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File: 11 KB, 2048x1024, EdCfhHQWsAEuw18.png [View same] [iqdb] [saucenao] [google]
942804 No.942804 [Reply] [Original]

How to Photogrammetry with mismatched photos?

I'm restoring an antique machine. There's a broken part on it. I can't find a replacement. I can find a lot of photos online of the complete machine with the part I need.

I was thinking about masking out every aspect of the image except for the part, and then clamping everything to grayscale. I didn't want to go down that rabbit hole if it was a futile effort.

Also stupid questions thread.

>> No.942809

>>942804
Let us see such machine and such piece.

>> No.942811

>>942809
Advance lever and ratchet for a Champion Blower and Forge #96

Picrel is a restored one.

>> No.942812
File: 233 KB, 1600x1200, df6e0371bd0b21f2c8401409572ed3b9__01.jpg [View same] [iqdb] [saucenao] [google]
942812

>>942811
I'm retard

>> No.942813
File: 2.68 MB, 2176x4608, 16813359188565969366245510449495.jpg [View same] [iqdb] [saucenao] [google]
942813

>>942809
Remnant of mine. Planning on doing a 3d print, tweaking, reprinting, and lost PLA cast

>> No.942815
File: 143 KB, 220x196, tech support.gif [View same] [iqdb] [saucenao] [google]
942815

How to learn the complex & subtle shit folks pull off with HLSL?
I seen shaders that simulate gravitational warping of light, or toon shaders that put most of us to shame

It's one thing to hack together shit from GitHub until it works, but it's another thing entirely to understand why it works so I can write my own.

>> No.942821

>>942813
>>942812
>>942811

Le beautiful machine. 2 things: 1.Photogrammetry wont do well cuz the piece lacks surface features and tends to be glossy. Your best bet would be to model it manually. If you are a tourist I'll be glad to help with that I just need some good ref photos and some measurements.
2.Why do you need a 3d model? Are you planning on sand casting it?

>> No.942822

>>942815
Shaders are a rabbithole I've refused to enter cuz I know I would get lost in it. Best way to learn HLSL is to gen into a good demoscene comunity.

Shadertoy.com is a good start.

>> No.942824
File: 62 KB, 564x752, 91533d3c06631d1e93aba5eaa365d68c.jpg [View same] [iqdb] [saucenao] [google]
942824

>>942813
>>942821
Yep looks like that part has broken on so many others. If you can get photos of a rusty one it could work but a painted piece will have glossy surface and wont do good with photogrammetry.

>> No.942825

>>942813
>2.Why do you need a 3d model? Are you planning on sand casting it?

Didn't read that. Duh.

>> No.942827

>>942824
>>942825
>>942813
>>942812
>>942811

Made a little research on the piece and because it's tha main power drive level it deals with a good deal of stress. I'm not say into casting but wouln't it be better to make it from steel instead of cast iron?

>> No.942831
File: 518 KB, 675x968, Capture.png [View same] [iqdb] [saucenao] [google]
942831

>>942821
>>942824
>>942827
>>942824

What if I use the following workflow for photogrammetry:
>Get pics
>Mask out all non-part pixels
>greyscale and mute bright (glossy) spots
>Add brightly colored pixels manually on key areas

It is a common part to break as mentioned. This is one reason I am having a hard time finding it.

I work at a CNC machine shop, so I *could* make it from anything, but I would prefer to keep it period specific, so I intend to do an iron casting.

I could also just go back and forth with plastic until I get it good enough, but I want it to be as close to the original as possible - thus the photogrammetry desire.

If I knew someone who had one, I would ask to borrow it for a 3d scan or just create a mold from it.

I've also considered using a needle gun to make a machined part look like a sand casting and call it good enough.

picrel is a scan from a catalog from 1922 - 26 years after the machine's debut. My model could be anywhere from 1896-~1940. I won't know until I can get the grime off of the spindle, and even then the date stamp might be too faded. If I do see a date stamp, there's no certainty that the spindle is original to the machine.

>>942824
The machine pictured here is likely a Type BB instead of the Type 96. The type 96 was based heavily on the BB. The BB was so named for the "b"all "b"earing on the spindle. Other models used a babbitt bearing. The 96 featured an auto return function. The drill would advance under the advancement lever to a set depth. Once the machine reached this depth, a gear would engage causing the machine to reverse itself relatively rapidly. This allowed an operator to use it continuously without having to reset the machine himself. Often pulleys were affixed to the fly wheels or crank wheel to automate the process further, though this would have been done in a custom fashion.

>> No.942871

>>942831
Noted. Ok why don't you make a photogrammetry model of the half you have. Post it and then I model over that?

>> No.942897

>>942871
That's what I intend to do - get a good model of what I have and a crappy model of what I cant. Then I'll blend the two together in blender, import the STL to Inventor and put the holes in with more precision. Then I can 3d print one in PLA to check for fitment.

Once the kinks get ironed out I'll do a lost PLA cast.

I was thinking it would be really cool to carve one from wax, skipping the modeling step entirely. This is the way they probably did it originally. The only problem with that is it won't be as accurate to the original. I like the idea of keeping things accurate.

