[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


View post   

File: 88 KB, 1845x1173, 1554449549506.jpg [View same] [iqdb] [saucenao] [google]
725693 No.725693 [Reply] [Original]

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

Previous thread: >>721238

>> No.725694

Intous or cintiq for texture painting?

>> No.725716

What's the preferred method of cracking/pirating Photoshop and other Adobe shit nowadays?

>> No.725736

Is Unreal a shitty starting engine compared to Unity?

>> No.725737

>>725694

Cintiq has a film grain effect on the screen. You need a proper monitor for previewing.

>> No.725742

>>725736
If you'll somehow make it to 1% of successful devs, you'll have to deal with Epic and all their shady tactics. Also, this is not a gamedev board, /3/ is for people who can actually earn real money.

>> No.725746

>>725742
most of /3/ earns their money doing modelling, animation, and scripting for indie games so yes it is a gamedev board

>> No.725753

>>725746
>most of /3/ earns their money doing modelling, animation, and scripting for indie games so yes it is a gamedev board
I like how this post started bad but still managed to spiral out of control. Take your meds, please, or at least be a less of a newfag.

>> No.725785

>>725736
No, both are good in their own way. If you're new to everything, start with Unity IMO, though.

>> No.725802

Where can I get free textures and shit?
I ain't paying the donut merchant a cent for his shitty texture website.

>> No.725805

>>725716
I tried using this appnee program thing where it would crack stuff straight from the cloud and it worked for a while until I started getting a not genuine pop-up, now I'm just using a cracked 2020 Photoshop and making sure my host file and windows firewall is setup 100%

>> No.725809

>>725742
what shady tactics?

>> No.725819

>>725716

desu you don't need more than CS6. There have been no improvements at all.

>> No.725837

>>725819
Wtf, no. I've used CS6 for years until recently, I didn't even pay attention to how old it is. There are so many great tools in new versions, I can't believe I didn't download them sooner. CS6 is 8 years old.

>> No.725840
File: 291 KB, 540x891, 1572108706923.png [View same] [iqdb] [saucenao] [google]
725840

>>725693
does this contain all tools used in edit mode?

>> No.725847 [DELETED] 
File: 25 KB, 456x352, Screenshot_4.jpg [View same] [iqdb] [saucenao] [google]
725847

Probably a stupid question, but how can I replace a material in Maya? Answers I've seen tell you to select everything with a certain material etc., but this object has multiple materials. Can I not just replace it directly here in the attribute editor like in Blendah?

>> No.726112

>>725840
doesnt look like it.

But why are you relying on buttons? As a blendlet, you should already know the shortcuts and right click menues.

>> No.726125

>>725837

What tools. 3d stuff. The only thing that looked remotely interesting to me was the warp tool. I wouldn't use it in my workflow these days though.

>> No.726162

>>726125
They also added some better snapping tools and beveled squares. So best get on that shit.

>> No.726182
File: 134 KB, 670x1500, E336D346-E6E8-463C-BBFB-B229B91D058C.jpg [View same] [iqdb] [saucenao] [google]
726182

How would I find the texture for pic related? I want the design of the can flat out.

>> No.726183

How the heck do you do jiggle bones in 2.8+

>> No.726184
File: 7 KB, 272x221, 2020-02-22_00-29-07.png [View same] [iqdb] [saucenao] [google]
726184

In Substance Painter, when I drag Backed Lighting filter to my layers, it's just white. In tutorials I've seen it should be the baked image. And in the layers I only have baked AO and metallic material, if that matters.What can be the problem? Sorry if I'm explaining it weirdly, I'm new to materials.

>> No.726189

>>726184
Alright, I needed world space normal map.

>> No.726215

>>725802
I was going to link you a thread with a shit ton of useful resources, but it looks like it died.

The best thread on /3/ died, and no one said a thing. He died alone, probably bumped off by some mobile retard posting in the wrong board, or some faggot posting a single question in its own thread.
Rip in peas little buddy.

Here's an archive link of the thread.
https://archived.moe/3/thread/637415/

>> No.726216
File: 344 KB, 2001x2001, AZ Check Distort.png [View same] [iqdb] [saucenao] [google]
726216

>>726182
Here you go anon. For some reason I had made the checkerboard for something a few years ago. It's the lemon flavored tea one, but it should be simple enough to make it red.
It's not the logo or anything, but it's a start.

>> No.726217
File: 690 KB, 898x723, 798D62BB-64D7-4972-950C-0591FB4EDFB4.png [View same] [iqdb] [saucenao] [google]
726217

>>726216
Fucking BASED man holy shit. I’ll be posting the finished result of the can within next week, if you happen to see it in a thread, know you helped make it possible.

>> No.726221
File: 810 KB, 1280x1024, moment_of_inspiration.png [View same] [iqdb] [saucenao] [google]
726221

Does anyone know an alternative to pic related?
I had fun quickly creating hardsurface concepts with it, but 300$ is too steep for personal use; they don't even offer educational discounts

>> No.726223
File: 27 KB, 1500x1500, AZ Check Default.png [View same] [iqdb] [saucenao] [google]
726223

>>726217
No problemo man.
I had originally wanted to make some kind of Arizona Tea checkerboard landscape type deal with it, back when Vaporwave was in full swing, but never really bothered with it past the initial groundwork.
Glad to see it's going to get some use though. I'll keep a lookout for it man. Here's an alt version as well without the distortion and stuff in case you needed it.

>> No.726224

>>725802
https://cc0textures.com

>> No.726240

>>726215
We need to get off our asses and create a pastebin with useful links that is posted in every questions thread. Can't just rely on slow posting.

>> No.726244

Looking for torrent sites like cgpeers for tutorials but not private exclusive shill

>> No.726250

>>726244
>shilling free shit

>> No.726258

>>726240
Welp, I made a pastebin of everything in the last thread, and put up a new one.
Here it is
>>726257

>> No.726264

>>726258
Good man.

>> No.726265
File: 259 KB, 342x833, manual-quad.png [View same] [iqdb] [saucenao] [google]
726265

I am trying to "un-triangulate" a model imported from VRoid Studio just so I can make some better stuff like clothes and templates but I am finding these annoying ngoons at some points, should I just leave a few triangles here and there or there is some compromise to solving these problems without adding any extra vertices?

>> No.726266

Also, why do these programs export triangulated meshes when quads are supposed to be better for animation?

>> No.726274

>>726265

Why do you want to remove the triangles. If it doesn't shade badly leave them.

>> No.726275

>>726221

What is it.

>> No.726277

>>726275
It's a simple CAD-ish program
Normally I use 3D Coat for getting down organic ideas, but for hard surface, this was kinda nice

>> No.726295
File: 987 KB, 1081x897, cuntface.png [View same] [iqdb] [saucenao] [google]
726295

aight first off im a retard and I got no clue about what im doing,
how fucked am i going to be when i rig this? Never actually done topology before and i want to make it comfortable to animate

>> No.726319

>>726274
It is harder to do modifications with triangles.

>> No.726321

>>726295
Don't leave triangles, for animations quads are better since edge loops can be easily selected and manipulated, if you must have ngoons from quads it should be a max of 5 connected quads.

>> No.726323
File: 736 KB, 636x616, CErDT.png [View same] [iqdb] [saucenao] [google]
726323

>>726295
Just follow the important loops and get rid of that triangles, begin with the big quads and then subdivide the mesh and project the high poly
As for the triangles part you can really leave someone in some parts like the ears as they are difficult shapes and really don't matter if there's someone in there

>> No.726326
File: 569 KB, 875x865, assface.png [View same] [iqdb] [saucenao] [google]
726326

>>726321
>>726323
dang thanks for the tip, my workflow is probably shit (I just extrude edge by edge and sew them together) so I end up making tri's without really thinking about it, there probably is a better way of doing this shit but I haven't found it yet, anyways here's an ass

>> No.726333
File: 406 KB, 1919x1039, Capture.png [View same] [iqdb] [saucenao] [google]
726333

>>726216
>>726223
Thanks again

>> No.726334

>>726326
my workflow is usually get to some sculpting tool(for me zbrush is still the best but blender has some some nice tools for stylized characters) and then retopo

or get some clean topology mesh and sculpt from them

the last one is to get a cube and with extrusions and subdivide and splits make the mesh you want, but i don't recomend that way unless you are going for a very hard edge surface like a mech

>> No.726335

>>726326
You can "decompose" triangles into quads at the beginning if you know how you want it to flow

>> No.726355 [DELETED] 
File: 332 KB, 828x1200, 9060F2C9-5EDD-497E-A776-000B743A4A5B.jpg [View same] [iqdb] [saucenao] [google]
726355

>Hopes of winning
He already had, and I’m sure the goal isn’t to re win
>No reason
His way of coping with a breakup, something you’ve literally and will literally never experience
>No game
It’s his ex

Fucking retards (you and your bitch slave included) irl, on twitter, and everywhere else has used this word to the point that it’s meaning literally means nothing anymore. If it’s a meme then that’s one thing but you g see genuinely think that’s classified as it. You’re retarded. If anything he’s obsessive

>> No.726356
File: 19 KB, 183x232, 0A92BAFC-A0A3-42B2-A068-1B4AEE7EC9C4.png [View same] [iqdb] [saucenao] [google]
726356

>>726355
>wrong board wrong thread
I’m a retard

>> No.726360

>>726333
Nice, looking forward to seeing it all in action.

>> No.726381

In Blender 2.8 I have an image texture applied to an object. However, when I UV unwrap it it wrecks the image mapping to the object.

How do I not do this?

(UV unwrap based on how the image texture currently appears in, e.g., the shading tab of Blender)

>> No.726382

^I tried Googling this but all I found were a bunch of unrelated YouTurd videos and general information about UV unwrapping. I think this type of crap is why I quit 3D modeling like 6 years ago.

I have successfully applied an Image Texture to a human head object. It looks fine, there is not problems. When I UV unwrap it Blender just shits out a bunch of lines which form a dream catcher or something. How do I get it to unwrap it based on how the image is already mapped to the object as I can clearly see in the Shading tab? I hope this clarified the above post, so maybe someone who knows can help.

>> No.726383

>>726381
Aren't you supposed to unwrap first?

>> No.726385

>>726382
Select the model, TAB, 3, go to the left, select UV, Seams from Islands maybe? I am confused on how you did it.

>> No.726387

>>726383
I downloaded a 3D model which was ripped from a video game. It includes OBJ, MTL, and PNGs for the image textures. I can apply the given PNGs as Image Texture nodes.color > Principled BSDF.Base_Color > Material Output.Surface. How would I apply the same mapping that Principled BSDF (Base Color) and Material Output (Surface) use for a given PNG used for the Image Texture?

