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/3/ - 3DCG


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800696 No.800696 [Reply] [Original]

Ask questions that don't deserve their own thread itt

>> No.800705

When I want to paint textures in photoshop, how do I know where the UV islands are? Is there a feature?

>> No.800707

>>800705
this is a good tutorial starting at 10 min

https://youtu.be/njxJUAXc7yo?t=598

>> No.800708 [DELETED] 

Where are my new episodes of Lucky Star? WHERE?!?!?!?

>> No.800713

how do I go about learning texturing ? Is substance easier than blender's texturing tools ?

>> No.800734
File: 135 KB, 1860x869, 1605917092313.jpg [View same] [iqdb] [saucenao] [google]
800734

How legal is it to profit off of someone else's IP on sketchfab or elsewhere? Why do they allow it? 100% chance this guy has no license for it.

>> No.800744

>>800734
I was wondering about that, too.

>> No.800747

>>800734
Illegal but as long as you're a small fry it's doubtful anything happens. If you're a third worlder nothing happens. See fanfiction legality. Protip - it's not.

>> No.800768
File: 169 KB, 1000x1000, cookie (2).jpg [View same] [iqdb] [saucenao] [google]
800768

my motion trail in maya wont let me adjust keys on the z axis only the x axis how fix

>> No.800770
File: 834 KB, 256x256, help.gif [View same] [iqdb] [saucenao] [google]
800770

>>800768

>> No.800775

>>800707
Thank you, fren.

>> No.800776

>>800747
Whats the legality for doing fan art for your demos that you use to get work?

>> No.800778

>>800696
I'm going to ask you a bunch of questions, and I want to have them answered immediately.

>> No.801125
File: 175 KB, 1116x748, file.png [View same] [iqdb] [saucenao] [google]
801125

Ay my stupid ass is trying to take a texture made in blender and turn it into an image file but I'm a dumb fuck, send help.
I just copied a youtube video for the texture I want but I have no goddamn clue how to make it into an image.

>> No.801133

>>801125
you need to bake it

>> No.801135

>>801133
Yeah I heard that much but I don't know how the fuck to do that

>> No.801140
File: 570 KB, 1920x1001, Modular Building Test.png [View same] [iqdb] [saucenao] [google]
801140

How do i uv unwrap this?

>> No.801141
File: 455 KB, 1920x1001, Modular Building Test1.png [View same] [iqdb] [saucenao] [google]
801141

>>801140
i understand the theory but i don't know where I should place the seams. am I modelling it wrong?

>> No.801144
File: 771 KB, 1920x1001, Modular Building Test3.png [View same] [iqdb] [saucenao] [google]
801144

>>801141
AAaaaaaaaaaaAAAAAaaaaaaa

>> No.801146

>>801144
Why did you expect this to work?

>> No.801148

>>801146
I didn't I was testing the waters

>> No.801155

>>801148
Just fucking add seams where you would cut a real object to make the entire thing flat, it's really not that hard
At worst you make too many cuts but it's fine

>> No.801157
File: 710 KB, 1800x1200, soy873.png [View same] [iqdb] [saucenao] [google]
801157

>Just fucking add seams where you would cut a real object to make the entire thing flat, it's really not that hard
>At worst you make too many cuts but it's fine

>> No.801161

>>801155
>Just fucking add seams where you would cut a real object to make the entire thing flat
so add seams near the window frames, the window itself and the balcony?

>> No.801207

>>801161
Have you practiced cutting up a basic cube? It should clarify the technique.

>> No.801212

>>801207
yup I did but the model above isn't as simple as I thought it would be

>> No.801216

What features does Maya/3DS Max have that makes it easier/quicker to iterate with for mid poly models for gamedev? Are there one click things like auto rigging or stuff that makes texture atlasing easier?

>> No.801269

its a good call to use zbrush just to add some details on finished models? zbrush is good for that?

model a lowpoly in x software, then export to zbrush to add minor details (cracks etc etc) and then texture in substance

>> No.801303

>>801216
What do you mean with mid poly and what content? Static assets, hard-surface - organic, creatures / characters?

>> No.801306

>>801269
Yes, because if you bake the normals from your high poly you get nice maps that contain the height, edge, AO etc. and these serves as a basis for your smart materials in substance.
The more detailed and nuanced they are the more you can get out of them later when texturing.

>> No.801313
File: 115 KB, 1024x1004, 1579761944891.jpg [View same] [iqdb] [saucenao] [google]
801313

I want to work for a game company

Is animation or 3d modelling more in demand? Am I better off going all in on coding or is it applicable in 3d?

>> No.801314

>>801313
>I want to work for a game company
no you don't

>> No.801315

>>801314
probably true but humor me anon

>> No.801319

>>801315
I'd go ask /agdg/ desu

>> No.801328

>>801135
go to render properties, change the render engine to cycles and a bake submenu will appear in the menu

#justblenderthings

>> No.801330

>>801313
game companies will want you to do everything
the soulless ones because hiring is controlled by middle management women who don't know anything about anything and the small ones because they actually need people who can do everything.

>> No.801337

>>801306

thanks for the reply anon

>> No.801366

HOW TF DO I BAKE NORMAL MAPS IN BLENDER

>> No.801370

>>801366
search youtube

>> No.801372

>>801366
You tab out of Blender and use Marmoset Toolbag or Substance Painter instead.

>> No.801375

>>801366
>HOW TF DO I BAKE NORMAL MAPS IN BLENDER

1. Create a material under your lower poly object
2. Add image texture and create an image
3. Switch from evee to cycles
4. Find the bake tab under same settings
5. Click on high poly object then control select a low poly object
6. Select normal maps in bake settings
7. Bake

>> No.801376

I'm trying to append a few characters into a scene. That would be simple enough however those characters' blend files contain python UI scripts responsible for things such as changing outfits, hair, masking rig layers etc.
How would I go about it? Is there a way to export a script from a .blend file and perhaps run them manually?

>> No.801381

>>801372
This but unironically

>> No.801420

how do i make danmaku patterns? particle emitter on a path?

https://www.youtube.com/watch?v=0KYiQNfddwE

>> No.801422

In blender, how do I use the transfer weights tool but only for one vertex group instead of all of them?

>> No.801454
File: 1.82 MB, 1920x1080, WoodFloor2.png [View same] [iqdb] [saucenao] [google]
801454

Is this wood floor too crappy to be a texture? I am trying to learn to make my own textures but I suck at it. Any good resources on tileable texture making in blender? (I also baked the roughness and normalmap of this).

Do you guys even make your own textures when doing low poly stylized works? Should I even be making tileable textures or should I make new textures for every project?

>> No.801464
File: 17 KB, 589x371, colorsmultiply.jpg [View same] [iqdb] [saucenao] [google]
801464

2D related, but fuck it, I want to ask my fellow retards here rather than get BTFO'd on /ic/. You should be familiar with Photoshop anyway.

Why is Multiply mode in Photoshop changing color values? If I multiply pure red (1,0,0) layer on top of a pure white, shouldn't the result be a pure red? In Photoshop it doesn't work like that.

I'm pretty sure if I multiply in UE4, Cycles or any other renderer, I'll get the same color.

I'm asking because I'm dabbling with 2D concepting atm and am trying to figure out if I can first paint values in grayscale and then add color on top of it, like an albedo. I figured if I only used pure colors with brightest values and multiplying them over a grayscale, I should get a color with exactly the same value as the bottom grayscale layer. But it doesn't work, colors are still slightly changed. Tried playing with Color and Soft Light blend modes but they give something different as well and don't work with pure white base either.

