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2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


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File: 819 KB, 1280x720, tumblr_omnwtgqACQ1w7njjyo1_r2_1280.png [View same] [iqdb] [saucenao] [google]
709105 No.709105 [Reply] [Original]

Post your stupid questions here instead of clogging up the board with single-question posts.

Wtf why don't you already have one of these.

I don't have sticky text someone add it.

>> No.709106
File: 644 KB, 1145x1122, a;sdfk.png [View same] [iqdb] [saucenao] [google]
709106

>Decide to go back to old low-poly piece from years ago
>Open in Blender 2.8
>UVs are completely fucked
What the hell happened?

>> No.709126

in an amateur setting, should I worry about polycount?
My models average about ~2000 polys, but have a visual appearance that could be achieved (or bested) at ~1000. Since they're purely for personal use and not for realtime applications is it worth taking the time to simplify them?

>> No.709129

>>709126
2k is low tier PS2 level, even for realtime its not problem at all

>> No.709130

>>709126
optimizing materials and textures matters more than polycount on modern hardware

>> No.709133
File: 90 KB, 750x726, 1572999005197.jpg [View same] [iqdb] [saucenao] [google]
709133

what's a good crotch/butt topology for 8-span legs

>> No.709141
File: 706 KB, 1920x2560, russkies.jpg [View same] [iqdb] [saucenao] [google]
709141

>>709105
how can we download from there?
v k . / perevodvsem
perevodvsem ru

they got all the good shit
fucking russkies hoarding again
share you fucks

>> No.709142

>>709141
they only sell translations

>> No.709143

>>709126
2k is like nothing
You say personal use but what exactly are you using them for? You can go higher mate.
Of course, there's not always a reason to go higher just for the sake of it, but just sayin
Low polygon count memes are generally out of necessity. Unless your personal project is low poly games just do what feels right. Limit yourself as much as you want but set yourself a good reason why you.are doing it, if that makes sense.

>> No.709338

Here's something I've always wondered about.
If you're using a displacement map, and trying to get the max quality out of it, how many verts should you go for (specifically I'm talking about terrain, but it doesn't really matter).

Should it be 1:1 with the pixels? So a 1024x1024 map would be 1,048,576 vertices?
I know that you probably don't need that level of fidelity for some things, but I'm just curious. Seems like it would be beneficial to have each pixel match it's own vertex so each has a precise height value.

>> No.709342
File: 12 KB, 239x280, vector-outline-sketches-four-cats-260nw-274339847.jpg [View same] [iqdb] [saucenao] [google]
709342

What are these images called? Images, sketchs, outlines? That show an image in 3 different angles(usually side, top, front). What im lacking is the word to describe these images...

>> No.709343

>>709338

When it's not pixely anymore. No sharp spikes etc.

>> No.709349

>>709342
model sheets, I think

>> No.709360

>>709343
"Do it until it works" isn't an answer. That would be the first thing someone would try. Obviously you wouldn't use a result that was pixely and has spikes.

I'm familiar with using displacement maps and have been doing it for years, I'm specifically interested in the finer aspects of it. Pixel to vertex ratios and shit like that.

>> No.709397

I just picked up blender yesterday, how the fuck do I spawn a nice smooth sphere I can edit like they start you off with, then make it symmetrical across the x axis then make it so whatwever I do to it I do to both? The UV sphere looks like a disco ball, am I really supposed to edit that?

>> No.709408

Is it possible to create a looping fluid sim in blender? I'm doing a ~1000 frame water park scene and I need to animate water and characters regularly coming out of the slides but don't want to bake all 1000 frames

>> No.709429

>>709397
Subsurf a cube a few times. Duh.

>> No.709506
File: 270 KB, 1919x1032, Screenshot_29.jpg [View same] [iqdb] [saucenao] [google]
709506

Uuuuuhhh, is this supposed to get stuck at a splash screen like this?

>> No.709516

>>709397
Buy an 1month subscription to something like CGCookie and follow their tutorials. You can download the videos if you want. GO through their introduction courses before doing your own stuff. 8bux will save you in $/hr trying to search blindly through youtube's sea of Indian shit.

>> No.709529
File: 20 KB, 220x165, Dance.gif [View same] [iqdb] [saucenao] [google]
709529

So I know shit all about what Im doing, Just know how to actually work blender a bit

What is the best method to build models for Video games?
I believe its crucial to avoid Triangles what with how they get rendered in live time
But when it comes to parts such as Tris counts on the model and how you generally would want much more Tris on the face to make them more smoothed out for detail. Should you model the head and the body separately to maintain body Tri count to be count efficient?

>> No.709530

>>709529
the only type of triangle you _REALLY_ need to avoid is a very thin and stretched one.

>> No.709533

Is there any kind of esoteric knowledge about 3D modeling fundamentals that isn't covered by free online resources?

>> No.709534

>>709506
Nvm, if somebody still has this problem, just download and install again, they fixed it.

>> No.709559

>>709533
Yes, for low poly. It's extremely difficult to obtain, though.

>> No.709563
File: 693 KB, 1334x750, DS.png [View same] [iqdb] [saucenao] [google]
709563

>>709533

It's a secret.

>> No.709599

>>709533
hard surface enthusiast(functionally deceased)
action minimisation theory
90s trimixer
PS2 modelling techniques
topological asylum
extrude-a-human
99 quirks of simple quad
ultimate_hard surface_guide.pdf.exe
Blender講座_3.doc
self-mapping UVs
quadrangulation done right

>> No.709609

>>709599
Not cool, anon.

>> No.709610

>>709533
Working at several studios and with ppl that have been doing it for years will give you tons of knowledge you can't find online

>> No.709620

>>709610
Why not start relaying that knowledge, and make some money in the process?

>> No.709624
File: 59 KB, 720x557, 1551513581955.jpg [View same] [iqdb] [saucenao] [google]
709624

how the fuck do i rig a skirt?
not physics, but with controls i can grab and move around

>> No.709639

>>709624
Marvelous Designer

>> No.709646

>>709639
That's not for rigging, dumbass.

>> No.709688
File: 13 KB, 162x225, Adeleine64_render.png [View same] [iqdb] [saucenao] [google]
709688

Whats a good way to paint stylized textures on characters? Ive been happy with blender texture painting so far but its a little limited. I need layers just like in photoshop to work efficiently.
Should i just buy a blender addon that has layer painting? or are there other options out there? (software like substance painter is heavy on my pc)
Also, every video ive seen on youtube uses a material node set up as "layers". That wont work for me since i need the whole character texture in one file.

>> No.709693 [DELETED] 

>>709646
Star Wars

>> No.709696

>>709688

3d coat or mudbox.

>> No.709715

>>709688
that layered painting addon is on cgp

>> No.709727

>>709620
u dont want some fucking younger hack take your job for less money do you

>> No.709765
File: 338 KB, 1060x565, 2F69A400-9783-477B-9EA1-F95AA36C733C.jpg [View same] [iqdb] [saucenao] [google]
709765

Which way is better to do? The only real difference I can see is that the first has more faces than the second one.

>> No.709767

>>709765
if I understood it correctly, you are trying to merge some sort of arch with planet?
then you might want to consider splitting the plane into even parts, if you are planning to put a texture on it. in general it's always better to split meshes evenly. it gives less trouble on UV stage, and it is very good idea to think about UVs already on modeling stage.
couple of faces more is not a huge deal in most cases, but again it depends on where you are planning to use this piece.
in the end, if the merging between two meshes is not mandatory, the best solution might be just leaving the arch structure as floater intersecting your plane and never connecting them.
that way, not only you save some faces, but when(if) you decide to subd the arch, the connection will be pretty crisp from mid-far range(but will absolutely fall apart in close range).

>> No.709787
File: 43 KB, 1347x717, hectrehills.jpg [View same] [iqdb] [saucenao] [google]
709787

I'm trying to start making small wargaming terrain for tabletop simulator.
How do I
1) Texture it?
2) Add proper collision?

Every tutorial for texture painting is super realistic autismal material+node+rendering shit that seems far too complicated for my needs and i'm just too retarded. Is this what i'm in need of? >>709696
I was also thinking I could just export a painted UV or height map and then go over it in GIMP.
pls help

>>709688
I found a free layering addon for texture painting here anon
https://blenderartists.org/t/cycles-texture-paint-layers/1126636/25?u=peetie

>> No.710080
File: 142 KB, 1380x900, IMG_20191114_191641.jpg [View same] [iqdb] [saucenao] [google]
710080

Hello, I am a complete neophyte barely learning the ropes. I am looking to learn to make stilyzed art like in the picture here, but I know that as a hobbyist I won't be able to learn particularly complex stuff. Which software is best to achieve this?

This art was made in Maya, I know, but I need to hear opinions.