The stuff didn't seemed to be unwrapped already so I'm trying to do that now. Does that answer your question? I hope it does.

>> No.726389

>>726385
I'm assuming I press TAB > 3 in the UV Editing tab. By "go to the left" I assume you mean go to the part where the PNG image is pulled up. I then clicked "UV" then clicked "Unwrap" but it still came up with a dream-catcher. There are no island: I don't think there is any transparency in my PNG.

>> No.726390
File: 701 KB, 1356x1442, a.png [View same] [iqdb] [saucenao] [google]
726390

>>726387
Images from it.

>> No.726391

>>726389
Link me to your model and I will see what I can do.

>> No.726392 [DELETED] 
File: 1.19 MB, 1248x1080, 2.png [View same] [iqdb] [saucenao] [google]
726392

>>726390
I rendered this before correcting it so the head (AKA face) PNG shows up on this human head.

>> No.726393
File: 1.23 MB, 1248x1080, 3.png [View same] [iqdb] [saucenao] [google]
726393

>>726391
I rendered this before correcting it so the head (AKA face) PNG shows up on this human head.

>> No.726394

>>726393
Just let me have a look on my end.

>> No.726395
File: 1.30 MB, 1248x1080, 4.png [View same] [iqdb] [saucenao] [google]
726395

>>726391
Here it is, I wanted to unwrap it to fix the seam:
http://archive.is/EPCjl

>>726393: didn't mean to reply to >>726391

Images is render with better lighting.

>> No.726396

>>726395
>http://archive.is/EPCjl
Your file seems corrupted by the service.

>> No.726397

>>726395
*Image is render

>>726396
Here:
https://archive.org/download/237_txt_june13th1997/shit.blend

>> No.726398
File: 1.33 MB, 1248x1080, 5.png [View same] [iqdb] [saucenao] [google]
726398

>>726396
Yes, AnonFiles did not seen to work between 03:49:43 and 04:11:40 (~20 minutes).

Image is render before I fixed Color space or something. Face texture corrected.

>> No.726399

>>726398
Since it didn't come with textures embedded in the file I am just trying to check the mesh but it doesn't seem to have seams at all or UV mapping information, what was the original file you imported?

>> No.726400

>>726399
I imported the OBJ and MTL from https://archive.org/download/cortana-from-halo-4_zip/cortana-from-halo-4.zip

From that item:
Multiple problems will happen when you open the OBJ and MTL files in Blender 2.8: (1) You will have to go to shading > check "use nodes" > delete everything except "Principles BSDF", "Normal Map", and "Material Output" > click the object in the viewport that you want to apply textures to > properties > click the checkered ball > change "Base Color" to "Image Texture" > click the image texture you want to apply > click add node > add "Image Texture" > set the normal map image for this node > link this to the "Normal Map" node > do this for all the objects until the textures show up correctly. (2) If a texture isn't showing up correctly you might want to change the value for "Color Space" in the Image Texture node. This might not be a good solution though. (3) For the hair object create an "Image Texture" node with "hairout.png" then link that node's alpha to the alpha of the "Principles BSDF" node. (4) I don't known how the files for masks, bumps, "l.png", "environment.png", and "Lara_hair_ref.png" factor into this when using Blender. (5) An obvious seam can be seen between the head object and the body object; however, this seems to be an inherent problem and not a problem with opening this 3D model in blender. This same seam can be seen in https://www.renderhub.com/rip-van-winkle/cortana-from-halo-4/cortana-from-halo-4-01.jpg (though less prominent).

>> No.726401
File: 1.36 MB, 1248x1080, 6.png [View same] [iqdb] [saucenao] [google]
726401

>>726399
>didn't come with textures embedded in the file
Don't the PNGs I had applied to it count as textures ("Image Textures")? Or did that not show up for you?

Render is possibly better colors

>> No.726402
File: 574 KB, 1280x1024, Untitled.png [View same] [iqdb] [saucenao] [google]
726402

>>726401
The blend file didn't have them embedded so it showed without textures,

>> No.726403

>>726402
I followed this
https://blender.stackexchange.com/questions/1336/is-there-any-way-to-save-background-images-in-the-blend-file

and packed them in. Maybe this will work:
https://archive.org/download/237_txt_june13th1997/s.blend

This might help me:
https://docs.blender.org/manual/en/latest/render/shader_nodes/input/uv_map.html
https://docs.blender.org/manual/en/latest/render/shader_nodes/input/texture_coordinate.html

>> No.726404
File: 656 KB, 1280x1024, Untitled.png [View same] [iqdb] [saucenao] [google]
726404

Since your blend file had different UI settings than the ones I commonly use I appended your file to a new scene and then re-checked textures with the ones provided on the zip.

>> No.726405
File: 635 KB, 1280x1024, Untitled.png [View same] [iqdb] [saucenao] [google]
726405

>>726403
Found them! I hate when models do this, the islands are far away from the default texture map placement.

>> No.726406

That being said, here is how you can work around it, go to UV editing, select the mesh, go to edit mode and face selection, press A to select all, go to the left pane and zoom out until you see them, select all of them in the pane, then go to UV menu and select Seams from Islands, they will be applied to your model in the viewport, this will make it a bit easier to move them around, the model is already unwrapped but this seems to be common when it comes to ripping and importing the models.

>> No.726407
File: 1.40 MB, 1248x1080, 7.png [View same] [iqdb] [saucenao] [google]
726407

>>726405
Haha. I see them for head/face now.

As you can see in this image and >>726404 there's a seam between the neck and body. I was trying to fix this with moving the UV mapping thing around or something.

Image is render with hair alpha linked to Principles BSDF alpha.

>> No.726408

>>726407
The head seam is there because how it is a separate mesh, there may be a way around it, back up your scene, select the head and body meshes, join them (CTRL+J) and then merge vertices by distance, you may want to find a material combiner to make an Atlas if you find moving the head UVs around too difficult, try to set up all the seams beforehand so it will be easier to move them around.

>> No.726409

Heading to bed right now, I will tamper with your model later and post the results.

>> No.726410

>>726409
Thanks for the help.

Thing I was reading (might not matter now):
https://blender.stackexchange.com/questions/35096/uv-map-not-applying-on-object

>> No.726414

Stupid question incoming: In Maya, when I'm in the UV editor, it's hard to see what I'm doing and how the texture looks on the model, when the faces I'm manipulating in the UV editor are highlighted in the 3D viewport. What can I do about that?

>> No.726422
File: 17 KB, 311x284, extend.jpg [View same] [iqdb] [saucenao] [google]
726422

What's the equivalent of Blender's "extend" texture in Maya? I want to overlay a decal on top of the other texture, but it's not supposed to repeat. I figured that out, but the problem is that since the texture doesn't "extend", the black part of the opacity map doesn't extend infinitely like it should.

>> No.726444

in 3ds max and vray when i have object with multiple elements and i apply a texture to it how do i make it so that each element samples a different individual color from the texture image?

>> No.726449

>>726414
You turn the highlighting off?
Don't ask me how, i don't have access to Maya right now, but i am 100% sure you can deactivate it.

>> No.726472
File: 370 KB, 1290x500, b.png [View same] [iqdb] [saucenao] [google]
726472

How do I get the coordinates of a line of a mesh in Blender? Could I then select a line by those coordinates?

Image unrelated, the offset of head of >>726407 (16 m up and 16 m left)

>> No.726473

So I'm using 3DS Max and Blender to make my character. In retrospect I should have done this before rigging my character, but I should be able to go back to Blender, texture my mesh, and just "replace" this mesh in 3DS Max right? It would be a bitch to have to rig that thing all over again.

>> No.726475

>>726410
I made a new scene by importing the OBJ and only moved a few nodes as well as setting up the seams, the _s file is the one you sent where I only set the seams.

https://drive.google.com/file/d/1I3juKi7fETJaCGGzvl9q1bgoY3s_GEDr/view?usp=sharing

>> No.726477
File: 497 KB, 480x840, Cortana2557.png [View same] [iqdb] [saucenao] [google]
726477

>>726408
>select the head and body meshes, join them (CTRL+J)
Didn't remove the problem

>an Atlas
What is that?

>>726475
What is the benefit of this? I see some red lines which seem to delimit the islands.

I think the problem with the bottom of the neck area is that the image textures are not seamless. As you can see from the attached image (https://www.halopedia.org/images/b/ba/Cortana2557.png)) parts of the face/head/neck PNG are not correct. The pixels are too bright in parts of it. To a lesser degree some pixels on the body image are incorrect also (too bright or something). Fixes so far:

body
* hold g > left click > click the "Move" window to expand it if needed > Move X 15 m > move Y -32 m
* Fix: select two lines from the top right island which is over the image (this portion of the image is the image for the back/neck area). Select the two lines of the mesh (via Edge selection mode) which are within the dark blue thick line of pixels area at the top of this island area. If you look at the this area you will see that it an error in UV mapping. Hold g > click > Move > Move Y -0.0045 m > Move X 0.0015 m. This will fix the error near the left shoulder. Go the the corresponding area for the error near the right shoulder. Hold then release g > click > Move > Move X 0.0015 m > Move Y -0.0045 m

>> No.726479

>>726477
An atlas is basically a combined texture.

>> No.726480
File: 939 KB, 1366x732, c.png [View same] [iqdb] [saucenao] [google]
726480

>>726477
Problem I was writing about in that bullet point: pic related, this problem occurs even without ever moving the 2D mesh in UV editor. Does this problem with the back/shoulder/neck area occur in the video game? I feel like the answer is no. This error may or may not be seen in the following videos:
https://www.youtube.com/watch?v=5uaJ1kiemho
https://www.youtube.com/watch?v=EuYnd1zyufk
https://www.youtube.com/watch?v=rQ4wNubw-Lc
https://www.youtube.com/watch?v=zIXNKKrYw0Y

Maybe the top of the chest/bottom of the neck problem doesn't happen in the video game because the character is semi-transparent or some filters are applied to the pixels.

>> No.726481

>>726477
the seams were meant to help you see if the texture needed to be moved, otherwise as I said probably a material combiner and joining the meshes could help.

>> No.726488

>>726480
I presume it is less notorious depending on the display and the rendering engine.

>> No.726490
File: 984 KB, 936x529, 1556392250038.png [View same] [iqdb] [saucenao] [google]
726490

Is lighter / "shader writer" still a job thats in demand? Someone who doesnt texture, just shades and writes shaders / connects nodes.

>> No.726491

>>726490
Not sure but it would be quite the complementary job, alternatively you could make a sizeable material library and sell it for a few bucks at the usual sites or accept tips.

>> No.726495

>>726490
Maybe? But what would you even do for shaders?
Apart from NPR, most people are content enough to just plug in their PBR materials into a PBR shader and call it a day.

>> No.726496

>>726490
Isnt that what a techical artist does?

