frame drops whenever I use it. I wanted to make a game with cell shading optimal for any device, PC or phone, but I'm not sure if it will perform the same because of the big change in hardware. So, what would be the best way to optimize processing for a better game performance? I thought about managing all visuals by multiple shaders but I'm not sure if it would be different from using post processing to get it done.
Also, what should I consider when developing for mobile?

>> No.696211

>>696201
>what should I consider when developing for mobile?
not using fancy shaders and post.
You should stick to basic diffuse materials optimized for mobile.
You should try sticking to one platform for now. PC and mobile shouldn't have same controls from the gameplay point of view and remaking all models for different poly counts is very likely going to leave you burned out.

>> No.696249

>>696211
Then I think I will stick to PC for now, thank you Anon.

>> No.696253

My argument for why all of you who hate blender should change your opinion.

if more people join the 3d art world the cheaper the major software will get, to account for high demand. If your competitor has a cheaper price they’ll get more sales. So it would make sense to drop the price, if the profit will increase from it as long as there’s a growing costumer base.

I know, it pisses you off that you spent good money on similar tools that blender people get for free.
You have better options but the end result depends on the artist not the program.

Windows 10 has 3d paint, and a child can make 3d assets with it by doodling. Just because it’s limited doesn’t mean you can’t make something great looking with it.

>> No.696262

Hey, How do I set up a bounty for a feature for Blender.
https://www.youtube.com/watch?time_continue=1&v=P1zBbOowyTE

I would like this and I want to drop a 500.00usd Bounty. And I want to set it up so that more people can add it, and when its in a working stage, the user who makes the feature would get the money.

>> No.696301

>>696253
>it pisses you off that you spent good money on similar tools that blender people get for free.
There's a problem with that line of reasoning: there are no similar free tools that can do what I do with proprietary software.

>if more people join the 3d art world the cheaper the major software will get
What gets cheaper that way is the cost of labor. Software will only become cheaper with strong competition between the companies making it. But in any case it's a moot point, since people staying with Blender rarely enter the field professionally. They need to switch to Maya/Max/Houdini and others if they want to deliver according to current production standards.

>> No.696305

>>696262
Two suggestions. First, you could use Bountysource- I don't think it integrates directly with Blender's issue tracker, so it might not work painlessly, but as far as I know it's the biggest bug bounty site.
Second, you could use the Blender Network to get a quote from a developer familiar with Blender. If you receive a concrete quote from a reliable dev, you could raise the funds on Kickstarter/indiegogo/gofundme/whatever and pay that dev to implement it.

>> No.696661

Despite all the new tools that speed up the workflow 3DCG still takes so much time. I just wanna create art, and a lot of it. My backlog of things I want to do keeps getting bigger, yet I still spend ungodly amounts of time on everything.

It still takes weeks to create even the tiniest environments, same for characters. Fuck. It does pay off once all those assets can be reused, but for one time purposes it feels like a waste. Feelsbadman when the only thing you manage to complete in a day is a small part of a vehicle or a brick material in Substance Designer.

>> No.696670

>>695010
I’m not a career 3D artist but a general rule of thumb is that unless you’re a star absolutely swamped with requests it’s a good idea to respond to them all and thank them for their interest and to return if they need anything else

>> No.696706

i'm really stupid is there any tutorial that explains weight paint in a really simple way?

>> No.696708

>>696661
I feel ya. Focus on doing only, or mostly reusable assets. Embrace proceduralism. Take advantage of free assets, and, if you can, of paid ones too. There's no shame in using third-party assets if that's not the goal of the work.

>> No.696927
File: 93 KB, 878x540, c280713c28f333e92b32a8446c70dae82619a39a[1].jpg [View same] [iqdb] [saucenao] [google]
696927

how do i rig tits n ass? what's the best method? i don't care which program i have both maya and blender i want to learn this shit and i haven't found anything on it, unless it's just blend shapes and jiggle but i have no clue how to set those up.

>> No.696957

>>696927
https://www.youtube.com/watch?v=k5TeXW11TUw


here you go anon

>> No.697109
File: 451 KB, 800x400, base mesh for sculpt.png [View same] [iqdb] [saucenao] [google]
697109

Anyone knows with what object type has been made the base mesh on the left?

It doesn't look like regular primitives, and it doesn't look like metaballs either...

>> No.697129

>>697109
you blind? its zspheres

still its a waste of time, results dont look right and added definition gives you nothing, basic primitives are superior in every way for blocking out, the point of blocking out is to not focus on detail, its main volumes only

>> No.697146

>>697129
I don't use Zbrush so I didn't know what it was called. The image is from a blender addon...
Is there a way to achieve those zspheres in Blender?

>> No.697147

>>697129
its sculpt toolkit, retard

>> No.697152

>>697146
Yeah, there's a free addon for it, but like that Anon said, it's not good for anything.

>> No.697156
File: 77 KB, 1024x742, fucking shit.png [View same] [iqdb] [saucenao] [google]
697156

Please, help me!

I've made a model in 3ds Max.
Then I've added cool textures to it in Substance Painter.
Now I want to bring it back to 3ds Max, but I don't know how and I couldn't find any tips about this online.
Which of those export options should I choose? There's so many maps that I think I need, but I can't find them in those export options, like bump, ambient colour, diffuse colour, glossiness and so on.

>> No.697157

>>697152
I'd like to give it a try. Name of the addon? (for 2.80)

>> No.697159

>>697157
Don't remember, and not sure it was ever ported to 2.8, but the skin modifier is almost the same stuff:
https://www.youtube.com/watch?v=E4pSjOd94Lw

>> No.697160

>>697156
If you render with Vray, I'd say export with the Vray presets. If you render with the scanline, then try SpecGloss (non PBR).

There is also a node in the 3dsmax material editor that allows you to open the substance file (.sbsar). From there you can connect the noodles of that substance node to your material shader.

>> No.697161

>>697159
I already knew about the skin modifier. Thanks anyways.

>> No.697164

>>697160
Thanks Anon, that really helped me out!

>> No.697349
File: 442 KB, 1171x936, 19780457_1912699728970515_4546575308104143390_o.png [View same] [iqdb] [saucenao] [google]
697349

I think I just had a brilliant idea. What if I use Marvelous Designer to simulate rocket exhaust?

>> No.697363

>>697109
Maybe I don't understand your question properly. But just like the name in your pic, Sculptors Toolkit was used in blender. It's just the hero envelope, you can adjust the proportions and stuff. It's ok.

>> No.697394
File: 7 KB, 300x168, download (8).jpg [View same] [iqdb] [saucenao] [google]
697394

Worth it? Or should I get a Bluetooth numpad and fuck with keybinds?

Doesn't feel right reaching out to my keyboard for zbrush shit in my setup.

>> No.697402

how do you make two rigged characters collide with each other elastically in maya? like soft deformation but driven by a character mesh? do i have to ncloth both of them? because that would be a pain to simulate.

>> No.697424

>>697394
I just went for the $7 numpad route desu. If you get a mechanical one, you can swap out the keycaps for custom ones with the proper icons if you really wanted.

>> No.697425

>>697424
>mechanical
I didn't even think about that. Proper keys would be dope

>> No.697427
File: 164 KB, 1500x1500, keypad.jpg [View same] [iqdb] [saucenao] [google]
697427

>>697425
This is the one that I have.
I guess I mis-remembered and it's not actually $7, but it's still within a decent price range I think.
https://www.amazon.com/Mechanical-Numeric-Backlit-Desktop-Computer/dp/B07FFLNF5C

Grab a set of re-legendable keycaps, print out a set of operations and have at it.
You'll need an external program to handle the macros though. Since a lot of programs don't differentiate between keyboards and treat them as the same one.
HIDMacros is what it's called I think.

Overall it's the cheap route and needs a bit of footwork, but it's better than spending a fuckton of money on it.

