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

/3/ - 3DCG


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931469 No.931469 [Reply] [Original]

Thou shalt asketh thine stupid questions here. Do not start new threads with stupid questions. Do not troll in this thread.

Previous thread: >>924307

>> No.931477

Is blender enough to learn digital sculpting? Or should I bite the bullet and buy a perpetual license for zbrush? If yes, is it worth buying it right NOW or should I wait for the 2023 version?

inb4
>buy
Yeah. Im extremely paranoid about computer viruses, spyware, trojans, ransomware, getting hacked or whatever.

>> No.931479

>>931477
Perhaps you should consider renting for a month or two and see if you like it while you evaluate both softwares

>> No.931483

>>931477
Get zbrush

>> No.931487

>>931477
Even if you are paranoid enough to think that m0nkrus, someone that provided cracks for software like this for years, which have been used by thousands of people, has put a magical virus that hasn't ever been detected by anyone... you could at least try it out in a virtual machine before spending a fuckton of money on software you have no idea about that specializes in digital sculpting, something you never did. I mean, it's your money, but it sounds pretty retarded tbdesu.

>> No.931489

>>931479
Good idea

>>931483
But get it now or wait for 2023 version?

>>931487
>use a VM
Already tried that quite a while ago but it wouldnt recognize inputs from a tablet, thus making it unusable.

>> No.931490

>>931487
no, he's right. When I tried cracked versions of zbrush last year I got BSODs. Never grab pirated software online anymore - that ship has long since sailed. Only take pirated tuts if you absolutely must. Get a job. If you dont want to buy it out right, just rent for a few months and see if you'll actually use it.

>> No.931493

>>931490
That has never happened to me nor anybody I know, maybe you just can't into piracy to begin with.

>> No.931494

>>931493

... dude, the people who crack the shit are not the salvation army who release the cracked stuff because of humanitairan reasons! ...the moment you install cracked software, your workstation becomes a zombie they can use ...

>> No.931496

>>931494
Yes, and I'm a level 49 Necromancer controlling every machine. You got me.

>> No.931504

>>931494
>>931490
I cracked photoshop long ago from monkeys my computer heats up like crazy every time I run it could it be a virus

>> No.931505

>>931496

...yeah, cool!

>>931504
>...my computer heats up like crazy every time I run it could it be a virus

...its not the 80's dude!


...i realy dont care if you use cracked software, but dont promote it like its complete normal and without risks! you want to use maya, use a cracked version, cool, but please spear the rest of us with your shilling f0r a software you dont have the money for! ..cool thanks o/

>> No.931509

>>931493
>>931496
>>931504
what part of "Do not troll in this thread." do You not understand?

>> No.931510

>>931509
>make an idiotic claim
>when people disagree, call it "trolling"
Why are you like this?

>> No.931511

>>931510
see >>931509

>> No.931561

So annoying! Blender won't denoise with optix , render result is black. I'm actually using KCYCLES, so I've tried with ultra denoiser(checked everything except volumetrics) yet the result is still noisy.

>> No.931591

I've never used Substance before. Can someone give me a QRD on the best way to save models and such for use in it? I have a model with seven modifiers on it, but I'm not sure if I'm supposed to apply them all before opening it in Substance or if I'm not supposed to apply any. It seems like applying subdiv would make it much harder to work with. At the same time if I don't apply the mirror modifier I'm only going to have a quarter of the model in Substance to work with.

>> No.931744
File: 371 KB, 998x778, 2023-01-01_16-10.png [View same] [iqdb] [saucenao] [google]
931744

How do I fix bone issues across all keyframes of an animation in Blender?
I have this two bones that should be glued, the turquoise bone should be rotated in a way that the turquoise bone head should be in the blue bone tail.
The only thing I can think of is to go keyframe per keyframe and fix the posing manually for each one, but that would take ages.

>> No.931768

Probably has been asked a thousand times but I use Maya and Blender? Wich one hast the best retopo pluging/tools/vanilla solution? For video game characters mostly.
I tried to install Topogun but didn't manage to make it work.

>> No.931775

>>931591
You just need a model and UVs. If you are only texturing one half use the one without the mirror modifier. If the final model will be the polycount of the subdivided mesh use that. When texturing think in terms of the final uv maps.

>> No.931787

Anyone know how to add custom setting brush on maya to look how i want it. There is this tree that i want but it defaults to the default model. I don't know what to do, there's no tutorial on it either, people just keep modifying the default base.

>> No.931855

I'm trying to copy dance moves for animation, using stuff like kpop dance tutorials as a guide. Does that mean I should be keyframing on every single frame to get the best results?

>> No.931858

>>931855
Question, I'm trying to make welds in 3D max without ZBrush. How would i go about doing that?

>> No.931859

>>931858
why are you asking him? look it up. https://www.youtube.com/watch?v=tcM0DYU7iew

>> No.931862

>>931859
Thank you.

>> No.931967
File: 147 KB, 1673x871, cylinder.jpg [View same] [iqdb] [saucenao] [google]
931967

How do I make it so that new objects like this cylinder show up in the objects list?

I wanna rotate it but Blender treats it as part of the block. I used shift-A to add it into the scene.

>> No.931977

>>931967
>Select it
>Go into edit mode
>Select all of the cylinder
>Press P
>Separate by selection

Easy to avoid in future, just make sure you're in object mode when you add your mesh.

>> No.931995

>built a new pc, but put a last gen card in it (3060) for $350
When it comes to the final result, rendering, isnt it the modelling, rigging, grooming, cpu simulation, and hand keyed animation themselves which is always the bottleneck and not the rendering? And even then to make your render look good by todays 4k hdr standards you need a really good monitor for grading? I dont need a new gpu and thus a new power supply, do i?

>> No.931998

can i just sculpt using mouse ? do i really need one of those gay and lame looking electric pads? also i don't have money to buy a good one.

>> No.931999
File: 1.22 MB, 1595x893, treeornot.png [View same] [iqdb] [saucenao] [google]
931999

Does anyone know how to keep my custom tree, i want it to look like this, not into a million shapes.

>> No.932014

>>931977
Thanks man

Incidentally, how do you cut things? Say I got a pillar or tree sticking through a plane (landscape) and I wanna get rid of the excess that's beneath the plane.
There is a cut tool but it just marks part of the mesh in red dots...

>> No.932015

>>931998
I mean you CAN.
But I wouldnt recommend it to my worst enemy.

>> No.932018

>>932015
i'm not having any issue really, its not ideal, its a bit annoying but it seems to be ok? worst enemy seems like a massive exaggeration, have you tried mouse sculpting?

>> No.932027

>>932018
>have you tried mouse sculpting?
yes and I'd rather stop sculpting at all than doing it again.
Just for the pen pressure being associated with the intensity of the brush its damn well worth it.

Just get a cheap wacom and you'll wish you've done it before.

>> No.932078

>>931998
you don't need a good one, a $50 xp-pen one will be more than enough for sculpting in zbrush, just don't get one of the 4x3 inch ones, make sure it's at least 7 inches and you'll be fine.

I have owned tablets from wacom, huion and xp-pen and all were perfectly fine to sculpt with.

>> No.932158

>follow the donut tutorial
>everything falls apart at the texturing parts

It's over

>> No.932161
File: 532 KB, 960x540, 1601049545234.png [View same] [iqdb] [saucenao] [google]
932161

>>931469
Not really a question but a dumb request.

Once there was anon that used to post this image of a bust model done with x, y and z vertices and the premise of that image was that after some point number of vertices doesn't make a difference. Does anyone have it? Could you repost please?

>> No.932215

Is there a way to match _low and _high names in blender so they correspond to the same part of the mesh? I need it to bake by mesh name.

>> No.932234
File: 99 KB, 1280x720, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google]
932234

Blender scrub

Does anyone know how to make dynamic eye highlights (the little white dot)? I tried using glossy bsdf but it makes the entire eye look like a glass marble. I can't find any guides, and faking it by drawing on a white circle texture would suck because it would be static and not adjust with the environment and brightness at all.

>> No.932235

>>932234
You should model it properly, have a concave iris and a convex cornea on top. Normally you'd link a light for that highlight as well so you can control it per shot

>> No.932246

In blender, i plan to use cloth sim for breast physics. However, the model has clothes.
Is it possible to first sim the breast physics first, then do a cloth sim over that for the clothes? If so, how? If I click Bake it would rebake everything again, no? How can I lock down the physics sim of the underlying stuff first?