>> No.710081

>>710080
This can be done in any 3D package.

>> No.710082

>>709105
How do I make psp quality of graphics?

I want to make simple dioramas in the similar aesthetic as psp games.

Peace walker
3rd Birthday
Type 0
Burnout Dominator

>> No.710083

>>710080
Textures carry most of the weight when it comes to low poly.

>> No.710085

>>710082
Fuck around with aliased settings. The less aliased, the more jagged the poly.

Make low poly assets, and textures around 720p. Maybe filter them with an aliased filter in photoshop.

>> No.710094

>>710083
This. Painting textures to make that look beautiful is at least as hard as modeling it.

>> No.710099

>>710083
>>710094
Alright. So any 3D software is fine, but I will need a specialized one for texturing?

>> No.710103
File: 29 KB, 508x370, tf2_heavy01.jpg [View same] [iqdb] [saucenao] [google]
710103

>>710099
Any 3D software is fine, as far as I know.
Texturing I'm talking about is when you add textures to the unwrapped UVs.(pic related).

Check out this guys youtube vids.
https://m.youtube.com/playlist?list=PLDBXdd2IJRvUs7_jpFp2Z4RrC3h2gBLXS

You'll see how the textures carry the mesh most of the time.

>> No.710104

>>710085
Maya has few options to lower the alias. It's all about anti aliasing.a

>> No.710105

>>710103
Forgot to add.
The textures are often made in almost any drawing program.
Photoshop
painter
Whatever.

>> No.710111

>>710082

I don't know about environments but 1k poly characters 256 pixel hard limit on texture size and 250 color limit. environments would have even worse specs.

>> No.710119

>>710111
Well, I'm going for PSP level of quality, isnt 256 psone level of quality for PSOne?

I'll stick around the 1K limit for poly characters. I believe some of the poly count for the Final Fantasy Dissidia characters were roughly 2k.

My biggest hurdle right now is getting Maya to ADD aliasing to the renders.

>> No.710122

>>710119
I think I'm going to take a more haphazard approach.

I'll make it the meshes in may, import it into Unity3D and use this add on for the alias and texture wobble.

https://m.youtube.com/watch?v=MhpwwfJB4CI

>> No.710125

>>710103
Thank you. Will make sure to study this.

>> No.710165
File: 10 KB, 640x360, 497693520_640.jpg [View same] [iqdb] [saucenao] [google]
710165

I want to render realistic smoke with a toon shader. Please recommend me a renderer that supports toon shaders for volumes or something I can use to turn smoke volumes into actual geometry.

>> No.710178
File: 723 KB, 1280x720, wdas_cloud_sixteenth.png [View same] [iqdb] [saucenao] [google]
710178

>>710165
Never mind, the volume mesher was right there in front of me.

>> No.710205
File: 111 KB, 602x745, Screenshot_1.jpg [View same] [iqdb] [saucenao] [google]
710205

How would you texture a building like this? I have modular pieces like the one that is circled, and I have 2 types of a texture: clean and damaged / dirty. I can vertex paint them nicely, but I don't know what to do with these gray edges each modular piece has. Should I paint it manually (in that case, I have to know if it's possible to vertex paint more than 2 textures in Blender), or should I maybe create some polygons for that area and apply another material? But in that case, the transition will be too perfect.

>> No.710215

>>710111
I didn't have the time the other night, so went back this morning to check the textures from a model I got from the model resource site.

Its 256px 72resolution.

I dont know about environments either, which is what I want mostly, but there is this program, ninja ripper, that can be used to get a few assets. May even RIP environments.

https://m.youtube.com/watch?v=NlY9dd8eY5c

>> No.710217
File: 1.03 MB, 1024x1024, dresser-7.png [View same] [iqdb] [saucenao] [google]
710217

How much detail should I have in a low poly to bake the detail on the right to the left? I set a limit of 5000 tris for the entire cabinet and am about 500 over, would 10k tris and 1 or 2 1024 textures be too much for a current-gen game?

>> No.710235

>>710205
I wouldn't even bother modelling those at all to be honest and just paint them over, slap some parallax on top and call it done. cannot offer you advice on blender though. but I'm pretty sure it can do all that.

>> No.710256

>>710235
>but I'm pretty sure it can do all that.
It can't do parallax, that's for sure.
Not without some node fuckery.

>> No.710388
File: 54 KB, 351x930, Screenshot_1.jpg [View same] [iqdb] [saucenao] [google]
710388

>>710235
True, but I'm not sure that's the way to go if I'm aiming for photorealism, and also, those buildings wouldn't be that far away. For far background, sure, I'd use simple boxes with textures.

I already have modular pieces, they are pretty simple anyway. What do you think about using decals for those lines? I tried it out, and it doesn't look bad, but it will require a shit ton of them.

Pic related is a rough example.

>> No.710551

Where should I start with modelling low poly humans?
Is there a fundamentally different approach to modelling vehicles, or is it just a matter of finding references and building around them, little different to modelling a car?

>> No.710552

>>710551
if you want them to be able to animate you should create your characters with decent topology.
Humans are mainly soft organic shapes getting the proportions and large shapes right is very important once you are decent at that learn about anatomy.

>> No.710557

>>710552
Never underestimate the importance of good topology.

>> No.710569
File: 1.09 MB, 1208x830, Screenshot_1.png [View same] [iqdb] [saucenao] [google]
710569

I did 90% of the keycaps with array modifiers. When I thought they were ok, I applied the modifier so I could copy and edit some of them. I know I could've done it differently but now I can't turn back. I have to mark seams and unwrap the keycaps. Is there any way to transfer seams from one object to another identical object? If not, how do I take an object and transform it (like replacing it) into another? I'm guessing if I mark seams and unwrap one keycap I can select the others and transform them into the edited one.

>> No.710604

>>710569
you should be able to copy the UV map to the identical keys.

>> No.710638
File: 311 KB, 1075x858, maximum.jpg [View same] [iqdb] [saucenao] [google]
710638

does blender have anything that works like photoshops maximum filter?

>> No.710658

For a hobbyist with no money, Maya or Blender?

>> No.710660

>>710658
What do you want to do?

>> No.710661

>>710658
go for blender it has a bigger userbase so you will find most answers to your question quick online.

>> No.710662

>>710660
Video game models.

>> No.710666

>>710662
Blender may be enough. Be prepared to encounter some filetype compatibility issues every once in a while (regarding FBX), but it shouldn't be anything show-stopping.

>> No.710684
File: 1.80 MB, 1920x1080, RMFabricCollection.jpg [View same] [iqdb] [saucenao] [google]
710684

How do I make velvet material inside of UE4? If I understand correctly I should make anisotropic material but I don't know how. I would download and reverse engineer Fabric Materials - 56 Pack but it's not free anymore.

>> No.710689

>>710658
Try them both, I ended up preferring Blender but you can download a student copy of Maya off their webzone (they don't even check if the email is valid, just put in randomshit.edu)
If you actually get somewhere with it, a studio will pay for your license

That said, I just found Blender somehow clicked with me better and also on my shit computer Blender runs a lot better (except for sculpting huge amounts of polies and even then there are tricks)
All the skills are transferable, the terms might be different words but all mean the same thing

>> No.710722

relaxed pose or T pose for game characters?

>> No.710729

>>710722
relaxed pose when doing the final work (texturing and corrections).
How you then pose it in engine depends on the project.

>> No.710730

>>710658
If your goal is having fun with a quick comfy 3d program, if you're in it to make friends and join an online community, or you want to focus primarily on poly modeling (eg weapons, sci-fi) or cartoony characters you should go with Blender

If your goals are achieving photorealistic renders, having available the largest number of pro tutorials to develop your artistic skills, or you want to rig and animate complex characters go with Maya

>> No.710733

>>710722
Relaxed pose. But you should be able to move the character between both poses easily in your sculpt/modeling. If you can't do that then your topology is bad.

This post made by A-pose crew

>> No.710742

how to make sure my UVs are flat?

>> No.710749
File: 37 KB, 640x480, thermal-image-of-dog.jpg [View same] [iqdb] [saucenao] [google]
710749

Is it possible to render an image like a thermal-image?

I study engineering at University and for a project I need some thermocamera images but I don't want to buy one. Is it possible to create colors just like a thermocamera would do?

>> No.710752

Why is search broken on the Warosu /3/ archive? It doesn't appear to be broken on other boards.

>> No.710753

>>710752
there is a small error in it. literal one liner fix would do, but the bug was reported like uh, in 2014? and nobody bothered to this day.
just accept that we have no search in our archive.

>> No.710776
File: 6 KB, 64x64, co3851734.jpg [View same] [iqdb] [saucenao] [google]
710776

In Blender 2.8, how can I move a specific IK bone exactly -.5 on the Z axis? I know I can press G and lock it to Z in the viewport in edit mode but then I need to use my mouse and I get something like -.5048546439321. Is there a field I can just type -.5?

