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/3/ - 3DCG


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File: 137 KB, 800x548, head topology.jpg [View same] [iqdb] [saucenao] [google]
721238 No.721238 [Reply] [Original]

/questions/ - Questions & Help Thread
General Questions and Help about anything /3/ related, hardware and software.

Since the other one hit the post limit, so here it is.

>> No.721241

>>721238
Can I get a new impossible burger? This one is lacking estrogen.

>> No.721246
File: 676 KB, 847x672, Capture.png [View same] [iqdb] [saucenao] [google]
721246

sculpting flonne for practice.

how do you model hair?
I have tried
1. sculpting hair from scratch. (most intuitive/fastest but too hard to control silhouette)
2. curves modelling -> sculpt -> retopo (alright workflow but topology is shit and too contrived a workflow)
3. box modelling (best topology/silhouette control but takes too long, i.e. 1hr sculpt vs 9hrs box modelling)

realistic hair is easy to sculpt, but this style of hair modelling seem to require doing hard modelling and sculpting at the same time. Think something like sora from KH.

need some tips on the workflow

>> No.721248

Is there a good alternative to substance painter or will I just have to stop being poor?

>> No.721275

>>721246
>2. curves modelling
Did you try this?
https://www.youtube.com/watch?v=t2XjdzzWCqI

>> No.721290
File: 76 KB, 1040x440, CaptainToad.jpg [View same] [iqdb] [saucenao] [google]
721290

What kind of noise are these bushes using for the details? It looks so easy to replicate but I can't even do that.

>> No.721294

>>721290
You could use a random noise filter in photoshop and get the same effect...

>> No.721295
File: 489 KB, 1571x886, 1565547269970.png [View same] [iqdb] [saucenao] [google]
721295

>>721290
Something like this?

>> No.721296

>>721248

Mari free edition. There is nothing like SP tho.

>> No.721297
File: 211 KB, 1877x929, fasfafasfsafsaf.jpg [View same] [iqdb] [saucenao] [google]
721297

Jesus
fucking
crhist

weight paint in Blender is the most confusing shit ever
I do not understand what is happening most of the time
so as you can see when I select the bones on the right in the vertex group menu, I can see the weights and paint them
I have done this the way I want for all the bones.
then I go to pose mode and what? IT DOESNT FUCKING WORK, the mesh is now unaffected

please tell me what the fuck do I need to do to paint weights properly

>> No.721303

Should I take the time to learn zbrush even if I plan to mostly do animation, not modeling?

>> No.721310

>>721303
>Plan
That's the issue. You havent done either yet.
But I think you should start LEARNING how to animate simple things and model simple things in your software first. Then if you get good enough/want a challenge/want to animate more complex things, learn zBrush.

>> No.721312

>>721303
zbrush is mainly for sculpting not modeling and has very little to do with animation. If you're learning animation you shouldn't worry about either of them.

>> No.721321

>>721297
So when you move a bone the mesh doesn't move with it?

>> No.721346

>>721321
I resolved the issue
I now know how to do it but I can't explain exactly why it works
it's all fucked up and unnessesarily complicated

>> No.721347

>>721295
looks like POOP

>> No.721382

Good zbrush tutorials?

>> No.721387
File: 583 KB, 989x994, almost finished shotgat.png [View same] [iqdb] [saucenao] [google]
721387

What sort of objects should I be modelling when you're new (as in like 2 weeks new)? I don't know if I should go and try do anything I want or limit myself to certain things for the time being.

>> No.721391
File: 18 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
721391

>>721238
Question:
Where do I get some decent poly hair assets from? (with UV and textures)
Pretty tired of creating bald characters and whenever I try to do haircuts myself it looks like pic related.

inb4: just study hairdressing.
no. Not gonna study botany, when there are thousands of free plant assets out there. Same should be true for haircuts.

>> No.721402

>>721391
Grab some wigs off a few daz models.

>> No.721403

>>721382
https://www.youtube.com/user/Pavlovich2005

>> No.721404

>>721387

Things that interest you that's how you learn.

>> No.721424
File: 57 KB, 777x704, 1531178247487.jpg [View same] [iqdb] [saucenao] [google]
721424

Where can I browse someone else's 3D works or just some fancy art in general for inspiration?
I tried ArtStation, but this webiste's design is a confusing clusterfuck that always tries to sell you something. I just want to look at cool pics and maybe try to model them myself.

>> No.721427

>>721424
I'm not sure I understand the problem with ArtStation. It's just a big image gallery. If you like an artwork you click the username and it shows you a gallery with their work. It cannot be more basic than that.

But I guess you can also search on sketchfab.

>> No.721428

>>721424
sketchfab

>> No.721520

Is there some go-to general program for ripping models from games?

>> No.721528
File: 371 KB, 1000x1000, Bricks.jpg [View same] [iqdb] [saucenao] [google]
721528

I'm going to model an old house (pic related), but i'm not sure how to approach the bricks it's made out of.
I obviously can't give each face it's own uv space as this would require a huge texture size. But tilling textures make it hard to align arcs, decorations, window sills and other features. Plus, i won't have much control over the look of the bricks themselves. And then i still would have to worry about hiding that the textures repeat.
And things like structural damage like loose/ missing bricks and inconsistencies can't be created using normals as these don't work well at an +-90° angle.

But individually placing each brick seems too tedious, even with modifiers like an array. I'm pretty sure that this isn't performance-friendly either.
Filling the gaps between them with mortar would be a problem as well, especially if i want to avoid clipping (would this even an be an issue? 4th pic is a quick test)

Anyways, i have no idea how to handle this. What would you do/ suggest here?

>> No.721541

>>721528
I would suggest height maps. Take your brick image, make it grayscale. Make sure the mortar is white and give different bricks different shades of grey. Your modeling software will pull out individual bricks on it's own.

>> No.721545

>>721520
There are but they require knowledge of assembly and registers etc. Just google the game name + decompiler.
Or better yet just enter the game name and models. Deviant art /xnalara has quite a few.

>> No.721548

Is it better to make a sculpt and then retopo it
instead of box modeling if I wanna make an animal?

>> No.721568

>>721548

Yes. Box modelling is technical not artistic. When you sculpt you put detail where you want it rather than struggling with topology and keeping things all quads.

>> No.721577

>>721402
so where do I get those daz meshes from?
All I see is ultra high poly stuff in a proprietary format.

Anyone else?

>> No.721588
File: 79 KB, 1370x770, 1578638842211.jpg [View same] [iqdb] [saucenao] [google]
721588

I'm new to this so it's probably a retarded noob question but:
When I've created a character with clothes in the T-Pose in Maya.. how do I assign the poly clothes to the posed model? Do I have to export everything to zbrush and bend the clothes in shape there just to export everything again to maya and do the whole UV process again? The whole process of posing is a mystery to me

>> No.721612

>>721588
Look up rigging and skinning a character, same process applies to clothes.

>> No.721624

>>721612
Thanks, will do!

>> No.721688

>>721248
Just torrent numbnuts. Pay for it once you use it commercially and can afford

>> No.721702

How do I do full spectrum rendering in Radeon Prorender? The ads show the blender plugin doing realtime raytracing but when I click the RR button theres no option to do that quality mode.

>> No.721757

Can a Pyro sim in Houdini break for having too many voxels? I'm setting a spear on fire, if it has X many voxels its fine, but If I go 2X then only half of it burns in my render, scene view everything is normal

>> No.721758

>>721688
>Pay for it once you use it commercially and can afford
Nah

>> No.721774

How much of the video game industries knowledge is held secret by game studios? It seems like beyond the basics I'm just fumbling around in the dark.

>> No.721999

This might be a dumb question but is there a decent place to get good reference images of firearms? Good being high quality and from multiple angles.

>> No.722002

Why the hecc is it so much harder to render dark scenes in offline renderers? Shit takes so much more time than a sunny scene + all the noise / fireflies if you're using Cycles. I was thinking about doing a short cinematic with a moody dark scene with diffuse lighting, but during some render tests I've done, everything has been such a pain to do. Lighting and rendering bright scenes is a breeze.

Because of this I'm seriously reconsidering the whole setting and time of a day for the cinematic.

>> No.722014

How to add edge padding when baking AO in Maya 2018?

>> No.722040

What is the best and fastest offline renderer if I want to make a short cinematic on a single PC? I heard Redshift is great for that, is that true and are there any other (better) options?

I downloaded Maya 2020 and realized I can't use Arnold GPU nor Optix denoiser because I don't have the latest GPU driver, but since I'm using a laptop, I realized they haven't uploaded any new ones and I'm stuck now. So I wanted to try Redshift, but torrents have old versions which don't support Maya 2020. Fug me.

Should I seriously just stick with Cycles CPU + GPU? I can't stand the noise in it, though. I mean, Arnold CPU is nice, but slower than Cycles GPU unfortunately.

>> No.722043

>>722040
>laptop
Honestly good luck with that.

>I can't stand the noise in it, though.
Have you tried Intel's AI denoiser? You can get decent results with a pretty low sample count.

Otherwise you could try to speed up your renders by carefully tuning your light paths parameters.

>> No.722044

>>722043
I did, denoiser is nice, although not sure how it will perform for animated shots. The real struggle is when I introduce a bit of volumetric light.

My laptop turned out to be 2x faster than my old-ish PC though, and rendering is great with it, not a problem there. I could try Redshift on my desktop, but I think I'd rather stick with Cycles and laptop than try rendering with GTX 960 lol. It probably wouldn't even work.