>> No.932273

I kind of gave up on professional 3d and started looking for another job but got contacted by some guy on artstation who claims he owns an animation studio and wants me to do some work. I couldn't find any info on him so it seems a tiny bit sketchy but I guess we'll see. I was just wondering if it's a common occurrence that people try to get you to work for free or scam you in some way?

>> No.932299 [DELETED] 

Noob here. How do I cut a hole into a shape?
I can't even make a selection, and ehen I do ddlete something thd whole object gets messed up.

>> No.932300
File: 58 KB, 718x735, circle.jpg [View same] [iqdb] [saucenao] [google]
932300

Noob here. How do I cut a hole into a shape?
I can't even make a selection, and ehen I do ddlete something thd whole object gets messed up.

>> No.932309

Been out of the loop for 10 years, is maya's UV tools still trash?

>> No.932310

>>932309
They are the best in the biz

>> No.932313

>>932310
realllllly? better than stuff like roadkill?

>> No.932318

Are you retards shitposting or are you actually retarded?

>> No.932369

How am I supposed to paint weights in le epic maya? Whenever I try to remove influence my objects become abominations

>> No.932424
File: 69 KB, 352x251, Screen Shot 2023-01-06 at 12.28.36 AM.png [View same] [iqdb] [saucenao] [google]
932424

im trying to make some simple edits to a model, a fucked up and deleted a few faces on accident, i was able to re-add some vertexes but they look very different from the rest?

>> No.932463

>>932424
1. Add smooth/flat shading depending on how the rest of the model is shaded
2. Check if face orientation is right
3. Remove doubles (remove vertices by distance)
4. If your object is textured, unwrap it again, or grab new faces in uv editing from down-left corner of the viewport, scale them up and place them in the right place

>> No.932464

I want to make models for a game I'm thinking of making. I'm not familiar with programs like blender or maya yet, but I can use solidworks pretty well. Apparently Solidworks models aren't well optimized for games however.

Would it be a good idea to make models in solidworks and export them as Step or STL files to continue with in for example Blender or am I just better off learning a new program?

>> No.932466

>>932318
I cannot deny or confirm my mental retardation and/or my shitposting.

>> No.932503

Why are Geometry Nodes in blender called such? Why are they nodes within it horizontal and not vertical?

>> No.932514

Is it possible to change a rig from Rigify to ARP in blender? I've been playing around with a model I did, done with Rigify, but having spent some time fucking around with ARP, i found it more "intuitive", i guess. Was wondering if there's a way to convert it without basically redoing my rigging

>> No.932517

>>932514
>Rigify
>"My" rigging

>> No.932546

Anybody has a download link to rigify?

>> No.932578
File: 170 KB, 572x312, blendshit.png [View same] [iqdb] [saucenao] [google]
932578

ok I'm close to giving up learning this retarded program. how the FUCK do I focus camera on the selected object? on the internet there are like 52 ways to focus yet not a single one works on my machine (latest blender version)
F doesnt work
. doesnt work (dont have numpad)

>> No.932579

>>932578
Just make or edit the keybind for it in the settings. If you want to edit it, it's called "Frame selected", under "3D View", default is apparently numpad ".". If you want to add it, click the little "+" and the end of the keybind list and input "view3d.view_selected" into the box and choose a key. I use "z" for it myself because I originally came from max long ago and I think that was it there.

>> No.932580

>>932579
christ... so this is what it takes to simply focus on an object. I'm done with this freetard shit, going back to maya

>> No.932582

>>932014
press c to cut through, or use boolean

>> No.932583

>>932300
there is many ways, u could just select one face, inset it with i and extrude it on the x axis, then use mirror and use bisect so it cuts the mesh in half, u can also make another cylinder that is smaller but longer and use it as boolean

>> No.932584

>>932578
get a numpad faggot

>> No.932592
File: 38 KB, 720x480, 1671254380603.jpg [View same] [iqdb] [saucenao] [google]
932592

>>932578
>. doesnt work (dont have numpad)

>> No.932609

Texturing in Blender shouldn't be so cancerous and ass backwards. Too many convoluted steps just to paint a single fucking object.

>> No.932634
File: 3 KB, 552x153, paint_depth.png [View same] [iqdb] [saucenao] [google]
932634

I want to texture some random paint splatter over a mesh using noise texture but it looks flat. I can set the roughness low and make it shiny but I feel there should be some slight drop-shadow or AO around the edges. Like how can I make it look slightly beveled? Normal maps or something? I have no clue what to google. Would appreciate if someone nudged me the right direction.

>> No.932639

>>932578
>. doesnt work (dont have numpad)
I just use a G600 mouse and bind Num . to the button just below the mouse wheel. I would probably do this even if I had a numpad, don't have to take hand off the mouse. I have other numpad functions bound to the side buttons, peak comfy.

>> No.932650

>>932634
Sounds like a normal maps function yeah.

>> No.932668 [DELETED] 

>maya
>create a custom shelf and add one (1) new item with the default example mel script that prints to the console that you have pushed a button
>works
>save all shelves
>when I restart maya, my shelf is empty
>legit maya

>> No.932671
File: 345 KB, 512x576, female-model-face-625289154.png [View same] [iqdb] [saucenao] [google]
932671

ya'll use them free ai's to inspire you to the next level of development on your sculpts?
i was honestly astonished by just how much inspiration resource is sitting their for the taking.

>> No.932676

Why do people bother with things like MakeHuman when Daz is free? Is there some high IQ reason that IQlets like me don't get?

>> No.932684
File: 343 KB, 1861x1504, idyllruin-1611210676550107145-0.jpg [View same] [iqdb] [saucenao] [google]
932684

>>932676
>Daz
Friends do not let friends use DAZ3D

>> No.932729
File: 13 KB, 400x400, 1662730462107.jpg [View same] [iqdb] [saucenao] [google]
932729

>>932684
But why?

>> No.932817

I have only really kitbashed characters together for video games. Is modeling a low poly Megaman Legends-style character from scratch a reasonable project to take on if I actually want to use the end result?

>> No.932866

>>931469
is it true that The Foundry will unleash lawyers if you use a pirate version of Nuke?

>> No.932877
File: 13 KB, 486x619, edgewear.jpg [View same] [iqdb] [saucenao] [google]
932877

Does anyone know if it would be possible to sharpen up this kind of edge damage geometry in zbrush? I'm experimenting by starting with a procedural edge wear which leaves me with these results with separate smoothing groups. In zbrush that translates to pretty soft looking bevels though because it doesn't import sharp edges. But could I sharpen the damage transition somehow? I'm wondering if there's an option to do it based on seams instead.

>> No.932967

>>932866
try it and see

>>932877
bevel pro

>> No.932974

>>932877
Clay polish

>> No.933005

After all these years why cant we reliably go from 2d photo to 3d model of celebrity face?

>> No.933025
File: 28 KB, 394x354, trang-nguyen-pf-trenchcoat.jpg [View same] [iqdb] [saucenao] [google]
933025

>>931469
Reposting from /wip/, does anyone know how to replicate this small lip where the lapel folds over? I just don't understand how it's done

>> No.933049

I wanna try learning character modeling
What would be the best method to do so, sculpting or building?

>> No.933064

redpill me on Rokoko Video for animations? i have limited animation experience and knowledge. i just need something functioning for the time being, it seems to be ok but i dunno, maybe i will check the archives.

>> No.933071 [DELETED] 

>>932583
Thanks that helped a lot. Now about texturing, is it possible to just paint/colour in one face of an object?
The material properties colours the entire object. But say I only want the selected bit in blue... how?

>> No.933072
File: 41 KB, 769x671, face.jpg [View same] [iqdb] [saucenao] [google]
933072

>>932583
Thanks that helped a lot. Now about texturing, is it possible to just paint/colour in one face of an object?
The material properties colours the entire object. But say I only want the selected bit in blue... how?

>> No.933083
File: 325 KB, 925x500, 3CDC5106-97A5-48CA-A91B-698E78035A5A.png [View same] [iqdb] [saucenao] [google]
933083

Are there any new add on’s or features in Blender that make the rigging process easier? I don’t exactly want an Adobe account and rigging is the last thing that’s really slowing down my animation workflow.