>> No.710799

>>710776
you can type "g z 0.5"
or "r z 0.5"

>> No.710803
File: 139 KB, 233x362, Chocomint Akane.png [View same] [iqdb] [saucenao] [google]
710803

>>710799
Oh that's so unintuitive, thanks

>> No.710804

>>710803
it should be displayed on the bottom of the window. You can type math as well and use backspace to correct.

>> No.710843

>>710638
Use a math node and set it to maximum?

>> No.710852

With more and more 3d softwares moving the workload to the GPU, would buying a high core count cpu like the ryzen 9 3950x be a waste of money?

>> No.710856

>>710852
No. If you're doing any kind of compositing, or even saving larger images and stuff, having a capable CPU will still be extremely beneficial. As well as anything requiring lots of geometry like sculpting. Since the CPU has to tell the GPU what to show you on screen, and calculates all the shit going on in your scene, it's a good idea to make sure your CPU isn't a bottleneck.

>> No.710885

>>710803
>unintuitive
You just used to having to type what you want into tiny little grey boxes. Break free from your modal constraints

>> No.710887

>>710885
its unintuitive because in other programs you don't need to press hotkeys before entering values. Its typically an either/or thing

>> No.710895

>>710852
Once upon a time the answer was "yes," because most day to day 3d software workloads are all about single core perf. But the 3950x is very competitive in single core against even Intel's best single threaded options. So for a few hundred bucks more, you are getting a huge boost in other common tasks where you do need multicore CPU power, like running simulations, video compositing, and media encoding. Especially if you expect to do those kinds of tasks somewhat regularly it's a fantastic buy.

>> No.710909
File: 140 KB, 631x680, N Panel.jpg [View same] [iqdb] [saucenao] [google]
710909

>>710887
You can do that too with the panel on the right though too (the "N" panel).
Want to move something by .5 on the Z axis? Just click the Z value, and either add .5 yourself, or if you don't want to bother just write "+.5".

It's perfectly intuitive. Hell, you can even type in values when using the gizmos.
It's not unintuitive because you didn't think to try it or actually look.

>> No.710935

>>710852
Why not get a powerful CPU AND GPU?

>> No.710991
File: 184 KB, 1440x900, CitiesSkylinesasset.jpg [View same] [iqdb] [saucenao] [google]
710991

I'm desperately trying to learn how to do UV unwrapping in C4D, for a custom asset in the Cities: Skylines. Just a simple eatery/diner.
However, whenever I look at a tutorial, it's either for a primitive cube, or it's at least 1 hour long. The hour would be fine if they didn't also slooooowly explain what a cube is at the beginning, and how very basic nets work.
Help me bros.
>do i need to greatly simplify the topology with a retopo tool before doing UVs? Polys have already been converted to tris
>how does the size of each UV island effect the outcome?
(it already makes no sense to me how they can be moved to anywhere you want)
>how do I go about making luminescence, normals, reflections, etc if it's all on 1 map?
This shit is making me want to pull my hair out. Google is useless for asking questions now, and I can't be bothered watching a 3 hour tutorial where they might not even end up addressing these issues.

>> No.711067

Is metaseq good for weight painting

>> No.711071
File: 10 KB, 305x300, 1561910688146.jpg [View same] [iqdb] [saucenao] [google]
711071

>>711067

>> No.711110

>>710991
I'm still a beginner myself but from what I understand from the other maps part you just take your high poly mesh and low poly mesh, import them into your software of choice (be it substance or mari or whatever) and just bake all the maps and high poly details into the low poly mesh. Then you paint from there and extract every map individualy to connect each of them in the node editor that C4D probably has.

https://www.youtube.com/watch?v=ZOHNRlrd1Ak
Not quite as short but they do give a general overview of what each type of map does.

>> No.711164
File: 303 KB, 1000x734, lady.jpg [View same] [iqdb] [saucenao] [google]
711164

I'm looking for any tips on adding textures to a low poly mesh like the one I made here.
Is Mari a good software for.

Any other tips are welcome.

>> No.711167

>>711164
Using Mari for lowpoly is like using C4 to crack a nut.
Entirely possible, but overkill and not what you want.
3D coat in combo with Photoshop or Krita or whatever would be better.

>> No.711179

anyone know why my vray render stops rendering at pass 0 ive been using vray for several years and i dont remember ever encountering this everything was rendering just fine 2 days ago
ill isolate a few objects and itll render fine but once its the entire scene it just gives up it started happening after adding displacement to the scene but ive already got rid of it

>> No.711184

>>711179
fixed it seems like switching from vray adv renderer to vray rt then back to adv did the trick

>> No.711185

>>711164
you need more geo in the butt

>> No.711189

>>711167
Thanks.

I should have clarified.
I'm looking to paint directly on the 3d mesh.

I tried with photoshop, and what I find my self doing is finding some line or color not lining up right. Say shes wearing leggings, the round part doesnt go around her leg in a solid circle.

Wanted something where it was relatively easy to paint on the mesh worn more tools Maya offers, then finish up the rest in photoshop.

>> No.711191

>>711189
Also, in literal terms, C4D cant crack a nut.

>> No.711192

>>711189
>I'm looking to paint directly on the 3d mesh.
Substance Painter / Mari / 3D Coat (blessed) / Quixel Mixer (soon)

>> No.711193

>>711191
C4 not C4d
There is a difference. Enough C4 can crack everything.
Paint on mesh directly with:
Mudbox, 3D Coat, Substance Painter,
C4d can actually paint on mesh, so can Blender and Modo. I would recommend 3D Coat for lowpoly or stylized pure diffuse painting.
Mari is a special case since you don't paint on the object but in camera space and it gets projected on the mesh.

>> No.711195

>>711185
>found the coomer

>> No.711296

Which programs should I learn if I want to specialize in animation? That is, I just want to make short clips of 3D characters in action scenes.

As I understand it some programs are far better for modeling and I'm okay with switching between programs to produce the models themselves.

>> No.711393
File: 254 KB, 808x614, fem head.png [View same] [iqdb] [saucenao] [google]
711393

the fuck am I doing wrong with the eyes here? I'm ultimately trying to get a head made to make a female character similar to the girl on the right and I've never really done characters that weren't to be used in a low-polyish game.

>> No.711395

What are the best ways to create some nice looking textured terrains in a short amount of time? WorldMachine is starting to get old afaik, and Gaea seems nice. I tried playing with Gaea, but there are not enough tutorials and I struggle with certain things. Not even sure how to create or export textures from it.

What about this workflow where you export masks and texture in SP?

https://www.youtube.com/watch?v=lv3CP9S2nJc

I'd almost buy the template since it's cheap... I have to understand this, I never managed to create nice looking landscapes even though it doesn't seem that it should be that complicated.

>> No.711397

>>711393
>the fuck am I doing wrong with the eyes here?
You try to model a face instead of sculpting it.
Since you are obviously a noob, let me tell you this, you'll never ever succeed in doing something that resembles the image on the right unless you start with (3D) art fundamentals and work your way up. If you think you can wing it or use some shortcuts - then your thinking is wrong.

>> No.711398
File: 139 KB, 960x960, female head reference.jpg [View same] [iqdb] [saucenao] [google]
711398

>>711397
> sculpting

ain't doing that shit. This is the reference I'm using for the head, I should have included that instead of the other one because i was going to shape it to be more like that after the head was done.

I'm doing it the same way I always have with edit mode in 2.79 or older but eyes and ears have always been my weak spot because I come from a time of low poly faces where the eyes were just included in the UV map because it for for some Quake 3 tier game engine.

>> No.711403

>>711398
>ain't doing that shit.
then good luck with that outdated workflow

>> No.711404
File: 340 KB, 1484x746, gnom base rig.png [View same] [iqdb] [saucenao] [google]
711404

>>711403
I'll sculpt when I figure out how to do fucking eyes.

>> No.711579

is there any place online that has ripped models from fifa, madden, or nba games? they piss out new shit games every year you would think the internet is overflowing with ripped models but no, I literally can't find a single ripped model it's DRIVING ME INSANE. I just want to make some animations with messi and ronaldo and Tom Brady and lebron. help me bros am I going to have to rip them myself? or is there some secret place where I can download them?

>> No.711581

>>711579
if you can't find a xps, rip it yourself.

>> No.711582

>>711393
your edgeflow is crap
find tutorials for proper topology.

>> No.711608

>>711296
Maya is the best software for animation

>> No.711609

>>711404
Box modeling forces you to create form/anatomy and topology at the same time. When you sculpt, you can focus on anatomy only, and topology comes later. That’s why it’s a better way to learn how eyes work.