In pic related these should be the same colors, but they aren't when I color pick them. And the darker they get, the difference is greater. Does it have something to do with tonemapping or whatever?

>> No.801476

>>801464
not /3/ and doesnt belong itt

>> No.801497

>>801476
Photoshop is a part of 3DCG. You wouldn't get triggered if I asked the same question about Substance Painter? It is related to other /3/ software as well, pure technical question t b q h w y. Not every question has to be how to connect polygons together.

>> No.801522

>make edit to character mesh to add a crappy arm band in blender
>inverse kinematic control for other body parts are moving the new vertices around
wat do?

>> No.801658

>>800734
protip faggot. the only reason you get in trouble for this is because you are a dumb gaslit serf who thinks he deserves less rights than a chinaman or beaner

>> No.801662

I want to learn character animation in my spare time, but I don’t know where to start. I have 2 years of robust experience in C4D, and have the full version of r21. Eventually, I want to completely model a complete character from scratch, and animate a little web series or something. What softwares am I going to have to learn to make that happen and in what order would y’all recommend I learn them?

>> No.801667
File: 36 KB, 800x223, wind-wind-wave-cartoon-drawing-sound-animation-sea-blue-png-clipart.jpg [View same] [iqdb] [saucenao] [google]
801667

How do I make my particle hair move in a looping wave motion?
Please help and thank you.

>> No.801670

>>800713
You can make great textures in Blender as long as you're good enough, but Substance Painter has more tools and is the industry standard. I'd start with Blender, and then move on to Painter/Designer if you enjoy it.

>> No.801673

>>801140
Make a seam at every 90 degree hard edge, there's probably an addon or feature that lets you do it.

>> No.801677

>>801464
For a grayscale workflow, try using Gradient Map adjustment layers and subtle Overlay blending modes

>> No.801893
File: 2.83 MB, 1920x1104, 1613161202427.png [View same] [iqdb] [saucenao] [google]
801893

How do you texture environments exactly? Do you just play around with uvs to get what you want or am I missing something?

>> No.802106
File: 172 KB, 1351x848, Clip_2.jpg [View same] [iqdb] [saucenao] [google]
802106

I need help guys, any ideas? Im a total noob with Maya.

I have my character already rigged, I posed him but as you can see the base, the Main rig is rotated. So this gives problems.
So, how can I keep my pose while returning the rig base to 0,0,0 and rotation 0,0,0 ?
Image related, Left is what I have now, Right is what I want

Thanks in advance

>> No.802217

>>800696
how THE FUCK do I stop blender from displaying curve overlays through other objects?

>> No.802238

What is the point of height maps when you have a normalmap? Do I use both?

>> No.802243

>>802238
depends on your target hardware

>> No.802248

>>801893
>Do you just play around with uvs to get what you want or am I missing something?
yes

>> No.802250

>>802243
>depends on your target hardware

So I don't need heightmaps if I use normalmaps? I don't get it

>> No.802252

>>802250
you use heightmaps to displace geometry, so you need high polycounts for it to make sense.

>> No.802253

>>802252
>you use heightmaps to displace geometry, so you need high polycounts for it to make sense.

Finally a really good and insightful answer. Thank you. As I will be working with below 2k faces I won't be needing height maps.

>> No.802357
File: 552 KB, 894x894, toei_sonic__savior_of_little_planet_by_modernlixes_dc66sqx-pre.png [View same] [iqdb] [saucenao] [google]
802357

Anyone knows where can I get this model?
I checked the maker's deviantart and twitter and download links are nowhere to be seen, but he seems to be the maker of the Sonic Miku model so there might a place to download it.

>> No.802387
File: 755 KB, 1366x2282, Untitled.png [View same] [iqdb] [saucenao] [google]
802387

Can any Solidbros shed any light on what I'm doing wrong here?

I've got a very simple assembly of two parts, it's a basic lock, so one thing rotating inside another thing.I want to add in a chunk at the top of the cylinder part, so I right click it in the tree, Edit Part. Sketch my contour on the face there, Extruded Boss, everything seems fine. But then when I apply the feature the third picture happens.

I can just take the relevant measurements and make the necessary changes to the individual part file but if I can't make edits in an assembly then I don't really see what the point of Solidworks is

>> No.802462

When I bridge vertices the gap gets filled by one side or the other. Is there a way to pick which one I want to bridge the gap? What determines this?

>> No.802466

Why is animating so hard?

>> No.802482

Can I hire a 3d artist to sculpt a lightsaber I designed so I can 3d print it at home? Are there good resources for hiring one?

>> No.802597

>>800696
What are some good ways (or tips) to unwrap creatures so they look as seamless as possible when baking maps?

>> No.802600

>>802482
I don't think you'll find any freelancing 3d artist who's capable of making a functional laser emitter.

>> No.802604

>>802600
What are you talking about?

>> No.802612

tl;dr how can I slowdown/stretch baked fluid sim in blender?

So I have everything baked, but I want to record it in slow motion. I know I can't create new data, I just want to like move the camera around a frozen/slowed down fluid scene.

>> No.802631

What’s it like knowing some 14 year old Japanese school girls’ doodles impress people more than your hyper realistic models?

>> No.802650

>>802631
I don't concert myself with the opinions of non-3d artists. If they like my work it's a bonus, but I don't make it for them. I make it for the paycheck.

>> No.802653
File: 107 KB, 639x810, Screenshot (21).png [View same] [iqdb] [saucenao] [google]
802653

made a low poly skeleton in blender with segmented limbs, rigged it with meta rig, now the body deforms when the arm is moved.
id first think theres not enough polygons for it to shape itself but its even pulling on the leg and hips when i move the arms. plus the arms arent connected to the body with polygons.
how do i stop it from deforming?

>> No.802668

>>802653
Go into weight paint mode and fix it?

>> No.802674

>>802650
Because you aren’t an artist.

>> No.802676

>>802668
i did automatic weights, so maybe, ill give it a shot thanks

>> No.802679

>>802674
Oh, and what's the reasoning for that?

>> No.802683

>>802597
Just hide the seams where they cant be normally seen. Insides of legs and arms, neck if it's wearing a collar.

>> No.802740

>>802650
>concert

>> No.802742

>>802740

>> No.802758

What is the best way to learn all of the node shit in blender? I understand it better than I first did and I have some experience with them in video editing software but I'd like to speed up the learning.

>> No.802762
File: 1.41 MB, 3024x4032, PXL_20210214_174431591.jpg [View same] [iqdb] [saucenao] [google]
802762

Do you like my magazine? I thought I had a year or two worth of these but this is the only one I found.

>> No.802910

>>800696
Is there a way to make camera in zbrush orbit like in the other programs? I got used to most of that crap, but this camera is driving me up the wall

>> No.803371
File: 44 KB, 998x528, smoothing.jpg [View same] [iqdb] [saucenao] [google]
803371

I have this problem with smoothing when I try to bake high to low. This is a LP mesh and I applied smoothing from UV islands. If I try to bake from a cleanly smoothed HP, I still get these triangles. If I try to add weighted normals on top of LP, it fixes the smoothing on LP, but the baking result still has errors.