>> No.722077
File: 71 KB, 791x600, god damn tired of this shit.jpg [View same] [iqdb] [saucenao] [google]
722077

Apologies in advance if this is 3d-only board.
But currently trying to create a texture where-in I require a circle-shape, and the image to fill that circle.
Photoshop seems limited in this regard, and most attempts just stretches the damn thing. Plus doing it by hand will be too obvious and inconsistent, surely there's an easy function, but I got no idea where to look or what to search for.

>> No.722090

>>722077
https://graphicdesign.stackexchange.com/questions/87746/how-do-i-wrap-my-drawings-around-a-circle-in-illustrator

>> No.722125

>>722090
>illustrator
but thanks for the answer.

>> No.722174

>>722077
>3ds max
>make rectangle with many subdivs and texture applied
>bend modifier @ 360
>render

>> No.722179
File: 17 KB, 790x646, FBI-poison-homeless-shelters.png [View same] [iqdb] [saucenao] [google]
722179

>>721238
Wanna make the stock of my 'nam rifle flush to the receiver; how do this my fellow basket-weavers?

>> No.722204

>>722179
Just put "blender align tool" into youtube.

>> No.722230
File: 1.07 MB, 2442x1740, printscreen 6.png [View same] [iqdb] [saucenao] [google]
722230

what's the best way to auto retopo hard surface sculpts (3D Coat)? I'm tired of spending hours on this stupid shit that could be done easier in any other software with poly modeling

>> No.722266

>>722090
>>722174
Are there no solutions for this problem in photoshop?
I'm not too fascinated by the idea of having to learn the ins' and outs' of more software.

>> No.722275
File: 171 KB, 1196x829, 61424571467.jpg [View same] [iqdb] [saucenao] [google]
722275

How do game devs do this? There's obviously a detail map on top of this but even still it's way too clear and sharp for it to be a single 4k texture, not to mention that this shit runs on consoles which can barely work 2k maps.

>> No.722277
File: 11 KB, 128x128, unreal1_detail_dirt.png [View same] [iqdb] [saucenao] [google]
722277

>>722275
Back in the times of Unreal or the first Serious Sam, detail textures were simple 128x128 or 256x256 grayscale maps, blended in at a certain distance. Having a 4k map for this seems like overkill.

>> No.722278

>>722275
also what is texture streaming

>> No.722279

>>722277
Forget the detail map, what about the actual painting? You have this texture that's on a surface the size of a giant building and it still looks sharp and not stretched.

>> No.722281

>>722279
diffuse textures that big were usually divided into sets, say 4x4 smaller maps

>> No.722282

how the shit do I change resolution of UVs or whatever is it called in Maya? there is always a number like 2048 os 4096 in substance and 3D Coat, but I cannot find that in Maya

>> No.722304
File: 13 KB, 625x354, image002-14.jpg [View same] [iqdb] [saucenao] [google]
722304

>Model object the way you want it to look in its rest shape
>Turn it into ncloth and run the sim
>It immedietly shifts to a diffrent rest shape
How do you solve this?

>> No.722306
File: 438 KB, 544x560, gronch.gif [View same] [iqdb] [saucenao] [google]
722306

>>722204
will try that

>> No.722311

>>721403
+1

>> No.722325

>>722282
UV's have no resolution you idiot.
2048 or 4096 refers to the pixel resolution of a texture.

>> No.722329

>>722325
actually you are half-wrong.
Often, the distribution of the uv's and the separations between the pieces are based in a specific resolution of a texture

>> No.722341
File: 2.24 MB, 1919x1023, Capture.png [View same] [iqdb] [saucenao] [google]
722341

>Using blender for the first time
>Going /DonutMode/
>Just finished procedurally texturing bread itself
>Final render
>Icing doesn't load (just sprinkles hovering above the bread, where the icing is supposed to be)

I can see it in all viewports, but it's invisible in the final render. I have no idea how I fucked up. It is active in the layers menu as well.

>> No.722344

>>722341
Select your icing, and go to your particles settings. Make sure under the "render" settings that you've checked off "emitter".

>> No.722345

>>722325
ye I know it's called texels but you know what I mean.. when I set material in maya and shit the model out to unreal and paste some material, it always shows the texture 20x bigger than it should be, no matter how I scale the object in maya.. something is wrong

>> No.722346
File: 31 KB, 470x669, image0.jpg [View same] [iqdb] [saucenao] [google]
722346

>>722344
>Go to render
>Check "Show Emitter"
>Profit
I couldn't be happier. Corona-chan just might visit you last anon. Bless <3

>> No.722392

I want a budget-y build to run Blender smoothly for some low poly game development.
Also want to be able to emulate Citra/Yuzu/whatever

Im not rolling in dough so i'd like to keep it cheap but not dogshit. Also also AMD preferably I dont care about CUDA

>> No.722395

>>722392
Any computer under $1000 will support low poly development just fine.

>> No.722397

>>722395
low poly but high res textures. Also the emulation is important

>> No.722413
File: 105 KB, 326x282, D5ZDOzNV4AA4p_V.png [View same] [iqdb] [saucenao] [google]
722413

>>722397
>low poly
>highres textures
why would you do that?

>> No.722423

>>722392
The Ryzen 3 3600 is the best current CPU for performance per $ so build your system around that. You may want to overclock it for your emulators so you'll need an aftermarket cooler and a good motherboard. (Never used Citra or Yuzu, but a last gen 2600 runs CEMU fine without OC)
Then get a cheap GPU like a 1660 Super or RTX 2060 depending on your budget.
RAM speed is important for Ryzen CPUs so read reviews and don't cheap out on that, don't forget to enable its XMP profile once your build is done.
Final price should be around $1000 depending on which parts of your current system you can re-use like the PSU or SSD if you have one.

>> No.722461

So, I want to animate a few second long animation where a light source intensity increases from 0 to some value. Basically the light turns on and illuminates the room.

Now, when the light intensity is high, there is enough light in the scene and I can get a good quality render with something as low as 32 samples and denoising. But at the beginning, when there is no light, everything is horribly noisy at that sample rate.

I'd like to somehow make it render with more samples in the beginning while it is dark, and then reduce the sample count later on where I don't need it to be as high, so I can speed up my render. What can I do about this? Is the only way rendering a few frames, then reducing the sample rate, rendering the next few frames, reduce the sample rate even more... repeat the process until finished?

>> No.722470

>>722461
In blender you can keyframe the sample count

>> No.722503
File: 835 KB, 1248x728, blenderproblem.png [View same] [iqdb] [saucenao] [google]
722503

help lads, I have no idea where did this line come from.
Can someone explain how did I fuck up and how can I fix it?

first thing I'm doing after the donut tutorial btw

>> No.722505

>>722503
F3 -> "Merge by Distance"
Does that fix it?

>> No.722506

>>722505
It did!
Thanks mate

>> No.722507

>>722506
Good to know. You probably accidentally pressed V and ripped the mesh at some point.

>> No.722508

>>722507
Ahh that's probably it.
Gonna be more careful from now on.

>> No.722516
File: 1.06 MB, 480x720, 1558882022007.gif [View same] [iqdb] [saucenao] [google]
722516

>>722413
I like how it looks. Maybe not really high res on textures i dont know yet

>> No.722550

>>721238
Does anyone have a reference for tutorials on creating foliage like say a tree or a bush or grass and the workflow of importing it to Unity, physics and all? I imagine its a simple as creating the base mesh, applying "cloth physics," texturing, and importing but I am not sure.

>> No.722562

>>722516
Reminds me of Noodle.

>> No.722567
File: 46 KB, 312x312, puke.jpg [View same] [iqdb] [saucenao] [google]
722567

>>722516
no style, no taste
stay classy /3/

>> No.722572
File: 279 KB, 682x644, 1579419635351.png [View same] [iqdb] [saucenao] [google]
722572

>>721391
>hqdefault
source video?

>> No.722573

I'm planning on getting back into 3d modelling and animating and was wondering:

1) Is Blender 2.8 sculpting any good or does ZBrush absolutely thrash it? I'm not planning on making complex and realistic models (I like characters like Crash and Spyro) so is Blender sculpting perfectly fine for that?

2) Is manual retopology the best way of getting good topology, or are there other methods that are just as good? Trying to figure out if I just need to suck it up and do manual retopology or not. It's probably the most unfun part of the process (that and UV unwrapping).

I want to make some fun models with fun animations, I used to use ZBrush to make more realistic models but it felt like a rabbit hole and I'd never move on from that sculpting phase. I also like being able to make changes at a later date, I don't like feeling like I'm locked in past a set stage and can't go back and make small changes without big ripples.

Any advice would be much appreciated, just trying to figure out my workflow and how I'm going to go about it.

>> No.722575

>>722573
1) It's bretty fugging gud
2) There are tools to simplify the process but you'll still want to retopo by hand around critical areas for animation

>> No.722585

>>722572
https://www.youtube.com/watch?v=XkClwqy-0iY
nigger learn to use google or preferably yandex image search (install 4chan x)

>> No.722623

Hey, I failed my IQ test. I know how to UV unwrap, but what do I do with that?

I use Blender because I'm poor. Cue twenty unrelated posts arguing about Blender.

>> No.722625
File: 393 KB, 620x693, dWcOnKa.png [View same] [iqdb] [saucenao] [google]
722625

>>722623
In order to apply textures to your 3D models, you need to somehow first represent those 3D models on a 2D space so you can overlay an image texture on top of them. That's what unwrapping is for. How about watching some YT videos about UV unwrapping?

Pic related is the best visual explanation there is.

>> No.722626

>>722625

Do I do that in the modelling software (by loading a texture ontop of it), or would I take the UV wrap, bring it to an external program and draw a texture on it then bring it back into the modelling software?