>> No.726532

>>726480
I was thinking, maybe this problem is happening because the environment.png image is not being applied / being applied incorrectly. That image is a bunch of black, white, and grey areas.

Also, I wonder if

https://www.405th.com/forums/threads/halo-4-cortana-model-for-3d-printing.47038/

imported from the same source that I did, because I don't see that problem there.

>> No.726533

>>726488
I'm think maybe it's because I didn't use all the files included in

archive.org/download/cortana-from-halo-4_zip/cortana-from-halo-4.zip

I don't really know how to apply some of them. If I did, then maybe it would look totally fine in Blender.

>> No.726535

>>726533
Typo, my mistake. And to clarify, I mean I didn't use all of the image files.

>>726480
Not really seen in
www.youtube.com/watch?v=5uaJ1kiemho

>> No.726549

Is it possible to bake lighting and reflections to texture with offline renderers as a way of speeding up render times when rendering animated sequence? Is that even a thing?

Of course, the lighting shouldn't change and objects can't move for this situation, but is it possible? I've never seen anyone doing that, but wouldn't it make sense?

Why render everything from scratch every frame, for 1, 10, 20+ minutes if the only thing that changes is a camera angle. Basically the same workflow like you would do with baking in game engines.

And yes, I'm in the process of rendering animation and it's painful and I'm desperate. :)

>> No.726558

How is Maya 2020 with arnold GPU? Is it worth switching from cycles?

>> No.726564

>>726444
bump?

>> No.726565

>>726558
>Is it worth switching from cycles?
The answer is yes, regardless of DCC software, prospect render engine, content of the scenes to be rendered, age of the user, and their sex -- although perhaps not of their gender and sexual orientation.

>> No.726573

If I want to render a dusty, foggy room, something like in the OP image, would I be able to achieve it in post, or should I actually render with a volumetric fog in the scene? How is this thing usually done?

>> No.726617

>>726549
Yeah you can, the process just depends on your software. You should be able to bake all of it; diffuse, reflections, shadows, etc. all to one map. Then set it as a shadeless or emissive material.

You can even get some speedups by turning some objects into billboards (planes with image textures) in the background. That really depends on your scene and how far it is though. Your mileage may vary when you move the camera though.
If it's a really big environment, like with mountains in the background, you could turn the mountains into a plane instead of geometry, for example, or far away buildings.

Another thing to consider, is rendering ONLY the moving objects in your scene, and then using compositing tricks to put them in the static scene. If you need reflections on the object, consider using a panoramic image of your scene, or a simplified version of your scene and geometry. Using baked lighting on the non-moving objects can help in this case too.

Something that also helps to a degree (if you're really desperate for speed) is lessening the amount of draw calls for textures. If you're using pbr textures, consider channel packing them. Just have your diffuse, and then pack the roughness/metallic/disp all into one image by putting each into one color channel. That way, you're only loading in 2 images instead of 3-4.
I've also had *some* success making a texture atlas for some things. Where you take a bunch of textures and put them into one large image. That sort of thing really depends on the scene though.

But yeah, long story short, baking lighting will speed you up.

>> No.726641
File: 1.99 MB, 2500x938, Diorama sbs.jpg [View same] [iqdb] [saucenao] [google]
726641

Do any of you think there's a market for something like this?
I've been thinking of taking some of my scenes and making dioramas out of them for people to have on their desk or something.
I don't know jack shit about electronics, but I was hoping to have it light up as well. Maybe using side-glow fiber optics for the trails, and a light underneath the plexiglass back to have the atmosphere glow.

Ideally it'd be 3d printed, but I don't know jack shit about that either. I don't know where to go to print it at a decent size and have it be economical (ideally it'd be 8" on the longest side). And I'd be afraid of ordering a print, spending a bunch of money and having to do it all over again because I made some error on my end because of inexperience with printing.

But yeah, would any of you buy something like this, or do you think others would? I was thinking of charging like $100-$150 depending on how involved it is to do and how much the actual printing costs.

>> No.726644

got a generic crack for houdini, all versions crack is from 2010. That's fully working incl stuff people normally complain about in the threads HDA's copy/paste etc...

I've got it fully working, in ann vmware workstation :/ try as I might can't get it to take on my main machine (an error about being unable to find license server)

Having already installed and cracked 17,
and a failed to install 18
What disk locations need to be fully scrubbed of junk files/innocuous looking reg entries to fully get the bad crack stink out?

Id talk about these findings on the CG forum if they'd only get it open to register

>> No.726646

>>726641
For 3D printing you would need to allow the color 3d print scene to mature, you can use your dioramas as scenes for rendering and other 3D projects though, sometimes I want for example a beach scene but I need to make the whole "room" from scratch.

>> No.726647

>>726646
I've got no clue at all of what you just said or what you're trying to get at.

>> No.726649

>>726647
You would like to make your scenes into dioramas for 3d printing, it would be quite hard, for the best result color 3d printers exist but they are still not popular enough.

>> No.726652

>>726649
I don't need a color printer.
>>726641
Could be printed no problem in just one color.

I don't see how it would be hard to 3d print a small mountain, when people are printing entire action figures and stuff.

>> No.726653

>>726652
Well, the alternative is one color and have people painting them like any other model kit.

>> No.726656

>>726653
I'd paint and finish it myself. It'd be a product like something you'd see on Etsy or something. I wouldn't just dump a fresh print onto someone and charge them a bunch of money for it.
What are you not getting?

>> No.726657

>>726656
Relax man, that was also an option that crossed my mind at some point.

>> No.726658

>>725693
Absolute beginner here. Is there a 3D modeller using a software renderer for Linux? Blender is a bit heavy because I don't have a graphics card and I am aiming for low poly count anyway, just to play around.

>> No.726659

>>726658
Try Rocket3F

>> No.726661
File: 109 KB, 400x300, 1583235656.jpg [View same] [iqdb] [saucenao] [google]
726661

>>726659
thanks anon

>> No.726662

>>726661
Post the results.

>> No.726795
File: 791 KB, 1920x2594, yuriy-dulich-cheetah-outv1-midle-blur-v2.jpg [View same] [iqdb] [saucenao] [google]
726795

What is lookdev, what does a lookdev artist do and how does that job fit into the games/cg pipeline?

>> No.726796

>>726795
not my artwork btw just something from artstation with the lookdev tag.

>> No.726915

>>726795
DuckDuckfaggot says it's a tool for unity, something to do with light processing.

>> No.726918
File: 15 KB, 667x640, Screenshot_20.jpg [View same] [iqdb] [saucenao] [google]
726918

I just can't figure out how to get perfect bakes. the curvature is baked nicely, but there are always these lines everywhere on hard edges. I split all hard edges into separate UV islands, but it is still happening.

>> No.726921

>>726918

Avoid seems as much as possible and use padding.

>> No.726923

>>726921
I am using padding. Don't know what do you mean by "avoiding seams" though.

>> No.726924

>>726918
>>726923
Btw, this guy is saying this will always happen, at 20:20. Similar problem as mine.

https://www.youtube.com/watch?v=kGszEIT4Kww&t=1007s

So does that mean maybe my bake is fine after all?

>> No.726928
File: 37 KB, 995x814, Screenshot_21.jpg [View same] [iqdb] [saucenao] [google]
726928

>>726924
Oh shit. I think I did it! Better usage of UV space + bigger padding + baking at 2k instead of 1k did the trick.

>> No.726940

I've been teaching myself Blender using youtube videos, and some of the sculpting videos I've seen have been pretty straightforward and informative, however there's one issue I seem to run into over and over. When I'm trying to use the snake hook tool to create for limbs from a torso, or fingers, I find myself getting this thinly stretched bit that becomes very low-poly. I've been using Dyntopo, at least I think I'm using it correctly, but when I view the mesh in edit mode I can see clearly that there are fewer vertices. When I try to extend limbs and fingers this way they become thin, razor-like structures, and I've tried to use the draw tool and inflate tool to bloat them up a bit and then tried to smooth them out to make them a consistent smoothness with the rest of my sculpt, but to no avail.

>> No.726949

>>726940
You need more geometry in those areas. Click the voxel remesh button and it will recalculate the geometry in your mesh and redistribute it. Should be in the "t" menu on the right side where your brush settings are.

>> No.727007

>>726949
Hey man, so I gave this a shot, and I did notice that the mesh retextured itself, however I'm still running into some of the same issues. It's hard to do things like pull out "feet" to finish off the lower body of my character.

>> No.727016

I'm new to 3D modeling, wanna ask do people usually modeling in real size?

>> No.727017

>>727016
depending on the model, usually its better/easier to model bigger and then scale it down to the size you need. its just easier to navigate around and you avoid your camera clipping into the mesh if its too small

>> No.727018

how do i recreate this effect in 3ds max where each element sampling individual color from the image https://youtu.be/05HFa3jNBH0?t=28

>> No.727071

>>727007
Then subdivide or do whatever method adds more geometry to your model. If you're using dyntopo, just brush over the area a few times. If it's still too low, turn up the dicing rate (or down, whichever makes it more dense).

>> No.727076
File: 181 KB, 457x472, 1581778916482.png [View same] [iqdb] [saucenao] [google]
727076

How useful or not is it to download someone else's models and try to light them and texture them from scratch, skipping the modeling phase?

>> No.727080

>>727016
well besides switching to real world units, there's usually not "real size" in 3D space, it's all just relative proportions. Its helpful to work in something of a consistent size, so importing and exporting isnt too crazy.

>> No.727083

>>727076
You practice surfacing and lighting that way. If you become good enough at it you can get a specialist job at a studio.

>> No.727085

>>727076
If you're wanting to specialize in texturing you might need to go as far as learning substance designer cus a lot of people are making a lot of high quality procedural stuff.

>> No.727181

>>727018
does no one knows?

>> No.727202

Should I learn how to draw first, before learning Blender?
Basically I wonder if I'm being inefficient with my time and reinforcing bad habits while learning Blender and drawing at the same time. My ultimate goal is to be able to make hand-painted assets (think Diablo 3, WoW-esque style) for gamedev.
Thing is, I don't even know how to draw with a pen and pencil yet. I still use symbolic drawing(been reading Drawing on the right side of the brain and doing the exercises). I've been neglecting the exercises lately in the book due to work and just watch Blender hand-painting tutorials in YT when I get home. I feel like I'd have to drop learning Blender to be able to focus on learning to draw.
What's your experienced opinion - should I focus on drawing first and once I'm semi decent switch to full time Blender tutorials?

>> No.727208

Am I wasting my time using blender to sculpt? I'm still a beginner, will blender's sculpting tool hold me back from learning this medium to it's fullest?

>> No.727233

>>727202
Both.