Also, the key is to locate (mentally) the zygomatic arch and orbit, which create surface structure, and then place the eyeball inside of the ring.

>> No.711641

Guys, I'm planning to make a short animation with lots of smoke (chimneys) and I wanna know what's the best way to do it. I can't simulate all of it because render times will be gigantic, so I guess I'll have to composite it.

Is After Effects good for this? I found some tutorials on the subject, but now I also wonder if I can get some decent smokes for free somewhere. Would it maybe be viable if I render a single smoke sim on my own and then use that in post? I don't really know how is that generally done for movie VFX. Realtime is a different story.

>> No.711663

>>711641
Cant you just use cards/billboards?
Just render out a few different variations, then just use them as an animated texture on a plane for your final. It's essentially free in terms of performance.
You can even re-use them later for other shit.

You could go a step further as well, and try and match the lighting conditions of your scene so the smoke is lit properly.

>> No.711710

Are there any artists doing fake 2D in 3D without paint overs? I'm specifically looking for stuff that imitates lineart, anime style or cartoon style, whatever. And not low poly/game models, but actual high poly stuff designed to look like it was hand drawn.

With how good some anime style games look now, like the new guilty gear stuff(https://www.youtube.com/watch?v=TrDaEqZC22A)), I feel like you could get almost perfect now if doing dedicated artwork and not animated models.

>> No.711711

my 3dcoat trial expired, is there another good program for retopology.. or can I renew it somehow?

>t. poorfag

>> No.711717

>>711711

Get it on cgpeers or get a free Maya education version.

>> No.711719

In blender, the average brush tool is shaped like a circle. Is there a way to make the average brush shaped like this? [Rectangle shaped] I need it shaped like that to make the weight painting between body parts (Such as the lower spine which is closer to the hips and the upper spine which is closer to the chest) smoother but all at once. With the circle shape of the average brush it comes out as uneven.

>> No.711787

>>711609
That's that modifier that bends a surface around the parent model like a blanket over a ball right?

>> No.711816

>>711719
Box select? Just click and drag.

>> No.711817

>>711710
Guilty Gear and the new Gran Blue Fantasy game have basically looked like they've perfected it. I'm surprised, but also not sure how they do the cel shading so well.

>> No.712194
File: 2.80 MB, 4656x3492, 20191127_0914402.jpg [View same] [iqdb] [saucenao] [google]
712194

I constantly lose my mouse cursor when its in front of something white in edit mode in Blender, and I am not blind by the way. Is there a way to change either the edit mode cursor color or am I able to slightly dim the default white material? In the picture, the cursor is to the left of where it says "Nothing selected".

>> No.712272
File: 49 KB, 890x672, Major-Fontanelles-and-Sutures-of-the-Skull.jpg [View same] [iqdb] [saucenao] [google]
712272

How to skull suture in zbrush?

>> No.712282

Is 3D really so difficult that there are patreon for such basic shit like still poses and waggling feet? I just can't believe it.

>> No.712401
File: 8 KB, 400x495, Screenshot_1.png [View same] [iqdb] [saucenao] [google]
712401

why in photoshop when i make a closed shape with the brush tool and then i fill it with color with the bucket tool i get this white line separating around the inside corners of the brush?
Im using a default hard brush

>> No.712436
File: 193 KB, 1000x1000, 3b756c72060321.5bda548e4dd5c.jpg [View same] [iqdb] [saucenao] [google]
712436

Any idea how I can achive something like pic related in Cinema 4D?

>> No.712485
File: 237 KB, 443x415, 1401742204214.png [View same] [iqdb] [saucenao] [google]
712485

Any recommendations on a pay website to learn Substance Painter? I'm used to the $/month access from places like CGCookie.

>> No.712489

>>712436
looks like as if the circles are made of 2 light particles moving very fast rendered with tons of motion blur.
I would say 90% of the image can be done in PS or AfterFX.

>> No.712492

>>712485
stop wasting money.
watch this:
https://academy.substance3d.com/courses/getting-started-with-substance-painter-2018/youtube-IGGQl9kVB1M
it's more than enough to learn.
and it's free.

>> No.712494 [DELETED] 

https://youtu.be/-hQeArXQEJg
https://youtu.be/OmXwnQjB-Mc
https://youtu.be/I-AE0oW8jII
https://youtu.be/cRipSgxMukQ

>> No.712495

>>712492
Oh nice. Will they give you any specific guidance on like... protips on how to mix modifiers and grunges on how to make realistic wrinkles on fabric meshes? I really don't trust the Flipped Normals group--- their videos are pure clickbait and offer extremely little information, despite the comments praising them for being the next coming of Christ.

>> No.712532

>>712401
It's to do with the tolerance. Either bring it up or down (I don't remember which), and it'll fill the whole shape. You could just fill it again, but I think that fucks up the anti-aliasing on the outside edge.

>> No.712543

So I have had a long dream of animating little shorts with some characters that I have modeled and rigged. I'm looking to animate something like a gymnast floor routine or a figure skater's routine. I have been storyboarding by posing the model and studying footage, but when I actually animate, is it feesable to animate those kind of of movements by hand or am I going about it the wrong way?

>> No.712596

>>712543
If you know what you're doing it's feasible.
If you've never animated a thing in your life or done anything creative at all, it's not.

>> No.712622
File: 111 KB, 540x526, 1567834875145.jpg [View same] [iqdb] [saucenao] [google]
712622

>>712611
>>712621

>> No.712630

>>712401
tolerance and anti-aliasing are the problem
>>712272
it's just a groove
>>712282
paypigs will always be stupid.
To be good at 3D you need to study and you need talent (especially 3d comprehension)
>>712543
ambitious, but possible.

>> No.712665

>>709105

How to bake animations/simulations down to textures?

I want to do a fluid sim for rain then bake down water droplets and tracks to normals, and maps/masks

I'm using maya but will learn something else if it's the only way to do it.

>> No.712667

>>712630
>it's just a groove
Wrong.
It's an irregular-semi-rounded-semi-angular-zigzagy groove.
It thought using alphas first, but then there were areas (around the temporal bone for example) where the sutures were curvilinear, so I would needed to bend and micro-tweak the alpha to fit them in.
Would be really nice if lazy mouse had the deviate and randomise sliders to make this possible.
The most realistic option, now that I think about it, will perhaps be the chain insert brush with a couple different elements (fitting seamlessly to one another) with the depth set a bit below the applied surface.
Just have to check out if the insert brush holds more than three elements and if so, does it allow a randomisation between the central elements.

>> No.712674

>>712667
>irregular-semi-rounded-semi-angular-zigzagy groove
so it's a groove

>> No.712680

>>712674
Groove it is.
But not *just* a groove.

>> No.712699
File: 3 KB, 126x108, 1282874042043.jpg [View same] [iqdb] [saucenao] [google]
712699

Is there a limit to how much copyrighted audio I can use for a lip sync animation. I'm doing one for my portfolio and I don't know if I would need to stop at a certain point. It's just various voice clips from a video game that I ripped off youtube.

>> No.712700

>>712699
Yeah, you can use as much as you've been given permission to.

>> No.712701

>>712700
Yeah I didn't get any permission. I just wanted to practice lip syncing

>> No.712703

>>712701
http://www.11secondclub.com/

Or use films in the public domain: https://en.wikipedia.org/wiki/List_of_films_in_the_public_domain_in_the_United_States

>> No.712732
File: 766 KB, 1094x765, gun.png [View same] [iqdb] [saucenao] [google]
712732

Amateur blendlet reporting. Is there a proper way to go about cutting things into cylinders? Boolean and knife project give me shitty n-gons and I don't know how to fix them without messing up the shading. I'm trying to model a mid-poly gun flash hider.

>> No.712736

>>712732
Loop subdivide?

>> No.712746
File: 704 KB, 861x1021, Gun2.png [View same] [iqdb] [saucenao] [google]
712746

>>712736
This is my attempt so far. It shades oddly, but think I probably should've used a cylinder with maybe 32 sides instead of 16 for this. I'm not how to fix it how it is now

>> No.712751

Max OG here, I'm trying out Blender 2.81 and while it's nifty, there's alot of dumb shit in terms of navigation I've had to unfuck (middle click doing some weird rotate on objects so middle click pan can potentially fuck your shit up if you're not careful, among others)

I'm glad they've got a Zbrush style "Transform" gizmo that includes, move, scale and rotate options as it literally is the best shit ever, HOWEVER, how the fuck do I scale uniformly with this? Zbrush's has outer edges you use to do global dragging, and then the very centre where the scale stuff is......scales.

But in Blender there's 2 different circles for rotate and 1 for move and that's fucking it. Is there a fix for this?

>> No.712752

>>712746
Just keep pushing and pulling. That's what I would do.