Assuming this is caused by the edges I added to connect the holes to the corners (to remove ngons), how else can I create a proper smooth topo here? I see everyone always just connects windows to the corners, but idk how they get the perfect smoothing after that.

>> No.803403

>>803371
Seems to me like your surface is not perfectly flat. Select the vertices of those top level faces and scale them to 0 in whatever axis is the right one

>> No.803411

>>803371
when you ask shit about baking just upload hp and lp as fbx, it's gonna be way easier to help you because all this typing gives fuckall understanding of the true issue. often with baking things happen in very un-obvious ways and the only way to figure it out is to check out the geometry.

>> No.803417

How do you actually keep IK controls attached / limited to the body? It would be nice to have my control stop when I'm already pulling the arm as far as it can go, it's annoying having to move it back to the limit manually. I can't figure out how to keep my controls attached as it creates weird circular dependencies or whatever.

>> No.803441

What's to stop me from using an already made model as a base and then heavily editing it to make it seem like my own?

>> No.803523

When I am sculpting in blender, adding clay with a brush it eventually falls off and I can barely add any more volume, it's like my brushes get diminishing returns or are hitting a softcap.

any solutions?

>> No.803526

>>803523
if you're trying to add more mesh enable dyntopo

>> No.803564

>>802466
because the tools are shit

>> No.803566

>>803523
ctrl+r

>> No.803585

I'm learning Blender. I have two models. Both of them have bone groups, rigs, and depend on nodes. How do I get them in the same project and maintain everything about both of them? It seems that I lose something every time I try to copy/paste, link or append any of these objects into another project. I just want the handy interface that lets me enable and disable bone groups as well as shape keys.

I know it's an elementary question, but I'm a beginner, and trying to figure it out myself has me banging my head against the wall.

>> No.803656

Is there some tool for Blender which automatically explodes the mesh to prepare it for baking?

>> No.803658

>>803585
If you place the object you want to import into it's own collection, then append the collection, it should import fine

>> No.803666

For blender in the beginning what should you do to learn? Should i just follow the donut/apple tutorials? then when i do those what after?

>> No.803704
File: 521 KB, 2560x1440, Jph2lxg.png [View same] [iqdb] [saucenao] [google]
803704

Im trying to get into sculpting but Im having a real hard time. All my strokes look like shit and I dont know how to block in shit. Pic is my attempt at a simple leaf

>> No.803709

>>803704
I think something like a leaf would be a dam standard and some simple infate.

>> No.803710

>>803704
Looks like a wrinkly vagina to me.

>> No.803720

>>803704
Clean it up and that probably won't work too bad


https://www.artstation.com/artwork/Z4v5N

>> No.803739
File: 700 KB, 2560x1440, ta6gUBU.png [View same] [iqdb] [saucenao] [google]
803739

>>803709
Yeah thats looking a lot better, thanks man
>>803710
Thats why I need help lol
>>803720
That looks amazing. I'll definitely use it. Thanks!

>> No.803748

How can I model a car WITHOUT using blueprints? I can't seem to be able to match the photographs of the car to the 3D camera, so even if I get one part matching up nicely, the rest is completely fucked and my model is totally distorted.

>> No.803757

>>803666
Personally I did the Donut then the anvil and after that I just started doing a simple character and looking up stuff as I needed it

>> No.803758

>>803739
There's also a brush called "smooth valleys" and another called "smooth peaks" so you can selectively smooth without affecting the details carved with the damstandard

>> No.803765

>>803757
what type of simple character did you do? was it something you did on ur own or from a youtube tutorail

>> No.803772

Any good character design courses?

>> No.803790

>>800696
>>561987
>Welcome to /3/ - 3DCG, 4chan's board dedicated to 3D imagery and modeling.

>

>
readme.txt

Why is top link broken? Fix it mods?

>> No.803847
File: 221 KB, 1080x1080, the pac-min.png [View same] [iqdb] [saucenao] [google]
803847

>>803765
I made this pacman. It helped me a lot learning the basics (modelling, creating materials, rigging, a little animation). It took a lot of time but in the end it came out looking alright i think.
I just started making it and each each time I got stuck I looked for a relevant tutorial. Doubt thats the most efficent way of learning but it works for me

>> No.803848
File: 219 KB, 2560x1400, 8DQQdWf.jpg [View same] [iqdb] [saucenao] [google]
803848

>>803847
Also I scraped everything and started from scratch a couple of times. Here's an earlier attempt, notice how the body is just a sphere with two triangles stuck to the top and the mouth is a dumb texture. Figuring out good topology was a bitch for me

>> No.803918
File: 7 KB, 458x456, painter-seams.jpg [View same] [iqdb] [saucenao] [google]
803918

Are these kind of seams normal after baking in SP? They are not black, it's just that the seam is visible. I cut the cube on sharp edges, set the smoothing based on UV islands just to be sure and this is the result. Can't get simpler than this.

>> No.803919

>>803918
Ur shit you fucked your cage/uvs are shit too close. Choose your fate ugly

>> No.803920

>>803919
Ok, kid

>> No.803922

>>803920
Ur the one with shit seams lol

>> No.803923

>>803922
Well, your post surely doesn't help at all. I've been having trouble with baking problems for a while now and can never create a perfect bake. Guess I'm just retarded, it's hard.

I did everything I have seen in every baking tutorial ever - cut on a hard edge, smoothing by uv islands, islands are properly rotated and aligned, there's enough uv spacing, I applied the transform, baked at 4k, 8x AA, exploded the mesh and shit like this still happens. Same results in Marmoset btw. On top of that, for some reason I have gradients on a normal map everywhere, even on the most simple surfaces like a cube, just a giant gradient across it, even though the shading on low poly is flat, and high poly shading is correct as well. Don't know where that came from. Even though the shading after bake seems to be correct, I can still see gradients on a normal map and I heard it's bad as well.

>> No.803925

>>803918
Did you use a cage?

>> No.803928

>>803925
Yep, tried both with a cage and without. No difference.

>> No.803940

>>803928
the lowpoly mesh needs to be all smooth shaded.

>> No.803944

>>803940
Hm, I'm hearing differing opinions on this. I'm just going through some ArtStation tutorial again and the guy is smooth shading everything. In both cases however, I still get a seam. I've seen this problem on plenty of forums online, but never a solution. It only happens where the seam is, be it soft or a hard edge at that place. But I noticed it gets less noticeable the higher resolution you bake at. I bake at 4k, but this part of the mesh takes maybe 200px across, max, because there are a lot of pieces on the same uv map. Maybe the resolution is still not high enough to get fully rid of it...

There's also this video which always gets shared

https://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts

and the guy is cutting the cube at every single edge in order to remove those errors, but usually you're supposed to reduce the amount of cuts and the cube should be cut like it is unwrapped by default when you add a cube primitive. Either way, shit is confusing as fuck. I've always just ignored it because the final result was good enough, but I really want to understand it and make it perfect, I can't half ass these kinds of things anymore.

>> No.803978

>>803918
Never cut the cube into squares. I dont know why people give this stupid advice. Avoid seams as much as possible and hide them. 1 smoothing group for the low. Add support edges if the low looks bad with 1 smoothing group (this has nothing to do with the normal map btw it's just optional). Cages are depreciated just use substance or marmoset now. Depending on texture size I add 6-10px of padding. Use the Mikk t format when baking.