>> No.933108

>>933083
>I don’t exactly want an Adobe account
How is this a problem, just use a separate email for it

>> No.933135

>>932300
you can use a boolean modifier which i fucking hate.
or just select both face where the hole is supposed to be and then inset them (press "I" while both are selected).
bridge them with loop tools for fatser workflow (edit>prefrences>add-ons look it up and check)

>> No.933136

>>933135
*also delete the inner circles resulting from the inset

>> No.933137

>>933072
go to material properties panel.
add two or more slots for materials and create for each one a new material
go to edit mode
select the geometry which you want to have a certain color on and then click assign in the panel

you have to create a main material (slot 1) and then asign to geometry using the second material

>> No.933142

>>933049
Sculpting.

>> No.933162

>>932866
lol no, boogieman stories, just don't be a studio though

>> No.933180

>>933108
My concern is always over tools that can be taken from me. I found a couple newer videos on the subject though that seem to be pretty good so I’m gonna watch them today and take notes. My armature was the thing I was fighting with the most on my last animation, and for whatever reason I can never get the knees and elbow IK to work properly, so I gotta figure that out before my next animation.

>> No.933182

>>933180
if you want to learn how to rig you have to do it properly from a script that you write yourself, not an autorigger from blender of all places (nobody uses blender rigging in the industry)

>> No.933197

>>933182
I don’t really need anything other than Blender for my needs, I kinda use it in a unique way for animation. It has a function that a lot of other programs don’t seem to have. I just need to get better at rigging in there for some basic things, but I still get thrown off here and there with the controls.

Not really looking to get into the industry.

>> No.933213

Will I become better blenderer if I upgrade from 1070 to 4070ti?

>> No.933217

>>933213
>12gb

>> No.933219

>>933217
Unless my mouse slips on the subdiv slider, 8 is perfectly fine

>> No.933220

What's the right topology to cut all edges flowing beyond some point. For example, I have a character, but I want the loops in the head to stay in there, not go to the feet. How do the quads in the neck look? Right now I'm just doing a bunch of random triangles. What's the cleanest way?

>> No.933221

>>933219
>8k and 16k textures
>subdivision for displacement
>hair and fur
>real motion blur

>> No.933226

>>933220
No clean way. You either have a severed head hidden with a collar or clothes, or put some triangles in the neck or futher down.

>> No.933227

>>933217
12gb is way more than the average of just two years ago.

>> No.933229

>>933227
12gb 2 years ago gave you a 3060 which is exactly average. What are you on?

>> No.933233

>>933229
3080 didn't get a 12gb until last year. Those ram specs are relatively new and people were doing great work even before then.

>> No.933234

>>933233
Anon, the 3060, a mid tier card had 12gb. Also, the 3080 is not a good value for cg. Get the 3090.

>> No.933242
File: 82 KB, 543x600, 494.png [View same] [iqdb] [saucenao] [google]
933242

How do I sculpt from a low-poly mesh? it's hard to take out the jagged edges and round out the skull on this character after retopologizing

>> No.933245
File: 10 KB, 331x313, STUCK.png [View same] [iqdb] [saucenao] [google]
933245

If anyone knows substance painter, my settings in the property tab for brushes constantly gets 'stuck' and I am unable to set a grayscale or put in new resources into options and the only fix i've found so far is restarting the program, is there something i'm missing?

>> No.933283

>>933242
Remesh and smooth?

>> No.933290

How can I make a tileable modular wall in zbrush when I'll have to dynamesh it later on, which will smoothen the edges again? If I do a boolean at the end I feel like it won't tile perfectly as it would if you cut it in half and offset instead.

>> No.933317

>>933283
Oh yeah, that's what I meant. Remeshing, not retopologizing. Once I remesh, there's a bunch of geometry on the sharp parts. Is there a quick way to smooth this out or should I just expect it to take a while? Also should I be worried about shrinking the head when smoothing?

>> No.933354
File: 403 KB, 1036x732, OFhrW21.png [View same] [iqdb] [saucenao] [google]
933354

When I press Match to Rig this shit happen.
Why is this happening to me noooo!!!!!!!!!!!!!!!!!

>> No.933369

>>933137
Oh didn't know I had to click "assign". Thanks!

>> No.933383

im building a pc in a few months anything special should be looking for in a graphic card/cpu for programs like blender/zbrush?
or is just a "powerful one" good enough?

>> No.933389

>>933383
>blender
ngmi. Save the cash.

>> No.933400

>>933389
rope

>> No.933401

>>933400
do you want to make it, yes or no?

>> No.933402

>>933401
already did

>> No.933403

>>933402
post your work

>> No.933404

>>933403
don't have to. now log off, kiddo. your pirated software won't get you in the big leagues, and up here we don't fuck with bullies and trolls.

>> No.933405

>>933404
I accept your concession

>> No.933406

kids like this think they're hot shit, but pros don't have to prove ourselves. all they got is their smack-talk and dreams. put in some work, millennial!

>> No.933407

>>933406
post your work

>> No.933408

>>933407
Heh, still lookin for a speck of attention from us big-timers, huh? Scram, kiddo, and get back to work. Maybe someday, when you've got a bit of a portfolio, you can come back and ask me how to make a buck in the ol CGI business.

>> No.933409

>>933408
you are a larper

>> No.933412

>>933409
That I ain't, but you're a know-nothin kid.

>> No.933413

>>933412
I'm 36 and i've seen a ton of schizos on this board, schizo

>> No.933414

>>933413
Then why did you eat bait so fast?

>> No.933415

>>933414
are you done?

>> No.933416

>>933415
If you are

>> No.933417

>>933416
I accept your concession.

>> No.933418

>>933417
No, you don't.

>> No.933419

>>933418
Don't cry now.

>> No.933420

>>933419
Ok no problem since I won this argument.
???

>> No.933425

How good or bad is Maya 2023 for modeling?

>> No.933428

>>933425
How good or bad is a pencil for drawing?

>> No.933429

>>933428
??

>> No.933430
File: 13 KB, 729x278, areyouserious.png [View same] [iqdb] [saucenao] [google]
933430

>>933429

>> No.933431

>>933430
wtf just answer the question pandejo

>> No.933432

>>933431
Okay okay its good its good you fucking idiot. If Pixar uses it for modelling its good. What do you want a taylor made answer for a stupid generic question you dumb motherfucker.

>> No.933434

>>933432
why are you calling me names when I am asking a perfectly legit question? Dont bother responding to me.

To anyone else, why would I use maya 2023 which has no modifier stack, history that you have to clear every 2 minutes or it crashes, etc, etc over max which everyone says is industry standard?

>> No.933436

>>933434
Now that is a question. If you compare it to 3ds max then yes Maya is a less suitable solution for non destructive modelling. Maye does have a way to mimick the modifier stack with a combination of nodes and a native sdk but it's convoluted and not comapred to the array of small tools that 3ds max offers. COMPARED to 3ds max yes mays is a less suitable solution for complex modelling but not a bad one.
If oyu have complex modelling task that require variations on the models then yes I would suggest 3ds max but if you are focused on animation and simple asset creationg Maya is a great tool that will save you a satep between two softwares.

As for my mood yes I'm in a bad mood.Fuck you.

>> No.933468
File: 378 KB, 739x1211, file.png [View same] [iqdb] [saucenao] [google]
933468

Is there anyway to turn Blender's child hairs into actual hairs?
I made some hair which is basically using 1 actual strange and a very specific clump and twist curves to get the shape I want. But now I want to make a few minor details but I of coarse can only change the main hair. I can't just add another stand because it doesn't look right with them both having a ton of children. Making a new hair system looks odd because the density of each clump of hair looks different. I just want to see if there's away I can convert the entire thing into editable individual hairs.

>> No.933508
File: 2.91 MB, 2565x1201, Screenshot (681).png [View same] [iqdb] [saucenao] [google]
933508

Why do I get lines? (see under her belly button)
seems to be tile size issue. here it was 2048

>> No.933523
File: 246 KB, 1000x1333, yohjiyamamotopourhommess2002lsdpigshirt3.jpg [View same] [iqdb] [saucenao] [google]
933523

How can I achieve a similar look to the piggie? In terms of shading/reflection/appearance/etc

>> No.933611
File: 362 KB, 1274x590, file.png [View same] [iqdb] [saucenao] [google]
933611

I'm following a tutorial and I'd like to know why my mask is so blurry compared to the tutorial's.

At the start I used remesh to .15m just as he did, but his is crisper.

Way back at the start, it used a mesh filter with "smooth". Could he maybe have applied it more?

>> No.933612

>>933611
Is the mask based on mesh resolution.