>> No.697436
File: 2.06 MB, 2048x2048, Hero_normals2k.png [View same] [iqdb] [saucenao] [google]
697436

How come my normal map has these edges/seams baked into them? Making me sad.

>> No.697448

>>697436
Because you didn't smooth shade your model before baking.

>> No.697450

>>697448
Thank you! Will try that in the morning

>> No.697451

>>697450
No problem

>> No.697496
File: 3.67 MB, 3051x1742, blender to unreal.png [View same] [iqdb] [saucenao] [google]
697496

>>697436
>>697448
>>697450
>>697451

It worked, thanks again.

Does anyone know why my model looks so different in unreal vs in blender? I can't tell if some of the normals were flipped or what happened.

>> No.697497

>>697496
All UV seams should be marked as sharp, otherwise the shading will fuck up.

>> No.697498

>>697497
Thanks, I'll give that a shot!

>> No.697526

>>697496

Normal map green channel might need to be inverted. Unreal has different normal map requirements.

>> No.697529

>>697526
That's what I ended up doing and it fixed it. Thanks friend!

>> No.697606
File: 72 KB, 1024x1024, FaceAO.png [View same] [iqdb] [saucenao] [google]
697606

I'm trying to bake AO and make a face texture using it. It looks normal at first, but after I save it as image it has some kind of quadrangular artifacts visible. Same thing happens in Blender and Metasequoia, playing with settings a little didn't help (also it takes half an hour to bake AO for Blender, I'm doing it on a toaster). I guess there's something wrong with the mesh? How do I fix it?

>> No.697614

>>697606
Flipped normals? Xd

>> No.697627
File: 299 KB, 656x656, normals.png [View same] [iqdb] [saucenao] [google]
697627

>>697614
Normals seem to be okay.

>> No.697630

>>697606
your geometry isn't 1:1 with your UVs. something changed.

>> No.697634
File: 628 KB, 1024x1024, face.gif [View same] [iqdb] [saucenao] [google]
697634

>>697630
That means the mesh needs to be unwrapped again, right? I barely understand what I am doing to be honest.
I'm trying to fix a MMD model made by someone else, which is essentially created by slapping parts from different models together. One of the problems is that the face skin color doesn't match the body, so I'm trying to make a new face skin texture. If the guy who bashed the model together changed the face geometry, accidentally or not, wouldn't that make the original texture appear broken too?

>> No.697709

>>697606

Are all the verts welded or does the mesh have seams.

>> No.697724

>>697634
Check for:
unwelded seams
average your normals
smoothing group issues
reset xform (3ds max) or other equivalent

Where are you baking your AO? Substance?

>> No.697726

>>697634
Also try just re exporting the objects.
it might be worth playing about with the AO ray cast distance settings as well.

>> No.697767
File: 69 KB, 600x600, Ca0EUIkXEAA3qHo.jpg [View same] [iqdb] [saucenao] [google]
697767

In Maya, is there a way to unbind a rigged skin to the skeleton's preferred angle? The model I'm working on was first modeled in a T-pose but I'm now preferring to work using more of an A-pose, and when I unbind to go modify topology it goes back to the T-pose. If I try reworking topology not using the preferred angle, when I bind again the modifications cause the skin weights to mess up.

>> No.697796

Has anyone ever used fivver and had a good experience with it? I really like 3d sculpting but the retopology/uv/rigging stuff is a bit more time consuming for me than i'd like. I'm pretty slow at it so i feel like it would be cheaper for me to hire someone else to do it. Anyone here up for the job?

>> No.697797

When you guys model using real-world units, where do you guys find the measurements for shit? Just google it, or is there somewhere that has general measurements for 3d people?

I know things don't have to be exactly right, but I'd like them to be close at least.

>> No.697806

>>697709
>>697724
The mesh doesn't have seams. I tried to move vertices around.
Averaging normals in multiple different ways in Blender, Metaseq and PMXE didn't help.
Reapplying smooth shading in Blender and Uncrease in Metaseq didn't help.
I tried Shift+Ctrl+Alt+C -> Origin to Geometry in Blender, didn't help.

I tried baking in Blender and Metasequoia.

>>697726
I'm not sure what do you mean by re-exporting the objects. Initially I did import to Blender from the source .pmx using the MMD Tools plugin, edited the model and exported it to another .pmx, and from that second .pmx I do exports to .mqo for Metaseq and imports to Blender. And yes, I tried baking freshly imported unedited original .pmx, same problem.
Changing Raytrace distance didn't help.

There are two things that bug me: left and right halves of the UV map are laying on top of each other and the problematic faces are processed at the very end during baking, at least in Blender.

>> No.697808

how do i make something jiggle and deform without relying on simulation shit?

>> No.697861

>>697806

Upload the model.

>> No.697974
File: 3 KB, 222x112, folder.png [View same] [iqdb] [saucenao] [google]
697974

>>697861
https://files.catbox.moe/w3ng74.zip

>> No.698234

>>697497
What, no
Are you retarded?

>> No.698236

>>697796
Is fiver always only $5? I wouldn't retopo a meme sculpt for $5.


I guess some pajeets would but, honestly anon you are better using an automatic retopo of some kind than getting someone to do a quick and dirty job.
Chances are, they will rush it and it may have some issues which will be even more time consuming to pinpoint the errors of. At least if you do it automatically yourself, you can see what's happening.
And doesn't need to be said but the more you do it, the faster/better you will get.

>> No.698237

>>697797
What do youean when you say where do you find the measurements for shit?

If you mean furniture, then yeah all furniture stores show off dimensions.
For example if you wanted a king size bed just Google king size bed measurements, find one that kinda looks like what you want and go from there.

Other than that, just never leave home without your trusty ruler.

>> No.698238

>>697497
Based uniformed poster

>> No.698239

>>697974

Can you export the model as an fbx or obj.

>> No.698241

>>698236
>Is fiver always only $5?
Nope, it can be more.

>> No.698259
File: 3 KB, 412x60, zip.png [View same] [iqdb] [saucenao] [google]
698259

>>698239
I guess. Exports to those formats come out fucked up though. Here's a clusterfuck of meshes, UV maps all got rotated/mirrored for some reason. The face is obj1.007.
https://files.catbox.moe/e8bj9p.zip

>> No.698260

>>697797
I'm currently desperately trying to figure out the correct dimensions of Templo Mayor and it's impossible. I even went through some old pdf books and nothing makes sense. It seems like everywhere there are different measurements.

>> No.698269
File: 102 KB, 1941x1158, Face.jpg [View same] [iqdb] [saucenao] [google]
698269

>>698259

Ok I know what's happening now. The face was mirrored and the uv's are mirrored too. You need to move either the left or right side of the face 1 uv tile over if you want ao to calculate correctly.

>> No.698284

>>698269
Thanks. So one side of the UV map laying on top of the other was the problem.

>if a pixel of a texture is used twice by a polygon’s UV coordinates, your baking process will write to that pixel twice, overwriting previous information.
>This isn’t always a problem, but can result in weird facetted bakes that are completely unuseable.
Should've read up about AO baking process. I wonder why only a few faces were getting overwritten, and not all of them.

>> No.698381

>>698237
Furniture, walls, architecture shit, but also retarded shit like how big a crate is or shit that you can't just go out and measure because they're too far away or too big.

I know it's kind of a reach, and in all honesty pretty retarded, but I figured somewhere would have some kind of database of measurements or something for 3d modellers. I figured someone on the internet was autistic enough to just measure everything he sees and write it down online.

Guess I ought to take a trip to Home Depot or grab one of those tailor tape measures.

>> No.698395

>>698381
There are smartphone apps that allow you to estimate measures with the camera. I don't know how accurate they are but it may be worth a look.

You can rely also on photos with familiar elements, typically humans standing near the object you want measured. Then you put a human figure inside your scene and model while keeping proportions by eye.