>> No.722627

>>722626
yes

>> No.722629

>>722625
>teaching your kid a dead end job

>> No.722637

>>722629
This.

>> No.722638

>>722626
There's a number of options, but anything using an image texture will have to have the model unwrapped, and if it's not unwrapped well enough you'll get distortions and black spots and textures jumping to random seams regardless of what method you use.

You can paint it straight in blender. You have to unwrap it, then create a blank texture, save the texture, then link that texture to your model in the node editor. You can paint on the model in the 3D viewer in vertex paint mode, or paint on the splayed out unwrap in the uv viewer. You can do the same in specialized software like substance as well, or export the uv layout to whatever 2d software you want and paint directly on it, so long as you save the image and update your image texture node in blender with the new file.

Sometimes blender's fussy with updating or displaying your texture and sometimes you'll have to save it within blender, or just restart blender, or disconnect and reconnect the texture node, I've had different things work.

>> No.722641

>>722550
I dont think theres any kind of physics blender exports, really nothing you can find under the modifiers tab unless it's something you can apply and remove from the stack like subdivisions. If you're wanting physics for it in unity you'll have to do it within unity. The foliage I've made before uses a bunch of double sided planes in a crisscrossing group with long grass textures and alpha channels, as well as a black to white gradient. Find whatever the random movement options are for your material, and run it through the gradient, making the base of grass still and gradually moving more and more up the leaves. In Unreal anyway I got a nice swaying motion.

Dont know the methods people use for grass that pushes down.

>> No.722643

>>722629
>>722637
You're just saying that because you're not good enough to succeed.

>> No.722651
File: 46 KB, 495x720, 10456826_10152189132718297_3308424747955972900_n.jpg [View same] [iqdb] [saucenao] [google]
722651

https://www.blendernation.com/2007/01/09/tutorial-building-a-better-eyeball/#prettyPhoto
Does anyone know how to make an eyeball with the requirements listed in the link?
An example node setup would be great, but it's not required.

>> No.722652
File: 180 KB, 1388x896, subdivide.jpg [View same] [iqdb] [saucenao] [google]
722652

pleaes help me with this zbrush issue, when i press subdivide even many time it won't show me the subdivisions(polyframe is on), the model works great but i want to see the lines, it only show the main non subdivided lines

any help with this is greatly apreciated

>> No.722654

>>722643
Cope and seethe

>> No.722655

>>722652
turn polyframe off and on again

>> No.722656

>>722655
god one!, thanks! may your bus travels be short and your beers cold!

>> No.722657
File: 246 KB, 509x476, thanks.png [View same] [iqdb] [saucenao] [google]
722657

>>722625
>>722638

Thanks anons.

>> No.722659

zbrush tutorial question
https://youtu.be/pUghHObKt-8?t=96
at that exact moment in the video he mentions pressing shift plus alt to get a sort of constraint effect, that doe snot happen at all in mine, shift kinda makes a straight line that i can do one at a time but it doesnt always work, and alt just pushes the module back in, alt plus shift goes to the smooth modifier

>> No.722663
File: 124 KB, 749x525, external-content.duckdlllllllllllluckgo.com.jpg [View same] [iqdb] [saucenao] [google]
722663

am i fucking retarded or are these quads actually curves??

can you do this in blender??????????

>> No.722675

So I've modelled 3 vehicles in Blender without paying much attention to their size in blender units (just using the reference image default size for scale) and as a result they're all in different scales to one another. How can I get them to use a uniform scale? (i.e. a 5m car should be half the length of a 10m truck, but probably not half the height. Being fully modeled, both already have the correct height/thickness/length ratio.)
Neither scaling by one size divided by another nor setting each scale to the size in meters works. Is the best option to set the unit measurement to metres and just eyeball it with the scale tool? Or is there some way I can enter the correct size numerically.

>> No.722677

>>722663
you're retarded

>> No.722682

>>722663
It's called subdivision modeling. You basically take those real simple lines you have on that model and the computer will automatically add vertices in between. So you go from a low poly model with little detail to a high poly model with a shit load more polygons.

>> No.722684

>>722675
Do what the rest of humanity did. Create an arbitrary measuring stick. Then just drag it into every scene. I personally use a box that is always 70 3ds max units high for characters but use whatever the hell you want.

>> No.722688

>>722663
Nibba why u sculpting ayy lmaos

>> No.722689

>>722663
It's probably a subdivided mesh with the original topology overlayed. You can do the same thing in blender by checking a box in the subsurf modifier. There's one at the top for seeing it in edit mode and another called "Optimal Display" for object mode.

>> No.722691

hey, i'm trying to rip some models out of a game and i have some questions regarding the normal mapping process in game engines, usually the normal maps Z info gets calculated at rendertime inside the engine right? Is there a way to calculate the blue channel of a normal map ouside of a game engine when rendering in a pbr renderer? Maybe a tool that calculates it and renders it as greyscale image?

>> No.722694

How to set up ambient occlusion bake in Blender, so that instead of white it would be mid grey?

>> No.722701

hey are there any decent free sculpting tuts for characters? I'm too broke to buy yansulpts tut (tho im down for pirating it if anyone knows where to get it....)

>> No.722706

I'm trying to get into 3d and such mainly to edit cars, just as a hobby. I guess I can find pirated models online, will blender be enough?

>> No.722716

>>722691

For what purpose.

>>722701

Loads on cgpeers.

>> No.722727

>>722716
how do i draw a straight line in z brush?(orthogonal or not)

is ther a way to lock the brush to an ortogonal axis?

thanks for the replies

>> No.722730

>>722727

Stroke curve asline click and drag out. Click the red dotted line with a brush.

>> No.722731

>>722730
how about the locking onto orthogonal axis?
like, how i make the pen move only in x axis?

>> No.722742

>>722731

Zbrush behaves differently to a 3d program. You might be better off using zmodeller if you want something specific.

>> No.722747

>>722742
no im pretty sure it can be done.

here's a video of someone doing it:
https://youtu.be/pUghHObKt-8?t=101


thing is he says "hold down alt and then shift"

it doesnt work, press+alt makes you do a straight line, but all at once, not glide along a straight line.

shift+alt works the same as shift, meaning it makes you go to the smooth brush

im following 100% the same instructions as him, right from a recently installed zbrush.

but for some reason no one can tell me what hte command hes doing to draw in a straight line is, i cant find it onf orums or anything, even when i search straight line/constraint, etc...
and because of the type of modelling i will have to do will surely involve straigh lines this is quite importnat for me.
any help witht his is very much apreciated, thanks!

>> No.722751

>>722694
ambient occlusion bake is a map running from black (1) to white (0). any materials accepting this map will see mid greys as somewhere in between (.5). If you're wanting to stop it from going to zero for the white parts, you can use a node to set a lower limit, or an addition node to just add some value between 0 and 1 to darken the whole map

>> No.722755
File: 129 KB, 1366x1269, lines.jpg [View same] [iqdb] [saucenao] [google]
722755

>>722747

It does work. Hold alt then left click. Move slightly in a direction you want to the line to go up, down, left or right. Hold shift then drag in the direction. If you want to cut right through objects then you need different brushes.

>> No.722767

Anyone know a good place to get a human male model? Makehuman is fucking trash, and I don't want to download 100+ plugins to make something remotely human with DaZ. Where do people usually get people models?

>> No.722769
File: 344 KB, 825x633, avoid this shit line.png [View same] [iqdb] [saucenao] [google]
722769

sometimes when i draw i get this shitty line and i have to "complete it" before it modifies the model, can someone tell me what hte fuck is this and how to avoid it?

>> No.722770

>>722769
You mean the red line? Its lazy mouse and some brushes are configured to work with it. You can press L to toggle it on a per brush basis. There are a lot of lazy mouse settings in the Stroke menu as well. You don't always want it on but don't completely write it off either - it has its uses.

>> No.722771
File: 991 KB, 984x1745, blender_afUarf289s.png [View same] [iqdb] [saucenao] [google]
722771

I've just started learning how to sculpt and im feeling really weird about how its going, can someone let me know if im doing ok?

>> No.722772

>>722770
thanks a lot, seriously, if no one found out id offer you sex favours in return, this was driving me crazy and im a total newb.
Sleep well, oh righteous one, knowing that today you have helped an innocent aprentice to carry on in his path of knowledge

>> No.722773

>>722767
You just need 1 plugin for a good human male model you pleb.

>> No.722774

>>722771
Chibi characters can be any proportion you want so you can't go wrong there. I would suggest doing some human proportioned sculpts as well though, otherwise in 2 years you're going to be fucked having to unlearn this stuff.

>> No.722777

>>722773
If you're talking about Manuel Bostoni Lab or whatever, I had always thought that it was discontinued. I had tried it a few years back and wasn't all that impressed. Didn't seem much better than makehuman.

If you're talking about Daz though, it's trash no matter what. It's so ass backwards it's crazy. If you want to edit a model you have to navigate some 2003 era marketplace that looks like it's from Second Life or something.

>> No.722779
File: 1.07 MB, 676x660, fachadita.png [View same] [iqdb] [saucenao] [google]
722779

im about to start a project and id be super thankful to whoever answered some questions for me

im looking into making a 3d model of pic related facad that is suitable for 3d printing.

My idea was to make the main geometric parts in 3d max and then hop on to zbrush to make the most ornamental stuff. And some stuff i feel it would be better if i made the basic shape on 3dmax and then sculpted it in brush

Im quite experienced in 3d max but quite newbish on zbrush

-Does exporting back and forth from 3d max to zbrush work reliably well?