>> No.933627

>>931469
Propiro just released another video. https://www.youtube.com/watch?v=KvXUW60WSzg

>> No.933683

>>931490
Can’t tell if this is bait but blue screen can happen for so many things that calling that evidence of a virus is a stretch.

>> No.933694

>>933683
BSOD happened every time (and multiple times) i used the cracked zbrush. When i removed it from my system i didnt get it ever anymore. Still on that same windows install and same memory.

>> No.933699
File: 175 KB, 400x400, C857F842-DF0A-49EB-B3EB-E7F0111851EE.png [View same] [iqdb] [saucenao] [google]
933699

>>931505
>completely normal

Get the fuck off my board.

>> No.933700
File: 586 KB, 1242x1051, A872EB68-84FA-44B7-8BE2-340864F5C8A4.jpg [View same] [iqdb] [saucenao] [google]
933700

>>931561
Get me shome more information.

>> No.933731

Okay hear me out.
Im a software developer with 5+ years of experience thats just been fired.
Truth is, instead of being sad I feel relieved, and I see this as an opportunity to change careers.
I've been interested in digital sculpting for quite a while (I already have a digital tablet) and I was thinking maybe I should spend a few months learning a new skill that could open a path to a new career.
has anyone here done such thing? what should I focus on? Which software would be a good idea to learn?
Since Im interested in sculpting, Blender or ZBrush I guess?

If making a living with digital sculpting is incredibly hard, what else could I focus on? hard surface? Industrial design?

I hear you.

>> No.933749

>>933731
If you come from soft devellopment to cg work the best skill you can learn is to cut food vouchers.

>> No.933752

>>933731
learn Houdini instead, you can sculpt as a hobby, but if you want to earn money with 3D go where other artists can't go easily and you have an intrinsic advantage.
Tech artists are always sought after.

>> No.933770 [DELETED] 
File: 839 KB, 1923x1128, 2332.png [View same] [iqdb] [saucenao] [google]
933770

imported this from UE to Blender in order to simplify it by removing all the unneeded edges. how to I fix this mess so all the pointless edges go away?

>> No.933772
File: 109 KB, 938x528, 1649638321991.jpg [View same] [iqdb] [saucenao] [google]
933772

>>933731
>thats just been fired.
>I've been interested in digital sculpting for quite a while (I already have a digital tablet) and I was thinking maybe I should spend a few months learning a new skill that could open a path to a new career.
Anon...

>> No.933776

How do you guys make sure (or what protective measures you take) so you dont get your computer infected by a shit ton of malware?
Im getting zbrush2022 from an alternative source but Im too scared to even install it.

How do I protect myself?

>> No.933780

>>933776
get a job. Buy or rent all your software from official sources. Only torrent tuts.

>> No.933781

s it a meme on this board to post ironically bad sculpts that you've made? or no?

>> No.933790

>>933781
for you

>> No.933793

What's my best bet for converting video footage to a head mesh?

>> No.933795

>>933793
figure out the fov

>> No.933796

so i used facebuilder, i had high hopes,
its complete dogshit.

are there any alternatives that can help me to quickly generate a base mesh that aligns to a picture of a persons face? i can sculpt it but i don't want to waste my time if there are apps that can do at least the first part of it.

>> No.933797

>>933796
if it was ez, everyone would be doing it. Learn to sculpt. Learn anatomy.

>> No.933798

>>933797
that's what i wanted to hear actually.

>> No.933813

>>931998
You can.

But while it may help a sculpting beginner (you're not learning to use a tablet at the same time as learning the software) it will quickly hold them back from learning to sculpt. Try and write your name into something using your mouse. You've written your name hundreds of times in your life, but it looks garbage. The mouse works, but it just won't be good enough for anything.

>> No.933834

I don't understand what 'motion graphics' actually are. I go onto YT and look up motion graphics + cinema 4d and what it shows me looks just like someone did a maya / houdini animation

>> No.933838

>>933834

Graphic design but animated.

>> No.933842

>>933838
what i looked up looks exactly like stuff that was rigged and animated in maya and then sent to houdini for effects on top

>> No.933919
File: 69 KB, 772x826, 2023-01-18 170613.jpg [View same] [iqdb] [saucenao] [google]
933919

currently modeling this on maya for class
I'm wondering if there's a way to make the highlighted parts exactly the same radius? I only extruded and tried to make it approximately the same size

Also I put 8 divisions axis on the handle, do you think that's enouh considering the model must be build for animation and not game?

>> No.933939

>>933834
its like abstract moving shapes, you ever seen that kind of shit on website backgrounds? it's basically that kind of stuff

>> No.933950

>>933919
Break a section of the model and copy it. Something like that wouldn't even need to be one mesh.

>> No.933965

>>933919
>currently modeling this on maya for class
you know that you should definetely come up with your own ORIGINAL design and model and not rip off concept art or you'll be less than what an ai can do? I mean - literally - your work will be worthless

>> No.933976

how would i go about animating a model removing the shirt she's wearing in blender? for...purposes...

any hints? i've done a quick search but haven't found much useful information.

>> No.933978

>>933976
animating the undressing of a character is one of the most horrifying nightmares for animators....
Good luck.
Ripping it to shreds is probable one of the more easier solutions.

>> No.934078

guys i opened a fbx model in blender then removed the camera and the cube that are there on startup. after moving some meshes around, the file size is bigger than the original. how and why? i just moved some vertexes, i didn't add or remove anything. how can i open the model ONLY when i open an fbx file, instead of it opening on top of the default screen with the cube, camera, and light placed?

>> No.934079
File: 102 KB, 750x547, 1673513118476794.jpg [View same] [iqdb] [saucenao] [google]
934079

Using HD video as a source, what's the best way to capture the topography of a face and export it to 3d? Can I use A.I. to assist as well?

>> No.934084

>>934078
make the edits you want to make.
export as .fbx file.

>> No.934086

>>934084
i did exactly that. the .fbx file is 320kb while the original is 240kb. i did not add anything, i just moved the vertexes. it's my guess that there is something in the scene, since when you open a .fbx file it doesn't open it cleanly but blender retains the original scene that is there. that being: camera, light, and a cube. i removed those but maybe there's something else? that got exported along with the model.

>> No.934087

>>934086
when you make edits to a mesh that increase the complexity its inevitably going to increase the file size.

imagine if i had a fully sculpted head and then decided to turn it into a perfect sphere without amalgamating any subdivision.

just a thought experiment, which do you think will have a larger file size?

>> No.934089
File: 25 KB, 720x716, 1670345922430228.jpg [View same] [iqdb] [saucenao] [google]
934089

>>934087
th... the sculpted head? it's got lots of creases and stuff while a sphere is smooth. wouldn't it be less calculations for example how the light bounces or projects shadows under the nose instead of just a sphere. i don't think this analogy works senpai.

>> No.934099

>>934089
you are correct, i fail to see how it doesn't apply to your case? please inform me.
you are saying you moved some vertices around and that it increased the file size?
i don't want to get into the weeds about it but please clarify.

>> No.934101

>>934079
I believe this scenario has been solved by law enforcement, government agencies like the military for many years now, but they dont want the tech leaked out to the public for safety reasons. For now, you will have to sculpt

>> No.934102

>>934099
i took the model of a character and moved some vertices, correct. they weren't even that many to be honest. it's an old playstation character and i pushed the boob polygons and hip polygons in because i want to swap the character with a male character. file size increased by like 35%

>> No.934103

>>934102
the character wasn't even that feminine so the changes were really minimal...

>> No.934104

>>934102
>>934103
also, making triangle boobs into a flat surface seems like it would *decrease* the complexity, not the other way around.

>> No.934106

>>934104
that would involve less vertices overall.
>>934103
>>934102
change is relateive, at KB level, 100KB is alot,
but imagine you have a 1gb model and it changes by 100kb , its nothing right.

>> No.934107

>>934106
right. but suppose they made the model originally the way i did. why would it weight so much more? they'd have issues fitting all their content into a disk.

>> No.934108

>>934107
in fact that's the problem im having right now lol, because the model has an allocated space in the disk and i can't go over it. if the file size is bigger than the original i can't import it into the game as a mod.

>> No.934113

>>934107
if they made it the way you did, it would cost as much memory resource as it does for you.
am i sounding retarded here? i think that makes sense.

so if you made those edits that you did, saved, its a bigger file, you released it to the public, someone dloaded it, investigated it, it's the same amount of memory that it is when you last saved it, then they make their edits, and it goes up in memory cost, OH SHIT.JPG..

see where i'm going, i might be being retarded here, please do excuse me.