>> No.803985

I'm working on a vehicle and wondering what is a reasonable amount of texture sets I should be using for hero assets like that? I know that it could be done with tileables, trims and masks, but I want to do a normal unique texturing workflow. I've seen people using various amounts of sets, currently I have split it into 4 sets (4k textures), which gives me around 5px/cm at 4k. Is that low? Well actually it should be fine given it's size in the final shot, but I also want to showcase it as a hero piece with all the details from a closer distance, so I wonder if I should push it to like 6 or 8 sets? I've seen people even use a bunch of sets for things like weapons. It's for a portfolio after all. Thoughts?

>> No.803990

>>803720
Hey Im trying to follow this workflow but for some reason the Grab Doc and Depth option in Zbrush doesnt grab the damn depth. Does anyone know why does this happen? No height appears at all

>> No.803992

>>803990
The grabdoc doesn't do depth. You need the mrgbz grabber or Alpha/from mesh for that.

>> No.803996

>>803992
Huh in that tutorial it said to use the "GrabDocAndDepth" option in Texture to extract the height. Is thats just wrong?

>> No.804000

>>803996
Oh ya I removed that button lol. You have to save it as a psd to get the alpha depth.

>> No.804002

>>804000
Shit thanks a lot man I got stuck for way too long on that one. Nice digits btw

>> No.804003

does anyone have the tutorial for character creation on blender cloud?

https://cloud.blender.org/training/stylized-character-workflow/

>> No.804019

>>803978
Thank so much, I finally got rid of those seams using this method.

>> No.804027

If i want to make large scenes is it better to use UE4 and simply build models in bleneder?

>> No.804034

>>801376
ctrl c, ctrl v them in instead- then go to the scripting workspace and press run on the desired script (play button at the top of the workspace)

>> No.804036

Is it blender or my computer everytime I tried to use face orientation and press shift n it's freezes blender

>> No.804037
File: 633 KB, 1728x1728, jelena-jovanovic-jelena-jovanovic-bw-1x1-ue[1].jpg [View same] [iqdb] [saucenao] [google]
804037

>>804027
I've been considering a similar workflow soon as the realtime hair in ue4 is very good and I don't like having to use cycles to get good fur.

theoretically you should be able to just set up your scene in blender then import it through alembic but I've never tried it.

>> No.804124

>>804027
Build in Blender, and then either set up the scene from scratch in ue4, or set it up in blender and bring it in with Datasmith.

>> No.804139

In UE4, what is the most effective way to handle breasts physics? I feel that if you have more than 10 characters on screen the PC would start screaming for mercy.

>> No.804145

is there a way to adjust the amount of influence a modifer has in blender
e.g. apply shrinkwrap at 50 percent

>>804139
jigglebones, dont bother with full soft body physics unless its a focus (e.g. a full on coomer game)

>> No.804148

>>804139
alternatively you could do a hybrid of both
enable softbody/disable jigglebones up close/only for important characters and renable jigglebones disable softbody at a distance

>> No.804209

is there any way to smooth the motion from a shrinkwrap constraint
e.g. so instead of snapping instantly it does it over time

>> No.804734

How do I combine several textures into one map? I'm following this tutorial https://www.artstation.com/artwork/Z4v5N and it never explains how to get all the leaves into one map. Tried with photoshop but I really dont know how to keep the individual maps for each type of leaf (color, height and alpha) lined up

>> No.804759

>>800696
is this board a good replacement for /ic/ ?

>> No.804878

is 90k tris character model acceptable for a shitty indie game?

>> No.804892

>>804878
If it doesn't cause fps drops, sure. If it's your game, it's up to you to define technical specs like that.

>> No.804943

Redpill me on gradients on normal maps, guys. Are they bad or not? Why? If they are, how to get rid of them if the shading is fucked on low poly?

>> No.804965

>>804943
Low poly shading being fucked is down to low geometry not normal maps.

>> No.804975

>>804965
I know, normal maps get gradients because of low poly shading, but what to do if some areas are just fucked when you do smooth shading? I've seen some people recommend adding support loops on low poly, just to help with the shading, while others say that's a bad practice because it will fuck up LODs. If e.g. you don't unwrap a rectangular model on every sharp angle, and then apply smooth shading, it will inevitably have some shading problems. So what to do in that situation? I mean, normal map fixes the problem in the end, but gradients remain, and it seems they are bad for some reason. Face weighted normal can't really help if there are no bevels either.

>> No.805165

any animators here?
is keyframing still the only way to animate properly or there's something simpler?
in your experience, have you seen a well implemented real time animation toolset that tries to evade the concept of keyframes and timelines which I can look at and get some ideas out of?

>> No.805174
File: 106 KB, 360x450, FNAF2BB.png [View same] [iqdb] [saucenao] [google]
805174

How do I make a procedural wave texture mirrored vertically and still have it slightly pinched at the top like in the pic?

>> No.805194

>>805174
wrong pic?

>> No.805205

>>805194
No, It's the right one
I want to achieve the banding on the hat and shirt

>> No.805270
File: 761 KB, 2217x1273, ikZjE2B.png [View same] [iqdb] [saucenao] [google]
805270

>>804975
Depending on the angle you can add support loops then delete them later. At the end of the day your poly budget is your poly budget. Not everything supports face weighted normals but it's the future. Higher poly counts will get rid of all these problems in the future. I say make the best quality assets you can make and let the technical people worry about the other stuff.

>> No.805391

>import animated character into cinema 4d
>add a constrait tag and attach a hat to the head bone
>export as fbx2019 and import into UE4
>hat is not there
>use connect container in c4d and export again
>hat is now there but character is in permanent t pose doing the animation
>try to group or connect all objects in c4d
>animation breaks again
>try to open any of them in blender
>shits even more fucked or wont even open
and yes I baked the anim in the fbx export options and cineware datasmith export doesnt work either

>> No.805407

What should be a metallic value for a silver and gold acrylic paint?

>> No.805409
File: 664 KB, 1017x953, rings.png [View same] [iqdb] [saucenao] [google]
805409

>>805174
it's just about the geometry you pick for the hat.

>> No.805431

>>805270
I don't get it

>> No.805732

In Substance Painter, I have a model with multiple texture sets. I created a texture for one of these textures sets and want to apply it to other sets as well.

If I create a layer instance, is it not possible to still individually do certain changes on instances? Because I'd like to copy all the layers across all the sets, but tweak the masks individually.

The other solution is to just copy and paste the whole texture folder to other texture sets, but then if I will have to tweak some global parameter, I'll have to redo everything.

Basically I want to tweak global texture parameters across all of the texture sets, but still be able to make local changes.

It should be possible, that's how it works in game engines for example. I have a prefab where I tweak global parameters, but if I instance the prefab, I can still change it individually.

>> No.805739

Are there lots of jobs for godot users, /3/?

>> No.805811

>>805739
Even less than for Blender users.

>> No.805824

>>805409
What version of blender is this?
I don't have the setting between bands and sine

>> No.805873
File: 42 KB, 680x671, EXA_TxDXgAUtb9V.jpg [View same] [iqdb] [saucenao] [google]
805873

My hobby is polygon modeling and my current job is CAD. Is there a job in which i could make use of both skills?

>> No.805953
File: 302 KB, 629x590, strange.png [View same] [iqdb] [saucenao] [google]
805953

I keep seeing this weird topology on models, don't know how to describe it but it's around the abs in pic related, I've also seen it on biceps and asses on other models. Looks like they had normal cube topology and then decided to put edge loops around it. What's the purpose of this?