-Is it possible to "paste" the ornaments in z brush and then join it all together in a waterproof 3d printable model? does the zbrush boolean work well? i know the 3d max one is shit

-Could you point me towards some zbrush tools i should focus on for this project? i know most of the 3dmax ones


and again, tahnks a lot for any help

>> No.722786

>>722751
Thanks.

>> No.722801

>>722777
What are you talking about retard. Download genesis 8 male, drag it into the scene, export it.

>> No.722802

>>722779
>Does exporting back and forth from 3d max to zbrush work reliably well?

Yes, zbrush has a built in thing called GoZ to go straight from zbrush to 3ds max and back again.

>Could you point me towards some zbrush tools i should focus on for this project? i know most of the 3dmax ones

You mean like the main brushes you'll be using? Probably clay buildup and move.

Go look up pavolich's zbrush intro on youtube to get a quick and useful guide for the basics.

>> No.722807
File: 115 KB, 735x345, 1346543v51343v513.jpg [View same] [iqdb] [saucenao] [google]
722807

In the diffeomorphic plugin I'm importing custom morphs. They appear in the daz plugin but only some shapekeys appear in the modifier.

Does anyone know why some shape keys don't appear in the modifier?

>> No.722812

>>722774
thanks man!

>> No.722813
File: 212 KB, 1944x1628, blender_3nEB330e8P.jpg [View same] [iqdb] [saucenao] [google]
722813

Im doing some retopo at the moment, is this kinda flow OK for animation? is there some way to improve what i've got so far? I'm trying to line the verts up so i can have a simple edge loop for where the torso meets the legs so they will animate better but idk

>> No.722814

also sorry if im flooding this board with questions at one, should i be making my own thrad if i ask this much or is this ok?

>> No.722815

>>722807
Turns out I was importing drivers for bones, not shape keys.

Lord knows how a dong gets thicker or thinner with only 4 bones down the center but those coomer devils managed it.

>> No.722817

>>722814
Nah it's what the questions thread is for. Although things move slowly around here. No idea on topology though.

>> No.722829

>>722813
its fine.

you might wanna work using a subdiv modifier, you can fit the same shapes using fewer faces, and once applied you'll have smoother topology.

>> No.722830

Where can I find a good set of front and side reference images of people's heads? All my searches are full of shuttstock images of people doing dumb shit and and making pretentious faces at random camera angles, and pinterest dumps of the former.

>> No.722831

>>722829
mind expanding on that a bit? i always have trouble making the shapes go nicely into quads, so this would help, but wouldn't i end up with like 1000 verts i'd need to dissolve to get a reasonably lowpoly mesh? thanks man

>> No.722832

also, I >>722830 don't want to use my own head for a reference, because I'm a dude, not a cute girl

>>722675
If you know their real life lengths, pick one of them (a), and scale the others until they're the same size as (a), and then scale those to whatever (b) and (c)'s length is.

So, if your fagmobile is 10 meters long irl, and your pimped out nigger 4x4 is 10 centimeters irl, first scale the nigger 4x4 to match the fagmobile (which will probably appear as some messed up unaesthetic number like 3.45678), and then scale it down to 0.01 to give you 10cm.

>> No.722833

>>722831
You should end up close to how many verts you want, just one subdivision isnt a lot, sometimes I work with two. You just work with a lot fewer faces, like you can dissolve a lot of the edges you already have. you can select whole edge loops with an alt+right click, usually I'll just select every other edge loop.

Then at the end you can do the same to simplify the model if you want, you pretty much never want to dissolve single verts, you'll have to dissolve entire edge loops to not mess up the topology, but its quicker and cleaner anyway.

>> No.722835

>>722832
Just use the term face and one of the three angles: portrait (front), profile (side on), 3/4 (figure it out).
>face portrait
>face profile

etc.

>> No.722836

>>722833
fucking god tier move there, thanks man

>> No.722845
File: 561 KB, 757x1215, blender_msUqk1ibCy.png [View same] [iqdb] [saucenao] [google]
722845

>>722833
looking way better now:

>> No.722847

hey, how do you make clothes stick to a body during animation so it doesn't peek through? i want to make multiple sets of clothes, so i need a base mesh underneth but they keep intersecting during animation

>> No.722855

>>722847
You can try a cloth modifier, and give your base mesh collision. Besides that you might have to go as far as rigging each outfit to your armature, I think.

>> No.722856

Hey anons, how would you shill some 3D fan art/project? The more I look into it, the more I get discouraged. I feel like it's so easy to promote 2D shit compared to 3D is not even fair unless it's just straight up porn.
2D:
>cute wips, people always like those
>fast to produce
>straightforward; here's a drawing, get retwats, upboats, likes, etc
3D:
>wips look like shit, people don't get how those work
>by the time you finish a semi complex project you could have farted 20 drawings and get more clout
>you get more material to show (3D views) but people won't eat up/don't care about interactive 3D models, multiple renders and videos

>> No.722884

Hey there /3/

I used to do 3D as a hobby and make some fun renders in C4D+Octane. Recently a buddy of mine came to me asking me for some product renders for his small busniess that builds sheds and studios.

He has the models from sketchup but they're bland and flat and he wants me to pretty them up. It's easy for me to up the texture quality and improve the lighting to make them look a lot better, but I was wondering if you guys had any recommendations for setting. Any programs or plugins that could help me create a realistic background setting, possibly with some house models to go along with it. I don't care if it means getting new software.

Thanks!

>> No.722898

>>722856
People like to watch projects come together and the process. Assuming you don't take too long, and you don't reveal everything so it's still a surprise at the end.
Instead of focusing on one big project and showing that, break it up into smaller ones and show those off.
So if you need like 3 characters for the final project, show off when you finish one of them, then the other, and the last one. If you need buildings, show those off when you finish one or a couple.

You're still working towards a larger goal, but you're leaving breadcrumbs for people to follow your process.

>> No.722899

anyone knows how to get assets from an unity game on Android that uses files without extension? ninjarip gets nothing

or some forum that may know

>> No.722904

>>722899
forum.xentax.com might have what you are looking for.

>> No.722913
File: 2.72 MB, 1868x5968, el dudas.png [View same] [iqdb] [saucenao] [google]
722913

Hello, im currently working on a project to make detailed architectural 3d models for 3d printing, and i have a few very specific doubts regarding which tools i should use. Preferably within 3dmax or zbrush, 3dmax i know, zbrush im learning as fast as i can, but if you really think its worth it that i learn a third software for this ill consider it.

Anyway, here are my questions:

1-Is there a way to make something like a normal map, a flat image that represents the depth of extrusion and apply it to a specific polygon? if yes how do i create a polygon with the same aspect as that image? or an image with the same aspect as that polygon? im talking about something like a normal map but that gets permanently applied
in which each value of gray represents a different depth, allowing me to do different depths or even gradients like in this pic related?


Would it be possible to apply that same technique only to a select group of polygons? to make a couple of striped columns for instance like this pic?

2-I know of symettry in zbrush, but is there a way you could have a special group of polygons and modify all of them at the same time? say like these 3 polyogns in the example, edit or draw on them at the same time?

3-What would be the correct tool to make a pattern thats linearly repeated across a line like this?
how about a pattern that repeats itself across a surface like this?

4-What would be a good way to make a structure made up of many lines with width, keep in mind my goal is 3d printing so i want a nice mesh, i could use bevel profile or render in viewport in 3dmax but those make shitty meshes.

5-IF im gonna work on complex models that are made of a lot of different pieces, would putting them all together in one dynamesh be a good way to have a nice 3d PRINTABLE mesh?

6-If i want to apply an already modeled ornamental object perfectly onto the surface of a wall, is it possible to "stich it" perfectly to the surface?

Pics included for reference.

>> No.722914

>>722884

Marmoset or substance painter has good rendering.

>> No.722926
File: 92 KB, 1383x586, wtf.jpg [View same] [iqdb] [saucenao] [google]
722926

Hey so I've exported some of Unreal engines starter content out as FBX's to use as a base for my own models in 3ds max. But i'm having an issue with each vertex being completely off the axis.
I have little experience with the program so have no idea what to do to fix this, or even what to google.

I've tried rotating using the cords but nothing happens when I press enter.
the axis of the vertices also change if I do move them, see the pic for before and after.

This is super weird, and I've never had an issue like this before.

>> No.722929

>>722913

Wouldn't 10 minutes of research be better than asking on a Mongolian drum cleaning board.

1 Look up modular construction. Uv mapping. Ndo.

2 See 1. Make modular pieces that can be stacked side by side like that. Work on one then duplicate it.

3 See above make a plane uv map it. Make a normal map texture as a tiling square. Scale the planes uv to it repeats the pattern.

4 Splines and sweep modifier maybe.

5.6 dunno I don't do 3d printing maybe someone else can help.

>> No.722932

>>722855
I have rigged the outfit to the mesh, but whenever I do extreme bends (ie a soccer kick animation) it clips like a motherfucker. Is there any way to alleviate that? I tried modelling with a shrink-wrap modifier then rigging it, but it didn't work too well

>> No.722941

>>722929
>Wouldn't 10 minutes of research be better than asking on a Mongolian drum cleaning board.
literally no, the info on the internet is super random i needed a good head start, your replies for instance, are very valuable, i thank you deeply, may your beers be cold and your visual entertainment without advertising.


>>722929
>3 See above make a plane uv map it. Make a normal map texture as a tiling square. Scale the planes uv to it repeats the pattern.
i thought normal maps only show in the render, i want them applied directly to the model, any way to do that?