>> No.712770
File: 461 KB, 1550x946, Gizmos.webm [View same] [iqdb] [saucenao] [google]
712770

>>712751
For camera movement, I just use the alt button. There's an option in the settings to use alt as the mmb.
As far as the gizmo goes, I don't use it much or at all, but you should just be able to click into it and arbitrarily do things like move and scale.
I think if you have all three on at the same time you can't scale it like that (or I just don't know where I should be clicking, again since I don't use it), but you could just press "S" to do the same thing.
Hopefully this helps. Even if a little bit.

>> No.712772

>>712770
I should mention that if you have all 3 on at the same time, you CAN move and rotate it just fine. I just don't think you can scale it on all dimensions like that. Kind of a weird oversight if you ask me.

>> No.712812
File: 71 KB, 736x460, a186b754b201f42d2b05d74ddf40a3ee.jpg [View same] [iqdb] [saucenao] [google]
712812

>>709105
what's the best software for creating landscapes for a video game?

>World Creator
>World Machine
>GAEA
>blender
>Unreal Engine 4 landscape tools

>> No.712859

>>710749
We all know you want to render infrared furry porn, no need to hide it buddy

>> No.712884

>>712812
I've been using GAEA for a good while and while the software is a bit buggy at times, it's better and more intuitive than other things I've tried. I haven't used them in a game engine, but they should work fine since it outputs height maps.

>> No.713246
File: 72 KB, 783x936, ninopal-1200282630719098882-0.jpg [View same] [iqdb] [saucenao] [google]
713246

This is not my work, but how would you go around fixing this topology?

>> No.713247

>>713246
you will have to retopo it

>> No.713285

does photoshop not have any way to automatically align new image imports to canvas edges im looking everywhere and there doesnt seem to be an option how the hell does such a classic software not have this
im working with multiple render elements each image is the same size as the canvas yet each imported image is always 1 px off either the x or y axis which i have to manually move this is such a pain in the ass

>> No.713288

>>713285
You cant load them as a stack?

>> No.713305
File: 543 KB, 1051x293, ow the edge.png [View same] [iqdb] [saucenao] [google]
713305

Apologies if this is not the proper board to ask this...
In Substance Designer, what node and how could I use it to get to chop a bit off the edges in my substance so that it looks a bit more like in the image?

>> No.713308

>>713305
I would probably play around with Edge Detect and try to create an outline of the tiles. Then with the resulting mask, Warp it with some cloudy procedural texture and then use it to substract the area around the tiles.

>> No.713350
File: 484 KB, 511x540, wrong.png [View same] [iqdb] [saucenao] [google]
713350

>>713308
Thank you, I'll do that.

Could I also ask which node to use to have these two patterns be... um, equidistant?
The point is that I must expose ONE variable that controls how many tiny windows the wall has.
When it's the default (10) it looks good, but when I reduce it (given the way the pattern was made, using splatter circular), the hand-drawn ornament still stays beside the window instead of being evenly spaced.

>> No.713351
File: 59 KB, 714x437, the heart of it.png [View same] [iqdb] [saucenao] [google]
713351

These are the nodes that define how many windows there are.

>> No.713387
File: 204 KB, 1187x1829, 9g3gep9m3hd21.jpg [View same] [iqdb] [saucenao] [google]
713387

How the hell do you do a full CV with no fulltime experience and formal education? I can hardly come up with half a page of water

>> No.713399

>>713246
making lamb do it

>> No.713403
File: 42 KB, 722x792, circ.png [View same] [iqdb] [saucenao] [google]
713403

>>713350
>>713351
>Fusing 2 different patterns together in one go
But why? Just save yourself the headache... Find a way to separate them, plug them both back in the node and let the computer calculate the spacing for you. You'll have way more control over your pattern's design that way.

>> No.713415
File: 1.05 MB, 4608x1024, vraypasses.jpg [View same] [iqdb] [saucenao] [google]
713415

>>713288
ok that seems to work thanks i checked the automatically align to source which messed things up

i have another question for anyone who knows how to work with vray render passes
i cant seem to produce an accurate vraylight render pass with vrayrawlight x vraydiffusefilter im not sure what im doing wrong im working in a linear workflow i even checked the gamma blending mode to 1.0 in photoshop i managed to create an accurate rgb pass from the addition of regular passes but when i try working with raw elements things dont look right

>> No.713416

>>713403
I feel equal parts stupid and happy (read: very) about just finding out that Splatter Circular lets you handle more than one pattern at a time. Thank you!!!

>> No.713424

>>713415
>i checked the automatically align to source which messed things up
Yeah don't ever check that unless you're making a panorama. Even then don't check it, since there's already a way of loading a panorama.

>> No.713576

>>713399
Lamb?

>> No.713717
File: 17 KB, 205x384, Capture01.png [View same] [iqdb] [saucenao] [google]
713717

I am trying to scale up a model to be exactly 1 meter 45 centimeters tall. If I type in the number, I get it, but the dimensions stay the same, messing up the aspect ratio. How do I fix this?

>> No.713718

>>713717
the other dimensions*

>> No.713722

>>713717
Copy Z scale value to X and Y?

>> No.713723

>>713718
times 1.03669

>> No.713751

>>713717
Make sure your scale is set to 1 on each value, or apply the scale.

>> No.713799

>>713722
>>713723
>>713751
Thank you, I found a way.
I just used S + Shift and zoomed in further and further till I got it.
Perfectionism.

>> No.713886
File: 633 KB, 1321x433, Capture02.png [View same] [iqdb] [saucenao] [google]
713886

I have just discovered the eyelid edges on this mesh are slightly not symmetrical. (.000001 difference on some)
I'm new to Blender, is there a way to quickly have this mesh perfectly symmetrical instead of manually typing numbers into every vertex?
I want to do this to the head only, as the rest of the body is meant to be asymmetrical.

>> No.713887

>>713886
look if it has a line of verts running all around the middle of the mesh if so delete one half and apply a mirror mod.
.000001 should be irrelevant.

>> No.713893
File: 993 KB, 797x865, 1569379565794.png [View same] [iqdb] [saucenao] [google]
713893

>>713887
Thanks sir, that fixed it.
But that caused another problem, and I fixed that on my own.
Then that fix caused another problem, and it crashed when I pressed save as.

>> No.713895

>>713893
welcome to the wonderful world of 3DCG if you don't know nearly everything you will run into problems, don't take it to hard just fuck around in the beginning.
If you give me details I might be able to help.
What are you trying to do what model is this (mmd?) etc.

>> No.713900
File: 510 KB, 1260x909, Capture3.png [View same] [iqdb] [saucenao] [google]
713900

>>713895
I am trying to setup hopefully 1, but more than likely multiple rigs for 1 character mesh already made. I would export them and set them up for multiple programs like FaceRig and VRChat and sell them. Looks like no one else has done this, so I want to take the opportunity. I also know I'm new to this so I want to try a couple first to get good.
This one for example. I'm finding so many bothersome things though, like double vertices, asymmetrical faces, unconnected faces, double face layers to make weight painting double hell, etc.
I also am doing all this on a laptop, so I'm staying far away from high poly meshes for now.

>> No.713901

>>713895
I also appreciate the help. I try my best to solve the problem on my own, or search online before coming here if its been an hour.

>> No.713904

>>713900
go for it but I sold some shit on vrc, don't get duped.
mmd models are made for their own engine making them not 1 to 1 compatible with unity.
people in vrc aren't that knowledgeable or picky.
There are a few mmd to vrc tutorials on jewtube, you should check them out.
the mmd tool is a bit wonky do this first import then separate by material delete shit you don't need (there could be hidden coliders) after that check the mesh if you hover in the viewport and press w you get a menu look for delete doubles you can set the min distance in the toolbar, also toggle wireframe and look for hidden geometry.

>>713901
I am backing textures and listening to the shadow so I am here if you got any questions.

>> No.713980

Is there a way to reshape a polygon from an orthographic view to the shape of its UV? I've Blender and Maya, prefer to work in Maya but will use Blender to create this one thing if I have to. I'm working with hair and I don't want to fine tune this thing for ages.

>> No.714045

>>713980
this sounds like you are doing something ass backwards.
What are you trying to accomplish?
I think if you want that you have to do it by hand.

>> No.714056

>>713980
context?
are you trying to retopo ripped asset with existing texture or something?
card hairs should ideally have straight UVs for their strips, sculpted hairs just unwrap, relax and forget like any organic

>> No.714069

How does the Arnold denoiser AOV work when doing batch renders? How do I get it to batch render using the denoiser AOV?

>> No.714105

I just can't find the right workflow for modeling a human in Cinema 4D. Tuts are all 3 hours long with no speaking or annotations, or 2 minutes long with no depth. The other tutorials being for extremely cartoony bean people, or individual body parts.