>> No.934115

>>934113
i mean, instead of making the original model then modifying it. they made it look like the modified version. it wouldn't weight as much, what with the kbs almost double just because i moved some vertices around...

>> No.934136 [DELETED] 

how the FUCK do i select all vertexes in multiple groups and delete them. this is pissing me off like crazy. i just need the head of the character and delete everything else including body rig.

>> No.934137
File: 17 KB, 325x257, 543534534.png [View same] [iqdb] [saucenao] [google]
934137

how the FUCK do i select all vertexes in multiple groups and delete them. this is pissing me off like crazy. i just need the head of the character and delete everything else.

>> No.934218
File: 105 KB, 1280x662, 1644967591654.jpg [View same] [iqdb] [saucenao] [google]
934218

https://www.britmodeller.com/forums/index.php?/topic/235113496-battleship-bretagne-france-3d-realisation-1200-scale/
How long do you think this would take to learn how to do?

>> No.934219

>>934218
Btw forum thread is relevant to show him working from plans and photographs

>> No.934230
File: 29 KB, 800x522, reee.jpg [View same] [iqdb] [saucenao] [google]
934230

TELL ME WHERE TO GET ZBRUSH 2022 THAT WONT GIVE MY COMPUTER AIDS
I ALREADY DOWNLOADED IT ONCE AND INSTALLED ON A VM AND THE INSTALLER DID NOTHING AND THEN THE VM SAID THERE WAS A TROJAN
IM RETARDED WHEN IT COMES TO FINDING 'FREE' SOFTWARE BUT MAXON ARE UBERJEWS AND WONT SEE A CENT FROM ME
(I would have gladly paid Pixologic since they were pretty chill)

>> No.934233

>>933965
We had to use an already existing concept, that's part of the assignment
But I'll be making my own concepts for personal art for sure!

>> No.934274
File: 112 KB, 754x551, ref1.png [View same] [iqdb] [saucenao] [google]
934274

Anyone know how to fix "knots" like this without spamming remesh and ruining the rest of the model? I can't smooth them out with the smooth brush unless I want to flatten the whole mesh.

>> No.934309

>>934274
I'd like to know this as well, I'm afraid the answer might be to just ignore it as long as you can, then eventually perform a retopo and use multires to sculpt with proper topology.
I've also encountered cases where they pretty much weren't noticeable once I activated smooth shading.

>> No.934313

>>934309
This is my first sculpt so forgive me for not following. Are you saying I should "finish" the mesh, but instead of retopologizing and baking the normals (assuming that's the right term?) I should retopologize and go back to sculpting? Do I then bake the normals on a simpler topology later, or just use the mesh with multires as my final product?

>> No.934320

In Unity for mobile, how do I make an app that I can have the user turn tap the power button on the phone and turn the screen off but have the Unity application continue to run and not halt? For example to hear the background music while this is happening?

>> No.934321

>>934320
(android)

>> No.934333

>>934313
I think it depends on your target detail level.
If you want a very high quality sculpt, in Blender you can reproject all your detail from the original sculpt into a multires modifier on your retopo, and then perfect the fine surface details using a very high poly count.
In this video they show something similar, using zbrush, at 17:00 https://www.youtube.com/watch?v=BUVMW-vdp4A

Then you can bake those final normals onto your retopo for the low poly version.
But I have only tried this a few times, maybe there's a better workflow that I don't know about.
I assume some people would just remesh to a high enough poly count that the problem isn't noticeable

>> No.934346

>>934333
Thanks for the link and info, and nice trips (I checked them)

>> No.934385

Can someone tell me how I fuck this up 9/10 times because it just doesn't make sense to me.

>Have reference image, a person for example
>Line it up for front view and side view
>Block it out
>Switch to side view
>Block out legs
>It's fine
>Block out arms
>Legs are facing the right way
>Arms are facing backwards
>Even though it's the same ref image from the same view therefore they should both be facing the same way

It makes no fucking sense to me. It's as if I have a ref for the right view and a ref for the left view and I'm blocking one (eg legs) from one view and the other (eg arms) from the other. I just can't understand how it happens.
A similar thing happens with the mirror mod sometimes too. If I have something made up of different parts, and they've been modeled in the front view, when I put a mirror mod on them, all will have the mirrored part at the back except one where the mirrored part will be at the front (or the mirrored part will be on the left for all of them and one will be on the right if that's easier to understand). I can't get my head around it.
Am I just fucking retarded?

>> No.934392
File: 605 KB, 1737x1006, LingLing.png [View same] [iqdb] [saucenao] [google]
934392

I got this model of Genshin Impact from Mihoyo. I wanted to see how they rig the eyebrows, but now I'm confused about this Chinese way of rigging everything. Why is every bone pointing up? This isn't how I've seen the rigs in YouTube videos.

>> No.934397

>>934392
idk but i opened a japanese model and it has the same thing.

>> No.934409 [DELETED] 

blender question about material color

i cannot make ColorRamp give me an exact color
picture related, i'm trying to make the shadow be pure red, while lighted area is pure white
i'm just getting a muted red and a grey
image has a color swatch showing the difference

what am i doing wrong, how do i fix this
i want a vibrant difference between the lighted and shadowed areas, not this dull thing

my light source is pure white without shadows btw

>> No.934410 [DELETED] 
File: 209 KB, 874x791, cr.png [View same] [iqdb] [saucenao] [google]
934410

>>934409
forgot picture

>> No.934412
File: 209 KB, 874x791, cr.png [View same] [iqdb] [saucenao] [google]
934412

blender question about material color

i cannot make ColorRamp give me an exact color
picture related, i'm trying to make the shadow be pure red, while lighted area is pure white
i'm just getting a muted red and a grey
image has a color swatch showing the difference

what am i doing wrong, how do i fix this
i want a vibrant difference between the lighted and shadowed areas, not this dull thing

my light source is pure white without shadows btw

>> No.934420

>>934412
Render Properties->Color Management->View Transform
You can set it to Raw and get the output you want, or at least a lot closer

>> No.934431

>>934420
FOUND IT.
bro you should've told me it was the little camera but i learned a bit looking around for it
thanks a ton i really appreciate it, got this to work how i want

>> No.934432

>>933731
Get another, better software development job. Sculpt as a hobby.

With 5 years of experience, you should be making more money than entry level cg jobs, with more free time.

>> No.934557

how do i texture a sculpted human face for free? i know enough about shaders i think, can i use AI generated face images to just kind of slap it onto the mesh?

>> No.934602
File: 75 KB, 1150x1080, 1672441101960.jpg [View same] [iqdb] [saucenao] [google]
934602

what is the best site for selling models?
and is it profitable?

i kinda have a huge repository of unfinished projects and i thought i could finish some of them up and try to sell them for cheap and maybe get some money from that

>> No.934613

is there anything out there for AI to 3D? i'm looking forward to being able to just spit out an AI image on stable diffusion and then plug it into some kind of AI to 3D input and get a decent result for little to no work.

>> No.934639

What software should I use if I wanna make cringe face masks like linkrel and shove electronics in them? Solidworks, fusion 360, something else? I'm assuming these have to actually be designed in a way that can be fabricated but idk what software is ideal for curved surfaces and the like. I have some experience with solidworks but only to the extent of an intro to mech e class telling me to 3d print a building face with words on it
https://twitter.com/not_weav/status/1617332309803565056?t=3fATtlXzUAKQO3EXehtWWA&s=19

>> No.934641 [DELETED] 
File: 228 KB, 1242x647, 1670034098807.png [View same] [iqdb] [saucenao] [google]
934641

I just started learning Blender, making the donut, and I have an issue with the snap tool. For whatever reason, the lowermost vertexes refuse to snap to the torus. I know I must've fucked some settings up, but I don't know which, and the tutorial doesn't elaborate on that.

>> No.934642
File: 1.05 MB, 1472x1500, 1645235910056.png [View same] [iqdb] [saucenao] [google]
934642

I just started learning Blender, making the donut, and I have an issue with the snap tool. Whenever I'm using the proportional fall-off, these fucking vertexes refuse to cooperate even though the others do. I have no clue what could be the cause of this. I know I must've fucked some settings up, but I don't know which, and the tutorial doesn't elaborate on that.