>> No.698429

>>697797
https://www.the-blueprints.com/blueprints/
not free but it's an idea

>> No.698430

>>698429
https://drawingdatabase.com/

>> No.698480

>>697606
>>698269
>>698284

I've got the exact same issue. How do you fix this in blender? How do you move the UV 1 tile over?

>> No.698481

>>698480
Use industry standart instead blendet

>> No.698484

>>698480
>How do you move the UV 1 tile over?
Just add +1 to the V coordinate. That's how it's done everywhere, I assume it's the same in Blender.

>> No.698535

Not that anon, and separate question though ironically in the same vein;

Does Substance Painter play nice with overlapping UV's yet? Like is it possible to overlap some parts of a mesh's UV to save space and SP won't freak out? I feel like there's so much space I'm wasting because every face needs to be laid out. I could use UDIMs, but I prefer just using materials to separate things in SP. Not to mention it gets to be a mess in SP if you're using a whole bunch of tiles, and nothing gets named (though I guess there's ways of fixing that).

But yeah, can I stack UVs or not?

>> No.698538

>>698535

You can. I normally bake my maps first and then when done mirror over for instance an arm or a boot then import the final mesh with bakes into substance.

>> No.698541

I have kind of general questions. Picked up blender 2 weeks ago, no reason behind that, just had an interesting udemy course for 2.8 laying around.

And so...
1) For modelling structures/cars/blocky stuff you just put up a reference and trace it, then add details as you see fit, but for the organic stuff the workflow is always sculpt -> retopo -> etc right? Is there people who can model a stylized humanoid on the go without making a sculpt?

2) Do I really care about amount of vertices or is this a thing for gamedev where render is tanking if you overflow it with a bloated model? I know I shouldnt add more geometry than I needed but honestly Im afraid of using subdivision surface because I don't really know if I should. So far I stick to low-poly structures and figuring out texturing so ugly models are non-issue. But the question still stands in case I'm gonna move on to the more advanced stuff.

3) How do I make sure I won't get bad habits in modelling? Already wasted a lot of time because of this while I was learning to draw so I don't want to make the same mistake twice. Tried to mimic techniques of people from youtube but most of them do things their own way and I'm not sure which one is better.

>> No.698586

>>698538
Didn't even think about that. I guess the only time SP really freaks out is during baking. Hell, you could just do a quick bake in SP, then overlay the UVs and reimport too.
I guess the only thing that'd be iffy is the position and world normal maps, but those aren't used all that widely anyway.

Thanks man.

>> No.698616
File: 405 KB, 996x650, UVs.png [View same] [iqdb] [saucenao] [google]
698616

>>698480
Enable Normalized in the display settings, switch to Face select, select one of the sides, add 1 to the Y coordinate.

>>698541
>Is there people who can model a stylized humanoid on the go without making a sculpt?
From what I've seen most Japanese modelers who make "low poly" anime-styled models do it through "redrawing" in 3D using 2D orthographic views as reference:
https://www.youtube.com/watch?v=PDqVR6LJr4U
https://www.youtube.com/watch?v=bjWM3x6CfD8
, and traditional polygonal modeling (I think this is what it's called):
https://www.youtube.com/watch?v=ZsXmFl3-oyk
https://www.youtube.com/watch?v=EEf7YLsbVx8

>> No.698619

How big of a problem is carpal tunnel for a 3d career if you already do leisure on the computer as well?

>> No.698624

>>698619
I've got the starting stages for it, and I can tell you it's a hell of a hindrance. Some days I just wanna buckle down and make something but I can't because of pain. Losing your hands as an artist is just as bad, if not worse, than losing your sight. There's blind artists out there, so at least if you did go blind you could "make" something. Without your hands though you're SoL (amputees and those born without arms non-permitting of course).

Take breaks anon. Take care of your hands. They're all you've got until prosthetics become super good. Then go crazy.

>> No.698730

>>698624
I would rather use my computer with feet and dance dance revolution controller, than be blind

>> No.698731

does anyone have a ripped version of marmoset toolbag 3 for mac? i want to buy it but cant really afford it atm, trial is almost over

>> No.698747

>>698731
Why would you want to use abandonware?

>> No.698751

>>698731
I own it, and I only use it for baking these days. Why do you want it?

>> No.698753

>>698616
Damn, that's impressive. But honestly, it feels almost as time-consuming as sculpt+retopo.

>> No.698770

>>698747
>>698751
new to 3d and just making quick renders for my zbrush sculpts. do you know of anything else i could learn to make renders that would be better?

>> No.698771

>>698770
yeah.
retopology

>> No.698775

>>698771
i was asking for recommendations for programs to use to light scenes and export photos out of. I use toolbag for that right now currently but was curious if theres anything better, as I haven't experimented with all the softwares yet.

>> No.698778

>>698731

It's on cgpersia.

>> No.698807

>>698770
if you want to make renders of high poly sculpts then pirate keyshot, or just do shit in blender eevee given you are new to 3d, and that is going to be enough for you for long time.

>> No.698931

does vray next work on amd cards via opencl?

>> No.698953

>>698778
How do you access it, registration is disabled

>> No.698965

>>698931
Documentation says it doesn't. I know there was an option to use openCL in vray 3.6, but I never checked if it works, now it's gone.

>>698953
Go on CGPeers instead, registration opens in 6 days

>> No.698968

>>696036
select all those splines and just activate vertex selection ?

>> No.699443

>2019
>not using Unity as your main modeling software

https://www.youtube.com/watch?v=7-vZmbdqrYs

>> No.699944
File: 62 KB, 505x648, 1494184534994.jpg [View same] [iqdb] [saucenao] [google]
699944

I'm interested in learning more of the theory and fundamentals of 3D graphics, as I've found taking a ground-up approach has been the most engaging for me.
I'm still learning Maya and doing an hour of tutorials everyday, but I'd love to have some books or articles on the stuff behind it to read when I can't get to my desktop.

Also side note, I wish there was an archive of /3/ that was indexed for searching, makes it so much harder to find good older threads.

>> No.699961
File: 406 KB, 517x734, sub.png [View same] [iqdb] [saucenao] [google]
699961

I'm new to 3D, is this a bad way to add a new geometry? I think people in courses tend to use loop cuts every time, but wouldn't a loop cut add more unused geometry?

>> No.699969
File: 143 KB, 517x734, loops.jpg [View same] [iqdb] [saucenao] [google]
699969

>>699961

Loops cut down on wasted geometry because you can terminate them. Those 8 squares you have by the mouth wouldn't add to the silhouette.

>> No.699984
File: 302 KB, 607x487, sub2.png [View same] [iqdb] [saucenao] [google]
699984

>>699969
Redid it by clearing most of the verts and adding the new ones with ctrl+lmb. Is this the proper technique?
Also, mind enlightening me on the function of those "support beams" on the sides? If I delete/dissolve them, model instantly becomes wrong and jaggy.

>> No.699989

>>699984
Learn proper topology, don't try to do something you simply do not understand.
Go on YT and watch tutorials about everything that is related to this topic, you are wasting your time stumbling in the dark. Best tip i can give you and it's not meant in a malicious way. Just start with the basics and learn, everything will fall into place.
Search for: n-gons, proper quad topology, when to use tries and when not, edge flow, poles and redirecting and controlling edge flow.

>> No.699991
File: 284 KB, 546x553, sub3.png [View same] [iqdb] [saucenao] [google]
699991

>>699989
Those videos are actually the reason why I tried to move on from low poly solid models. I know those question might be annoying but the issue is, people in those videos always say how and rarely say why. This is the reason I'm trying to learn the proper way so I won't get any bad habits over time. But of course, thanks for the advice. I'm still (re)watching those in case I missed anything.

Realized that all of my edge loops were broken so did all of this again. Still no idea why I need those support beams, but they seem to be working.

>> No.699992

Where can i find a good resource place for sculpting?