>> No.805956

Where can I p*rate zbrush and maya? Do I need a VPN/go offline or what?

>> No.805958
File: 46 KB, 800x450, rainbow.jpg [View same] [iqdb] [saucenao] [google]
805958

I want to copy sexy videogame girls. But I don't want just a character editor that lets you choose eyes and hair color.

I want to make copies with the same body proportions. For exmple, the length of the arms, the torso, the size of the feet, the SHAPE OF THE BREASTS, etc.

Is there some WAIFU software that allows me to do this or do I have to start from scratch with blender

What is most important to me are the body proportions. I don't care about the textures and details

>> No.805967

>>805953
it's to create a sharper separation and you can get a denser mesh.
it makes it easier to define things like abs.

>>805958
what exactly do you want to do?
make an as close to the original nude basemesh as possible?
there is no waifu software that will give you the proportions especially of stylized characters like your pic.

>> No.805968

>>805958
tell me what you want to make.
if you want an exact copy just rip the original?

>> No.805973

>>805967
Does the technique in >>805953 have a name? Seems useful but I can't figure out how to replicate it easily, I figure it should be as simple as cutting any other edge loop into the mesh. Or is it just something you do by hand when the model is still relatively low poly?

>> No.805974
File: 42 KB, 848x942, sc4_taki_2pcas2_by_trolt_da5f1g6-pre.jpg [View same] [iqdb] [saucenao] [google]
805974

>>805968
>>805967
I don't want an exact copy. Just a copy with accurate proportions. The copy can be inexact in regards to detail, clothes and textures. The ultimate goal is to compare the models of different characters, and maybe animate them.

>if you want an exact copy just rip the original?
Can this be done for all games though? How do I learn to do it?

>> No.805978
File: 78 KB, 1192x670, jessica.jpg [View same] [iqdb] [saucenao] [google]
805978

>>805967
And yes, I want to make stylized characters too.

>> No.805980
File: 35 KB, 2808x702, intopo.png [View same] [iqdb] [saucenao] [google]
805980

>>805973
the mesh in your op has already been subdivided, it's just and inset face. If you have a grid delete a few faces to make a hole then extrude the edge of the hole and scale it smaller you get that topology. It's a topology that tends to appear when you follow the more distinct shapes while doing retopo

>>805974
check deviant art for "(model) xps" most popular gamer characters can be found there.
there are guides and tools some are complicated and some easy the results vary.

>maybe animate them.
that makes it considerably harder you need it rigged and clean then, unless someone already did that for the character you want you will have to do it yourself.

since most characters worth anything are done from scratch they differ a lot from each other topology, lod, proportions etc. so you won't find a program that allows you to rebuild them easily.

if all you want to do is look at and play with your fav model xnalara(xps) is the right thing.
If you want more options you can try to approximate some model with a character creator or retopo and rig it yourself.

>> No.805995

>>805980
thank you for your help. I will try to learn xnalara and I will search in debian art.

>> No.806005
File: 2.08 MB, 340x200, trump_fallon_side.gif [View same] [iqdb] [saucenao] [google]
806005

Has anyone ever attempted to utilize the processes behind deepfakes to construct 3D models of the trained face?
I don't see any reason why a model trained on three thousand pictures of someone would then have a hard time converting those results into a mesh.
Does anything exist like this or am I going to have to figure some new shit out?

>> No.806078

Learning 3d and now getting to the part where I learn to unwrap.

Is it possible to just get something like substance painter and skip this step of the workflow? I know I'm looking for an easy way out but this retopology and unwrap stuff is the opposite of fun.

>> No.806084

>>806005
I can really see the deep fake in 95% of all cases. The expressions and mannerisms are almost always completely wrong.

>> No.806094

>>806084
That's just a rigging problem

>> No.806095

>>806078
there are some auto remesh tools (zbrush)
don't know about unwrapping
You should not skip learning how to do it anon, it's gonna bite you in the ass.

>> No.806099

>>806005
have not attempted it, yes it should be possible.
ask /g/ faggots. If you find something tell me about it sounds interesting.

>> No.806154

Can you do sculpting with a mouse? If not, what brand and model of tools would you recommend for a beginner?

>> No.806163

>>806154
>Can you do sculpting with a mouse
yes, np at all

>> No.806192

>>806154
If you want rsi ya. Wacom intuos medium.

>> No.806194

>>806005
>I don't see any reason why a model trained on three thousand pictures of someone would then have a hard time converting those results into a mesh.

technically feasible. deepfakes you are referring to require significant training hours on large datasets with pre-identified landmarks. training is basically throwing pixels around in 2D, an N squared problem

creating a 3d model will significantly lower the "resolution" and increase training times since now it is an N cubed problem

currently the 2d dfs are around 400x400 pixels for a 20gb vram w. significant detail loss

tl/dr: yes but it would be shitty unless you have a super computer

>> No.806196

>>806094
please don't talk nonsense you idiot. Thank you

>>806005
You don't have the hardware or the patience to do a "deep fake" in presentable quality

>> No.806198

>>806005
>I don't see any reason why
Because you are also idiot, like guy spouting nonsense about "rigging". We do not deal with this problem using this method, but completely different ones.
Also takes weeks on high end GPU for usable solution, don't bother unless you have time and money.

https://www.youtube.com/watch?v=861gfPVmgdc

2-3 weeks on high end GPU is to be expected.

>> No.806200

not really a /3/ question, but i want to ask.
When is it the right time to stop contunoisly improving sculpting and start posting renders online for portfolios?

I've been working for months on ZBrush and I don't know when to commit to a project that I see myself publishing online.

>> No.806329

wanting to convert this model in solidworks so I can edit it, but the automatic feature recognition fails and tells me to try and do it interactively but that also fails because I cant select any surfaces. what do?

https://www.thingiverse.com/thing:3903689

>> No.806763

Am I bad person because I relentlessly use the zbrush spotlight to directly line up my model instead of having it off to one side? It feels like cheating

>> No.806785

>>801330
rent free

>> No.806989

Not sure if this is the right board, but I'm planning on getting a resin 3D printer. I work in 1:150 N scale. Which printer would give me the best detail at that scale?

>> No.806997

Does it come across as unprofessional to have a model you made of a copyrighted character in your portfolio?

>> No.807010

>>806997
if it's really good, it's no problem
if it's just okay, it can seem amateurish

>> No.807017

>>806989
look into MSLA Printers like the Elegoo Mars 2

>> No.807100
File: 726 KB, 1183x831, afafafaf.png [View same] [iqdb] [saucenao] [google]
807100

>block out minotaur in 20 mins
>pose looks off
>can't fix no matter how much I fuck about with it
Can any of you guys enlighten me on how I can improve this

>> No.807103

>>807100
buy a hydrocarbon-based solvent mixture
spread it evenly in your house on your computer and yourself.
ignite solvent
stand in the middle of the room and take a deep breath, wait at least 2 minutes

>> No.807110

>>807103
Don't do this, it makes mustard gas

>> No.807118
File: 88 KB, 512x384, organica.jpg [View same] [iqdb] [saucenao] [google]
807118

>>807100
reminds me of blob modeling

>> No.807121

>>807118
Literally just a basemesh for sculpting. It's literally 20 mins into an hours long process dude

>> No.807124

>>807121
In our pipeline that's a 1 hour job thanks to specialization.