>> No.934649

>>933919
>In Maya class
Do they not teach you how to put a plane and use xray. Seems like a simple thing to do if you want precise match. More importantly you seem to have moved the model farther than original setup which is why you get incorrect space. I'm not even going into how you plan to put this in substance or whatever program that requires texturing, again little space to do anything which is causing problems and will cause future problems.

>>934642
Uninstall blender, it's a jank software that does random things, you are experiencing such thing because the developers refuse to do anything. Install another 3D program like Wings3D and learn the basics of 3D not copycat videos that are too old that the current blender version has change.

>> No.934688
File: 12 KB, 406x142, save-as.jpg [View same] [iqdb] [saucenao] [google]
934688

with 3ds max 2022, or any other version, is there a way to save in a lower MAX format than the 2 older version available on file>save as

>> No.934698

ok so i've re-topologised me sculpt. whats the next step? do i uv unwrap it?

>> No.934699

>>934642

... the verticies snap to the item you checked! why are you even use snapping and proportional editing the same time, that makes absolute no sense ... just switch snapping off and the nonissue is no longer an issue!

>Wings3D

...thanks pal, kekd hard!

>> No.934700
File: 269 KB, 1280x704, 1668224219695.png [View same] [iqdb] [saucenao] [google]
934700

>>934699
>why are you even use snapping and proportional editing the same time
Because the "icing" here is a separate object that is supposed to "coat" the torus, aka snap to it. This is what it looks like with "solidify" applied. The vertices sticking out are an issue, smoothing them would not be a problem but I want to know what causes this before proceeding. If I don't understand these basics fully, it would only cause issues later.
>...thanks pal, kekd hard!
I have no idea what Wings3D is.

>> No.934706

>>934700

...forget my critique, i wrote mostly nonsese! ...it could be that two verts snapped together or so, but i realy have no idea how you managed to create this issue.

when you want to work on an surface with geometry, use the shrinkwrap modifier ... that should solve the issue with rebelous verticies!

>> No.934752

>>934700
Why not shrinkwrap modifier?

>> No.934781

>>934700
>I don't understand these basics
That is the problem, you are learning something you should not do right now. The youtuber didn't bring you to the kiddy pool to learn how models work. These people bring a broken board and say "Ok swim and you too can learn just like me".

You don't need to learn these dumb stuff on blender. This can be done in other basic ways, these youtubers lack any skill in teaching.

>> No.934812

where's the best place to talk about and share AI generated images? (using them for 3d purposes mostly, e.g. references, concept, texture generation and upscaling)

>> No.934861

what's the point of bevelling edges?
i know it makes things look more realistic, but at a certain distance the bevel disappears
if the bevels are visible in the foreground and midground but disappear in the background, should i even bother at all?

>> No.934863

>>934861
LOD's and detailing

>> No.935036

>>934688
bump?

>> No.935122
File: 1.18 MB, 1030x781, 1672854617126.png [View same] [iqdb] [saucenao] [google]
935122

the normal map on this doesnt look like the person who modeled it made it
it looks like it was generated from an image of an actual PS1
is there a way to actually do that?
generate a normal map from an image?

>> No.935126

>>935122
>is there a way to actually do that? generate a normal map from an image?
You can always run an edge detection filter on it and tweak the results

>> No.935281
File: 539 KB, 1920x977, 1657443707769.png [View same] [iqdb] [saucenao] [google]
935281

>>931469
wtf am i doing wrong?

>> No.935361
File: 14 KB, 1072x135, question.png [View same] [iqdb] [saucenao] [google]
935361

>> No.935366

>>935122
photoshop and paint.net have addons to generate normal maps

>> No.935381

how do i simply paint colors onto a 3d model in blender? i'm not saying advanced super detailed textures. just solid colors. ms paint for 3d.

>> No.935388

>>935381
It depends on what you want from the texturing.
If you have a low polygon mesh but want solid colors as well as basic detail outlines and shit then your only choice is texturing as usual, that is, unwrapping, slapping on a diffuse texture and painting on that, be it painting on the image itself or in the viewport. Texture paint mode autodetects the images you want to paint on so just connect an image to the diffuse influence in the shader editor and you should be able to start painting.
But if you just want solid colors without any detail at all OR your mesh is fairly high poly and you want fairly "low res" details then you can use vertex colors, in vertex paint mode. All you need to do to see the colors on the model is connect the right vertex color channel to the diffuse influence. You can also manipulate vertex colors to make those low resolution details sharper in the shader by using something like a color ramp or a "power of" math node.
And if you want the entire model to have a solid color then you can just use the object color.

>> No.935410

I painted with vertex painting in blender, now i'm trying to import it into blender. how do I do this whilst keeping the paint? i exported as FBX and dropped it into unity, no textures.

>> No.935414

>>935410
fuck, i meant unity. i'm half asleep.

>> No.935440

>>935410
>>935414
No. I'm about 90% sure that Unity doesn't support vertex color. It's either Unity that doesn't support it, or the FBX standard that leaves that data out, but either way the point is that that workflow isn't a thing. Do it properly.
>unwrap UVs
>create image
>paint texture
>pack it with other stuff that makes sense given your optimization
>import that into Unity

>> No.935442

>>935440
Vertex colours work fine on fbx and in unity anon, you just need to wire up your shaders to actually read them

>> No.935444 [DELETED] 

>>935442
https://youtu.be/HzKmtm2MI64

>> No.935445

Are there any quick methods to get good rigs with basic IK in Blender? I don’t really need the most extravagant rigs, just something that gets the job done with my simple models and posing them.

>> No.935451

>>935445
Yes it's called uninstalling Blender, watch a 1 min video on maya to auto rig a character. Done, blender developers to this day refuse to add this basic feature.

>> No.935452

>>935451
Maya doesn’t have some of the 2d animation tools that blender does though. Believe or not, Blender is a pretty solid traditional animation program. It’s sort of like an evolved version of Flash in a lot of ways, but I still don’t like the rigging process. Might need to look into rigify and see if there’s something to that.

>> No.935541

>>935452
>Might need to look into rigify
What? You are not using Rigify? You goddamn idiot. Do you also wear your shoes without socks?

>> No.935544

>>935541
>animating in blender
jesus

>> No.935578
File: 24 KB, 500x250, img-72448.jpg [View same] [iqdb] [saucenao] [google]
935578

I asked on /g/ and on /sci/ with no replies except someone recommended asking here.

Is there a software of some kind that will let me draw 3d diagrams? Like I need to have boxes (and possibly other shapes) with text in them, all over in 3d space connected by lines or arrows, I want yo be able rotate/change view, zoom in/out?

Obviously I could make something like that in blender but I know nothing about it and even drawing boxes and placing them is hard and I frankly don't want to learn to model just to do that. Maybe there is some plugin that will simplify those few operations?

>> No.935638

>>935541
I’m going from programs like TVP, Toonboom, and Flash to Blender. It’s a pretty big jump. All the tutorials when you search up “rigging blender” also seem to be the ground up method, which wasn’t hard to learn but it was just tedious to do for every model when I was using them for very basic things.

>> No.935713

Any tips for weight painting on Blender? I paint the arm and it somehow leaks to other places. I guess the auto normalizer sees that I removed weight, so he says "hey let's give that weight to the toe" and so on in a cycle. I keep checking my bones and zeroing the parts they control and shouldn't, but when I finish and restart checking there's new stuff. It's not even the symmetry, I understand that.

>> No.935771

If I want to sculpt a character in zbrush should I just subdivide as needed to get all the wrinkles and stuff on a face or is there some method to keep resolution low for areas that are unimportant that I should use?

>> No.935817
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935817

I want to generate a human figure so I can make a statue out of it. Anyone have any generators that aren't dogshit and would get me something pretty close to pic related? I want to be able to customize the parameters, so just a single model won't work here. Whole body is fine, I can edit out the parts I don't need, but I want it to be pretty high-quality.

I give absolutely zero shits about learning to sculpt or model it myself, I want to straight up generate it using a program or UI.

>> No.935820

>using Blender for the first time ever
>download free Overwatch model with rigging
>follow youtube animation tutorial
>want to animate the face (blinking, mouth opening, etc.)
>cannot find any bones rigged to the face
I may be a complete dumbass and just cant find the face bones because they're hidden on some separate menu or a separate file, or maybe the face is not rigged. How do I check? And if the face isnt rigged, can someone point me towards a tutorial that can teach me how to rig it?

Also, somewhat related, I cant adjust the fingers of the model. So she's stuck pointing her index finger. Am I missing something? Surely there must be a way to get her to stop pointing.