>> No.727246

>>727208
You CAN sculpt in blender but i would suggest pirating zbrush and learning to scuplt there. zbrush puts all its effort into making it easier to sculpt where as blender is trying to do everything.

>> No.727248

>>727208
Nah. If you're just learning basic art concepts it wont be a hindrance. That being said, ZBrush's UI is fucking horrid, so any practice using that and getting familiar with the UI will benefit you more than if you learned sculpting in blender first with the intention of switching later on.

For learning art concepts like form and stuff like that, Blender is fine. People can do decent sculpts in it. Even playing with play-doh would make you a better sculptor if you really applied yourself.
Art concepts are interchangeable between any medium.

>> No.727254

>>727246
>>727248
Thank you for the info

>> No.727278

Have any of you ever tried copying a timelapse video verbatim?

>> No.727279

>>727278
Not verbatim, but I think they are one of the best resources for learning once you get past some of the more fundamental concepts of navigating and thinking in 3D. It's inefficient to try to invent everything yourself.

>> No.727281

>>727279
That is 100% exactly why I was thinking of doing it. I've seen all the tutorials, and spent thousands of hours making heads, but it's not enough. If I spent another few thousand, I'd be in the same place. I'd be still somehow making Bogdanoff clones.

it's time to shut it down, once and for all.

>> No.727283

>>727281
Yeah, they're really great for seeing how other people think. You get a snapshot of their entire workflow, and then when you start to model, you're like "I know kung fu". It also demystifies some of the more complicated-looking stuff. For example, I thought making baroque mouldings would be topologically difficult, but it turns out it's pretty simple. Like with most modelling, it's 3-4 tools used over and over and over.

>> No.727300

Where are all the intermediate and expert tutorials and learning materials? There are a million beginner friendly lessons but after you're past the beginner stage you're kinda fucked. Through trial and error and random snippets from 3D modeler streams on Twitch I learned that I must use vertex color data to blend in details and variations and use trim sheets and detail maps for more fidelity and such. In reality you wouldn't even know to Google those searchwords.

>> No.727311 [DELETED] 

>>726658
I'd just like to interject for a moment. What you're referring to as Linux,
is in fact, GNU/Linux, or as I've recently taken to calling it, GNU plus Linux.
Linux is not an operating system unto itself, but rather another free component
of a fully functioning GNU system made useful by the GNU corelibs, shell
utilities and vital system components comprising a full OS as defined by POSIX.

Many computer users run a modified version of the GNU system every day,
without realizing it. Through a peculiar turn of events, the version of GNU
which is widely used today is often called "Linux", and many of its users are
not aware that it is basically the GNU system, developed by the GNU Project.

There really is a Linux, and these people are using it, but it is just a
part of the system they use. Linux is the kernel: the program in the system
that allocates the machine's resources to the other programs that you run.
The kernel is an essential part of an operating system, but useless by itself;
it can only function in the context of a complete operating system. Linux is
normally used in combination with the GNU operating system: the whole system
is basically GNU with Linux added, or GNU/Linux. All the so-called "Linux"
distributions are really distributions of GNU/Linux.

>> No.727322
File: 984 KB, 768x768, 1571985723583.png [View same] [iqdb] [saucenao] [google]
727322

>>727311
jej

>> No.727345

>>727300
There are some mixed in with the pile but there's no way to find them immediately. And since you don't know what you don't know you basically have go through the entire stack and just throw out all the shit you find.

>> No.727440

>>725693
I've been waiting to start 3d modeling until I get a new computer, but the urge is just growing.
my laptop is absolute shit, each day is a new problem. I bought it in 2017 and it's literal anger inducing hell to use every day.

max frames I've seen on non moded minecraft is 15 fps. shits got only 4gb of RAM, and a shitty processor that I'm too lazy to check because just opening up the page for specs would take up the next 10 fucking minutes of my time, but it's a lenovo ideapad

is there any 3d modeling I could be doing right now or otherwise anything I could learn that would help me with 3d modeling later on?

>> No.727442

>>725716
rutracker photoshop portable
though I'm less than a noob

>> No.727448

>>727440
>I'm too lazy to check my processor
>non moded minecraft
>the urge is just growing
Sounds to me like Blender would be perfect for you. You could start modelling donuts and cups of coffee today, anon.

>> No.727451
File: 14 KB, 698x182, killme.png [View same] [iqdb] [saucenao] [google]
727451

>>727448
look, you'd have to be here to know just how shitty this pc is.
I used minecraft as an example of how shitty this laptop is, but normally I have an optimization mod that gets it up to around 50-60 fps.
I'm going to open settings right now at 12:20 and tell you how long it takes to go to the about section to check the processor
12:22, what should've taken 3 seconds took 2 whole minutes

also, I already have blender downloaded. I can't do anything unless I feel like sitting there for the entire day waiting for the "program not responding" to pass by after every little task.
was wondering if there was any kind of website that had maybe a really simple modeling shit to hold me off until I buy my parts.

>> No.727478
File: 403 KB, 954x747, Capture.png [View same] [iqdb] [saucenao] [google]
727478

Can someone please rate my topology? This is the 2nd thing I've ever (started) creating and I'm still very new to it all. The other side is identical to this one.

>> No.727479
File: 473 KB, 955x711, Capture.png [View same] [iqdb] [saucenao] [google]
727479

Top view

>> No.727480

>>727478
>>727479
Very bad, I can't give any specific critique because so much is wrong with it. Watch Arrimus 3D's videos on topology and start doing subdivision modeling, low poly modeling doesn't teach you as much.

>> No.727481
File: 237 KB, 1920x1080, edge flow.jpg [View same] [iqdb] [saucenao] [google]
727481

>>727478
It's bad anon. Seems like you got trapped into the "throw edge loops at it till it looks good" trap. Edge loops are important to making a model, but edge flow is just as important.

Notice how in pic related, the topology follows the curves of the surface? Specifically, look at the area around the wheels, and then look at the trigger area of your model . In the picture, you could add edge loops to tighten that area up without messing with the rest of the car. In yours, you couldn't add an edge loop around that area at all. Ideally, you'd have a ring around your trigger area that you could add loops to, not like yours where if you added a loop it would go all the way to the butt of the gun.
You've gotten into the habit of throwing an edge loop into your model whenever you needed one area changed, yet it adds an entire loop to your whole model. Figure out how to isolate certain areas of your model using your edge flow, and you'll have SO MUCH more control over it. Because right now, you're just brute-forcing the shape, not actually modelling it.

I used to be at the same point as you. It's a hard habit to break, but once you do you'll find things just click, make sense, and its a lot cleaner and prettier to look at.

>> No.727515

>>727451
>1.1GHz

Wow that is a piece of shit. You're going to have to go old school. Go pirate 3ds max 2012 (or as old as you can find) and see how you go.

>> No.727516

>>727478
Make your gun with separate meshes and then see how you can blend them together without having to add that many edge loops.

>> No.727530

>>727451
>I can't do anything unless I feel like sitting there for the entire day waiting for the "program not responding" to pass by after every little task.
If much older software doesn't run well enough, you might be happier doing something else with your free time until you have a better PC.

>> No.727594

How do I approach scale in general?
Until now I have modeled one thing per file, never having to care if the models have the right size
When I watch tutorials I don't hear anything about that
They never make say, a tree, with the actual dimensions of a tree
It looks arbitrary
Yet, when they move that tree to their scene, and add smaller objects, it all looks kinda the right size
How do I decide then the scale if I'm not measuring an irl tree or any other object for that matter?
How is this done?

>> No.727606

>>725693
Cant parent constrain controller to joint. All of a sudden it stopped parenting l.

I have parented controllers to the spine, hips and legs just fine,but when I try to do the same for a clavicle, the joint is parented to the spine, it wont parent.

I click the controller. I shift click the joint, I hit P(also use the option box) to parent it.

It doesnt do anything. Doesnt rotate the sphere at all. It just wont parent anymore.

>> No.727609

>>727606
I dont know what I did, but I got it to work.
Fuck maya.

>> No.727627

Speaking of rigging does anyone have a link to a tutorial on creating JCM's?

>> No.727630

>>727594
Just eyeball it, or put a human model in it to use as a reference.
Then in the future use real measurements where you can (obvs you wouldn't have a spaceship lying around), or say fuck it and keep eyeballing it. If it looks good it looks good.
Art over realism is better every time unless you're making something to actually be used irl.
No one cares about the scale of something if it looks good and is "close enough" in scale, but people will if your composition sucks because you have a compulsive need to stick to realism.

>> No.727727

If at best I only have 45 minutes a day to practice 3d, what should I practice? To get the most bang for my buck, should I just learn to uv, texture and render and forget about modelling, sculpting, rigging, and animation because they'll take far too long?

>> No.727804

>>727727
What exactly are you trying to do? If you just want to make something then 45 minutes a day modeling will see results pretty fast. A matter of weeks really.

>> No.727879

I have a simple rig that I need to have configured to fit the mesh of other characters who are taller and shorter and I'm willing to hire someone to have this favor done. Its a pretty simple job starting at $20 and I will keep in touch for when I have other characters I need updated. If you're interested we can discuss it further at smalltimefavor@outlook .com

>> No.727880
File: 39 KB, 214x130, 1582188649551.png [View same] [iqdb] [saucenao] [google]
727880

>>727879
Surely you mean $200

>> No.727962
File: 49 KB, 697x713, longboye.jpg [View same] [iqdb] [saucenao] [google]
727962

What to do when you get UV island that is much longer than the rest? If I want to keep the texel density the same, I would have to pack it like this afaik. But I'm wasting too much space for the rest of the islands. Is adding another seam and splitting it into 2 shorter islands the way to go?

>> No.727967

>>727962

Ya that's how you would do it. Depending on what the object is you could freeze the long one pack the rest then pack the big one again and use a trim texture for it and scale it in one direction.

>> No.727971

How to get better at estimating how many hours it would take per some prop? I think I'm below average at it, I have no clue since I never track how much I work. I just mess with it until I'm sick of it. Would it take me 1 hour for me to make a AAA barrel, for example? 2 hours? 8? 20? I have literally no clue. I know it mostly comes with experience, but still. I'm rarted.

>> No.727991

I learned 3d max studio last semester and to be honest I absolutely hated it, now I'm learning maya and I also use blender on free time and I really like them, my question, is there any reason to use 3d max if you can use the other two? what does 3d max have that maya or blender dont?