>> No.807126

>>807124
Is it possible to learn this power?

>> No.807127
File: 90 KB, 826x1046, fucking blender.jpg [View same] [iqdb] [saucenao] [google]
807127

>>800696
how do I stop this from happening while remeshing, without mindlessly pumping the resolution up by a lot?

>> No.807128

>>807126
Find 8 other people to work with.

>> No.807131

>>807127
Did u try to separate the fingers and then remeshing? im pretty sure it will solve ur problem.

>> No.807136

>>807100
Use references, learn anatomy.

The most obvious thing wrong with your model is that your seemingly male upper body tapers down and then flares out into hips that would would make nikki minaj's corset blush.

You've also got head proportions that look more equine than bovine.

Consider drawing this in 2D before you attempt 3D.

>> No.807137

>>807127
You can't due to the way the voxel remesher works. It's meant to be used on separate body parts until you are ready to merge them together in your final refine/details pass. Your hand is still pretty low resolution, though. Unless you have a shitbox blender increasing your voxel density by something like 2 shouldn't really impact your perfs and should fix those bridges.

Or use the multires workflow.

>> No.807141

>>807131
I think I'm gonna move the fingers back to their correct position individually after having distanced them to each other to remesh. It's gonna be cumbersone but with masks I should be able to do it. Man I bet ZBrush fags don't have this kind of problem.

>> No.807142

>>807141
You don't need to move the fingers away, just separate them individually.

>> No.807148

>>807137
>You can't due to the way the voxel remesher works. It's meant to be used on separate body parts until you are ready to merge them together in your final refine/details pass. Your hand is still pretty low resolution, though. Unless you have a shitbox blender increasing your voxel density by something like 2 shouldn't really impact your perfs and should fix those bridges.
Eventually I found out that I had to increase the voxel density by a lot (0.0160) but less than I thought I needed to make the bridges go away. But I fear that once I join the arms with hands and fingers to rest rest of the body I will have to increase the overall res so much more to keep the relative res of the hands high enough to avoid bridges artifacts that it will slow down too much my computer. I'm gonna rely on masks.

>> No.807152
File: 33 KB, 572x642, hand.jpg [View same] [iqdb] [saucenao] [google]
807152

>>807142
I'm not sure if I undestrand, I have them separated this way, do you mean something different? Because when they are like this the bridges are still formed

>> No.807153
File: 95 KB, 1506x736, hand1.jpg [View same] [iqdb] [saucenao] [google]
807153

>>807152
And by the way, the mesh of each individual finger doesn't touch the other, I've checked.

>> No.807154

Hello! Not sure if there's anyone here with knowledge like that. I'm a freetard (fuck windows, linux forever) and I thought about experimenting with 3d and vfx and shit like that. What should I use and what is possible to use? A lot of industry software seems to be available for linux as well (but not everything). But it's unclear to me if a dream of getting into this shit but also never touching windows is possible. Thanks for you replies and no, I will not use windows.

>> No.807155

>>807152
With the amount of verts you're dealing with, you could have manually stiched these together one by one in the time you've been posting here.

>> No.807156

>>807155
Yeah, but I don't wanna do that everytime, maybe someone knows of a better method

>> No.807157

>>807155
Also, to add detail I would need to increase the res with the remesher anyway and I think the brdiges would have formed again

>> No.807158

>>807154
Maya and Houdini have Linux versions I think and they're the industry standard. But if you're just starting I would recommend getting Blender to get a taste of what 3D is like. It can do almost anything from modeling to VFX and compositing. Once you learn the basics you'll be able to quickly pick up any other software.

>> No.807165
File: 367 KB, 1920x1027, blender_1NZWbuN4uY.png [View same] [iqdb] [saucenao] [google]
807165

>>807152
If u do this u will have a separate geometry that didn't change its position so joining them together later its gonna be easier. Basically ur using remesh only on one object.

>> No.807166
File: 314 KB, 1920x1027, blender_4WqUEM9GaZ.png [View same] [iqdb] [saucenao] [google]
807166

>>807165

>> No.807193

>>807166
I'll look into that, thanks

>> No.807221

>>807158
thanks, i was gonna try blender first obviously but since it doesn't dominate the industry yet I was wondering if i would hit a dead end after that. So far from my research 90% of stuff is available so it seems it won't be an issue.

>> No.807223

>>807221
Keep in mind that a lot of big studios in the industry use their own in-house proprietary software or commercial software that are modified beyond recognition. It obviously depends on why you want to learn 3D and where you want to work but from what I've heard as long as your portfolio looks promising most studios won't mind hiring you and have you learn their software stack during your first few months.

>> No.807231

Choad monster

>> No.807276

>>803748
you need to find at least a front view and side view of whatever car/auto you want to model. line up the photos to match as closely as you can in photoshop...eyeball it as best as you can and go from there

>> No.807333

I've seen videos where the guy, while texturing has some image on the screen with low opacity and moves it on top of the mesh and paints it over and the parts of the image he painted on show up on the model
what's this called and how does it work?

>> No.807348
File: 336 KB, 632x510, 1591741853127.png [View same] [iqdb] [saucenao] [google]
807348

I have a model that has symmetrical parts that aren't connected I want to use the same part of the texture for without packing the UVs manually, using exclusively blender and free plugins but without using the shitty inbuild packer or something of similar quality can I
>somehow join two identical islands on opposite sides of the mesh into one so they can pack automatically on the same space
>auto pack only selected islands so i can align the mirrored parts on my own

I was using uv packer addon usually but it doesn't seem to have any options to pack some islands manually and some auto, stock lets me do what I want but leaves like half of the texture empty at this point I can get better results by squeezing it in by hand but I don't want to

>> No.807350

>>807333
You mean just a reference picture? You have link to that video anon

>> No.807353

>>807348
>symmetrical parts

Delete half of it. Unwrap the remaining half. Mirror the model. Done.

>> No.807355

>>807353
Damn I didn't think of it lmao

>> No.807381

>>807333
stencil and mask

>> No.807422

>>800696
Any recommendations for a free (and preferably open source) Sketchup alternative? I enjoy how easy it is to prototype in sketchup, as well as some of it's "smart" axis features, the heavily unit based workflow, and the ability to texture surfaces easily as though you were using the paint bucket in mspaint.

I'm not trying to make anything super fancy like people, but it's really nice for making buildings and other geometric models

(Really I think I could settle for just that texture flood feature being available as a blender plugin or something. It's such a nice feature)

>> No.807433
File: 362 KB, 1176x575, handy.png [View same] [iqdb] [saucenao] [google]
807433

First time modelling a hand. Any tips? I think the topology is alright at least.

>> No.807434
File: 613 KB, 2466x973, hand topo.png [View same] [iqdb] [saucenao] [google]
807434

>>807433
you need more topology around the knuckles or it won't deform properly.

>> No.807436
File: 272 KB, 914x662, Capture11.png [View same] [iqdb] [saucenao] [google]
807436

>>807434
Thanks for the tip man. Added some more loop cuts around the knuckles.

>> No.807449

>>807436
you made it worse
8 edges per finger was good

>> No.807450
File: 210 KB, 836x528, Capture12.png [View same] [iqdb] [saucenao] [google]
807450

>>807449
Alright, I just beveled the edge loop of the knuckles instead. is that a better solution?