>> No.722953

>>722941
i think the term is displacement maps for what you want

>> No.722977
File: 194 KB, 1831x1566, blender_y7NTmgetov.jpg [View same] [iqdb] [saucenao] [google]
722977

just in case this helps, is there anyway to avoid this? the topology is just a duplicate that has been shrinkwrapped out (and been applied).
I've tried to use a shrinkwrap and i've made it so only the chest and hip bones interact with the shirt. sorry to ask again

>> No.722978

>>722847
You could make parts of the body mesh invisible.

>> No.722984

>>722941

What's your final output anyway. Is it archviz or game engine. For games it's going to be a lot of displacement maps like the poster above said. Archviz will require almost everything to be modelled if using close ups and for the renderer to catch all the details.

>> No.722996

>>722977
You could have used the solidify modifier on a copy instead.

>> No.723032

>>722984
my goal is 3d printing

>> No.723074
File: 186 KB, 1024x768, 1434406934299.jpg [View same] [iqdb] [saucenao] [google]
723074

Can anyone explain why in particular the faces in Oblivion are so.... unique?

>> No.723083
File: 117 KB, 1094x743, facegen.png [View same] [iqdb] [saucenao] [google]
723083

>>723074
They used a 3rd party facial generation tool (coincidentally) called FaceGen.
The program isn't great, but it isn't terrible either. Oblivion just had that perfect storm of things that made FaceGen look exceptionally "unique".

>> No.723087

https://www.youtube.com/watch?v=q6S2q_or4k4
Is there an equivalent to krita's wrap around
mode in gimp or photoshop?

>> No.723100
File: 866 KB, 881x915, screenFetch-2020-02-01_00-56-23.png [View same] [iqdb] [saucenao] [google]
723100

What's the best way to rig shit like this?
It feels like no matter how I fuck with it I always get clipping and collapsing or weird unnatural deforms. It's really frustrating.

I hate rigging.

>> No.723107

>>723100
https://www.youtube.com/watch?v=V2CqQUXraeY

>> No.723118

>
What are the differences between rendering with a fog volume in the scene and compositing it later on in AE?

Is there any reason to render with a volume since it would be so much slower? Is there a difference in quality? How do lights react to a volume vs if you just composite it to a rendered image with no fog?

>> No.723141
File: 1.43 MB, 460x480, Anime tits.webm [View same] [iqdb] [saucenao] [google]
723141

can someone explain how vid related was made?

is it a mixture of cut out 2D animation and cel shading or is it 2D animated textures on top of a 3d mesh???

>> No.723142

>>723141
I think it's purely 2D made with after effects IIRC
https://twitter.com/Tinkle_Bell1/media

>> No.723144

>>723142
interesting

>> No.723149

>>723144
You can also look into Toon Boom Harmony for this kind of parametric/rigged 2d animation

>> No.723154
File: 53 KB, 513x613, rip.jpg [View same] [iqdb] [saucenao] [google]
723154

I'm trying to get the bit between the leg and hips to fold properly, and in doing so, broke the butt. Am I correct in thinking that weighting the butt to the waist is futile, and the butt needs bones in order to deform correctly?

>> No.723155

>>723154
what's going on with that skeleton buddy?

>> No.723156
File: 7 KB, 623x574, quality content.png [View same] [iqdb] [saucenao] [google]
723156

>>723155
The bottom sticky out bone coming out of the leg is for the thigh underside, the top sticky out one above it is for the hip, and the one going off to the left is the upper left leg. I'm no stranger to weighting, but bone positioning is a bit of an arcane and mysterious subject for me.

Pic related is what I'm trying to fix by messing around like this. I'm more of an artist than a modeler :^)

>> No.723159

>>723156
I don't think that you need those extra bones, why don't you just try rigging with a hip and thigh bone?

>> No.723167
File: 43 KB, 636x609, rip2.jpg [View same] [iqdb] [saucenao] [google]
723167

>>723159
Firstly, I apologise for the delay in replying, I'm still trying to trial and error my way out of this, and losing track of time.

>why don't you just try rigging with a hip and thigh bone?
I'll start from the beggingingin. Pic related is my model. Finished, but I'm not happy. There's a leg bone, the thing sticking out of the leg bone is for the thigh flab (that can be normalised back into the leg, but it looks nice and doesn't influence the region I'm complaining about, anyway), there's a hip bone and the rest isn't important

The problem I have, is that a normal leg doesn't abruptly cut into itself in real people. I think the leg crumply bit is more in the pelvic region and a little bit the front of the legs, not on the outside of the legs like (a). Or at least, that's what eyeballing nips doing dogeza and people running shows me. I don't know if those are good references, but that's what I went with. The hip and outer thigh (B) also collapses somewhat when the leg rotates outwards in the Y, and loses volume, when in real life it shouldn't.

In other words, I just want to erase that line on the outside of the leg a bit and between just the leg and main hip/abdominal bones, and retain the hip volume without turning the connecting bit of the leg into a noodle. This is why I think I need helper bones. Am I retarded?

>> No.723168

>retain hip volume
I know there's a button for preserving volume in Blender - I don't know if it can be done in Max, but it only helps a bit, anyway. I guess my question boils down to: how do I keep volume using bones in specific areas without causing unruly distortions?

>> No.723169

>>723167
I think you would be better off using a typical skeleton and then applying shape keys or a method like shown in the video here:
>>723107
with the mesh deform modifier.

>> No.723172

>>723149
>Toon Boom Harmony
ehh, isnt there a way to do that in blender with lattices and grease pencil?

>> No.723180

I'm new to maya and I've made a basic animation with some objects; one just translates its position and scale and the other has deformers that stretch part of it. i exported it to FBX with animation ticked and got it into unity but the deformation doesn't happen. what could I be missing?

>> No.723196
File: 873 KB, 3840x2160, HandTopology2.jpg [View same] [iqdb] [saucenao] [google]
723196

I'm tempted to make a thread for this but I'll just ask it here first. Does anyone have source on where I can actually find pic related for download?

>> No.723198 [DELETED] 

Is this the part where I probably should retopologize the ground? Weird spots appear
that can't be colored unless I change into a certain angle when I try to paint. Also, do you guys use an external paint program instead of blender for hand painted textures?

Still trying to learn stuff like baking etc

>> No.723199
File: 3.64 MB, 4000x2000, 1111.png [View same] [iqdb] [saucenao] [google]
723199

Is this the part where I probably should retopologize the ground? Weird spots appear
that can't be colored unless I change into a certain angle when I try to paint. Also, do you guys use an external paint program instead of blender for hand painted textures?

Still trying to learn stuff like baking etc

>> No.723201

>>723180
deformers don't translate to game engines, you need to bake it into the joints somehow. joint move -> vertices move is the only thing any game engine understands (the sole exception being morph targets/blendshapes)

>> No.723204
File: 1.34 MB, 2238x1601, Game.jpg [View same] [iqdb] [saucenao] [google]
723204

>>723199

Pic related is what I want to eventually achieve. Learning this shit is gonna take a while.

>> No.723210

>>723204
a game like that would make people gouge their fucking eyes out

>> No.723213

>>723201
yep, i discovered that a bit too late. thankfully blendshapes was able to do what i wanted and with less work. thanks for the info anon.

>> No.723214
File: 573 KB, 2264x1601, IMG_0017.jpg [View same] [iqdb] [saucenao] [google]
723214

>>723210


Err sorry. Probably not the best way to scan the paper lol.

>> No.723215

>>723199
Don't try to texture large areas of geography with the same techniques that you'd use to texture small characters and objects. You're going to end up with either gigabyte size textures or stretching a low res texture across a massive area.

>> No.723216

>>723215

I'll keep that in mind.

>> No.723228

>>723167
lemme know if you find a solution to this since im still experiencing this pls

>> No.723236
File: 1.87 MB, 1800x1504, blender_LPNdwStTtm.png [View same] [iqdb] [saucenao] [google]
723236

>>723167
oh wow adding a butt done is the way to go, allows the ass to mainly retains its original form while putting the thigh bone in a better spot 11/10 would reccomend

>> No.723245

>>723236
bone*

>> No.723249

>>723167
They're called joint corrective morphs or JCM's.

As the other guy said, you make a morph so the topology resembles what you want. Then when you move the bones it will automatically toggle that morph slider so the crease or whatever is gone.

>> No.723250
File: 73 KB, 929x131, holy shit.jpg [View same] [iqdb] [saucenao] [google]
723250

>>723196

>> No.723253

>>723214
A few suggestions anon:

>busy scenes like this look good on paper but how will the player view it up front on the ground?

>the simpler the level design the better

>this is one scene and will require a shit load of assets. Scope and feature creep are some of the main reasons for a failed project

>> No.723254
File: 372 KB, 770x681, screenFetch-2020-02-01_23-23-52.png [View same] [iqdb] [saucenao] [google]
723254

>>723107
Working like a charm so far anon, cheers.

>> No.723255

Hey guys i need help i have a project for school but i was sick and missed the lectures explaining it.
I have to do an animation using 3d and 2d animation. Are there any good blender tuts on hybrid animation?

>> No.723256

Trying to figure out how to animate a 3D model in Maya then render it in Unreal (logic being that rendering would probably be faster in UE4 vs actual render engines with not-THAT much quality loss)
Got a couple of questions
I'm trying to understand soft body and physics. I saw a couple of videos, but everyone seems to follow different ideas? How would I have soft body while having it deform from impact/other physics objects? Any tuts to suggest?
Maya has this Xgen (?) hair but since I start with mesh hair, how should I handle sims for the hair? Cloth?
Any recommendations of creating smooth animations? I saw some disney vids on animation, but do most use motion capture rather than hand animating things?

>> No.723258

>>723253

yup got you anon. It can get pretty easy to just keep adding details which makes it super hard when you actually want to bring them to life. Although, this is more for 'cinematic' scenes than planning to actually have the player be able to walk everywhere.