>> No.699993

>>699991
b is for BARF

>> No.699994

>>699992
After time and time again trying to find a good place to learn sculpting online, i can say its almost a comon scam.

>> No.699995

>>699991
>Still no idea why I need those support beams
Give this a read: http://graphics.pixar.com/opensubdiv/docs/subdivision_surfaces.html It may seem too technical, but there's a good chance it'll give you enough understanding of why topology is done the way it is.

>> No.699997
File: 374 KB, 601x606, GreetingsFrom8Monster.png [View same] [iqdb] [saucenao] [google]
699997

What does /3/ think of this gazer?

>> No.699998
File: 332 KB, 532x504, GreetingsFrom8MonsterAgain.png [View same] [iqdb] [saucenao] [google]
699998

>>699997
Here's another gazer, I hope you like it.

I like gazers.

>> No.700000
File: 289 KB, 1066x760, 8MonsterMoreGazers.png [View same] [iqdb] [saucenao] [google]
700000

>>699998
By the way, 8/monster/ says thanks for the digits.

>> No.700002

>>699992

Do you mean reference or how to.

>> No.700004

>>700002
Something that i can understand the workflow and use it as reference to learn and maybe later more technical stuff, all i find is really fast timelapses or videos explaining the brushes for the hundred times then asking to pay for a really expensive course.

>> No.700036

>>700004

Try Pavlovich on youtube.

>> No.700078
File: 215 KB, 471x350, 1566351679904.png [View same] [iqdb] [saucenao] [google]
700078

Anyone here work with Unreal Engine? I was learning how to rig my character but then found out that the skeleton I made wouldn't match the one in unreal. Also I hear that the X and/or Y axis might be flipped differently to what I create in Blender.

Just wanting to know if there's any good tutorials or if you guys have any personal experience/tips on the subject.

>> No.700090

>>700078
>he's okay with supporting timmy tencent

>> No.700094
File: 34 KB, 333x500, 51XyAu9ejAL.jpg [View same] [iqdb] [saucenao] [google]
700094

Book club assemble
Read book is pic related in one afternoon and it is not worth the $3 for a digital copy let alone $35 for paperback.
I didn't look up the author until the end of the book where in one paragraph he explains that he is a self-thought indian boy who learned from youtube tutorial and info graphs.
What a joke i want my time back there is literally nothing in the book not covered better in a Wikipedia article about 3d modeling.

>> No.701434
File: 480 KB, 2000x1503, 1537911959507.jpg [View same] [iqdb] [saucenao] [google]
701434

Back again with another unreal engine question.

My character is all rigged and tested him out in unreal using the default animations but it messes up his clavicles. But when testing him out in mixamo he looks perfect.

I figured out that i can retarget the clavicle bones to "animation relative" and that will fix the default animations but then it messes up the mixamo animations.

Is there a way to retarget bones and have it only apply to certain animations only?

>> No.701626

I'm playing Mafia II for the first time and I'm quite amazed by the art in it. I can't stop looking at beautiful texturing and so many details everywhere. Even most of today's games don't have so immersive environments wtf. Very inspirational stuff as well.

>> No.701776

I am in a new position at work that let's me have access to a variety of 3d scanners, modeling software, and high end computers. I can use these for personal use without any issue and take them anywhere as well. I just need to write "content" on whatever I work on.

I've been wanting to make some game assets for awhile but I do not have zbrush. Does Blend work similar to making assets or coloring in objects? I assume it's the same for rendering but I am unsure.

>> No.701861

I don't know the first thing about /3/ other than the fact that there's a fuckton of different software for the job. Is there a high degree of compatibility between said programs or will you have to start from scratch/lose some progress on your model if you decide to switch?

>> No.701862

>>700094
uhh, his name is kinda telling, though.

>> No.701922

>>701861

No. The same tools are in every software. Go-z in zbrush allows you to send models to other programs which I use a lot to modify models.

>> No.701973

https://www.youtube.com/watch?v=II5UsqP2JAk

https://www.youtube.com/watch?v=zu3wZ-_IKrM

Holy shit, are we in the future now? These visuals are insane, gotta raise my standards again if I think about competing in 3DCG in 2020.

>> No.701977

>>701973
Yawn. Switch games looks better.

>> No.701983

>>701977
(You)

>> No.701994

>>701973

Turn off the first one after 14 seconds.

>> No.702253

FUCKING UNITY IS CHANGING AND REMOVING THINGS WITH EVERY FUCKING RELEASE WHAT THE ACTUAL FUCK

>> No.702256

>>702253
And they don't even update the docs... This is why I'm sticking to UE4 for anything serious. This is beyond painful and they don't seem to improve in that area at all.

>> No.702281

https://www.youtube.com/watch?v=QTi-NYw-EAk

>it took 300+ hours for a scene that would take 10 seconds for a player to walk through
>it's not even made from scratch, i.e. the materials were from Megascans (and creating materials is probably the most time consuming thing)

So many automation and procedural tools that help create art faster and yet it still takes retarded amounts of time to create anything in 3DCG.

>> No.702466

>>702281
its cuz as automation gets better, the detail is higher. its just gonna get crazier and crazier as we get older

>> No.702470

>>702281
It's called a tech demo you autistic shit. You can spend 300 hours on a painting if you're trying to take it to 100%. What are you comparing it to?

>> No.702495

>>702281
automation is a meme

>> No.703007

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

Check out the credits at the end. Almost noone listed has an ArtStation account, and the few that have it have posted work that would probably get roasted in /wip/.

Really makes ya think. How did they get to those positions without internet presence, though?

I also noticed that with some leads on AAA games, you can't find anything about them. Makes it seem like getting popularity on ArtStation, 80lv, Polycount etc. doesn't really matter that much.

>> No.703021

>>703007

I see amazing artists in the industry with just 100 or so views per asset. Meanwhile tits and that Chinese art school shit has 10k per project.

>> No.703024

>>703021
That's also true, yeah. Although at the same time, I also sometimes see people which supposedly work for the biggest AAA studios, yet their work looks way below the quality you might expect those studios require, and no, we're not talking about old renders they made when they began learning.

>> No.703029

>>703024
Could be that their Artstation account features their hobby work which is a different discipline than what they do at work.
A top class lighting/rendering artist might post not so great character designs or props.
Just an idea.

>> No.703520
File: 27 KB, 578x142, wahwah.png [View same] [iqdb] [saucenao] [google]
703520

There is LITERALLY NOTHING that keeps them from picking up some 3D software and learn it, yet there's still complaining as if it's someone else's fault.
I also like how she says 3D shouldn't be about gender discussion, yet she invokes just that.

>> No.703534
File: 26 KB, 400x400, AC8422A2-0314-4179-9B0E-CC6D308EB57C.jpg [View same] [iqdb] [saucenao] [google]
703534

>>703520
FahFahFooey

>> No.703546

how do i become a lich

>> No.703547

>>703546

Start with necromancy and work your way up.

>> No.703548

>>703520
cunts ruin everything

>> No.703550

>>703520

Because women would rather get drunk and bang chad than weld verticies for hours perhaps.

>> No.703577

>>703520
What the fuck is she on about? There's tons of females in the 3d industry.

Not to mention it all boils down to whether or not they actually want to pick up and learn it. So yeah you're right.
Dudes just have that urge to make things just to make them and tinker with shit. Which makes them more apt to pick up 3d and similar stuff. I've met plenty of girls with that same kind of drive though. It's got nothing to do with social stereotypes or gender inequality, it's just one of those things that's down to biology and genes. No one is stopping them from pursuing 3d if they want to.

I've never seen or heard anyone talking shit or preventing someone from doing something art related because they're a girl. That's fucking retarded and baseless to claim.