>> No.807451
File: 2.66 MB, 1920x1080, 2021341905.png [View same] [iqdb] [saucenao] [google]
807451

What is the process for making toony hair? Is it modeled first, then turned into lowpoli? Or is it painted the old fashioned way?

>> No.807452

>>807451
Its a shader anon.

>> No.807453
File: 51 KB, 1386x864, fingers topo.png [View same] [iqdb] [saucenao] [google]
807453

>>807450
this is the proper simple topology to connect fingers to a hand.
at the palm you create a edgeloop going at a right angle to the finger
at the back of the hand you create topology for the knuckles by basically inseting the the topology of the palm to create an extra loop running around the knuckles.

>>807451
pic was subsurface modelled and the detail painted on.
You can also sculpt it and then retopo it.

>> No.807455

>>807453
Thank you

>> No.807468

>>807381
that looks like it thank you

>> No.807475

Where can I find artists for commission (animation and modeling) aside from artstation?
Most of the places I find are a mixed bag of amateurs and roblox kids.

>> No.807477
File: 129 KB, 400x400, 1614846602706.png [View same] [iqdb] [saucenao] [google]
807477

>>807333

>> No.807478

>>807475
you can check the asset sites
Unreal store, Unity store, CG trader etc.
browse the catalogue and if you find models that look good to you write the creator.

What is your project?

>> No.807487

>>807475
Try CGHero. It's a start up but a great time.

>> No.807504
File: 2.75 MB, 1024x576, himecarryw.webm [View same] [iqdb] [saucenao] [google]
807504

>>807478
Directly mailing to good creators seems to be the best method so far, yeah. When posting job offers directly I have to sift through a lot of bad applications, especially when there's any sort of money involved.
I'm working on a 3d visual novel of sorts. My main skills are in programming so I am looking for someone to do the animations/outfits/props.
>>807487
Thanks, I hadn't heard of it. I'll check it out.

>> No.807529

>>800696
I am trying to make an animation from first person view (POV, yeah) and I know that because of reasons our eyes perceive objects (of interest) closer than they are (probably because we focus our focal vision on that).
So I try to increase the object that first person view will be from and stretch necessary parts that will fall into the view, but I have no idea on how to do it structurally besides just throwing shit at the wall and noting the results while trying to figure out a system for that. Anyone has an idea to that or somewhere where I can look at explanation for that?

>> No.807634

Is Weta the pinnacle of employment for an artist interested in film?

https://www.youtube.com/watch?v=b4jxefqJ9ic

>> No.807659

>>807529
>I know that because of reasons our eyes perceive objects (of interest) closer than they are
sounds like bullshit to me anon.
I cannot imagine a system where something like the focus of the human eye authored by someone doesn't become jarring unless you are utilizing eye tracking.
you decide one object should be in focus while your viewer wants to look at something else and that is shrunk and blurry, sounds like a bad time.

>>807504
>Directly mailing to good creators seems to be the best method
yes.
>3d visual novel of sorts
so what exactly do you need?
explain a bit more what it is you are making.
I don't want your full idea, but examples of some projects that are similar to what you want would help.

>>807634
Weta is probably one of the best when it comes to practical effects, if you want a job there you should learn classical sculpting and special effects make up. Create an amazing portfolio and you might stand a chance.

>> No.807662
File: 300 KB, 1080x1488, 1605905821476.jpg [View same] [iqdb] [saucenao] [google]
807662

is it possible to make models like picrelated
or any realistic human models without sculpting in blender??

>> No.807665

>>807662
yes, if you are good at subsurface modelling

>> No.807666
File: 2.06 MB, 1840x1222, eating NFTs.png [View same] [iqdb] [saucenao] [google]
807666

>>800734
>>are they white?
then they don't have rights and anything they produce is owed to me automatically

>> No.807667

>>807634
modern slavery for credits, whew

>> No.807677

>>807667
what the fuck are you talking about, cuckdork

>> No.807681

>>807677
Wage-slaving, faggot. l2emancipate

>> No.807682
File: 125 KB, 1123x509, intersection.jpg [View same] [iqdb] [saucenao] [google]
807682

Hello. I was looking at this video because it pretends the basic model at the start can be turned into the complex smooth one at the end without any significant change to the model (basically just moving vertices and adding very few edge loops).
https://www.youtube.com/watch?v=5G9ziFbJJmM

However, there is an intersection near the armpit that i do not understand (where the red orange & green lines meet in my screenshot). I can't reproduce the same intersection in my model because it would end up creating triangles where there should be quads. Is the guy basically lying, or is my imagination lacking? I can't wrap up my head at how to construct the same intersection with quads.

>> No.807685

>>807681
imagine calling working at weta wageslavery

>> No.807687
File: 46 KB, 700x465, 00016656.jpg [View same] [iqdb] [saucenao] [google]
807687

I want to be able to travel but still do heavy duty rendering. Is there a way to get an eGPU so I can bust out redshift scenes on my surface laptop? My heavy desktop setup feels like a ball and chain these days.

>> No.807689

>>807662
why would you want to not sculpt?

If you're too lazy to learn to sculpt you're too lazy to learn to do it the other way.

>> No.807700
File: 16 KB, 675x202, 1607503983689.png [View same] [iqdb] [saucenao] [google]
807700

>>807685
What would you call it, then?

>> No.807707

>>807662
Yes and no, you can definitely create that level of detail with mesh modelling, it's entirely dependant on topology, but you're going to want to use sculpting in an organic mesh anyway, it's very useful for quickly tweaking your mesh's shape because you can sculpt and mesh model the same mesh in Blender.

>> No.807711

>>807689
people make it sound like you absolutely NEED a tablet to actually sculpt good so idk

>> No.807713

>>807711
you don't need to sculpt to create organic shapes.
you don't need a tablet to sculpt.

https://www.youtube.com/watch?v=375LkBKnXy0&list=PLx4T6z-60-M0T_3oO6uiPr76wGQlIsASl&index=2

here is a tutorial series on vertex modelling

>> No.807716
File: 154 KB, 290x509, edgeflow.png [View same] [iqdb] [saucenao] [google]
807716

>>807682
the green edgflow goes around the body and forms a vertical cylinder
the orange edgeflow goes to the neck and is the vertical edges of the cylinder

the yellow edgeflow goes from the neck to the hand
the purple form the horizontal edgeflow of the arm cylinder

the blue starts at the neck goes around the armpit and back up to the neck in the back, imagine a piece of cloth from under your chin through your armpit and to the back of your neck

>> No.807721

>>807716
Oh wow viewing this as cylinders sure does help a lot. Thanks a ton anon.

>> No.807724

>>807700
brutal

>> No.807731
File: 495 KB, 860x934, Screenshot from 2021-03-06 08-19-43.png [View same] [iqdb] [saucenao] [google]
807731

>>807659
Closest thing gameplay wise is Firewatch. MC and girl explore an island together while talking a lot.

Main thing I want to commission are the outfits. I'd need someone to make clothes in a similar style to this.
It's a VR game so I need animations for the various interactions/reactions as well (like the princess carry in the previous webm). At least the stuff I can't find off mixamo. I already have the rig set up in blender so I figure it would be easier to animate that.

>> No.807735

>>807731
is your that a koikatsu model?
>commission are the outfits.
you could browse deviantart for outfits and get a pleb to fix them up for you, or do it yourself.
>animations
that seems like the most important thing in your project get a decent animator.