>> No.727993 [DELETED] 

>>727991
Lots of plugins(maybe the best plugin ecosystem around), modeling workflow and capabilities that make blender look like a toy, hard-surface capabilities only surpassed only by Modo.

t. 3ds user since R1

>> No.727994

>>727991
Lots of plugins(maybe the best plugin ecosystem around), modeling workflow and capabilities that make blender look like a toy, hard-surface capabilities only surpassed by Modo.

t. 3ds user since R1

>> No.727995
File: 221 KB, 750x800, tumblr_lge0k5gQ4m1qgjltao1_1280.jpg [View same] [iqdb] [saucenao] [google]
727995

Is there any way in Blender to make only certain parts of a generated texture transparent? I'm attempting to make the window in the background of pic related with the Brick texture, but I don't want the entire texture to just be glass.

the alternative would be to make two different objects, but that sounds like too much work

>> No.727997

>>727995
using masks

>> No.728011

>>727971
If you're doing it for yourself, who cares? Do it until you feel it's done.
If it's for a client, take as long as you need for it but within reason. Generally small objects shouldn't take more than an hour (hell even less than that), if they're part of a scene. Large objects that will take your focus should take more time, and objects that are in key points in a composition should too.

All in all, it doesn't matter. The only people who feel like it's a good idea to post how much time it takes to make something are people who are inexperienced. They use it as a humblebrag "Check out my model, only took an hour to make and it's great!", and then when someone calls out a mistake or lack of quality, they also use it as an excuse "Well of course it looks like that, I only spent an hour on it lol".
Unless you're working for a company or client and charging hourly or have a deadline, or someone actually asks, there's no reason to worry about how long it takes you to make an asset.

>> No.728014
File: 1.37 MB, 2076x924, Untitled-1.png [View same] [iqdb] [saucenao] [google]
728014

How should I solve the sidetail connecting to the rest of the hair?
From where and how many hair should come together to form the tail?

>> No.728015
File: 1.37 MB, 2076x924, Untitled-2.png [View same] [iqdb] [saucenao] [google]
728015

>>728014
redpaint it pls

>> No.728017

>>725693
why does octane have "that look"
I can always tell when someone used octane but I don't know why.

>> No.728052
File: 360 KB, 1408x483, KYMyouAH40.png [View same] [iqdb] [saucenao] [google]
728052

best way to cut a hole in the shape of that ejection port while keeping good topology?

>> No.728061

>>728052
isolate with loop cuts, then inset.

>> No.728062
File: 337 KB, 1019x424, FMjajvrssQ.png [View same] [iqdb] [saucenao] [google]
728062

>>728061
how can i do this without having wonky shading though? pic related is my old attempt at this, it was just a boolean and it didnt bevel nicely

>> No.728065

>>728062
The inset would take care of that since the loops would flow around the hole, instead of into it.

>> No.728080

>>728017
It has that postprocessing with green-ish filter. I like it a lot, but yeah, it's easily recognizable. You can turn it off, though.

>> No.728086

>>728052

You wont be able to with that low poly geo. You could play with the normals using a normal thief tool I suppose.

>> No.728108

is anyone of you here familiar with moi3d?
how can i change the viewport rotate shortcut from right mouse button to alt+pressing the scroll down?
I tried adding the shortcut to the lists of keys, but "Rotate" - rotates the selected object and "RotateCamera" doesn't do anything
And Options>View>Rotate/Pan/Zoom options allows me to only swap the pan and zoom shortcuts, so I assume it needs to be a command from the shortcuts menu, but what Command do I need to put?

>> No.728130
File: 366 KB, 1033x846, 2020-03-03_19-20-21.png [View same] [iqdb] [saucenao] [google]
728130

>>725693
So I'm looking for software to pose and light simple manikins in, for reference purposes. Picrelated is Portrait Studio which is nice, but has terrible joint controls.
Should I stop being a baby and do a scene with a nicely rigged model in a proper 3d package like Maya, or maybe there's some other all-in one package with a nicely rigged model? Fancy light is nice, but an exportable model with a proper joint control system is a higher priority. Plugins are fine too.

>> No.728135

>>728017
I don't know, it looks super sterile to me. I always thought it was me, since whenever I pointed it out people were calling bullshit or saying I was jealous, but Octane has a certain look/feel to it, and I just don't care for it.
It's like it's missing air or something, even when people put in atmosphere (though 90% of the time the atmosphere is faked in AE).
It doesn't help that 90% of the people using Octane/C4D on Instagram all copy the fuck out of Beeple, and make the most generic and derivative shit imaginable. Like 80% of them can't model at all and just steal assets.

>> No.728139
File: 1.21 MB, 2246x698, help.png [View same] [iqdb] [saucenao] [google]
728139

>>728065
apologies for being retarded, could you illustrate what you mean?

>>728086
how much would I have to up the poly count by?

pic related further shows the artifacting issues i get with my current, messy approach

>> No.728142
File: 704 KB, 3368x1002, Model.jpg [View same] [iqdb] [saucenao] [google]
728142

>>728139

The problem is the rounded rectangle is straight and you are trying to put it in a slightly curved surface at the top. You can modify the design or make the side and indent completely flat to get rid of the shading errors. If you don't want to do that you have to add loads of compensating geometry to mitigate the change in surface angles.

>> No.728143
File: 30 KB, 1269x999, Model2.jpg [View same] [iqdb] [saucenao] [google]
728143

No wireframe.

>> No.728145
File: 552 KB, 1172x750, help2.png [View same] [iqdb] [saucenao] [google]
728145

>>728142
>>728143
I want the top of the hole to be rounded though, and it actually it is in the example I gave. I used a boolean to cut the initial shape, so the hole conforms to the curve near the top

>> No.728150

why is there no Houdini 18 for mac cracked yet?

>> No.728152
File: 1.72 MB, 790x720, a7ff1c684a438d1832e4ef66f5508daf.webm [View same] [iqdb] [saucenao] [google]
728152

Can someone explain wtf is happening? I've extruded this shape out. I'm 99% sure no faces are overlapping. Why is this happening in Face orientation view?

>> No.728159

>>728152
IGNORE THIS IM JUST RETARDED

>> No.728167

>>727880
I mean I already have the rig made so that was the hard part. All I'm asking is for someone to make it bigger and smaller to suit the different characters, which is not a $200 job.

>> No.728171

>>728150
because you touch yourself at night

>> No.728187

>>728130
If you're worried about posing then use Maya and look up how to do good renders. Not that hard to follow along checking boxes then hitting the render button.

>> No.728212

>>728108
bump this maybe, any ideas?

>> No.728252
File: 748 KB, 1080x1080, Generalized, not just in Blender.png [View same] [iqdb] [saucenao] [google]
728252

Alright, time for the non-brainlets to shine.
I have a plane that is always pointing towards the center (thus the normal vector [cyan] is equal to the center-plane-vector)
There is a point on said plane (given in x/y coordinates) and i want the vector from that point [blue] to the center.

Any ideas? There should be a simple formula for this but i'm stuck.

>> No.728256

>>728252

Just use grid snapping or something.

>> No.728257

>>728252
I don't know what you're doing and how to work with formulas in 3D modeling software, but you can get that vector if you do (center.positioin - point.position), if that's what you're asking.

>> No.728269

>>728256
This isn't for Blender, but rather for a program i am writing - i can't use these features there

>>728257
The plane represents the screen, for which i only have the xy-coordinates and the direction the camera is pointing.
That's the right idea; the center is at 0|0, the vector to the point would be it's position.
But how do i get the position of that point (for example that blue square)? I have no idea.

All points on the plane are per definition perpendicular to the normal vector, but not sure how that would help

>> No.728270

Is there a way to paint a material onto a surface in blender?

>> No.728272

>>728270
Nevermind, found a solution to my overall problem

>> No.728275
File: 338 KB, 1019x597, The Struggle.png [View same] [iqdb] [saucenao] [google]
728275

Retard here. I'm struggling to understand UV unwrapping and texturing. Seems WAY too technical to get faces not to stretch or overlap. Is it supposed to be this hard or am I missing something?

>> No.728282

>>728275
Can't you lay the same thing over itself? Like in the top right instead of having those six islands laid out, just lay them on top of each other since they're probably going to have the exact same texture.

It would certainly simplify it.

>> No.728285
File: 387 KB, 800x500, thumb_Maya-Head-UV_tutorial.jpg [View same] [iqdb] [saucenao] [google]
728285

>>728275
Not a Blender user, but something that always make the job easier, no matter the program, is to use a checker texture. This pattern allow you to see were your texture is streching, by looking for places where the squares of the checker texture deform.

>> No.728288
File: 296 KB, 2091x1305, unwrap.jpg [View same] [iqdb] [saucenao] [google]
728288

>>728275
>I'm struggling to understand UV unwrapping and texturing.
Something that always helped me is to think of it like a real object, and if you had a pair of scissors that could cut through anything, how would you cut that object so that everything laid flat on a table? Assuming the pieces would magically be malleable to lay flat, of course.
I mean, it's kind of just the definition of what UV unwrapping is, but contextualizing it in a different way helped me.

Like for a cup, it's a cylinder. So to get the sides sitting flat, you'd cut out the bottom, so you have a tube, then just cut the tube somewhere. So it rolls out flat. A cylinder is probably the easiest example, but it's a good way to visualize what I'm talking about I think.
It all carries over to complex objects too.

Like here's a rough example of how I'd do yours (pic related). I'd want the sides separate, then cut sides of the top cube part so they lay flat. Chop out the center bit that looks like a platform, and chop off the wierd spikey bit on the bottom, and treat it like a cylinder (so just one cut on a side to lay it flat, after you've separated it from the rest). I don't really know what's going on with the parts in between the parapets or whatever, but it should be simple to unwrap those after everything else has seams.
Like realistically, you should be able to do it with only a few seams. But I'm not an expert, and my example is a simple version of your model. Hopefully it helps a bit though.

>> No.728299

>>728282
>>728285
Both great advice, thank you! That'll make the process so much easier lol. I probably should've specified this before but I am extremely unfamiliar with doing texturing so literally any advice or tips is a godsend

>>728288
Holy shit this is amazing! I'm honestly shocked you recreated the model from scratch so quickly, very impressive! I like what you said about visualizing cuts to be flat, the pic on my last post had cuts where I thought segments/sections would be instead of cutting it out like wrapping paper, like what you did (which very clearly works). Thanks very much anon!

>> No.728300

>>728299
>I'm honestly shocked you recreated the model from scratch so quickly
Comes with practice. Modifiers make it super simple. Only needed to model 1 side and just array the rest.

>I thought segments/sections would be instead of cutting it out like wrapping paper, like what you did (which very clearly works). Thanks very much anon!
No problem, glad it helps. Best advice though is to think of the seams not as seams (honestly it's a dumb name), but cuts. Anywhere you'd cut it with scissors to make it flat, put a seam there.

>> No.728317

Don't suppose anyone know where to get a free model of internal organs? I'm trying to create an organic internal surface, but I'm not sure how to make it look "organic" so to speak

>> No.728324

>>728288
Wouldn't you get baking errors on those sharp angles where you didn't put the seam? I'm certain you would.