>> No.714108
File: 53 KB, 750x422, 1573305572130.jpg [View same] [iqdb] [saucenao] [google]
714108

>>714105
Have you checked out this course? https://www.udemy.com/course/learning-sculpting-from-beginner-to-advanced-in-cinema-4d/

>> No.714110

>>714108
I actually haven't thought of a paid course, desu. Although I was starting to think that'd be the best course of action for me. I know I can't have someone just magically explain how to do it, but I want to know a good workflow for achieving this, so I can do it myself. Just simple stuff like
>what shape do I start out with
>where to make loop cuts
>which pieces need to be separate
Just stuff like that. I've been doing 3D modeling for 3 years and I've gotten pretty fucking good at hard surface modeling, and I feel like I'm truly plateau'd since I can't create any characters.
Thanks for pointing me towards this course, anon. I'll check it out.

>> No.714111

>>714110
>Thanks for pointing me towards this course, anon. I'll check it out.
Lol, please don't. There are good courses out there, but that one ain't one of them.

>> No.714120

>>714105
The proper workflow is to get Zbrush lmao

>> No.714125

>>714110
>>714111
This one is good. It uses Maya though, but the principles work everywhere: https://create3dcharacters.com/

>> No.714138

>>714125
This guy sculpts his characters in Zbrush lmfao

>> No.714139

>>714138
well yes why would anyone use maya sculpting for anything other than small tweaks lmao

>> No.714140

>>714138
What's funny about that?

>> No.714141
File: 110 KB, 960x843, ishiggydiggydoo.jpg [View same] [iqdb] [saucenao] [google]
714141

>>714140
one nation one workstation one application

>> No.714147

>>714141
This is not Blender territory, you idiot.

>> No.714152

>>714139
This is not about Maya, the original question is "muh C4d character creation workflow" and the answer is "don't use C4d or Maya or whatever if you want to make characters learn Zbrush"

>> No.714162

>>714152
That answer is wrong. If you want to create characters, learn drawing and concept creation. Everything else is just the technical translation of those concepts. ZBrush, Maya, C4D, even Blender, are different tools for different end goals.

>> No.714225

>>714152
>implying sculpt is the one and only stage

>> No.714237
File: 1.14 MB, 1024x1024, Neeko_Base_TX_CM.BotCarry.png [View same] [iqdb] [saucenao] [google]
714237

Let's say I want to remake this at 2x or 4x resolution.
What tools/programs would be used?
How long would it take?
Do I need a workstation?
Do I need a tablet?

>> No.714238

>>714237
upscale is a bane of our existence.
either use waifu2x or other AI assisted upscalers for quick shitty result or use it as reference and redraw in substance or other 3d painting applications for longer but quality result.

>> No.714240

>>714237
an upscale algorithm will probably fuck this up.
The best result, increase the size of the texture and paint over it.

>> No.714244
File: 1.44 MB, 576x624, josh jansen @herozeroart.webm [View same] [iqdb] [saucenao] [google]
714244

>>711710
Haven't seen many besides one-off experiments.
>I feel like you could get almost perfect now if doing dedicated artwork and not animated models.
That's a lot of work compared to just drawing it for anything not animated though.

>> No.714257
File: 284 KB, 500x551, leon.png [View same] [iqdb] [saucenao] [google]
714257

Is there a program that can create a face from multiple images and it looks half decent?

>> No.714260

>>714257
*a 3d face

>> No.714296

>>714141
blender is gay

>> No.714339

>>714238
>>714240
Waifu2x was actually perfect, thanks.

However now I need to work on this texture.
I'm making a higher quality model with this texture, but the clothing will have physics, and it might reveal more skin at times, so I need to add more skin texture to keep it from looking weird, but I have never done drawing/painting like this before.
Is there a different board on 4chan to ask about a beginner getting into this? A quick look on home page and I don't see where else to ask this.

>> No.714396

>>714339
wiki.polycount.com/wiki/TexturingTutorials
these can get you started on handpainting.
all your work obviously will be done on workstation(= PC), you will need a tablet(don't try painting with mouse. trust me, I did that. just don't), and you will need to study some limited set of 2D artistic skills. not terribly large one at that, mind you, modern approach to texturing is akin to painting miniature figurines without worrying about messing them up permanently.

>> No.714412

>>714045
>>714056
I am doing something backwards. I wanted to create an accessory to a character and I had the assets, but because of the shape of the object I'm working on, trying to jury rig other parts of the model directly to be applied to the accessory seemed totally dumb and I'd have to do a lot of my own edits anyway so it seemed redundant. I got over it, I made the thing I was trying to do, now I'm just trying to get this applied to the model.

Speaking of which, where can I find spPaint3d? The website it's hosted on has its login system down. geometryPaint is not useful for painting this shit onto the model.

>> No.714482

>>714162
This is what I was pretty much expecting when I asked the question, desu. It's a shame too because I can draw pretty well, but faces and bodies have never been something I was good at, which is obviously quite limiting. Faces particularly are just a mystery to me.
Other than that, can you answer a couple of other small questions? You seem to have good answers.
If you were to model a human, would it all be a single mesh, or are the limbs and facial features their own thing? Or does this depend on the use of said model?
Is there a point in modeling a character where you're done with standard modeling, and move it over to sculpting?
I know these are nubie things but everyone seems to have a different approach.

>> No.714488

>>714482
the hair, eyeballs, teeth and tongue are usually not connected to the rest of the body the body is one connect mesh.(technically they are all one mesh)

You can vertex model the whole thing (this gives you more control but takes more skill and time) You can also start from a sphere and sculpt from there until you have a human. What a professional would do is get a basemesh (a already finished human) and sculpt from there.

>> No.714545
File: 529 KB, 835x524, 019.jpg [View same] [iqdb] [saucenao] [google]
714545

I'm working on a model with a lot of tiles. However My texturing skills are rather weak.

What's a good workflow to add fuges in the right places without having to deal with a lot of missalignment and other issues?

>> No.715068

I've been modelling for a few years on a hobby level, making things for games and such, and I want to get into modelling anime characters.

For the past year, I've been scouring the net in my free time, in search of guides. I've found Daniel K's stuff, which is interesting, but he doesn't quite explain enough for my brain damaged self to follow, and other guides do the
>here's what you do:
>just do it like I did without any explanation, bro, you're not a fucking moron are you?

I've checked the sticky, too. How do you know where to put topology? I know when things will animate badly, and I can recognise nice organic topology when I see it, but how do I actually begin to do it myself? I don't expect results overnight, but I'm not getting any better, and it's been a long ass time since I started.

Call me a retard if you like, because it's true, but jokes aside, I would love /3/'s educated advice.

>> No.715074

>>715068
divianart search "popular anime game character + xps" download import into blender and look how they are made.
There are plenty of tutorials on character creation and they apply. The main difference is the head, look how it is done if you can't figure out why it is built this way either ask on the specific part you are unsure of or just blindly copy it.
>How do you know where to put topology?
where you need it, you start with simple low poly forms and add edgeloops or extrude or inset where you need it (with anime characters you don't go into lot's of topology detail).
>Where do I need it?
do you want your mesh to have nails? then inset and reshape.
do you want the fingers to bend? then make some edgeloops.
So you want an anime nose, but don't know how ? divart xps look how it's done on a model you think looks good.

>> No.715671
File: 196 KB, 512x512, 20191214_212906.png [View same] [iqdb] [saucenao] [google]
715671

I am in desperate need of some advice here. I have been working on a character that wears a "cape" identical to pic related, it's a piece that just sits on the top of the shoulders and chest. For the past month or two I have been trying to rig this part in a serviceable way for animation. I'm a bit of a novice mind you but I can get the rest of the body right just fine except for this one piece.

My question is would I have better mileage simply modeling a bare chest and then placing a heavy leather cloth in place of it, or should I persist with trying to rig it the manual way until something fucking works? I am animating for a video game if that makes a difference.

>> No.715677

>>715671
making a cape like that look good while animating sucks.
You could just weightpaint it partially to the arms and chest or make a bunch of bones (like for a skirt) and collider or set up collider and use cloth sim.
What will the asset be used for?

>> No.715679
File: 795 KB, 1887x567, CapeWIP.png [View same] [iqdb] [saucenao] [google]
715679

For reference. This is what I am working with now. I essentially took a bare body torso and extruded it in the shape of a cape and it still deforms like shit.
>>715677
I've been trying to weight paint it to the arms for a while now but maybe j just suck at weight painting cus I cant make it look right. Think I'll have to try the bones method, but I'm not familiar with colliding. And the cloth sim will be a last resort since it's probably the easiest solution but will really drag out the animating process.