>> No.703672
File: 259 KB, 1252x1252, 1567209100380.jpg [View same] [iqdb] [saucenao] [google]
703672

>fail at making a sea lion
>just throwing the towel and calling it "alien"
lol

>> No.703673
File: 138 KB, 578x377, 2019-10-06-1570320629_578x377_.png [View same] [iqdb] [saucenao] [google]
703673

>fail at making a sea lion
>just throwing the towel and calling it "alien"
lol

>> No.703679

>>703673

Still better than you tho.

>> No.703680

>>703679
no need to be so bitey there, buddy.
we all were there at some point and find the post funny, not his skill.

>> No.703681

>>703679
what compels people to post shit like this

>> No.703700
File: 20 KB, 504x415, 1558284129187.jpg [View same] [iqdb] [saucenao] [google]
703700

>>703673

>> No.703712

>>703681
The Blender community is very tolerant with that. I have no idea why.

>> No.703726
File: 130 KB, 576x344, 147.png [View same] [iqdb] [saucenao] [google]
703726

Japanese really REALLY can't let go of this technique

>> No.703727

>>703726
They are simply more talented and capable than you brainlets

>> No.703729

>>703726

Once you have a rigid thing set in stone like an anime head it makes sense to use the same tried and tested workflow. One of the Japanese guys at the zbrush summit said he isn't allowed to modify the head shape and even the hair has to be in the same position as the concept art. They really are autistic about these things.

>> No.703730

>>703729
They also get shit done, in stark contrast to /3/

>> No.703755

>>703729
I hear Disney artists aren't allowed to alter how Mickey looks, has to look like the concept art.. they're so autistic about these things.

>> No.703765

>>703755
>implying anyone at Disney draws anything anymore

>> No.703981

could I get some input for question asked in another thread?
>>703900

>> No.703982

>>703981
I usually import my low poly in full smooth shading, and let the high poly handle the normals.
I don't know if that will fix your problem, but who knows.

>> No.704001

>>695956
I get what you're saying, but you won't go out of /beg/ for a long time if you need to heavily rely on references as you likely redraw the contour. Needing more references for poses is a big red flag that you don't understand the form. What I'm trying to say, there are enough of them on the internet to make you understand how human body is constructed enough to sketch from imagination after drawing thousands of poses. If you draw off a 3D model, it /will/ be visible through an eye of a better artist. Unless, you don't take drawing seriously (then don't worry about all of this)

>> No.704003

>>698753
>But honestly, it feels almost as time-consuming as sculpt+retopo.

I'm pretty sure it is, I know many of those models take months to make(from their Twitters)

>> No.704024

>>704003
Then it is truly an outdated workflow.
Creating a perfect topology solution for an anime head, then using Zwrap in Zbrush to conform it to a face sculpt seems to me the most efficient workflow.
Once you have this workflow established you could easily start shitting out one head per day.

>> No.704029

>>704024
shut up pleb

>> No.704031

>>704024
how dare you criticize grorious nippon
they fold their models over one thousand times

>> No.704043

>>704024
I think so too, although I'm a complete amateur. I've tried this way of modeling and I heavily struggled to keep the topology good and also take care of the body shape. I follow many Japanese modelers on Twitter hoping for some tips, and creating one model really takes this long, weeks or months. That's why most of them only release like <5 models over a few years (they also heavily polish them). I found sculpting much easier to work with, it's easier to achieve the correct shape and flow. So what I'm trying to say I guess, even for complete beginners, learning basics of Zbrush and sculpting should be easier, I'm not sure if there are any real benefits of modeling this way. Many people also still model in Metasequoia because they refuse to switch to anything better.

>> No.704495
File: 1.32 MB, 167x170, 1558750397122.gif [View same] [iqdb] [saucenao] [google]
704495

What problems will I run into later on by not rigging my characters in a T-pose?

>> No.704509

>>704495
The T-pose or the A-pose depending on your preferences are the most convenient to add new elements to, manage clothing and attachments. Simply because the limbs are out of the way and everything is accessible.

Other poses offers more advantages for deformations, such as keeping all limbs pre-bent at 50% of the joints motion range, but as a trade off they are harder to make content for since you have to build those bends into every set of clothes etc.

>> No.704523
File: 113 KB, 950x538, chrome_y3qDeJrXw1.png [View same] [iqdb] [saucenao] [google]
704523

anyone here know how to add localized clumps of fog in maya? i know arnold supports global fog, but I dont want the entire fucking scene to drown in fog, i just want to add some light fog/steam to this project im working on

>> No.704862
File: 440 KB, 675x874, question3.png [View same] [iqdb] [saucenao] [google]
704862

Does anyone know how to make a material of a mesh act transparent towards another specific mesh/material (and not other ones)?
For here I want to make the eyebrows be shown above the bangs; I tried google but I got nothing that would help me.

>> No.704870

>>704862

Put them in front of the hair in a flat color. You can bend them back and forward to go behind different hair strands.

>> No.704878
File: 1.68 MB, 580x487, 11.gif [View same] [iqdb] [saucenao] [google]
704878

>>704870
like how this guy does it?
http://blog.tsuno.co/2018/09/02/1535880366/
but how would I do that if I wanted to upload the model to sketchfab (without there being a stupid floating plane)


I don't know anything about advanced materials/rendering. I put the plane above the bangs but it just didn't make sense to me. Maybe I'm not using my brain and shit is going over my head

>> No.704915
File: 72 KB, 1280x720, 1547400060592.jpg [View same] [iqdb] [saucenao] [google]
704915

>>704878
never mind I'm fucking retarded
>eyebrow alpha mesh doesn't matter in the end since you don't fucking see them, so its okay for them to "float" on top of the bangs- use shrink wrap to fit with the bumpy surface of them

>> No.704947

>>704523
The easy way is to add it in comp, the hard wahy is to simulate it.

>> No.705034

I just had this crazy thought right now. I don't know if it's something that's already out there so pardon if I'm reinventing the wheel here.
I started 3D just a few months ago and I came across the baked vs live lighting situation for games. I see that when a texture is created, it's thought of either/or. You either have static lighting and paint the shadows and reflections into the textures or you have dynamic lighting and paint regular textures for the computer to do the work. But I'm thinking... what if you make a night/day cycle for a game using prebaked "video" textures? Like texturing environments with "gifs" so that you don't need that much GPU power and can maybe focus it on character details or something.
Again, I'm sorry if this sounds dumb but I don't know any game or engine that does this sort of thing.

>> No.705099

>>696145
It depends on how your uvs are laid out. If you use trim textures your walls can be 8 units wid and 1 unit high with trim textures since they seamles wrap on the X axis.

>> No.705133
File: 376 KB, 1100x564, vamosdeblender.png [View same] [iqdb] [saucenao] [google]
705133

I was under the impression that for good topology you were supposed to avoid placing vertices in a quad so they form a triangle shape. There is a guy who posts tips in Blender groups on facebook from his own page (Vamos de Blender) and he frequently does this in his meshes. Look at the wrist at the hand for instance. Is this good topology? It's completely counter intuitive for me.

>> No.705143

>>705133
The thing about tris and n-gons is how the subdivision loses track of the form. So as long as you have 4 vertices and they're roughly the same size as their neighbours (so as to not cause any weird stretch), you can have any shape you want for your quads. It's completely normal to use "triangle" quads.

>> No.705145

>>705143
Alright. Am I missing out if I don't use "triangle quads"? From what I can tell in the image they are used to contaminate edge loops to a certain detail intense area.

>> No.705149

>>705145
He's using it to simplify the forearm. If you keep the complexity of the hand, you'll have too much detail on the forearm. If you look closely you'll see that from his wrists it goes from 2 to 4 quads after the transition into the hand. He's using one of many formulas for loop reduction.
https://blender.stackexchange.com/questions/92572/how-do-i-connect-two-meshes-together-without-ruining-the-topology?rq=1
This is very valuable and if you want good topology you'll always use them.