>> No.728339
File: 151 KB, 961x452, Agh.png [View same] [iqdb] [saucenao] [google]
728339

Hey guys, retardo again. Taking a step back from the tower and towards a simple lamp to learn more about UV's. I've got 3 questions this time;
How do I go about overlaying islands accurately like what >>728282 said?
Some of my islands are disproportionate in size compared to their size on the model (like pic related), can this be fixed?
And finally, is texture painting directly in Blender frowned upon? I haven't seen any videos of people using it but it seems really helpful.

Cheers in advance for any tips, tricks or answers. i'm still extremely new to this uv stuff (having started a day ago) so sorry if these questions are really simple.

>> No.728351

Just woke up from a 10 year coma. I have high standards for video courses as I‘d like to learn efficently and not waste my time with some poo in loo brabbling about what he ate for breakfast etc. Basically I'm looking for the Andrew Kramer of 3DCG. Based, redpilled and white. Any tutorials that teach the current or future gen AAA 3D video game meta workflow (modeling, retopo, texturing) and meet the critera? Software doesn't matter, aslong it's not garbage like blender.

>> No.728355

>>728351
I genuinely wanted to link you a bunch of high quality tuts because I went through a shitton of them, but now I won't because of that last sentence, even if you were joking.

>> No.728368

anyone know why this blendie is trying to talk to me? wasn't he taught that his mere existence is nothing more than a bad joke?

>> No.728404
File: 403 KB, 3438x1240, rotate array.jpg [View same] [iqdb] [saucenao] [google]
728404

>>728324
On the sides of the parapets? Not that I know of. The main idea is to have everything as continuous as possible. The more things are broken up, the bigger your chance for visible seams and baking errors, even in things like Substance. I've not had baking issues when I do it like how I showed earlier though. At least not in Substance which has a pretty good baker.

>>728339
Well first it's a good idea to have almost identical topology. That being said you should have decent results using the pack function with the Magic UV addon Blender comes with. Assuming all of the islands are similar in size first. If not, it might behoove you to re-think how the sides are made.
Maybe just make one side, then use an array modifier with "object offset" turned on, and "relative offset" turned off. Add an empty to the center point of where you want to rotate from, set the array to the number of sides, and then rotate the empty on the Z-axis. You should rotate it by 360 divided by the number of sides to get a full circle. Then you only need to unwrap one side and all the others will stack and do the same thing. If I were you as well, I'd probably add the little in-between parts too to a single side.

>And finally, is texture painting directly in Blender frowned upon?
No but there are better tools to do it. I don't know the exact workflow to do it in Blender, though I have seen people do it. Just search "Texture painting in Blender" or something, there's tons.
Here's one from a quick cursory search.
https://www.youtube.com/watch?v=LcCQKuWPhXk

>> No.728419 [DELETED] 

>>728404
>he main idea is to have everything as continuous as possible. The more things are broken up, the bigger your chance for visible seams and baking errors, even in things like Substance
But if you have an island with multiple smoothing groups, you will get seams on all of those edges. Or am I missing something?

>> No.728438
File: 133 KB, 1331x1566, baking_problem.jpg [View same] [iqdb] [saucenao] [google]
728438

I've been trying to figure out how to make perfect bakes, but I still don't understand some things fully. Pic related, and this is what I did:

>make sure smoothing is based on UV islands
>enough room between islands
>baked in SP, with a cage, 2048 res
>no black seams on edges, everything looks fine
>BUT - since low poly now has gigantic smoothing differences between areas, because of the smoothing based on UV islands, those differences can still be seen after a bake at the right angle

So how can I solve this now? I'm researching the topic and I'm also getting some mixed info - e.g. here:

https://www.youtube.com/watch?v=kGszEIT4Kww

He is cutting the cube on every edge, so all the faces are split - if I do it this way, I DO get a perfect bake, but the problem is there are too many visible seams and this also increases vertex count in engines. I often see people saying that you should make a cut on hard edges, but actually this might not be true, as another source is mentioning that it's actually only important to have each island be 1 smoothing group, so I did it that way in this pic related example. And it's true, I can get clean edges with this method as well, no need to create so many small UV islands.

But I get THIS smoothing error now, so AGAIN, the bake is not perfect.

I don't get it, people are saying different things and in the examples sometimes I see the cube separated in 6 UV islands for a perfect bake, and sometimes it's in a default T-shape. WTF.

And as a bonus, I get the tiny seam visible, just like at the end of this video - the guys says that's fine, but is it? I can actually notice it affecting smart materials a bit as well.

>> No.728448

>>728438
>>make sure smoothing is based on UV islands

Where did this ever come from. 1 smoothing group period. Avoid seams as much as possible. Errors can be mitigated by conforming more to the high poly mesh so more geometry fixes the problem 100% of the time.

>> No.728453
File: 34 KB, 878x881, fugme.jpg [View same] [iqdb] [saucenao] [google]
728453

>>728448
Great, even more confusion now lol. Who said it? I heard it on one CGMA course. I heard it on Chamferzone YT channel. I've seen it on Polycount on various threads. I've seen it on those image guides on "How to get perfect normal bake".

I tried it with 1 smoothing group again and yes, it bakes fine + no drastic lighting change on flat surface when I do that, which is better. So why are they all saying it? I don't even know now.

Although I still see these tiny seams, and I don't know if there's anything I can do to fix them or should I just ignore them? The problem is that some smart materials pick them up as hard edges and e.g. apply lighter color, so then they are clearly noticeable.

These are only visible in places where I put the cuts btw.

>> No.728454

>>728453
Btw, he mentions it here at 4:40

https://www.youtube.com/watch?v=BbZ7ip-eCcI

And look at how many seams and tiny island he has? Confusion 100.

>> No.728457

>>728453

I think it's autists being anal. Look at this fortnite gun. All 1 smoothing group and as much uv coverage as possible without distortion. Depending on the size of his texture some of those small areas would have next to no texture resolution so I fail to see how the normals would look ok anyway.

>> No.728460
File: 235 KB, 1780x1069, smg.jpg [View same] [iqdb] [saucenao] [google]
728460

>>728457

Forgot pic lel.

>> No.728462
File: 146 KB, 302x341, coom.png [View same] [iqdb] [saucenao] [google]
728462

>>725693
what are some tips for good looking cum shader? is it possible to create something that looks like cum in Substance Designer?

>> No.728463

>>728457
Tbh I kinda agree with the autist part, sometimes I feel like they unnecessarily complicate some things or focus too much on areas nobody will see. But then again, quality scene comes from quality individual props, and I'm sure some lead artist working on AAA games isn't talking bullshit, so there's gotta be a reason for this.

From what I've learned now, the reason why you would not want 1 smoothing group for everything is because that might cause unwanted gradients on some surfaces on a normal map.

>> No.728480
File: 119 KB, 254x813, 1cZkOayYVY.png [View same] [iqdb] [saucenao] [google]
728480

whats a good way to keep the slope of this line of vertices?

>> No.728506

If I'm using a multiple software workflow, should I only establish cloth physics in the software I plan on doing my animating in? I am creating my clothing articles in Blender but I don't want to waste my time getting the perfect cloth settings just to export it to 3DS max for animation and the same settings don't carry over.

>> No.728508
File: 320 KB, 1430x449, tUDZTo5fJH.png [View same] [iqdb] [saucenao] [google]
728508

>>728145
>>728143
>>728142
>>728139
>>728086
>>728065
>>728062
>>728052

>> No.728515

>>728462
Just look up how to make milk in substance painter and reduce the opacity a bit.

>> No.728516

>>728508
Hot.

>> No.728517
File: 115 KB, 254x813, 1583792269190.jpg [View same] [iqdb] [saucenao] [google]
728517

>>728480
Ayy

>> No.728530
File: 290 KB, 658x632, file.png [View same] [iqdb] [saucenao] [google]
728530

Please how do I get rid of this stupid black line shading shit in 3ds Max? I am trying to render to texture and the lines show up in my texture

>> No.728531

>>728530
wait nevermind I figured it out, I'm a retard. You have to add your own lights to the scene

>> No.728665

1. When is a 3d model ready to be textured?

2. What details need modelled and what should I leave for texturing.

3. How do I know what parts of the uv unwrap relate to the model?

4. Do you split it up or just texture the entire thing like a kid with a colouring book?

>> No.728669

1. On a real project You will know this by experience. I rig, re-rig and correct in many passes before I do my final texture pass.
Just do it whenever you think you're ready for it, having to go back and correct geometry once you've already textured it is never fun
but even with experience it will happen sooner or later.

2. Depends on what kinda stuff you're making, what is your poly budget, how big details can you get away with having as texture?
On the highend anything that changes the silhouette of your subject should be modeled, anything that is largely flat on a macroscopic level can be textured.

3. you apply a checker texture with a easily recognizable pattern whenever you need to know exactly where something will show up on your model.

4. Depends what makes most sense for your project. Either way has it's own merits depending on context.

>> No.728671

>>728669
is ofc for>>728665

>> No.728687

How good does my proccessor need to be to run Arnold for Maya. It says it needs to be able to run SSE 4.1

My processor is an AMD A4-Series A4-3300M

I dont have the money for a laptop with an i7 processor.(I need it to be a laptop)

If my amd is shit, what are some good lighting tutorials to maximize the lighting Maya provides?

>> No.728702

>>728687
Why not buy a laptop with an AMD cpu? They're like half the price.

>> No.728707

>>728702
You're right, I'm being childish.
https://support.ubisoft.com/en-US/faqs/000034615

I might be able to find a 200 laptop just fine that supports SSE 4.1 seeing how standard it is now. My laptop is almost 10 years old now. It's time to jump.

>> No.728710 [DELETED] 
File: 171 KB, 223x500, BloodborneYamamuraSet.png [View same] [iqdb] [saucenao] [google]
728710

Any suggestions on how to go about creating clothing that behave similar to the hakama from Bloodborne? couldn't find any gameplay of this particular set unfortunately. But it looks like they just modeled them with quad topology, maybe a bit more on the joints, and parented them to the rig.

>> No.728713
File: 171 KB, 223x500, BloodborneYamamuraSet.png [View same] [iqdb] [saucenao] [google]
728713

Any suggestions on how to go about creating clothing that behave similar to the hakama from Bloodborne? Couldn't find any gameplay of this particular set unfortunately. It looks like they just modeled them with quad topology, maybe a bit more on the joints, but I'm not sure what they did after that. Is it more common for riggers to rig clothing with the rig itself, or parent the vertex to the base mesh? Or is the base manipulated *into* the object as one object?