It will just be used on the character model. He wears a light cape for neck and torso protection in a fighting game.

>> No.715680

>>715679
get your basemesh into md build the cape there.
Then load the extreme poses (maybe some inbetweens) in md save the mesh and use those as corrective shapekeys.

>> No.715681

>>715680
you will have to retopo the suff from marvelous designer.

>> No.715682
File: 133 KB, 1600x900, 1570108495385.jpg [View same] [iqdb] [saucenao] [google]
715682

Where the fuck can I get the newest crack for c4d octane? It still hasn't made it to cgpeers yet.

>> No.715683

>>715680
Load MD... load the mesh... retopologize it (is that necessary even for low poly models? My base mesh is already topologized for proper animation)... make the cape... create extreme poses and make corrective shape keys for them.

Shouldn't I just do the shape keys in 3DS max since that's what I'm animating with or does MD also have an animation features? Like I said I'm a novice so I'm not how well shape keys will export to Max.

>> No.715685

What's the fuss about houdini? What exactly does it do that gets it such unique notoriety?

>> No.715686

>>715683
Show me how the fidelity and artstyle will look when finished. If you have a model finished show me that if not show me something that resembles it otherwise it is hard to say how lazy you can be.

>> No.715687
File: 3.59 MB, 3130x1634, IsThisServiceable.png [View same] [iqdb] [saucenao] [google]
715687

>>715686
This is what I have now.

>> No.715688
File: 512 KB, 1080x2220, Screenshot_20191214-234510_Chrome.jpg [View same] [iqdb] [saucenao] [google]
715688

>>715686
Couldn't find any wireframe but I am primarily aiming for an style similar to Godhand PS2.

>> No.715689
File: 143 KB, 750x650, 8029.png [View same] [iqdb] [saucenao] [google]
715689

>>715686

>> No.715690

Is it possible to do fem in Maya at 60fps?

>> No.715691

>>715689
change your topology make the bones follow the edgeflow (like a skirt)
either build a collider setup or animate it by hand.

>> No.715692
File: 366 KB, 1000x300, Untitled-1.png [View same] [iqdb] [saucenao] [google]
715692

>>715691

>> No.715694
File: 2.96 MB, 2050x1906, ShoulderTopologyReguide2.png [View same] [iqdb] [saucenao] [google]
715694

>>715692
I actually had a setup similar to this before and it still deformed like shit. The armpit area of the shoulder would constantly cave in on itself and I tried weight painting it for hours.
But I never tried correct shape keys before.

>> No.715695

>>715694
I have a few more references of my poor former deformations. Hold on a few minutes.

>> No.715696
File: 484 KB, 2194x1586, Ref2.png [View same] [iqdb] [saucenao] [google]
715696

>>715695
1/2

>> No.715697
File: 439 KB, 2688x1586, Ref1.png [View same] [iqdb] [saucenao] [google]
715697

>>715696
2/2

>> No.715699

>>715696
>>715697
you most certainly need to improve your weight painting. where are your bones on the arm?

>> No.715700
File: 427 KB, 3233x1643, BonePlacement.png [View same] [iqdb] [saucenao] [google]
715700

>>715699

>> No.715703

>>715700
not really familiar with max bones but looks ok to me.

>> No.715732

>>715703
I think I'm also going to try creating a more complex rig with more bone and more specific controllers than just the four limbs, I think that also has a lot to do with my limited control and poor deformation. So I'm gonna have to start the skeleton and rigging process from ground up again.

>> No.715761
File: 615 KB, 1440x900, topo2.jpg [View same] [iqdb] [saucenao] [google]
715761

Alright lads, I tried to have a go at it based on intuition after giving up looking for decent tutorials. This is extremely basic so far but I feel like I'm on the right tracks in terms of topology and proportions and such.
How is this so far bros? plz no bully

>> No.715766

>>715761
>>715760
This is why we shouldn't have two different fucking question threads.

>> No.715767

Relatively new here. Will modeling a child's ass ever not feel weird? When do I become jaded enough for it not to affect me?

>> No.715769
File: 1.11 MB, 495x498, 1561688587476.gif [View same] [iqdb] [saucenao] [google]
715769

>>715766
Ehh, use a wide net and you catch more fish.

>> No.715774

>>715769
It's not your fault, its whoever made a second threads' fault.
Unnecessary and means helpful people may not come across what you need help with depending on which is being posted in most recently.

>> No.715776

>>715766
>NOOOOOOOO YOU CANT DO THAT YOU CAN ONLY ASK IT IN ONE THREEEAAAD!
You sound like such a cock sucker. Not every anon sees every thread, theres nothing wrong with asking a question in two threads.

>> No.715777

>>715776
No you moron the issue is having two threads at once.

>> No.715779

>>715777
trips of truth
anon is correct

>> No.715780
File: 8 KB, 174x231, 1551918125863.jpg [View same] [iqdb] [saucenao] [google]
715780

>>715777
Yeah that better be what you meant

>> No.715781
File: 124 KB, 656x727, human-face-3d-model-low-poly-ma-mb.png [View same] [iqdb] [saucenao] [google]
715781

>>715780
Get fucking owned nerd.

>> No.715784

>>715767
>he doesn't like modeling the cunny
Never gonna make it

>> No.715790

>>715774
Yeah I get it mate, it's a viscous cycle because it means people asking questions like myself have to do it in two threads; thus contributing to the problem.

>> No.715792

>>715781
ayyy

>> No.715793
File: 1.81 MB, 1626x1218, WTF.png [View same] [iqdb] [saucenao] [google]
715793

I'm importing an .obj from a VR modeling program called Gravity Sketch into Blender. What's happening here? I tried recalculating the normals.

Obviously I am a complete amateur.

>> No.715798
File: 84 KB, 697x717, ss (2019-12-15 at 03.57.02).png [View same] [iqdb] [saucenao] [google]
715798

Give it to me straight doc, how bad is it?

>> No.715799
File: 2.63 MB, 2552x1608, Texture.jpg [View same] [iqdb] [saucenao] [google]
715799

How the FUCK do you use tileable textures on large patches without them looking like ass and making them have obvious patterning?

>> No.715801

>>715799
Make the texture much, much larger. Some games have textures that are absolutely enormous. I think you could also have more than one surface and just pull them through one another

>> No.715803

>>715801
Then the texture scale/density would be out of whack though. You'd have grass blades that are longer than your arm.

>> No.715805

>>715803
No goofus make the texture bigger and add more detail.

>> No.715806

>>715805
It's a 6k texture.

>> No.715807

>>715806
Oh
Oh no

>> No.715808

>>715807
Yeah, yer tellin me. Gonna try blending multiple types. I had tried it before, but it looked super fucking splotchy.

>> No.715809

what do you guys listen to while you work

>> No.715810

>>715809
Math Rock instrumentals (Covet is a good example), Lo-Fi jazzy hip-hop (Nujabes and stuff like that), and some light electronic sprinkled in there like (Anomalie is a good one).

>> No.715819

>>715793
Select all, alt+m, by distance. You might have many overlapping vertices in those poles.

>> No.715820

>>715819
That more or less fixes it. Thanks anon!

>> No.715839

>>715799
>>715806
I think game devs would usually use a much lower res texture, tile it fewer times, and use 3D rocks and grass to break up the tiling a bit. Besides that you're texture doesn't look very good for tiling in the first place, it's got that continuous streak of grassless dirt. Try something with fairly uniform details, nothing that sticks out or obviously trails from one tile to the next. Also start thinking about texel density, it'd be extremely hard to tile a texture that many times without it being obvious regardless of your technique, instead try having a 6k texture cover something like 12x12 or 6x6 meters and completely remake your texture to look right at that texel density. I generally go for 512x512 to a square meter because I heard that's what the new God of War does and that's a good enough benchmark for me.

>> No.715854

>>715798
Looks good so far but you need to finish it first.

>> No.715856

is mari non-commercial's 4k export limit 4k per udim or 4k spread across all udims?

>> No.715863

>>715856
per

>> No.716599
File: 412 KB, 800x635, 1552931347974.jpg [View same] [iqdb] [saucenao] [google]
716599

I want to create anime girls. What is the best software to achieve this goal?
>DesignDoll
>Magic Poser
>Vroid
>Xnalara
>Makehuman
>Daz 3d

>> No.716616

>>716599
BLENDER

>> No.716621

>>716616
Anime + Autism + Blender = a match made in heaven

>> No.716664

>>716599
>Vroid
If you want something easy, but very limited. Though you can export models you made in VRoid and modify them in another software. Also look into Koikatsu, it has a much better character creator, but exporting models and setting them up for use in other software is much less convenient.
>Xnalara
Like MMD and SFM, it's neither a 3D modeling software nor a character creator, you can't create anime girls using Xnalara.
>DesignDoll
>Magic Poser
Good software for making references for 2D art, but you can't create/export models or import your own, you're limited to featureless mannequins with customizable proportions or premade models.
>Makehuman
>Daz 3d
Just don't. You will waste your time trying to make something that doesn't look like an abomination, then waste even more time trying to salvage it in another software, and the end result will still end up being decent at best unless you basically remake the model from scratch, and at this point why the fuck even bother?
If you need a premade base get something like ImagineGirls models, BuildABod for Blender or use VRoid.