>> No.807737

>>807735
> is your that a koikatsu model?
Nah, made it on my own, though I did get the basemesh of a store.

Hadn't considered deviantart, worth a try.

>> No.807740

>>807711
look up xp-pen and see how fucking cheap they are.

anything larger than like 7 inches diagonal is good enough to sculpt on.

>> No.807745

>>807737
try the keywords xps and mmd on devianart and you can find lots of fan made stuff.
It's mostly content ripped and maybe slightly altered so in a legal sense most stuff is spicy.
But if you change it slightly etc. you can get away with it. especially since you are going for a flat shaded animu style.

I am pretty sure that is a koikatsu base (that derpy face) someone is selling, doubt they would ever go after you.

>> No.807767

>>800696
To those who do 3D on Linux, what distro do you use and how much of a pain in the ass is to get the proprietary Nvidia drivers/CUDA/OptiX to work and keep them working?

>> No.807781
File: 226 KB, 654x480, 1506542276342.png [View same] [iqdb] [saucenao] [google]
807781

>>807745
> I am pretty sure that is a koikatsu base (that derpy face)
Damn, that hurt. It's only the body that is from a basemesh. I spent several weeks on the face.

>> No.807800
File: 12 KB, 494x110, Screenshot from 2021-03-06 19-02-04.png [View same] [iqdb] [saucenao] [google]
807800

>>807767
I use Blender with Ubuntu 18. There doesn't seem to be any problems.

>> No.807918

>>807781
don't be sad anon koikatsu is a well received game.

>> No.807941
File: 98 KB, 1080x1080, 23824120_148328492470988_3212748185810239488_n.jpg [View same] [iqdb] [saucenao] [google]
807941

In Maya, is it possible to merge 2 blendshapes into 1?

I mean for example:
>You have one box.
>Blendshape1 moves box from A to B
>Blendshape2 moves box from B to C
>I want to have just 1 blendshape which moves A to B to C (not A to C)

How would this be called?

>> No.807947

>>807941
no.
you can do this A to (average of B and C)
unless B is the average of A and C

if you want A to B to C you need a driver that does from A to B if at B from B to C

>> No.807962

>>801313
If you really want to work in games go into programming. Artists as seen as disposable and have little to no voice in the project. And when you get tired of the bullshit that is the gaming industry you will have a viable skill that will allow you to cross industries easily.

>> No.807966

>>803417
That's the domain of FABRIK solvers with constraints.

>> No.807967

>>805732
Look into Mari, it's node graph is ideal for this sort of shared base with unique alterations per set.

>> No.807968
File: 925 KB, 2048x910, ff_100.jpg [View same] [iqdb] [saucenao] [google]
807968

>>805973
It's just edgelooping, it's been around for a very long time, it's at least as old as character modeling for subdivision surfaces. Having the edges follow the flow and structure of the anatomy helps with getting good deformations.

>> No.807970

>>806078
There is a technology called ptex that will allow you to skip unwrapping, however you should learn unwrapping as it is still the industry standard method for getting models mapped to 2d space for good reason. Yes, unwrapping sucks but it is 1000x easier to do than it was in the past, same with retopology. Hang in there and accept that there are no shortcuts to good work.

>> No.807974

>>807154
The film vfx industry runs on linux and macos, for linux there is a heavy preference for centos you can use other distros but centos is the 'just works' distro for 3d and vfx. Have a look at https://vfxplatform.com/ for more information. There is nothing wrong with using blender to get started but if you are interested in studio environments. learning Maya will be 100% necessary. I would consider getting the apprentice version of Houdini as well and seeing how that clicks for you. Houdini is structured be an extension of Unix and it might actually be easier for you to get your head around than Blender or Maya which both operate under their own set of paradigms divorced from the underlying operating system.

>> No.807976

>>807333
It's called projection painting. Zbrush does it to a very limited fashion with spotlight, Substance painter does it, in a less limited fashion, but still pretty limited. Mari does it the best. However you can projection paint with just Maya and photoshop, I have done many productions in the distant past with that setup, but it's a real pain in the ass. If this way of texturing appeals to you I highly recommend you get a demo of Mari and do some tutorials.

>> No.807977

>>807662
Yes, it's technically possible. When it comes down to it sculpting is just moving points in space, polygon/subd modeling is just moving points in space, however one is a much better use of your time allowing quicker iteration than the other. If you are using Blender just sculpt it the toolset is more than robust enough to handle a model like that.

>> No.808025
File: 89 KB, 1010x787, helptopo.jpg [View same] [iqdb] [saucenao] [google]
808025

Need a little help with the topology here, I'm trying to get rid of some shading problems on these corners when I subdivide. I thought the loop would be enough to hold it since the ngons inside are flat, but it still isn't perfect. If I create some horizontal cuts across, I'll end up with tiny polygons which don't look good either.

>> No.808038

I am starting to try animation for fun and this is a general shit question but, IK when the joint is 'glued' to the object of interest and you don't expect much of chaotic/non linear motion and FK when you want to tweak more? I don't really know what I am talking about, I just thought that IK is supposed to be a faster solution but for me FK is easier to pull off and main benefit of IK is since it usually has constrains of some sorts is to check if your positioning of bones doesn't fuck up joints way too much (like hand).

>> No.808040
File: 562 KB, 1920x1022, the bernies.jpg [View same] [iqdb] [saucenao] [google]
808040

>>800696
best ZBrush sculpting course.??
I went through Pavlovichivichs' course already and familiar where everything is.

>> No.808043

>>808025
That will always happen with long polygons. Try looking into face weighted normals.

>> No.808051

>>808040
I think if you already know the tools then I'd just watch some timelapses and videos of people working in it to get a handle on how some people like to work in it, aside from that just start getting some concepts and themes in order, some simple objects to sculpt and get working.

Everyone has their own way of working in zbrush so a lot of it is just working until you find your own path.

>> No.808066

>>801140
Subscribe to the Ian Hubert school of projecting textures and you'll barely need to.

>> No.808067

>>808066
This is like magic to me.

https://www.youtube.com/watch?v=t_c58ryJ-Sw

>> No.808073

>>800696
Maybe wrong board sorry
Need someone to help me work on a 4chan retard style humor animation, willing to pay.
Done a short animatic/slide show myself once, got favorable reviews on r9k but not many views
For project I'd write the story, do the storyboard and animatic (maybe?) myself. Animator would have a say in how it's written, but you know still my idea and I'd want to have creative control over it
I'm an animation drop out, so I know some stuff
Where would I look for folks like that? Any board in 4chan that has 2d animator guys?
Also thought of maybe messaging my former school's message board since it has a lot of 4chan type dudes going there

>> No.808075

>>807974
Thanks. But also what does it mean, being an extension of unix?

>> No.808078

>>808075
I'd say his description is inaccurate. Houdini is not that, but it does organize elements in the scene file in a way similar to a Unix filesystem. See https://vfxdoc.readthedocs.io/en/latest/articles/houdini/

>> No.808079

>>808078
Now this makes more sense, pretty interesting stuff. I'm tinkering with blender so far (le donut meme), I'm gonna try out these serious programs once I get fedora 34 beta on my machine (i assume they all are compiled for RHEL first and foremost so using the closest thing to that would probably lead to the least amount of bugs).

>> No.808081

is there a quick way to add a bone to every object selected
need to export this rigid body simulation to an engine