>> No.723260

>>723256
lolwut. Unreal is a game engine, if you want to render something use blender or 3ds max etc. You can make it as fast as you want but the quality will drop.

Xgen uses splines which can only be rendered by maya or another dcc. You need to convert the splines into something called hair cards.

Smooth animations requires an understanding of motion that will take years to achieve something on par with disney. You can use mocap or hand animate it but you still have to clean up mocap by hand.

>> No.723261

>>723260
I mean something like this
https://www.youtube.com/watch?v=7dVHhwGBCQQ
it's basically a cutscene in game, but ya know, without the game
I do have mesh hair atm, should I just stick with what I have, currently? Is there a way to simulate mesh hair properly in maya?

>> No.723280
File: 576 KB, 3116x1688, blender_r492rZ5RW3.jpg [View same] [iqdb] [saucenao] [google]
723280

again, sorry for flooding this board with the same mdoel again and again.
I've managedf to make the legs deform in what i think is the best i can do for this style. im happy with it. but that arms are really shit. can someone tell me if its my topo thats garbage or if its my rigging? followup with riggin incoming.

>> No.723281
File: 577 KB, 3072x1403, blender_OQuhNbLwCt.jpg [View same] [iqdb] [saucenao] [google]
723281

>>723280
followup

>> No.723322
File: 204 KB, 409x433, 1566394310117.png [View same] [iqdb] [saucenao] [google]
723322

Do I need to learn 2d first to make it in 3d?

>> No.723329

>>723322

This is just butthurt 2dlets trying to have some say in 3d. If you don't sculpt you wont become a sculptor end of story.

>> No.723334

Mates, I've been trying to print with ABS on and Ender 3 for 3 days now. It does not stick to the bed, no matter what I do. I've leveled the bed, I've slowed it down, heated the bed more, applied glue to the bed, nothing works. What do, mates? Help me out.

>> No.723335
File: 3 KB, 64x64, pixely.gif [View same] [iqdb] [saucenao] [google]
723335

babbling retard here, only been using blender for armatures for 3 days (I've used it a bit before for making isometric pixel tiles).
my comprehension level is:
https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Bones

I have tried to google how to make a walk cycle that is symmetric, it is easy to make the vertexes symmetric using "mirror-x", and "symetricize", and "mirror-x" works well for setting up bones to be attached to the model.
But I don't want to mirror the bones for a single frame, I want to mirror the bone positions at an offset, where halfway through the animation, the left arm bones go through the same movements as the right arm bones.
I know I could JUST manually read the absolute rotation of each bone, and invert it for the offset frame, but there has to be a better way, that is way too tedious.
I need it to be perfect because I am making a pixelated model into isometric (32x32), and I don't want weird artifacts to appear from a mirrored angle (especially since I am probably gonna spend hours on manually touching up the model to create pretty lines).

>> No.723337

>>721528
Idk what software you planned on using, but sculpting the bricks out in zbrush and then using the normal will show those as well.

>> No.723347
File: 1 KB, 79x46, clean_sex.png [View same] [iqdb] [saucenao] [google]
723347

>>723335
nevermind, I can just do the first half of the animation, then just mirror the other half, silly me...

>> No.723355

What software would you recommend for someone (me) coming from a traditional sculpting background? I'd like to play around and make some files for 3d printing.

>> No.723371
File: 3.06 MB, 3796x3796, bagman.jpg [View same] [iqdb] [saucenao] [google]
723371

Modo or Blender in 2020?

>> No.723375

>>723371
Modo if you have a family, Blender if you don't.

>> No.723377

>>723355

Zbrush or Mudbox.

>> No.723427

>>723371
modo if you are not new to 3d
very little hand holding, you absolutely have to deeply customize it and just be generally good at hard surface to actually appreciate the tools, flexibility and ui
otherwise it's a waste of time and better will be a better bet

>> No.723436

Does anyone have any content on how to make good facial hair for game characters? I'm trying to make a character with a beard and tweaking so many hair cards is driving me up the wall.

>> No.723461
File: 1.93 MB, 1600x848, 245b6245b6245.png [View same] [iqdb] [saucenao] [google]
723461

>>723436
No content but Snake from mgs5 had a pretty good beard. I'm guessing they painted a base texture onto the skin while also applying hair cards.

>> No.723469

>>723436
>>723461
Yeah, painting down a base for the texture is key. Otherwise you get bald spots.

Also, depending on the beard, you might be able to get away with modelling it all at once, then using a few cards here and there to give it some fluff. Not even cards really, just strips that stick out a bit. Kinda like pic related's mane. It's not a shit ton of hair cards, just large strips of geo to make the form. Paired up with a mesh underneath it works pretty well. If you're going for a fuller beard anyway.

>> No.723470
File: 21 KB, 624x502, 30e7c52e31.jpg [View same] [iqdb] [saucenao] [google]
723470

>>723436
>>723469
Forgot the image.

>> No.723522
File: 360 KB, 1166x746, wip7.png [View same] [iqdb] [saucenao] [google]
723522

How do I improve the anatomy of this model? The head + face is as good as it's going to get, mainly looking for advice on the body

>> No.723525
File: 110 KB, 1197x563, fafafasfaf.jpg [View same] [iqdb] [saucenao] [google]
723525

is there any way I change the settings on the right for several keyframes at once?

>> No.723532

>>723522

Use and 8 head or 7.5 head system. Hands need to be thicker and toes are too straight.

>> No.723537

>>723522
I'll just point out where your model really fails and you seek reference on that.
1 - Shoulders
2 - neck connection to the torso
3 - Hands
4 - Feet
5 - Butt
6 - Knee.
7 - Arms

>> No.723538

>>723525
If you mean the interpolation and easing those can be accessed through "t" and "ctrl+e". Just select the points you want to change.

The back value normally should change all selected by holding alt, but this doesn't work. You could report this as a bug as this should not be the case.

>> No.723540

>>723538
eh somebody already submitted this 2 years ago in the 2.79b so looks like they still haven't fixed this

god it's so frustrating I need this so much
there is no addon that does this, I found some AnimAll but it doesn't have the exact thing for some reason

>> No.723548

>>723522
I'd recommend chalking this one up as a practice model and starting over from scratch.

>> No.723567
File: 328 KB, 601x341, Screenshot (61).png [View same] [iqdb] [saucenao] [google]
723567

How easily can this be replicated with nodes in EEVEE? Had no luck so far in finding a node to act as a "threshold" for the normals.

>> No.723568

>>723567
download this shader and take it apart.
I am sure you'll find answers by reverse engineering it.
Or just use it.
https://www.youtube.com/watch?v=Q8PlDvt76VI

>> No.723569

>>723567
https://www.youtube.com/watch?v=E3zHGD8V2IY

>> No.723570
File: 201 KB, 1000x1000, skar.jpg [View same] [iqdb] [saucenao] [google]
723570

>>723568
Bless you anon. I noticed how the shadows would snap based on the camera position so I think I just found something beautiful.

>> No.723588
File: 254 KB, 2922x1788, plane question.png [View same] [iqdb] [saucenao] [google]
723588

can anyone help me with pic related?

>> No.723589
File: 85 KB, 500x500, pom_comparison.jpg [View same] [iqdb] [saucenao] [google]
723589

>>723588
You need geometry to be able to displace it anon.
That being said, you could look into parallax/occlusion mapping. It'd use your heightmap and fake the detail with decent enough results on a single plane. Think of it like a bump map's older brother.

>> No.723694

is zmodeller pirateable?

>> No.723710
File: 132 KB, 796x553, ss+(2020-02-05+at+03.32.42).jpg [View same] [iqdb] [saucenao] [google]
723710

how can i (using a shader) create flat shapes in the normal info of an abritrary mesh using a generated texture of cells as a mask to define the areas that should be flattened? pic related is the effect i would like to achieve (mesh on the left unmodified, mesh on the right with the modified normal info). keep in mind i would like to be able to apply this shader effect to a mesh of any shape; i'm not talking about baking normals to a specific mesh

>> No.723711
File: 37 KB, 512x512, map.jpg [View same] [iqdb] [saucenao] [google]
723711

>>723710
and here's an image of what i mean by a mask for the effect; black area would be unmodified normal info and white would be where the effect would be applied

>> No.723752

i want to practice retpology on something better than i can make, where can i get some model to practice on, something i could expect to work on if take it as a job

>> No.723754

>>721702
Prorender is the shittiest shit ever. Why on earth are you using this engine?

>> No.723756

>>722002
Never used Cycles, but from what i learned in Octane, when you are struggling with fireflies and the only issue is darkness (not specular materials, sss etc), there is something wrong with your lighting setup. Insane intensity mostly, too many sources... optimize

>> No.723758

>>722040
Redshift no contest. Second is Octane, but if you want to use specular materials in animations, god forbid specular with roughness or sss, you are fucked. Either way you are burning your house down if you want to render animations on laptop

>> No.723788

>>721246
I use the blender hair tool plugin. Works well enough. There's no simple/easy way to do hair from what I've seen, it will require some hard modeling or sculpting and it can get tedious. Definitely save all of the styles you create so they can be reused for a faster workflow later on.

>> No.723791

>>721248
Literally haven't spend a dime on 3d programs and I've done it all. If you can't figure out how to make it happen via torrents or freeware gtfo.

>> No.723807
File: 28 KB, 703x460, scoutrifle.png [View same] [iqdb] [saucenao] [google]
723807

any suggestions on how to texture this ? trying to make it look futuristic and be purple without making it a one-color eyesore

>> No.723810

>>723807
>without making it a one-color eyesore
it already is.