>> No.935822

>>935817
Daz maybe.

>> No.935915
File: 618 KB, 1432x790, ugly.png [View same] [iqdb] [saucenao] [google]
935915

any ideas on how to avoid this ugliness when bending the leg at this angle? i've tried weight painting that area to the hip but it just looks even more ugly.

using rigify

>> No.935918

When I try and paste my rigged model into a new blender scene, the rig gets “broken” apart and it pastes it as each individual piece. Anyone know if there’s a way to fix this?

>> No.935923

>>935918
I’ve also tried the various ways to append it into the new project. I don’t know if there was a step I missed in the rigify process or what. On my model.blend the mesh and rig work fine, then the moment I move it over the rig breaks into every individual piece and won’t move the model any more.

>> No.935924

>>935915
Paint it right and then fix whatever small detail remains with a shape key. Your weight paint is probably garbage, just a red line or something; it needs to be more like the automatic one, a gradient.

>> No.935945

>>935915
Smooth the weight paint, move the joint forward a little.

>> No.935946

>>935578
Maybe something like Sketchup will work for you. It's a small and simplified 3D program.

>> No.935947

>>935713
Don't remove weight. If you want weight moved from the elbow to the shoulder, add to the shoulder instead of removing from the elbow.

>> No.935978

How can i set fusion 360 move, pan/zoom like in maya? Haven't found anything in preferences.

>> No.935980

>>935410
you have to make a material and link it to a shader that reads your vertex colors, are you on standard, URP, or HDRP?

>> No.935981

>>935915
what is your topology?

>> No.935983
File: 341 KB, 1920x1075, bobplociennik05.jpg [View same] [iqdb] [saucenao] [google]
935983

I'm into miniatures painting and have a bad feeling about a lot of digital sculpts that I come across. I am no sculptor and it is hard to put it into words proper, so please excuse my fumbles. I feel that edges are too uniform, too fat, as if an oil portrait was painted with thick outlines. I hope this makes sense. I grabbed a random image from the web. Look at the hair, the side of the cape, the side of the clothes, the thick materials that don't thin out but are like cut clay. The best parts are actual human flash, but the clothes, swords, etc all feel really bad and digital when compared to say Perry Miniatures.

Why is this? Is this a skill issue of the artist, or a byproduct of the digital sculpting tools and process? Is this because of limitations of the 3d printing technologies in use today? I am getting more and more interested in sculpting as I develop my painting skills, and I wish someone would help me understand this trend in digital sculpts that miniature manufacturers create these days.

>> No.936007
File: 345 KB, 1623x805, train2.png [View same] [iqdb] [saucenao] [google]
936007

Can I make the subdivision surface modifier weaker?

>> No.936016

Is daz3d the easiest way to generate coomer cg? I want one so I can make a quick buck making shitty sex games on steam

>> No.936017

>>935983
You cant sculpt certain details too thin as they would be too brittle so you have to compromise.

>> No.936025

i really really REALLY wish i could sculpt convincing likenesses, and quickly too.

i can sculpt a good face but for some reason making likenesses even with perfect ref images is like 4* the work, or it feels that way.


any fundamental tips that you could share which would help me out?

>> No.936065

>>936025
Even speedchar has trouble with likenesses, I think it's just an inherently difficult problem since our brains are great at detecting all the tiny subtleties in facial anatomy

>> No.936069

>>936007
no, ur base mesh needs to be lower poly

>> No.936071

>>935281
fucked up uvs

>> No.936092

>>936025
Post your work

>> No.936107

>>934392
>>934397
When you import the FBX make sure that in the import settings you select "Keep bone orientation" and shit like that or blender will point them all straight up.

>> No.936109

>>935915
Enable preserve volume in properties.

>> No.936273
File: 551 KB, 1109x706, pyw.png [View same] [iqdb] [saucenao] [google]
936273

>>936092
i only do it in my free time as a way to wind down, are my faces pajeet tier? i know its not HD detailed but are they missing anything fundamental in terms of aesthetics?

>> No.936274

>>936273
you wont go far without texturing, hair, and rendering

>> No.936276

>>936273
>no perspective
>completely symmetrical sculpt
>no hair
>no texture
>'GEE WHY I CANT ACHIEVE LIKENESSES'

>> No.936296

>>936274
>>936276
alright, i'll get on it.

>> No.936304

Can you use a VR headset with Blender or other traditionally "2d", (computer monitor I mean), software? I managed to learn the basics of modeling to the point I can make a super low poly dude and put some bones/texture on him, however my tiny rodent brain just sucks at shaping things in 3d with a 2d UI.

>> No.936306

>>936304
vr is a dead meme

>> No.936318

>>936306
Ok sure but I'm saying VR as a modeling peripheral and not a new entertainment system.

>> No.936324

>>936304
>>936318
No. Get good. You need a mouse and a dozen hotkeys at least. Unless they invent something to control it with your mind, no.

>> No.936430

Whats the best paid or free course to learn to model vehicles in blender.

>> No.936444

>>935578
>even drawing boxes and placing them is hard
no it isn't, you just need to get use to a 3d workspace. take a day to learn navigation in blender and you'll be good to go.

>> No.936445

>>935541
>Do you also wear your shoes without socks?
i do sometimes with my old beat up shoes when im in a hurry

>> No.936448

How do I do fancy anime heads like in guilty gear? Do I sculpt an retopologize or is up to doing it slowly from a box model?

>> No.936484

What the fuck is a 'feature' film?

>> No.936537

Using Blender. Can I trigger a shape key from a saved pose, for example when the pose is 90% blended or more? I am using a pose library to lipsync, but sometimes the lips aren't on the same depth, so I was wondering if there's a way to fix it with shape keys.

>> No.936540

>>936484
Afeature filmorfeature-length filmis anarrative film (motion picture or "movie")with a running time long enough to be considered the principal or sole presentation in a commercial entertainment program. The termfeature filmoriginally referred to the main, full-length film in a cinema program that included ashort filmand often anewsreel. Matinee programs, especially in the US and Canada, in general, also includedcartoons, at least one weeklyserialand, typically, a second feature-length film on weekends.

>> No.936561
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936561

I want to know which available model or method can get me well-rigged human figures for a 3D anime-style project.

I don't need every individual pore or hair modeled, I don't need complicated wrinkles, I just need a complete human rig that's simple enough that I can make a custom head if I want but complex enough to have fingernails and muscle definition.

What Blender or other resource will be my best bet?

>> No.936565

is it better to be a generalist sculptor or one who sculpts one particular thing? and how particular are we talking?

>> No.936638

>>936540
give a real answer, boomer.

>> No.936722

How do I create fog/smoke overlays? just a smoke simulation and render it with a transparent background?

>> No.936783

When will they have the next alpha release of simulation nodes?

>> No.936821
File: 65 KB, 812x718, image_2023-02-12_231856034.png [View same] [iqdb] [saucenao] [google]
936821

I'm too tired to articulate my thoughts as words, but does what this says make sense?

>> No.936845

>>936821
I'm too tired to read your image. We are lazy fucks we should quit 3d.

>> No.936849

>>936821
It's missing some steps, if you only grab the blue channel you can fudge a cavity map. Dunno why it doesn't tell you to just bake a cavity and curvature map, a boomer could use a normal > cavity filter as well

>> No.936867
File: 16 KB, 512x288, 67402728_574802610008363_1611458041398427648_n.jpg [View same] [iqdb] [saucenao] [google]
936867

i'm a tech artist at a video game company, i have a bunch of highschooler coming to the work place next week for a small "internship" (it's really just so that they see a work place that they can choose)

I'm supposed to explain the whole "art" part of a video game. Any tips ? I had a bunch a few months ago and I tried to explain to them how texturing work but it was way way harder than I thought to explain them what are UV and metalness, roughness...
At one point I was explaining them what nanite is (we use ue) and I realised that they probably understood nothing (because then you have to explain poly count, using it in a engine, just a ton of small other sub topic) and that it was mostly not important stuff for them
I don't want them to be bored but at the same time it's not easy to keep it interesting for a few hours

>> No.936874

>>931469
what's the best / fastest way to get an animated show or movie sold? start a youtube channel? post shit on there?