>> No.705208
File: 124 KB, 250x250, thamks.png [View same] [iqdb] [saucenao] [google]
705208

>>705149

>> No.705479

https://masonplumbing.co.uk/#contact

help settle an argument, is the kitchen header image on this page CGI or real? I vote real. I don't think anyone has ever modelled peppers so well

>> No.705550

>>705479
There is no reason it would be a render. You can find other images of the same kitchen. It's real https://www.boilersrus-uk.co.uk/wp-content/uploads/2017/05/Worcester-Greenstar-i-Combi-Insitu.jpg

>> No.705571

>>704509
Thanks

>> No.706141

Is Speedtree generally the best solution if I want to create highly realistic trees with custom trunks?

>> No.706152

>>695010
Is the massive 28.9 GB cgelves course on Marvelous Designer a good course if you are a complete beginner?

>> No.706502

Where's a good place to get front and side references for men and women's heads? I've gotten a handful from google, but I'd like a more consistent source I can practice with.

>> No.706530

>>706152

Nah better courses have come out now that deal with all the updates. Flipped normals have a good one.

>> No.706620

What should be the maximum size of an object that can be textured with Substance Painter? In other words, when to stop using SP and move to trims and tileables?

E.g.

>a bottle - SP
>a rifle - SP (probably multiple UVs though so it looks sharp up-close)
>a fridge - already pretty tall, almost as tall as a modular wall which should probably use tileables, but I think SP is still used here
>modular wall pieces - trims / tileables
>large architectural pieces - tileables

But there are some examples which seem to be somewhere in between being textured in SP and with tileables. E.g. a long-ass table. What to do with that? Even if the regular table can usually be textured in SP, you can't fit the long top face in a 0-1 space with a reasonable texture resolution, even if using multiple materials.

So it's still not completely clear to me where to draw the line and which texturing method to use sometimes.

>> No.706622

>>706620
>when to stop using SP and move to trims and tileables?
Whenever you have lots of repetition. You also can create trims and tileables in SP.
> Even if the regular table can usually be textured in SP, you can't fit the long top face in a 0-1 space
Then don't. Use UDIM's. Or tileables.
>So it's still not completely clear to me where to draw the line and which texturing method to use sometimes.
You forgot one important factor: distance to camera. Size does matter, but only in relation to the camera position/pixel resolution. At least when talking about film/animation, if you're talking realtime, like games where the distance can be changed by the player, more stringent rules apply. Size of the object becomes the deciding factor.

>> No.706627

How do I get used to it taking FUCKING FOREVER to make anything and it not even being good?

>> No.706630

>>703007
Real talk, nobody care about internet presence, only internet nerd self taught, people just study and practice 1 - 2 years, start to get jobs, meet people and build real world networking.

>> No.706632

>>703007
Nepotism.

>> No.706635

>>706627
Here's some general tips anon.

>Do smaller and more frequent projects.
>Draw concepts on paper before putting them on computer.
Even if you can't draw, sketches are just shorthand notes for artists, only you have to know what it is (unless you're showing it to a client). In any case it makes your project a bit quicker since it takes out guesswork, and more focused because you're progressing towards an end goal instead of just picking a point to say "finished".
>Look and see what others are doing
Often if I'm having trouble with topology or texturing, I'll look up a similar model on Sketchfab, and check out the wireframe view to see how they went about it, or check out the UV/Textures view to see how they textured something.
>Do something else art related
Go outside and learn photography for a bit (maybe even use that skill later for custom textures), learn some basic art fundamentals, draw, paint, even sculpt or fuck around with play-doh if you can't get clay (it's fucking dirt though). In any case, strengthening your fundamentals and expanding your perspective can really change how you do things in 3d, how you approach problem solving, and makes you a more rounded artist.
>Don't compare yourself to other artists
This is a big one. It's hard not to compare yourself to others, but just compare yourself to yourself. You'll see if you're improving, you'll know your faults and where to focus, and you'll know what you're good at and how to emphasize it. Every other artist is at a different skill level, some way worse, some way better. Don't feel down on yourself if you finish a project and it's not up to your standards. That just means you recognize that you can and should improve. Honestly it's a way better perspective to have than thinking it's without faults and that you can't improve upon it.

It's less specific than just speeding up, but in addition to just "gitting gud", hopefully this helps in the long run.

>> No.706649

>>706635
Good tips.
But the last point is tricky.
If you're a total noob, don't compare yourself to pro's unless your ego can take it and you are informed about the valley of suck.
Some people get demotivated by looking at great work and seeing their shit right next to it. Some people thrive on competition, they look at great artists work and think "I am gonna get there. Just a matter of time".
So its personality related. I would say test it out.

>> No.706710

>>706635
>>Don't compare yourself to other artists
This advice single handedly saved me from depression and overthinking everything like 5 years ago. This is literally the biggest advice of our time, where it takes 2 seconds on the internet to see someone better than you, even if you're a god in your craft.

>> No.706719

How do you edit motion capture data? Got a bunch of fbx files with keyframes on almost every frame. How can I adjust part of the motion without having it reflect in subsequent frames?
e.g. hand of motion capture passes through the leg. I want to adjust the arm so that it moves differently without having to go through each and every keyframe to adjust it

>> No.706729

>>706719
Animation layer on top that overrides the animation.

>> No.706732

>>706729
But does that mean I gotta do that for each keyframe?

>> No.706733

>>706732
You didn't really think that motion capture gonna do all the work for you, did you?

>> No.706734

>>706733
Nah, but I was hoping I could make adjustments on the spot, and have maya sorta include my changes

>> No.706740

>>706732
Not necessary. You should be able to override many keyframes at once using only a small amount of them yourself.
https://www.youtube.com/watch?v=QLUdaLrL3Eo

>> No.706777
File: 40 KB, 474x313, 1.jpg [View same] [iqdb] [saucenao] [google]
706777

>have trouble making female face not look like a man
>look up facial feminization surgery before and after images for reference
Trannies have finally proven useful.

>> No.706789

>>696151
ziva dynamics, it's pretty epic

>> No.706790

>>696151
If you're an indie you should give Maya muscle, or even better, Houdini muscle a shot. It can add some nice squish and jiggle to your animation without investing too much time or requiring a team of specialists.

>> No.706795

>>706777
both look like men

>> No.706801

>spend all day sculpting details with mirroring on
>go to shower
>only wash one side of my body

>> No.706802

>>706795
They didn't do anything to the hairline.

>> No.706817

>>704862
You'd probably be better off just using straight up geometry for the eyebrow. Better to use more polys and less alpha coverage. Plus since the geo would be the exact shape of the eyebrow it would be easier for you to pose it and manipulate it during animation.

>> No.706818

>>706777
from what i can see. the lips are fuller, less "frown shaped"/corners higher up. Higher eyebrows and more upper lid exposed. Thinner jawline and less sharp chin. More arched eyebrows, longer/more defined eyelashes, upper eyelid has been pulled up a little to stop the eyelid drooping over the eyeball which makes it a little more curved, glabella ( area between the eyebrows is flatter and the forehead has been filled in to make it look rounder. Also better lighting in the second image to make the face look less flat in general.

>> No.706825

>>706649
What you're describing isn't really comparing yourself to other artists though. That's more like setting a goal.
Then again, I was probably too quick to dismiss comparison. Often times I'll compare my work to similar artworks by artists I think that are more skilled than me, and I'll take note of what they're doing that's successful or not and try and learn from that with my work.
Really, my main point about it was just not to be like "He's so good, I'll never reach that level" and be more like "He's so good, but looking at my own work, I'm getting there too". It's hard to explain. I just find a lot of people get discouraged when they look at a complex piece of work and don't know how to break it down because they don't understand how something is made, and just figure they'll never reach a level where they will. The same wall happens when playing an instrument.
Once you pass that wall though comparing yourself to others can be a good motivator and skill, like you said.