>> No.723831

everytime i assign material to part of the mesh in blender
the part i applied the material on become transparent
any idea why?

>> No.723835

>>723752
daz bb. enjoy your dolls

>> No.723836

>>723807
Finish modeling before you think about texturing.

>> No.723837

>>723831
Does your material have some sort of alpha or opacity setting?

>> No.723838

>>723837
nope i literally only made a new material and changed the base color and used it on a default cube

>> No.723863
File: 448 KB, 512x512, 45y245262456245u.jpg [View same] [iqdb] [saucenao] [google]
723863

Anyone know how to take the red and green channels and mix em together like this?

>> No.723864

>>723863

That's just the blue channel inverted.

>> No.723871

Can I use models made in a pirated copy of Maya commercially?
I know how to use blender but I feel so comfortable using Maya and its UV features are really good but I can't really afford it.(and I don't want to use the student license either)

>> No.723876

>>723864
That is not the blue channel inverted. The blue channel is empty in that image. The red channel seem to be holding a map that is prob used for mixing the diffuse color of the hair planes by mixing two colors interpolating by the value of the channel, the green channel holds what looks like occlusion and is prob multiplied against to give the hair cards some depth.

>> No.723887
File: 1.79 MB, 2048x2048, image.jpg [View same] [iqdb] [saucenao] [google]
723887

>>723876

I didn't download the image. I assumed it was one of those maps where they invert the blue channel.

>> No.723935
File: 905 KB, 1920x1080, other-04_uj16.jpg [View same] [iqdb] [saucenao] [google]
723935

Seiken Densetsu 3 is regarded by many to be the peak for pixel art among a few other games.

Do you feel like there is such a thing for 3d games? When I try to think of nice looking 3d games the only ones that hold up somewhat are the stylized ones despite looking dated sometimes. The realistic looking games are actually very bland and look outdated by the time they come out.

What do you guys think about the aesthetic of 3d games? Do you like the look of the realistic graphics and do you find any games in particular to be very eye catching.

Pic is the remake of seiken densetsu 3, I think it looks pretty ugly.

>> No.723939

>>722845
I'm looking to do a stylized character similar to these proportions. Are there any good tutorials for going over the low poly character workflow? I've never done it before.

>> No.723942
File: 159 KB, 512x512, hair.jpg [View same] [iqdb] [saucenao] [google]
723942

>>723876
These weird textures are for unity lux shaders. Apparently the red is metallic and the green is smoothness.

>> No.723943

>>723935
For stylised I would say Trine is the most beautiful. For realism I would say Dark Souls 3, yeah it's fantasy but the textures are realistic and Irithyll had me shocked the first time I saw it.

Also MGS5 oddly enough. Nothing about it really stood out visually but chilling out on the plains of Africa as rain gently fell down was beautiful in it's own way.

>> No.723949
File: 228 KB, 960x540, destinyrifle.jpg [View same] [iqdb] [saucenao] [google]
723949

how would I go about making a good quality texture for guns ? dont really have money for photoshop

>> No.723953

I've imported a motion capture file to maya and applied it to my model. As I understand it, I have to bake it first to my skeleton/model, before making tweaks with layers. Is that right?
Also, Layers basically override everything under it, right? So does that mean I have to keyframe (on the layer) for every single keyframe of the original motion capture?
How do I tweak motion captures?
Also, where can you find more nsfw motion capture/fbx files?

>> No.723978

>>723935

I like Dragonquest XI and the new Pokemon. Distinct looks in comparison to the other anime stylized stuff. The Atelier series is good too.

>> No.724005

>>723949
You can get substance painter for free for about a year if you tell them you're a student

>> No.724006
File: 192 KB, 777x690, 1581109252265.png [View same] [iqdb] [saucenao] [google]
724006

How hard is it to 3d print a model that you created?

I sorta want to create small models and paint then just for decor

>> No.724010

>>723249
I thought about doing that, actually, but the software I'm using doesn't support automatic relative adjustments like that. I'd have to keyframe it every time and that's offputting to someone with only one arm.

>> No.724063

>>724006
It's a pretty expensive piece of equipment to fuck around with. But once you've got it, it's not hard to fiddle around with settings till you've got the correct pipeline.

>> No.724088
File: 13 KB, 756x269, Image.png [View same] [iqdb] [saucenao] [google]
724088

newfag here, i just downloaded zbrush to have some fun
trying to pose a model but i get this message. searching didn't yield any results. what is causing this?

>> No.724102
File: 51 KB, 409x581, Image.png [View same] [iqdb] [saucenao] [google]
724102

>>724088
nevermind i solved that, but trying to pose now does this shit. and i have no idea why because it looked fine when i last posed something. fuck!

>> No.724155

Anyone know how to unlock .yft flies that have been processed in Zmodeler?

>> No.724202
File: 19 KB, 334x461, sad-woody.jpg [View same] [iqdb] [saucenao] [google]
724202

How do I make it so two colors on a color ramp have different shaders?

>> No.724234

>>724202
It's quite simple actually.
Use the color ramp (with black and white color) to drive the factor of an mix shader where you have your 2 different shaders hooked up.

>> No.724265
File: 200 KB, 512x512, DS3EasternSet.png [View same] [iqdb] [saucenao] [google]
724265

How would I go about creating an article of clothing like this? By this I mean a piece of cloth with animated, jingling accessories and trinkets on them.

I am using 3DS max and Blender for reference.

>> No.724357

Is there any way to make it so part of a mesh shows up as a wireframe in material mode but shows up as normal when rendered in blender?

>> No.724360

I'm looking for a Blender 2.8 tutorial which goes over sculpting, retopo, rigging, posing and rendering a stylized character. Preferably female.

Any suggestions?

>> No.724365

>>724265

Just model everything separately. They are usually rigged via dummy objects afterwards.

>> No.724422

>>724360
https://cloud.blender.org/p/stylized-character-workflow

>> No.724432

New to animation. I want to animate cables being blown by the wind. Do the cables (made from cylinders) need to have specific topology to animate it or do i just need it at a high enough resolution?

>> No.724436
File: 415 KB, 1482x700, Nodes.png [View same] [iqdb] [saucenao] [google]
724436

I want to make something similar to pic related in Arnold, but can't come up with a way to substitute the layer weight node. Any ideas?

>> No.724500

>>724234
Thanks man you saved my project

>> No.724503
File: 930 KB, 1789x1498, aa573d0ed29dbdaacd8e1f7452b158a6.jpg [View same] [iqdb] [saucenao] [google]
724503

Anyone got any tips for getting a little more value out of their normal map bakes? My high poly sculpt detail looks good but it seems a little muddy/not as deep/not as punchy when its applied to my model. Any tips for making normal maps more punchy for characters?

>> No.724507

>>724503
try running it through a multiply node

>> No.724509

>>724507
I should have specified in substance painter. My bad.

>> No.724510
File: 844 KB, 1252x1497, 8103a63120c23323de73b49e34e6bd3d (1).jpg [View same] [iqdb] [saucenao] [google]
724510

>>724507
I imported my normal bake onto a fill layer, Slapped a sharpen filter onto it and ran it through a compare mask. Seems to have done the trick.

If anyone still has any suggestions for a better result. I'd appreciate it.

>> No.724512

Ygf

>> No.724519

>>724503
work in double the final res and use multisampling
then cry as Painter struggles to handle 8K maps

>> No.724525

I assume 3D character artist juniors get art tests when applying for jobs like most other jobs. So what kind of thing should I be expecting? What's the usual kind of scope for a character art test/what kind of time frame would they be looking at ecs.

>> No.724547

>>724525

2 weeks for a completed bust. Clothing, face and hard surface.

>> No.724549

>>724365
Yes... dummy objects.. makes perfect sense...……………………………….

>> No.724552

Which of the two methods will help me more(aka get better faster):
1. Follow tutorials.
2. Just keep modeling stuffs by myself.
While the 2 is the most commom method, I feel like I can keep doing stuff wrongs when there are easier ways to do it and even develop bad vices that will be hard to unlearn it(as an example, try to learn Violin by yourself, you may learn the wrong way of holding it and that will be hard to unlearn, as far as I know). However, I don't know if following tutorials will help me how to model or just 'how to do this exactly thing you followed in the tutorial'.

>> No.724557

>>724552
Tutorials doing specific things like modelling a certain thing will only teach you how to model that specific thing. If you don't know how to model, it can be a good way to get started, but following instructions of a tutorial is pretty much the same as following a lego instruction manual. You're not really learning anything. Might pick up some tricks here and there, but that's about it. It can be helpful here and there if you run into some snags doing something similar on your own; like you may be having problems with the proper geo of a knife, so you watch a tutorial to see how they approach the same problem.

Once you have the essential basics down, move immediately to theory stuff, while supplementing that knowledge by either practicing, or doing solo projects. Bad habits in 3d are hard to really make. As you're always naturally going to be looking for more efficient ways to do things to save on time and make things of a higher quality.

>> No.724592
File: 593 KB, 1181x768, blender_cctdSOsXPS.png [View same] [iqdb] [saucenao] [google]
724592

how the absoloute fuck do i rig the cape? its fucking impossible

>> No.724593

>>724432
Animate it, if it looks like a bunch of cans tied together instead of smooth string then up the amount of vertices.

>> No.724594

>>724592
Does blender have soft body physics? Apply it to the cloth if you do. Get a better program if you don't.

>> No.724597

>>724594
the answer is yes, but that is kinda complicated and im scared of it haha

>> No.724600

>>724557
Thank you, anon!
>move immediately to theory stuff
Where would I find those things? I usually only find tutorials.