>> No.936882

>>936849
>Dunno why it doesn't tell you to just bake a cavity and curvature map, a boomer could use a normal > cavity filter as well
I couldn't think of the word "cavity map" so I tried to explain what I was thinking in terms of the jargon I could actually remember. Rather than tell me the word I was trying to remember, it took what I said and tried to figure out how to make a cavity map based on that. ChatGPT is like dealing with a genie that fucks-up your wishes not out of malice, but autism. It can even fuck-up basic math if you let it.

>>936874
It's not what you know, it's who you know.

>> No.936888

>>931469
anyone have a full male body ref that is not to muscular or thin

>> No.936898

Any way to make two bones in pose mode in Blender have the same position? The bones have the same base, but now I want to move one to match the other. Kinda like snap to bone, but I want it to work in pose mode, so I need it to automatically rotate and scale to match the other tip. This would save me a few hours of work and surely many more in the future. Any ideas?

>> No.936922

is it possible to make mid-double digit dollars a month off sculpting realistic human heads and selling them on some kind of 3d asset website like sketchfab? that's the only skill i have in 3D, i would really like to start making a few dollars off the work, but i have a feeling its going to be nearly impossible.

>> No.936928

Recently I've started getting into 3D and been enjoying my time.
Will AI come for 3D just as easily? Is there even any point in trying to go further with the power most people will have nowadays?

>> No.936977

>>931469
how do models and textures work in gaming when u have 3 (low, mid or high) or more quality and resolutions?

like should i make a good model and good texture and the software automatically downgrades stuff?

>> No.936980

what is the ".max" 3d model format? is it still downloadable and usable? i got models from 5 ish years ago, xavier renegade angel models.

>> No.937070

Is there anything I should know going from directing 2d animations to 3d? I remember one of the big issues with Berserk 2016 was the director who had been successful in traditional animations had never really directed a 3d animation so I figure it’d be good to check if there’s anything I need to keep in mind or any “rules” that are good to remember when doing a 3d animation.

>> No.937074
File: 44 KB, 1000x444, The_Unseen_Secrets_Behind_Using_3D_to_Make_2D_10.jpg [View same] [iqdb] [saucenao] [google]
937074

>>936980
'.max' is the standard native 3ds max file. Usually 3ds max keeps 4 years of interoperability between max versions so you can open a 5 year old file using 3ds max 2021. If you need translation to other types of files I could help.

>>937070
3d makes stylization more difficult. Not impossible. Just take a look at Arcane they achieved a great style but had to use heavy 2d based workflows including making 2d overlays on the animation and an extensive use of matte painting.
3d can be as flexible as 2 but at the cost of adding volumetric constraints to your cheracters and spaces. In anime you can get away with floating mouthes, nostrils and anatomical details but in 3d you'll have to tweak stuff if you want to get a style or a certain look going.
3d also constrints you with lighting but it gives you great tools to achieve a consistent look and obviously light a scene in a 'physically correct way'.

TLDR 3d is more complex but also has more potential because it literally adds a third dimension to the work.

>> No.937076

>>937070
>>937074
https://www.foxrenderfarm.com/share/the-secret-behind-using-3d-to-mak8svvke-2d-animation

>> No.937080

>>937074
Gotcha, that makes since. What’s selling it to me so far is the consistency with minimal effort. In traditional animation you are juggling a lot of things to get something that looks nice but is also coherent enough that the eye reads it right. You’re balancing proportions, perspective, anatomy, and the details and keeping that in mind plus redrawing that for every frame. With 3d, almost all of that is done for you. You don’t have to worry about all the illusions you had to draw on a blank canvas to create the illusion of life, and the nice thing is the principles of animations still transfer over to 3d just fine, but you are more directly focusing on the animation side of things. I can definitely see a hit to the stylization happening. Might look into blending 2d animation with 3d for those moments where the model just isn’t doing what I want. I appreciate you taking the time to break that down.
>>937076
Looks like the link has sadly 404’d. I’d have read it though and appreciate the attempt.

>> No.937086

>>937080

It seems that fox render farm has link filtering just search for:

Shocked! The Secret Behind Using 3D to Make 2D Animation was Revealed!


Cheers mate.

>> No.937102
File: 91 KB, 921x633, DC8DDD1C-FA54-4188-B976-E45E496FBBCE.jpg [View same] [iqdb] [saucenao] [google]
937102

>>937086
Awesome, found it. The nice thing is I was already using those deformation techniques on my first animation test (here’s an inbetween frame that sort of shows it off, but being an inbetween it’s sort of messy). Looks like I’m on the right track in my workflow. The end goal will be something similar to “the Bad Guys” and thankfully, the art book they released actually goes into how they achieved their style as well.

>> No.937103
File: 1.21 MB, 1334x750, 873A032D-B56D-403C-910C-E93DBFC38542.png [View same] [iqdb] [saucenao] [google]
937103

>>937102
Then here’s another inbetween of the model deformed. I used the scale tool though instead of dragging the arm towards the camera.

>> No.937104

>>937102
>>937103

Nice shit anon keep us posted on WIP!

>> No.937105
File: 105 KB, 1404x744, blender_patch.jpg [View same] [iqdb] [saucenao] [google]
937105

blender question here

my nurbs patches are displaying as very small sections inside the CVs, but in other programs i've used the patch is supposed to extend to the borders of the CVs.

is this a display issue or a setting i missed somewhere? i cant seem to find it, but its making it very difficult to work with surface patches

>> No.937106
File: 69 KB, 1080x678, 49477D1D-CF6C-44A1-AA54-BC72C00BA55B.jpg [View same] [iqdb] [saucenao] [google]
937106

>>937104
I really appreciate that. The end goal is creating quality family entertainment akin to Bluey or Mister Rogers Neighborhood, but the technique I used for that test animation, while successful in getting a 2d hand drawn look, was still quite a bit more work compared to just using a well made, properly rigged 3d model. Gonna spend most of my day studying that more in depth. I’ve made a couple models and rigged them, but the technique I use covers for a lot of the mistakes with bad topology and rigging.

>> No.937107

>>931469
Can someone with 3ds max convert these to something compatible with Blender please?
https://files.catbox.moe/r9b10q.3DS
https://files.catbox.moe/z2hjx3.max

>> No.937119

>>937107
Dude that is blood gulch. Oh the memories

https://files.catbox.moe/78eb5a.obj

https://files.catbox.moe/xdm4ps.obj

>> No.937182

Anyone got a link to that short comedy skit about the VFX guy where the client comes in and tells him that there's a pixel out of place or something and his wife leaves him because he's always working? Pretty sure there's no spoken dialog.

>> No.937418

>>937119
Thanks!

>> No.937671

Is there a guideline on how big/small my bevels/chamfers should be?

Initially I considered factors of 10. If I'm modeling an object whose bounding box is greater than 1 m, I'll make the bevel something in the 1 to 10 cm range; for objects with a bounding box smaller than or around 1 m, I'll use 1 mm bevels.
In practice, this isn't quite there and I don't want to trial and error a good size. Is there some sort of one-size-fits-all measurement or golden value or something?
IMPORTANT: I'm not talking about bevels that are part of the design of the object, but I am talking about the miniscule roundness that makes real-life edges not perfectly sharp; so if I make the bevels too big, the object might look like a miniature or something and I want to avoid that.

>> No.939118
File: 90 KB, 500x625, FjldUV7XoAA-RxD.jpg [View same] [iqdb] [saucenao] [google]
939118

I have some basic knowledge in Cinema 4D as well as Blender. Which one should I focus on learning if I wanna create daily content like pic related, but animated for a future tiktok channel?

>> No.939205 [DELETED] 
File: 55 KB, 253x303, transparent.png [View same] [iqdb] [saucenao] [google]
939205

I have a hole in a mesh (a window) that I want to copy over and over across the surface of a building. I made it by texture painting with add alpha. When I use clone tool, it clones the area, but paints completely opaque. Is there any way to use it and copy the transparency itself to different places?

>> No.939213

>>932546
its preinstalled in blender just search for it in ur addons menu

>> No.939214

>>933142
the absolute state of /3/

>> No.939219

>>937105
that's just how nurbs work idk what other programs do to pretend it isn't

>> No.939297
File: 65 KB, 1280x720, maxresdefault (1).jpg [View same] [iqdb] [saucenao] [google]
939297

Why DIDN'T autodesk buy zbrush?

>> No.940413

I found a perpetual copy of zbrush 2022 for cheap in a software website, can you still use this version of zbrush or do they not allow you to register whatever key is in the CD or whatever.

>> No.940423

>>940413
buy perpetual zb 2023

>> No.940426

>>940423
It costs 600 dollars.