>> No.728725
File: 102 KB, 949x701, some guys boots model.jpg [View same] [iqdb] [saucenao] [google]
728725

Should the mesh in a model be all connected?
I don't mean separate objects, but one object with disjointed parts, that seemingly could be connected, they are just sort or "submerged" into each other, but not actually connected by vertices
I'm inspecting some people's models on Sketchfab and this is often how it's done

are there any downsides to this?
cause obviously this is easier and faster

>> No.728727

>>728725
Depends on what it is.
Applying skin weights may make it deform differently than the rest of the mesh amd cause some clipping. So just keep that in mind and you may be able to get away was with it by applying the proper skin weights.

>> No.728734
File: 39 KB, 938x846, Clipboard01.jpg [View same] [iqdb] [saucenao] [google]
728734

I'm consistently getting lighting artifacts like this after baking in Unreal. The lightmaps are fine, the resolution is good, the problem consistently shows up when there's another polygon behind the one with the artifact. In this case there's a big solid polygon behind those doors. What do I do with this, only thing that worked so far is physically moving those polygons further away from each other but that can't be right

>> No.728768

>>728734
Found the culprit, it's indirect lighting

>> No.728779

>>728768
More specifically artifacts from indirect lighting smoothness, set it to .75 and it's fine. Jesus christ it took me hours of baking to figure this one out

>> No.728805
File: 402 KB, 1166x1000, Froslass Boolean.png [View same] [iqdb] [saucenao] [google]
728805

I'm modelling a Froslass at the moment for practice, but I'm having trouble figuring out how to do the holes in the headpiece it has on. I thought I should use booleans, but trying to fix the topology afterwards to get rid of ngons always leaves me with bad shading and/or an imperfect sphere shape. Any anons have any tips or advice? I'm using Maya 2020.

>> No.728822

>>728805
Just add edges for the oval of the eye then inset it.

>> No.728834

what's the best approach to start modelling low-poly human figures?
i'm used to modelling cars from blueprints, and some simple objects like cans and plates are easy enough to eyeball - but most reference images for humans seem to be designed for 2D artists and lack the necessary views to just model over from the front/sides/top/bottom. is it just a matter of finding the small number of reference images that work, is modelling people a completely different ball game?

>> No.728863

>>728834
I've only just started myself, really, but my impression is that a front and side view only go so far. You'll need to do work to make them look accurate in three dimensions, and for that, more references from other angles come in handy. Also bear in mind, you (probably) won't use them in 2D view, you'll use them in some sort of perspective view. As a blendlet, I constantly remind myself to switch between them to change things and compromise to make it look good in 3d as opposed to 2D alone.

If you didn't know exactly what a donut looked like conceptually, a donut made in 2D view with only front and side references could end up being cuboid, because you'd have no way of knowing it was rounding apart from the shading on the references, if they were good enough to convey that fact.

Hope that was helpful, and hope someone else chimes in with more thematically appropriate (non donut) advice.

>> No.728875

>>728834
>is modelling people a completely different ball game?

Yes it is, you're expected to have an understanding of anatomy. Then you can look at the reference sheet for a side and front view and use that for proportions while the rest is your own knowledge of the human body.

>> No.728959
File: 18 KB, 545x545, rBVaVl1SgV6AKPMwAAGJ-_0_bQk105.jpg [View same] [iqdb] [saucenao] [google]
728959

so I've been studying a few programs for a number of years and I'm ready to make a pipeline. I mean, really I have been using this pipeline for the past few years. I supposeI'm wondering if I'm hurting chances on my resume or in interviews and/or this a decent pipeline;

modeling-blender
retop/highres-zbrush
rigging/animation-maya(detailed animations/vfx)
animation-cinema4d (only used for current job)

>> No.729018

>>728959
I feel like the people that would appreciate blender would be offended by the use of maya and vice versa.

Like either a studio has a lot of income and can buy expensive software or they're small time and you need to be using free software.

>> No.729020

I would really like to learn animation. But then I see things like mocap or procedural animation and think "Animation will one day be replaced be computers/coders". Would that be true?

>> No.729026

>>725693
how do you make a texture appear on both sides of a face?

I looked up a number of tutorials on you tube, and they're not working when I follow along. Namely, when I add the files to an aiTwosided face, they disappear when I click off.

I used this other tutorial to make a two sided face with blinn hyper shade, but its not preserving the transparency of the png.

Anyhelp?

>> No.729030
File: 63 KB, 1189x672, tree.jpg [View same] [iqdb] [saucenao] [google]
729030

>>729026
Fixed it.
Attached an Out transparency to the transparency of the Blinn. Attached one node to the translucency.

>> No.729031

>>729030
Also helps to turn specular color all the way down to get rid of a sheen it will have on the face.

>> No.729034

>>729030
>tests it out in a scene
Oh shit, this is bad.

>> No.729048
File: 3.94 MB, 2048x2048, OrnateWoodenAndMetalDoor_albedo.jpg [View same] [iqdb] [saucenao] [google]
729048

Just gonna see if I can get a quick rundown here, or maybe just told to fuck off.

I'm not much of a 3D artist (I used to fuck around in Zbrush but never did anything with the sculpts I made) and I never learned the first thing about rendering, texturing, etc. Wish I did, but I'm completely ignorant and don't know where to start.

I work graphic design, entirely in Photoshop, and I use textures for my work a lot. By textures I mean I download lots of Substance files, and then put the Albedo, Height, Normal, and AO maps together in Photoshop since that's all I know how to do. It's ok, but it's not the same as actually using them as they're designed.

I'd like to start actually rendering my own textures so I can get gloss, shine, metal, and other effects but I have no fucking clue how to do this. Is there any simple program that would let me input and tweak a Substance or something, and hit a button and have it export as a useable image?

>> No.729050

>>729048

Substance Designer surely.

>> No.729063

>>729050
I don't know, I'm not familiar with the program. I downloaded the suite a few minutes ago, but in my short time digging I can't find any option to just render a plane with the material. I'll keep looking though.

>> No.729069

>>729063
You can do it in all programs, but Marmoset Toolbag is probably the easiest one since it's made for that kind of stuff.

>> No.729070
File: 91 KB, 1919x1027, Screenshot_6.jpg [View same] [iqdb] [saucenao] [google]
729070

>>729069
Actually, there's something even simpler + it's free - Quixel Mixer. You already start with a plane, just load your textures and you can preview them on a plane. You can also import custom 3D models, ofc.

>> No.729077

>>729070
Right, but I don't need really to preview them, I need to output essentially a flat, seamless texture I can use for 2D work, but with all the gloss/shine/depth that you get from the various layer maps.

Unless there's something I'm not privvy to, Photoshop doesn't have any way to turn gloss or other maps into real detail. I can do everything but shine or gloss detail, since shadows are easy but highlights aren't.

Essentially, is there a way to merge all the stuff in the "preview" and export it as it's own flat texture?

>> No.729087

>>729077
Well that's called rendering, you can just put your materials on a plane, go to top view and take a screenshot from there. Or render it in Blender, it's the same thing. You have to place your object in the scene with some lights so you can see the gloss detail, obviously.

>> No.729088
File: 368 KB, 1919x1024, Screenshot_9.jpg [View same] [iqdb] [saucenao] [google]
729088

>>729087
Example

>> No.729089

>>729088
>>729087
My only issue with just taking a screenshot is that I need the actual resolution of a 2k texture.

>> No.729091
File: 105 KB, 1207x649, tree.jpg [View same] [iqdb] [saucenao] [google]
729091

>>729030
There, 100% fixed and does what I need it to do.

Attach file to standard surface shader base color.(png file)
Attach an Alpha channel to the Opacity(png file)
Attach Image Shader to the Back of an aiTwoSidedSurface.

Repeat those same steps for the front node of the aiTwoSided

In the attribute editor for the planeshape. Click under the 'Arnold' tab, and turn off Opaque.

You will now have a two sided texture for tree/bush foliage with transparency so light will shine right through holes between the leaves.

>> No.729092

>>729089
Then you can just use Blender. Add a plane, add a material to it, connect your textures in appropriate slots, add some light at the angle so you get those roughness details, set up your camera pointing from the top, set up your render resolution to 2048x2048 or whatever you want and render it.

>> No.729222

>>726221
Fusion360

>> No.729223

>>726795
Arvid Schneider tutorials will show you what lookdev is about https://www.youtube.com/user/URsProductions

Basically setting up materials and lighting

>> No.729317
File: 102 KB, 971x576, 1552814154346.jpg [View same] [iqdb] [saucenao] [google]
729317

is it reasonable to try to make models for a game by jumping straight into ZBrush/Blender?

I am not especially good at sketching and I've spent a while collecting reference pictures. the flip side is that I do want to create something unique and I can also sculpt with sculpey clay IRL.

help?

>> No.729318

>>729317
You don't need to base-mesh, you can start work right in Zbrush, but you will need to retopo when you're done so you can make a low poly mesh with proper loops for animating. I never learned how to poly model, and just did Zbrush stuff for fun, but I can't really tell you how to take those and make them into game-ready assets, that's a little outside my area.

>> No.729320

>>729318
I mean is it reasonable to jump right into ZBrush for prototyping, without really having a good series of sketches?

>> No.729321
File: 68 KB, 502x387, g060a_fmt.jpg [View same] [iqdb] [saucenao] [google]
729321

>>729320
Yes. Half the fun of working in Zbrush is starting with a ball and just pulling a sculpt out of it and seeing where it takes you. It's got decently powerful tools for posing and editing base meshes, or you can just use Zspheres to make your own basic mesh. It's pretty much designed for you to be able to do everything in the one program. I'm sure it's not advised that you DO do everything in Zbrush, but it tries to let you.

>> No.729413

I know people commonly pair it with substance painter but I don't think I have time to learn another tool right now. can you handle unwrapping and other stuff like that entirely in ZB?

>> No.729480

I don't have any 3D skills, but I like to make small, simple Star Wars droids in FreeCAD. I chose FreeCAD because its tools perfectly suit my needs: simple primitives, boolean operations, chamfer and fillet, array, etc. are pretty much all I need. However, FreeCAD is very buggy and often doesn't render shapes properly, which messes up its boolean operations. It's also difficult to make less primitive shapes.

I think Blender would be a better tool for me, but I don't really understand how to use it, conceptually. In CAD, you're basically thinking about how to arrange primitives so that you can use operations to meet your goal (i.e. arraying triangles around a circle and using boolean cut to make a gear), but Blender seems more freeform, like you can just click around and make anything happen. Can I still use Blender in a similar manner to how I use CAD?

>> No.729516
File: 176 KB, 2116x1198, Capture.jpg [View same] [iqdb] [saucenao] [google]
729516

how's my topo for my first lowpoly torso ever?

>> No.729553

>>729516
Not bad. But I want to see that box dong.