If you want to create anime girls more or less from scratch, you need to do:
1. Polygonal modeling and/or digital sculpting.
2. Texturing and material setup.
3. Rigging if you plan to pose/animate them.
All of these tasks can be done in any non-specialized 3D software like Blender, Maya and Cinema 4D. If you choose sculpting as your primary modeling method it's recommended to use ZBrush, if you absolutely can't pirate/buy it then Blender is the second choice.

>> No.716669

>>716621
Fuck blender, fucking open source garbage. Cinema 4D is best with autism.

>> No.716678

I need this smoke effect in my shot. You can see the end result at 27:05.

https://www.youtube.com/watch?v=LH-RQ7iG6ww

I have 3ds Max 2020, Maya, Houdini and Blender. How can I achieve this exact same type of thicc factory smoke and what program should I use to get the best (and easiest to achieve since I don't have much exp with VFX) result? This FumeFX plugin looks great but I can't buy that. I just want the exact same result I can composite in AE later on.

>> No.716689

In Blender 2.8 cycles in preview make my scene all white.How fix it?

>> No.716693

>>716678
If you can't get FumeFX, then Houdini is the obvious choice. Use the shelf tools, should be enough to get you in the ballpark and then fine-tune it from there.

>> No.716696
File: 594 KB, 651x383, 1547713898648.png [View same] [iqdb] [saucenao] [google]
716696

>>716693

>> No.716700

>>709342
They're called illustrations

>> No.716707

>>716664
Thank you a lot for the detailed answer. I will save it and hearken it.

>> No.716710
File: 85 KB, 500x430, aaa.png [View same] [iqdb] [saucenao] [google]
716710

>want to get on TA intern position in local studio
>they ask for C#/python/game engines/3DDCC knowledge and passion for mods
>realise I'm a perfect match for them but can't even prove it without exploding from embarrassment
>my git is old and starred and would secure me the position instantly
>if it wasn't for the coomer taint
>all my mods and plugins were made for coomer games
/3/... I'm simply fucked

>> No.716711

>>716710
>not leading a double life to wash the coomer taint off

>> No.716712

>>716710
Either you show them that and get the job, or you show it to them and don't get the job.

>> No.716717

>>716711
I never thought that simple hobby would even have any meaning beyond making hardcore coomers happy...
>>716712
That would still be embarrassing as fuck

>> No.716724

here
>>709105

>> No.716726

>>716724
thanks man

>> No.716733

>>716724
you the mvp my man keep up the good work

>> No.716735

>>716724
hey thanks you saved my day

>> No.716757

>>716710
So what should I do /3/? Should I just swallow the bitter pill, make a new user and try to clean up the lewd fuckery leaving only abstract stuff? I shudder to think how much time this will take me

>> No.716779

>>716757
>I shudder to think how much time this will take me
Think of the benefits in the (not so) long run. A reputable job, money, contacts, perhaps even sex with a cute otaku who will dress as Nessa for you on special occasions.

>> No.716786

>>716757
Just tell them you had to make ends meet, and you're applying for the job so you don't have to make coomer stuff anymore for money like a whore. They'll understand.

>> No.716791

>>716786
>They'll understand.
Has that approach been tested?

>> No.716799

>>716791
Depends on which continent you are living on.
Europe - definitely.
America - 40/60.

>> No.716807

>>716757
>>716791
Lots of artists make porn because it's by far the best selling type of art. Some of their concept artists might have been drawing furry vore before they joined. Assuming these mods were free, just say you made good money off of donations.

>> No.716815

I want to use Houdinis powerful simulation solvers for character models, but I model and animate in Maya. Is it possible to update animation in Maya and pipe it to Houdini for simulation? Stuff like hair, jiggle, cloth, and organic displacement of bones in a mesh for the pelvis and shoulders.

>> No.716817

>>716815
Yes, look into using Alembic caches as a base for all your character effects.

>> No.716818

>>716817
Will do. Now how would all this compare to just using Ziva?

>> No.716830

>>716791
Bruce Timm made porn (nude pinups, but you can fap to it so it's porn), the dude who made Lilo and Stich made porn, even before he got hired by Disney to make the movie. Pinups too, but still. It's not really porn, but it definitely can be seen as such. Plenty of big artists have done similar. Even if you're doing more hardcore stuff, it doesn't really matter. Sex sells, everyone knows that, and everyone's gotta eat.

Point is, if you can do the job well and you fit well with their group, they won't care. Unless they're close-minded about things and/or prudish.

>> No.716870

at which point can someone say, they ascended the "beginner" level with 3dsmax and are now "advanced"? is 1 year of daily practice enough to reach that level?

>> No.716916

>>716870
that largely depends on the way you do it and the information you use during
I'd say around a month is enough to grasp good-bad practices and elevate you to the advanced user status

>> No.716920

>>710217
None. You make that kind of a detail in a normal map, not a displacement map.

>> No.716940

>>716818
(1) Ziva has a more advanced tissue simulation system than what Houdini muscles offer. It includes things like fat and skin simulation for example.
(2) Ziva does muscle sims only, so unlike Houdini you don't get any other effects like CHOPS style jiggle, cloth sim, fur, etc without using something else

>> No.716955

Will upgrading my CPU or ram help Zbrush run faster? I am using a pretty old I7 5830k and 32GB of DRR4 2800. Right now trying to sculpt on an 8 million polygon model and there is a slight delay with the move tool.

Is that a CPU or ram limitation?

>> No.716973

>>716599
zbrush

>> No.717013

>>716955
5830k is not all that old, I'm surprised a sculpt as low poly as 8M is lagging. Have you turned off dynamic subdiv and canvas antialiasing (AAHalf)?

>> No.717026

>>717013
It's just the move topology brush, which I do use a lot. It also takes a long time to hollow out models, often five to ten minutes at least. I do 3D printing so often I will have a high detailed model inside and out that I will need to sculpt and edit at max resolution before decimating to print.

>> No.717046
File: 33 KB, 472x575, 3dsmaxci_kemik.jpg [View same] [iqdb] [saucenao] [google]
717046

You know how forearms rotate in that fucked up way? How is that rigged, if at all?

>> No.717488

I've been looking for the right place to download zbrush. If anyone knows, will they point me in the right direction?

>> No.717524

>>717488
Yeah sure you can get it right here https://store.pixologic.com/zbrush-2020/

>> No.717531

>>717046
Look up twist joints.

>> No.717614

>>710749
I'm no expert by any means, but I once did a render that looked a lot like a thermal image, but I didn't do it on purpose. I don't have the image anymore unfortunately, but if I were you, I'd try to create a shader that uses illumination, with maybe some of the variations coming from weight maps or something. Maybe add a bit of a glow in in post. I guess it depends what look you're going for. There's the more realistic infra red and there's the more cartoony side, but both look good.
Sorry to not be much help, but I deffo think you could achieve most of it in the illumination channel.

>> No.717649

>>717531
Thank you. Do you know if they're commonly used or not?

>> No.717765

>>717649
Yes, they are.

>> No.718406
File: 29 KB, 480x480, 1565902277115.jpg [View same] [iqdb] [saucenao] [google]
718406

Is there an opensource alternative to sketchup?

>> No.718438
File: 1.73 MB, 640x478, 1574480584994.gif [View same] [iqdb] [saucenao] [google]
718438

>>709105
What's the best beginner course for Maya? I've looked around on youtube, leddit and CGPeers and it's either poo-in-the-loo tier or uninspired objects like a fucking tennis ball. I'm coming from some experience in Blender but not enough that I can just apply concepting techniques to Maya. What is wrong with these people? I saw a user in the Maya subreddit complain about the lack of professional courses for Blender, but so far I've seen a lot worse for Maya and a lot quicker than I can find some bullshit course for Blender.
I'm leaning towards Eric Keller's course on the Gnomon Workshop 'Introduction to Maya 2019'. Any recommendations?

>> No.719178
File: 71 KB, 1454x766, 2020-01-06 18_19_14-Window.png [View same] [iqdb] [saucenao] [google]
719178

idk how related this is but I have a student license for AutoCAD which I obtained back in September. Now my new course requires Revit but Autodesk is preventing me from installing, saying I need to verify my education. I know how to verify myself, but I also can't find a way to do that! How do I fix this?