>>706710
Some bit of advice that always kind of stuck with me is that if you look at your work and know it's shit, it just means you know what good art looks like, and you have good senses, but you just don't have the knowledge to get there yet. Once you do have that knowledge, you'll be making good work, because you know what it should look like, and your skill finally matches up with your senses and what you consider good. Then comes the hard part of moving past it.

>> No.706843 [DELETED] 

>>706502
I'm still here, if anyone has any suggestions.

>>706777
I don't see why you'd want to do that instead of searching for the average person by country for male, and then for female, basedou can see the difference pretty well for region's face you're trying to make, without surgery imperfections, while also being able to see regional differences in facial structure.

It's too bad those pics don't have side shots.

>> No.706846

>>706502
I'm still here, if anyone has any suggestions.

>>706777
I don't see why you'd want to do that instead of searching for the average person by country for male, and then for female, you can see the difference pretty well for region's face you're trying to make, without surgery imperfections, while also being able to see regional differences in facial structure.

It's too bad those pics don't have side shots.

>> No.706936

>>706777
Protip, stop looking at westerners.
Western women look like men

>> No.706973

>>706936
This. Look at feminine women for reference, not some orcs.

>> No.706976

I have 2 questions.
1. Why is Cinema 4D so expensive?
2. Can I achieve the same effect that this video is about in Blender? https://www.youtube.com/watch?v=qIkFinBtCaA

>> No.706979

>>706976
It's no longer aimed at individual artists, but studios.

>> No.706980

>>706976
To answer your first question, it's because the same people that are willing to spend a fuckton of money on shitty Macs and iPhones are the same people that spend a fuckton of money on things like C4D. They both have overlap with the same pretentious crowd. Just look at the C4D "mograph" community on Instagram.

>> No.706983

>>706980
This

>> No.706996

>>706740
Cool. Thanks friend. i'll check it out and try to work on it

>> No.706998

Is 3d modeling worth learning? Would you do it again if you had the choice? I know you guys say it's hard to find work and a lot gets outsourced

I'm interested in game dev (can code), and also 3d printing (tabletop games and hobby DIY). Would it be worth it for me to dabble or is it more of an all-in thing?

>> No.706999 [DELETED] 

Test
>>/b/

>> No.707000

>>695010
Hi, what are the steps to follow if I want to give my model some materials and paint.

I made a high poly, now what? How do I texture it, do I need to get a low poly from the highpoly? And what should I unwrap the highpoly or the lowpoly?

>> No.707001

>>706998
>I'm interested in game dev (can code), and also 3d printing (tabletop games and hobby DIY).
Pretty much the same. I'm a hobbyist and I don't regret getting into it at all. It can be quite frustrating when you get started but it's very rewarding once you get good at it. I wouldn't go all-in with the hope of landing a job but feel free to do it if you really enjoy it.

>> No.707002

>>707000
Forgot to put, it's a hard surface model.

>> No.707005

>>695138
You clearly have no fucking clue what you are talking about. You admit to knowing nothing about all of the major tablets out there, so why even respond? You don't even answer their question.

>> No.707013

>>707000

You only need a low poly if it's for games or your hardware cant deal with all the detail. If you go with low poly you need to retopo the highpoly to make it a new low poly mesh. UV map the lowpoly then bake some maps like normal maps, ao etc from the high to the low. You can then bring in the low poly and maps into a program like substance painter to put materials on it.

>> No.707030

>>706936
What if I'm modeling western women?

>> No.707034

>>707030
Take some artistic freedoms.

>> No.707041

I ignore offers.

>> No.707072

If I can make something decent by taking 5 times as long as a professional is there still a window to make money or is the industry all about delivery speed?

>> No.707080
File: 1.97 MB, 480x480, 1572202674975.webm [View same] [iqdb] [saucenao] [google]
707080

What program can I get these sparkle effects from?

>> No.707082

>>707072
You could make models and sell them on a site like turbo squid. But if you want to get into the industry or freelance then speed is required. But that comes with practice and time. If you're not there yet you will be. Just keep practicing.

>> No.707086

>>707080
Adobe After Effects

Fuck Adobe tho

>> No.707094
File: 416 KB, 1932x1449, tablet.jpg [View same] [iqdb] [saucenao] [google]
707094

>>707005
>You don't even answer their question.
>Do all screen tablets work as extra monitors or are they meant to be their own mobile devices?
Looks like I answered it just fine.
>Unless you specifically go out and buy a tablet PC, then no. They're just external monitors that you can draw on. Plug and play.

>You clearly have no fucking clue what you are talking about.
Clearly. I must not own a tablet.

>> No.707095

>>707086
>Fuck Adobe tho
is this the hip new virtue signaling meme

>> No.707109

Does anyone have that gif/webm showing off a ball moving back and forth with different interpolation curves?

>> No.707151

>>707094
Based.

>> No.707168
File: 4 KB, 230x219, 1547365790933.png [View same] [iqdb] [saucenao] [google]
707168

>>707095

>> No.707171
File: 452 KB, 1920x1080, Tractor 10.jpg [View same] [iqdb] [saucenao] [google]
707171

I have a question. I have tried googling this, and searching youtube, but I can't find an explanation.
Can somebody explain the different types of subdivisions in C4D to me please? I've been teaching myself to model for about a year now, and I'm only recently concerned about correct topology, so SubD modeling is now on the cards for me.
I'm modeling a tractor so I can drive it around inside unity, but the wheels have this weird stepping effect after it's been subdivided. I don't have a clue what is causing this.
Pic related. Any help would be greatly appreciated.

>> No.707191
File: 75 KB, 497x576, 1458044964736.jpg [View same] [iqdb] [saucenao] [google]
707191

Zbrush question. Alright i sculpted a head and hands separately, is there a way to weld them together?

>> No.707192

>>707191
Without using dynamesh i should add, or boolean mesh.

>> No.707195
File: 27 KB, 771x860, girl.jpg [View same] [iqdb] [saucenao] [google]
707195

Tear me apart.

>> No.707197
File: 61 KB, 604x402, 1460893913512.jpg [View same] [iqdb] [saucenao] [google]
707197

>>707192
Found the answer in curve bridge brush.

>> No.707201
File: 119 KB, 1400x686, Battle-at-Big-Rock-Adult-Allosaurus-ILM.jpg [View same] [iqdb] [saucenao] [google]
707201

How come ILM can't make an Allosaurus that look anywhere close as good as the animatronic Tyrannosaurus in the first Jurassic Park? I can't be the only one who thinks this sculpt looks like dogshit. Is it just inferior artists working on the new movies?

>> No.707202
File: 56 KB, 600x359, JftGOk5g7cFib2R6cYXSO9b0Ulix6z-xu1Bqi3mRkvg.jpg [View same] [iqdb] [saucenao] [google]
707202

>>707201
Oh and before anyone accuses me of being a nostalgiafag just look at this for comparison. Sure, the light is better, but can you honestly say the Allosaurus sculpt is up to par? Just the general proportions, wrinkles, design etc.

>> No.707204

>>707201
Yes

>> No.707207

>>706998
Don't do it. I ended up abandoning my game because I found 3D more fun.

>> No.707211

>>707171
Edges used to make the treads are probably creasing the original edges that define the curvature of the wheel, you've got to move them so they match that curvature and/or cull them at the nearest flat surface, that angular part just inside the treads might work.

>> No.707221

Is there competitive money in freelance or is it all just scummy small studios trying to rip off independent artists who lack legal counsel/industry experience?

>> No.707265

>>707207
Why suggest against it? Maybe abandoning game dev is the right move there. (That's how I got into 3d, too. Perhaps it's more common than one would think.)

>> No.707266

>>707005
>>707094
Damn son you got told.

>> No.707302

Should i be sculpting humanoids in A-pose? Why?

>> No.707390

My Autodesk Maya license ran out (It was a student license) so I decided to switch to blender and realized all my models are in .mb scenes.
Am I fucked without Maya or is there anything I can do?