>> No.724604

>>724549

Yes it does dummy.

>> No.724605

in Cycles GPU not 100% usage,but in Eevee 100%.All settings identical.How fix it?

>> No.724611

>>723871
this please, is it possible?

>> No.724630

Hey guys, if I'm still at the learning level, is it better for me to model the whole object at once or to split it in many parts? Also how important is using modifiers at this level?

>> No.724640

>>724630
It completely depends on what you're modeling whether its split up or not. Any info on that. Also modifiers are usefeul if you need to do what they are used for. They're just tools. You'll find that there's a LOT that you don't ever use and there's a handful that you'll find super useful and use all the time. Again, it depends on what you're modeling. Modifiers are like tools you use to solve a problem. However, if you're just starting out, just get used to using the regular modeling tools for now. Follow some tutorials on youtube. You'll pick up uses for different modifiers that way if they use them in the tutorials. You can also look up some tutorials that focus on what different modifiers do. But again its hard to be specific if I don't know what you're modeling.

>> No.724658

>>724600
I mean they're basically tutorials too, but it's not shit like "How to make a stylized low-poly well", more workflow/theory stuff like "how to texture something in substance painter", or "proper topology when subsurf modelling". Things that aren't applicable to just one thing, but are broad enough to bring those concepts into your workflow.
You can learn that stuff doing tutorials about 1 thing, but it'd most likely be a very small part of that video and not go over the details or methods, only because they only care about the end result.

>> No.724659

>>724630
If it's a separate part in real life, it should be a separate part on the model.

>> No.724675
File: 2.38 MB, 1920x1080, edges-are-born_P57HUtk3.compressed (1).webm [View same] [iqdb] [saucenao] [google]
724675

>>721238
Anyone can help me to identify the command used at the second 10 of this video to split a vertex into two and create new edges?

>> No.724678
File: 217 KB, 1920x1080, retard.jpg [View same] [iqdb] [saucenao] [google]
724678

>>724675

>> No.724679
File: 251 KB, 349x427, 1554611305115.png [View same] [iqdb] [saucenao] [google]
724679

>>724678
oh thanks, I did not noticed that part

>> No.724702

Is it ok for the sclera and the iris of an eye model to have the same shader if I'm going for realism?
If not how should they differ from each other?

>> No.724710

>>724611
Exported files don't contain pirated flags. Unless they do in which case you're fucked. Good luck anon.

>> No.724711

>>724702
Eyes have a lot of bullshit going on. You've also got the cornea on top and the pupil not reflecting any light. At the very least they need different specularity, not sure about shaders though.

>> No.724715

will drawing improve my meshes? maybe this is a stupid question but for some reason I feel like improving my overall creativity and char creation skills would transfer well to 3d modeling

>> No.724786

>>724711
Should the sclera or the iris have the higher specularity value?

>> No.724814

Getting some nasty hot pixels in my depth pass when rendering some clouds in mantra Houdini, increasing pixel samples doesn't help

>> No.724856
File: 725 KB, 1627x825, blender_9PKOCS5fWL.png [View same] [iqdb] [saucenao] [google]
724856

how do i unwrap this to minimize the distortion seen here?

>> No.724871

>>724856
You need to flatten the UV islands.

>> No.724874

>>724715
Yes, being able to draw your own references and then put them in you're modeling/sculpting software helps both in the experience you get drawing and being able to use a reference.

>> No.724947

how do I get over texturing creative block?
i can get a rough concept of a model in my head and in production pretty well but i absolutely suck at thinking of fitting textures.
i'll spend a good handful of hours just chucking shit at the wall and seeing what "works" and i feel like its not very efficient.

>> No.725039

>>724947
How is this a thing? If i model a wall i'm going to create a wall texture; either reinforced concrete, wood planks or bricks. There's no creative block since you're bound by the object you're modeling.

>> No.725055
File: 332 KB, 1440x480, compare.jpg [View same] [iqdb] [saucenao] [google]
725055

Textures and lighting have always been my weakest skills.

Any direction in getting my shaders (Right image) to look more like the left?

>> No.725077

>>725039
I supposed I should've specified that I'm talking mostly about objects that dont exactly have real world analogues. I have this sci-fi jump pad thing but I feel like making things plastic + steel is a bit boring. I dunno, I just can never really get into the groove of making an interesting texture and I just sort of stonewall at the "okay well it has a basic material on it now what"

>> No.725270

Can you make a face without triangles at the mouth corners? Does it matter?

>>725077
Not him, but if you want inspiration search for images until you see something you like the look of, and then just mimic how it looks. I've done that with a lot of things that don't exist.

>> No.725271

> search for images
Assuming you have what this jump pad looks like in your mind, that is. If you don't and you're just bouncing things off of the wall, it's not as helpful, but still better than nothing.

>> No.725297
File: 2.77 MB, 2048x2048, render_compressed.png [View same] [iqdb] [saucenao] [google]
725297

>>725270
>>725271
>>725039
Basically, I want to avoid generic materials but thats all i can think of when trying to brainstorm shit. I also want to avoid plastering the thing in unneccesary details that make the thing look like some dudes hardsurface practice. I suppose looking at refrences could help but right now my only real reference is some other assets in the same area (which were by a different artist and are extremely simple) and the jump pad from Halo.

>> No.725298
File: 2.64 MB, 1920x1080, unknown.png [View same] [iqdb] [saucenao] [google]
725298

>>725297
Halo jump pad for reference. IMO it's a little bit visually cluttered for my tastes but this is what I was told to basically replicate the idea of.

>> No.725329
File: 185 KB, 913x549, 0F7AE278-2812-4BF0-9E54-D22197711BDE.png [View same] [iqdb] [saucenao] [google]
725329

Im doing a creature we want rigged. Nothing crazy just a derpy walk and its going to be in the background anyways. This is sort of the latest.
My questions where do I go next?
Going to dynamism all subdivs together retop and then rig? Im using zremesher and zmodeler to just get the polycount to roughly 15k. Should be fine I believe. Any suggestions or tutorials when youre at this step? Thx

>> No.725330

>>724510
Could check out the math that goes into making highpass nodes in nuke? Its basically a mix of blends/sharpnesses that help pull out certain detail. Id use that to maybe make an alpha and find a way to incorporate it into your normal map. Maybe as a separate layer in photoshop then multiply or do some channel shit with it.

>> No.725429
File: 3.80 MB, 1920x1080, 1569778069310.png [View same] [iqdb] [saucenao] [google]
725429

novice blendlet reporting in for abuse
How do I make this procedural material orient itself correctly on these faces of varying rotation? As you can see, it does not apply itself correctly to the side or bottom of a standard cube correctly, only to the front and back.
The actual answer I'd like is just direction towards good, detailed, free procedural material instruction. Preferably for blender but I also have access to substance designer

>> No.725435
File: 3.86 MB, 1920x1080, 1569943415326.png [View same] [iqdb] [saucenao] [google]
725435

>>725429
I applied all the pending transforms and it produced the results I would have expected given the material's behavior on the default cube (note: as predicted is not as desired, see patterning whenever a face is perpendicular to the x-axis)

>> No.725444

>>725329
Sounds like you've got it all sorted out anon.

>> No.725452

Anyone work with MD?

Any workflow you recommend to have a great quality garment while keeping polys low?

Also how do you add thickness, the amount of poly MD adds when exporting with thickness is ridiculous

>> No.725897

Has anyone 3d printed a figure and painted it to sale?
I'm currently looking into 3d printing some things and painting them for personal use, but I recently learned that some people print figures and sell them on ebay

>> No.726592

>have an idea of what i want to model in my head
>try to plan it out in 2D/crude 3D
>looks like shit
>cant get it right

how to i overcome this

>> No.726713

Okay bros i have multiple questions. I want to learn how to do good hand drawn textures and i was wondering if i should try learning to draw first or if i can achive good hand drawn texturing without learning to do digital art. I bought some hundred dollar tablet for it. And by drawing i mean digital art i can somewhat draw well with a pencil but i was never into coloring or pc drawing. But then To learn digital art i'd have to learn some other program or i can draw in Blender? I got clip studio for free with it. I've tried texturing human body and i suck bad at it and don't even know where to learn how to do it. My ultimate goal is making textures for low poly characters that look good.

>https://www.youtube.com/watch?v=E7z8adcSKu4&t=206s

This would be probably way more than enough for me but i see this as a peak of what i'd want to be able to do.

>> No.726724
File: 98 KB, 964x912, 3a33d8aace814947d794d81293f07a24.gif [View same] [iqdb] [saucenao] [google]
726724

I can't believe it, but I got an invite to work for a superstar studio out of the blue. Now, the problem is that I've always been a hobbyst and I haven't even done much serious 3D in the last year or so, mostly doing simplistic stylized shit for a game. I'm not confident in my pure technical knowledge either, actually, I was googling how to make a non-retarded high to low bake full of errors on edges when I got the message. I think my stuff on the internet is probably tricking people because overall it looks good, but the individual props themselves aren't perfect, it's just hidden by a decent lighting and placement, and because of that I'm afraid I'd just fail an art test if I accept the invite and embarrass myself. Idk what to do, these days I've been thinking if this is even what I want to do professionally.

Fuuuck, why is this happening, I don't even deserve to get contacted by any of these gods. I also should have spent more time on individual stuff, but I took the opposite route with the "big picture" approach, but that won't work for a specialized job role where you need to be perfect at one thing. I'm spread very thin.

>> No.726769

>>726724
dumb frogposter

Just take one of the jobs and learn

>> No.726828

IG

>> No.727093

>>726724
Take the job, anon. Just do it.

>> No.727464

cgpeers dead for anyone else?