>> No.729567
File: 175 KB, 1111x749, huh.png [View same] [iqdb] [saucenao] [google]
729567

Do I need a new processor to use blender or 3D autodesk maya? I haven't done any 3D stuff since like 06 or something. please help a retard out

>> No.729568

>>729567
I guess I'm also asking if there is any significant gains I can start saving for hardware wise across the board that may benefit rendering of 3D and processing.

>> No.729597

>>729567
>>729568
I hope you're joking. These specs are more than good enough. (Inb4 hurrrrr these specs are SHIT, he can't eve....), yeah, he won't be rendering pixar tier shit for a while probably.

How about you just download Blender in 10 seconds and see for yourself? Download some complex scene and see if it can handle it.

>> No.729605

>>729597
perfect thanks that was the plan come the weekend once I can sit down for a few hours and put my hands on stuff uninterrupted. the sticky already has tons of great learning material.

>> No.729606

Does anyone have a nice neutral reference for head shapes of both genders?
For some reason searching either gives women of questionable attractiveness or men with jaws square enough to cut people.

Just a nice proper image of someone without magnificent jutting cheekbones.

>> No.729608

>>729516
>topo
Nigga what topo? This is a cube.

>> No.729750
File: 630 KB, 3000x3000, Eva Box.jpg [View same] [iqdb] [saucenao] [google]
729750

Any advice on how to get embossed foil stamping on packaging looking better.

I understand packaging quite well from a physical production standpoint, I can very easily tell when text or images are embossed/debossed/laserprinted/offset printed and I'm trying to transfer that knowledge to making 3D mockups of packaging.

In pic related I can see there's foil and scratches in the shiny text and I tried to replicate that in a test render. I'm doing this all as one material, not seperated text meshes.

>> No.729751

>>729750
You need a metallic channel as well my dude, dielectric materials reflect white, while metallics reflect the color of the metal. Use that 1st refl map for the metallic.

>> No.729752
File: 59 KB, 743x619, wrararawrfawrfssss.jpg [View same] [iqdb] [saucenao] [google]
729752

bones followind paths in actions in Blender

what is the workflow here?
I can use Clamp To bone constrait and it exports fine to Unity, but this works of course for all actions
How do I make it so a bone follows a path (a nurbis curve for example), but only in one action, and then when I edit the other action, it follows a different curve

>> No.729761
File: 197 KB, 1965x1757, ef.jpg [View same] [iqdb] [saucenao] [google]
729761

>>729751
Thanks for that, I thought I could get away with just the specular workflow but I guess not.

Top is with a metallic channel, old is just specular. Looking a lot better. I still need to work more on the foil and grain to get it looking like the original pic. Photorealism is the goal.

>> No.729795

>>729761
Only the foil should have the metallic. Not the whole thing. I don't know why the entire thing looks blown out now.

>still need to work more on the foil and grain to get it looking like the original pic. Photorealism is the goal.
The foil is inset for one on the photo. The grain is way larger and less pronounced (about 50% less pronounced), and the color is closer to #ffe400 or #ffd700 than what it is in yours. With the green in it coming probably from the reflection of something close to it (so use hdris).
For the cardboard, for some reason you're 100% diffuse. It should be somewhat glossy. Not glossy enough for sharp reflections, but sharp enough to get a diffused highlight. Adding the tiniest bit of bump onto it will help as well (don't go overboard with it). Depending on how much it's been touched, a smudge map on the roughness should add some more realism, but again, don't go overboard with it; actually think about where you'd grab it and touch it, don't just stick fingerprints all over it like some retard was using it like a toy.
Lastly, add slight bevels to your edges. Everything has bevels, no corner comes to an infinitely small point.

>> No.729810

>>729761
Just turn your text into an editable object and do some boolean magic to cut the shape of the text out of the book.

>> No.729822

>>729810
That's a horrible idea. That amount of inset can be done super easy with a bump map.

>> No.729827

>>729822
No fuck you use them booleans.

>> No.729836

>>729827
Yeah, fuck up a literal cube to shit up the topology with letters that aren't even inset by a mm. Real great use of geometry.

>> No.729843

>>729836
Exactly.

>> No.729850

if BSP is shit at texturing, then how the fuck does everyone make their level geometry in Unreal Engine 4? do they make dozens of simple planes of different sizes and just put them all together in UE? is better to make boxes or to make planes?

>> No.729866

Does anybody know how to properly extrude geometry from a tileable texture? Like for example you have a stone brick wall, and you want to pull some geo outwards so you have some depth? If I inset and then pull that face outwards, I get stretches on the texture on the side faces.

>> No.729875

>>729866
That's just gonna happen unfortunately. Me, I just select those faces that are stretched, and just do a cube projection on them (like if they were in between the bricks). Or I'll just manually fix it up by moving the islands around.
You might be able to get it to tile in every direction though instead and you won't run into problems that way. In Blender you'd just set the texture coordinates to object for example.

>> No.729881

I can't afford adobe premiere or aftereffects. Can anybody recommend me some open source alternatives?

>> No.729890

>>729881
Davinci Resolve is pretty good for editing and color correction.

>> No.729897
File: 188 KB, 2118x1198, progress1.jpg [View same] [iqdb] [saucenao] [google]
729897

>>729516
hey! i'm back. i re-did my model today.
kindly rate my topo and let me know if i can improve it.
i need to make it animation/rig friendly for use in my game (see knees an elbows).
main goal is to keep it as low poly as possible but still usable for realistic settings.
still deciding but i'll either hand paint , or pixel art the texture.
hands are WIP, btw.

>> No.729906

>>729897
>realistic settings

It doesn't look human. If you want to model a human it's going to take a lot of work (months, not days). If you want to use what you have there then subdivide it and export it.

>> No.729920

Is there a way to export from blender to autodesk programs?

Exporting fbx has maya bitching about bind poses, exporting 3ds extension immediately crashes max when importing.

>> No.729923

How do you have shape keys change the mesh pretty significantly, while maintaining the relative weights similar to this.
https://gyazo.com/7f5c160f2ad8125a3c9cc142de41de06

(In this example, I have a Hidden Mesh. weighted in a simple shape. And on the main mesh, I have a DataTransfer To transfer the weights, the issue. It doesn't Update the weights when posing.)

>> No.729951

>>729906
>months
it takes around 1 week to model a human body for the first time, don't exaggerate

>> No.729952

What do you do if you want to recreate an existing thing, but can't find a good perspective reference?

>> No.729965

>>729952
you either draw the reference or you make due with other perspectives, i usually try to gather a bunch of pics from various angles to try and understand the form

>> No.729985 [DELETED] 

>>729897
>It doesn't look human
what do you mean?
don't humans have two legs, two arms, and a head?

>> No.730001

>>725693
Should I learn how to draw before going to 3d?

>> No.730021

>>730001
Only if you would want to learn how to draw if 3D wasn't a thing.

>> No.730022
File: 1.05 MB, 4096x2160, 71CB4273-8DDC-4AD5-A7A5-D416ADF907CF.jpg [View same] [iqdb] [saucenao] [google]
730022

Anyone know what program was used to make this?

>> No.730027
File: 100 KB, 1200x627, enhance.jpg [View same] [iqdb] [saucenao] [google]
730027

>>730022
hmmmmm yes, let me investigate the pixels, I'll send the results to your email

>> No.730046

Is there a name for this type of animation? I only know it as snap animation or keyframe animation. Are there any more references for it?
https://youtu.be/520jEUo8mX0

>> No.730062

In Maya when modeling a symmetrical object with duplicate spacial, I always end up with duplicate vertices going down the center when I combine them into one. How do I get rid of the duplicates, and for the future how do I prevent this? I don't see an option relating to this in the combine option box

>> No.730076

>>730062
select vertices, edit mesh => merge with 0 threshold or write performPolyMerge 0 in cmd

>> No.730105

>>730022
Marveous and Zbrush i think?

>> No.730114

What is the difference between sculpting and modeling?

>> No.730134

>>730114
vertex/box modelling? basically the same thing, slightly more abstract, packaged and presented for user convenience.

>> No.730136
File: 323 KB, 1364x762, Untitled.png [View same] [iqdb] [saucenao] [google]
730136

Cinema 4D


Why the fuck is my axis on polygon selection not automatically centered on polygon normal / average between selected polys?????


Axis center is fine on object selection. Global / Object axis has no effect. Why the fuck is polygon selection broken ive looked everywhere pelase fuck i have a deadline tomorrow and this shit is COCCCKED

>> No.730190

Why does virtually nobody on this board use Rhinoceros or SolidWorks?

>> No.730418
File: 31 KB, 513x306, aaa.jpg [View same] [iqdb] [saucenao] [google]
730418

I have an image set as the emission map in blender. How can I control how strong the emission should be?

>> No.730532
File: 479 KB, 1201x741, 2.png [View same] [iqdb] [saucenao] [google]
730532

hello, i'm making a very rough snail in blender, and i wanted to put some gloss on it, but not on the surface like it was smooth,

all i have is the texture already on the model, using this, can i make the whiter parts more shiny than the darker parts ? so that light only hit the "scales" pattern on the skin, and doesn't fall in the crease ?

>> No.730571

>>730190
Because I can pirate the stuff that industry uses, or use blender if i want to feel self-righteous.

>> No.730572

>>730114
>>730134
No they're not the same damn thing.

Sculpting is what it sounds like, pushing and pulling a lot of vertices (the points that make up your polygons) just like clay.

Modeling is a much finer approach, pushing and pulling only a few or a single vertex at a time.

If you're worried about performance (aka video games) then you place each polygon with care by using modeling.

If you want to make something nice that just sits there then you use sculpting which has a shit load of polygons.

>> No.730749

>>730022
Koikatu by illusion. Like daz but asian and less models.

>> No.731146
File: 1.06 MB, 1398x790, mensula modelado.png [View same] [iqdb] [saucenao] [google]
731146

Hello, im trying to model the corbel on the left picture. I started with a simple geometric shape in 3d max (right pic) and my intention is to carry it over to zbrush to add the detail, is there any particular treatment i should do so that the polygons are easier to modify there? could i model the organic stuff and somehow "paste it" on the geometric model?

some detail tough is not "paste on" (mainly the spiral) so i still need to modify the model directly, do you think i can do it with these tools?

Also any tutorial that you think could hpe would be very apreciated, im experienced in 3dmax but not so much in zbrush. thanks in advance for any answer!!

>> No.731230
File: 19 KB, 320x240, D7232546-F25E-4722-AFF6-5F07C0DDFFF6.jpg [View same] [iqdb] [saucenao] [google]
731230

>>725693
How do I turn this into a quad please

>> No.732459
File: 99 KB, 960x960, emission.jpg [View same] [iqdb] [saucenao] [google]
732459

>>730418
You can just tread the color as a vector and run it through a vector math node set to scale.