>> No.707392

>>707390
New email > New student license > Renewed happiness

>> No.707396

>>707392
Well shit, I was under the impression it was going to be a 20question sorta deal but I guess they really don't care.
Thanks

>> No.707411

>>707302

No you should be sculpting them in a pose. That way you learn anatomy and relationships of muscles. Only T-A post production work.

>> No.707548
File: 712 KB, 2048x2048, excalibur prime.jpg [View same] [iqdb] [saucenao] [google]
707548

How do I perfectly rotate the bones to give me that nice continuous curve?

>> No.707549
File: 297 KB, 844x577, 1554240833448.png [View same] [iqdb] [saucenao] [google]
707549

>>707548
Bendy bones?

>> No.707550

>>707549
Ohhh

>> No.707567

Question about texture resolution in games:

I know there are size limits for uniquely textured objects in Substance Painter, and that's why they are always blurry to a certain degree. But for larger pieces, like buildings, where tileable textures are used, why are those still blurry if you can make them really sharp just by tiling the texture more? Look at any game, newest Modern Warfare for example. Walls are still very blurry there.

Is the reason exclusively texel density, so they need to match it to smaller assets, or is there something else?

And how will it look like in the future? Will texture resolutions like 4k+ become a norm for uniquely textured assets or will even very small assets have multiple texture sets?

>> No.707573
File: 659 KB, 1352x1617, woah.jpg [View same] [iqdb] [saucenao] [google]
707573

Is there a 3D program for designing/modelling actual non-euclidean geometry without relying on perspective illusions?

I assume there isn't because I can't even imagine how it would work, but you never know.

>> No.707581

>>707573
"Real" non-euclidean, probably not.

>> No.707582

>>707567

If it's on a console most are still clamped to 1k. I don't foresee any major improvements to texture resolution next gen. Average will go to 2k I imagine.

>> No.707613

>>695010
Why is it always some ugly goblin troll like creature or alien bust with random shapes slapped on i symmetry for most sculpting tutorials as opposed to something more useful, such as modeling a horse, tiger, a lizard or some kind of crustacean etc.? Virtually all monsters and fantasy designs are based on real animals anyway.

>> No.707618

>>707613
They don't want (You) to take their jobs.

>> No.707684

>>707613
It's a way to avoid the uncanny valley. The closer the thing you are sculpting resembles something real the more you'll notice small imperfections.

>> No.707952
File: 267 KB, 1120x840, ZBrush Document2.jpg [View same] [iqdb] [saucenao] [google]
707952

is this a bad idea /3/ bros
does the starpose have any benefits?

>> No.707954

>>707195
ribs too far out
calves too long
too big a dips in her vagina region
looks like you did this from your head, gotta look at more references man
also is she black, black people have shorter in length torsos naturally and longer legs, asians are opposite where they have longer bodies

>> No.707961

>>707954
She's not black, but supposed to be slightly stylized, hence the longer legs. I appreciate the input though; I used some references but will look at the areas you mentioned and see if they can be touched up.

>> No.707963

>>707961
oh another piece of advice, look for a game that is close to your characters stylization and see if you can get a rip of the characters body to aid you in your 3d art, sometimes it works.

>> No.707983

>>707952
probably helpful when skinning the crotch

>> No.707986

>>707952
Cute mesh. What are your plans with it?

>> No.708086

I'm a graphics programmer interested in learning modelling so I can do some fun shit. I notice you guys shitting on doughnut tutorials. Is that because they're actually bad or are newbies are just annoying?

>> No.708087

>>708086
Both.

>> No.708118
File: 32 KB, 826x1043, Girl.2.jpg [View same] [iqdb] [saucenao] [google]
708118

>>707954
Implemented some of your suggestions. You were definitely right about the proportions; still stylized but I think it reads better.

>> No.708407

I have a model with the same topology but when I try to make a blend shape with them in blender, one with anus open other with anus closed for exsample, it doesn't work, all the verts get twisted, what am I doing wrong? Is there a better way to do what I'm trying to do, which is sculpt high poly, then re-project good topology onto high poly then use good topology for detail adjustments like vaginal gaping?

>> No.708432

When I look at professional portfolios, sometimes there's greeblemonsters with insane geometric complexity, other times the geometry isn't anything jaw-dropping but the texturing and design make it very aesthetically pleasing. When trying to get hired in the game industry, how important is it to be a subdivision/sculpting wizard who can make highly complex shapes with ease?

>> No.708438

>>708407
Do you want to post a pic of what happens? Your workflow seems fine, but personally I've never seen the need to do a high-poly sculpt for a human figure. Box modeling/creasing has always gotten the job done.

>> No.708439

>>708432
Learn retopology. At the professional level you'll need to be able to sculpt and be a subdiv wizard, but since everything needs to be optimized retopology is important.

>> No.708459
File: 99 KB, 1212x657, join as shape fail.jpg [View same] [iqdb] [saucenao] [google]
708459

>>708438
here is what it looks like after I do join as shape in blend shapes section, both models have the same number of verts, I used wrap3 to project good topology onto my sculpt, but I want to transfer things like vaginal opening and closing to my new retopo'd model. I applied location rotation and scale on both but this is what the result looks like, also is there a way select some verts for exclusion when doing this, if I get it to work?

>> No.708511

>>708459
I could help, but since you're not only a coomer but a 2.79 degenerate, I refuse.

>> No.708521
File: 151 KB, 1254x540, Screenshot_28.jpg [View same] [iqdb] [saucenao] [google]
708521

Sweet Jesus, look at what is free on UE4 marketplace this month!

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA YES

>> No.708523

>>708511
2.79 is the superior version tho

>> No.708524
File: 134 KB, 1000x1000, 4f0.jpg [View same] [iqdb] [saucenao] [google]
708524

>>708511
Now even blendlets are infighting over what version to use...

>> No.708528

>>708521

Yeah we got some amazing stuff this month. I'm more interested in the construction site packs as I was getting tired of modeling small props like that.

>> No.708535

>>708459
I'll be honest, I'm not exactly sure what's wrong or what's causing that. Wish I could help more; I assume it has something to do with trying to transfer the shapekeys. In my experience I've had the best luck doing shapekeys as the last thing, after the mesh is locked in, as any variation can mess it up.

Can you just do new shapekeys on the low-poly mesh after baking?

Either way, good luck!

>> No.708569
File: 133 KB, 1852x1062, 2019-11-05_22-15-51.png [View same] [iqdb] [saucenao] [google]
708569

Why is that my mesh is perfectly straight but uv unfold is all bent and whatnot?

>> No.708590

>>708569
I don't know, but it takes one button to straighten them.

>> No.708601

>>708438
>>708535
thanks for trying, at least.
>Can you just do new shapekeys on the low-poly mesh after baking?
I have multiple characters, so the transfer method would potentially save me a lot of time from doing the same thing over and over.

Is there any other threads I should ask?

>> No.708611

>>708590
Doesn't work, just crams all narrow faces into a line.

>> No.708633

Looking for a Marvelous Designer torrent for Mac, haven't found anything good yet.

>> No.708640

>>708633
https://www.cgpeers.com/torrents.php?searchstr=marvelous+designer+mac&order_by=seeders&order_way=desc&searchsubmit=1

>> No.708710

>>708459
>>708535
>>708438
I solved it, the problem was poly groups in wrap3 are exported as separate meshes, so when I removed doubles in blender it lost vertex information. the solution is to import a model with poly groups for masking then re-import one without it for the final wrap.

>> No.708783

>>708640
how do i get in? test or just invite?

>> No.708785

>>708783
on the 1st and 15th of each month they allow you to register.

>> No.708793

>>708785
thanks, will do that

>> No.709047

Anybody here tried the Substance Designer tutorials by both Daniel Thiger and Jonas Ronnegard? How do they compare?