>> No.942900

>>942897
Your best bet would be to find a good soul with the same machine willing to take photos of the piece for you. There must be tons of forums of good people that could do that for you. Maybe in /diy/ you could find a guy that has access to one of those.

>> No.943177

What was the name of that software for ripping 3d models from running directx games? I think it was called dxd3rip but I can't it anywhere. Anyone has a clue?

>> No.943490

>>943177
ninja ripper

>> No.943528
File: 158 KB, 556x658, Douglas fir forest in Oregon.jpg [View same] [iqdb] [saucenao] [google]
943528

>>942804
what are your favorite best all around kitbash kits

>> No.943682
File: 157 KB, 700x700, posters-wooden-box.jpg.jpg [View same] [iqdb] [saucenao] [google]
943682

So im working on low poly old school ps1 style texturing. I'm using a lot of images like pic related. Downscaling, limiting colors, etc.

But one thing im worried about is lighting. When using Google images and UV wrapping the lighting is super inconsistent.

The only solution I can think of is to make the models high poly and apply real high-resolution textures. Then lower the resolution of the high poly and high res texture model and put it on the low-resolution model.

Which is so much fucking work for low poly nonsense.


I feel like I have to make literal high poly 3D models with

>> No.943688

On the topic of photogrammetry, anyone knows of a way to remove specularity in a video? I mean, some automated process to do all frames quickly, not manually editing every image.
I'm trying to make a car, but I think reflections are getting in the way of good results.

>> No.943697

>>943688
Depending on what you're doing, maybe doing a photoshop action and using batch processing would work.

>> No.943726

Is Blender really THAT bad for hobbyist?
I want to make renders of cute anime blobs and environments.

>> No.943729

>>943688
Even if you use a polarizing feature a car will lack the surface features to give you a good result.

>> No.943730
File: 224 KB, 1079x2672, 5TMc55t.jpg [View same] [iqdb] [saucenao] [google]
943730

How do I correctly prepare a game model in Blender for Substance Painter? I've made a low-poly and high-poly versions of my model which consists of several objects(4 objects), unwrapped the low poly version and put all the parts on one UV map. Do I need to create separate material for each object or is there a more efficient way? I'm kinda lost when it comes to exporting a model correctly.

>> No.943759

>>943726
Just give it a go.
There's like 3 extremely vocal faggot anons here that don't model but spend their entire day screaming about Blender.
It's got some quirks, as all software does, but it's perfectly serviceable and you can make decent stuff in it if you know what you're doing. Contrary to what those faggots like to say.

>> No.943761

>>943730
All that matters is the low poly version.
You're using the high poly to bake normals and the maps. It doesn't need a material at all. Really, neither does your low poly, unless you specifically need different materials. SP should handle those slots automatically.
It doesn't really matter how many parts the exported model has, just as long as your UVs on the low poly version don't overlap. Even then you can have them overlap if they're mirrored parts, but I like to export a version that's not mirrored (just half), bake my maps, then change the model to the mirrored one and use the previous bake. That way shit doesn't fuck up when baking and you can have overlapped bits.
Your separate parts don't need extra materials unless you really want them to either. You can just mask things off based on UV islands and handle everything on one material. It'd be more efficient in the long run since you only need to call up the textures for one material rather than 4.

>> No.943795

How can I get a paid model for free on cults3d?

>> No.943960
File: 208 KB, 925x1280, F6DACF1E-FE1C-4505-939F-A4D149BCA53C.jpg [View same] [iqdb] [saucenao] [google]
943960

In Blender, how would I go about adding details using Grease Pencil. For example, I want to make this robot guy, and I make the red body without the white or black parts on it. How do I go about adding those details using Grease Pencil

>> No.943994

Is GTX 1050 enough for low-poly in 3ds max?

>> No.944014

How do I get into learning texture stuff. I’ve been leeching off Poliigon for too long

>> No.944022

>>943994
You could honestly get away without having a GPU at all.
GPU largely makes a difference in rendering, and even then if you're doing simple scenes at manageable resolutions, you could even render on a CPU.
That being said, having a GPU is preferable to not having one. So yeah, 1050 is fine, but you might run up against its limits if you start doing more than just low poly renders.

>>944014
Check out some of the tutorials for Substance Painter or similar. You don't need to use the software, but the workflow is something nice to keep in mind. Thinking about how an object would wear, its age, interactions with the world, etc.
Also if you haven't really figured out how to UV unwrap something, I'd start there. If you can unwrap a cube, cylinder and sphere, you can unwrap anything. Once you're able to visualize how a cut is going to affect your unwrap and you start thinking economically and using minimal cuts, that's when you've really mastered it.

>> No.944039
File: 378 KB, 748x580, Wendi.png [View same] [iqdb] [saucenao] [google]
944039

Working on a creature with antlers. Playing around with fur texturing but how can I make it so fur particles do not grow on the antlers? Should I have made them and anything else that shouldn't have hair a separate object?

>> No.944046

>>944039
Vertex groups are your friend.
Add the areas you don't want the fur to a vertex group, and in the density section of your particle system, add that vertex group to it. If it changes it to only have fur there, hit the little arrow thing next to it invert it and have it work properly.
Assuming you're using Blender anyway.

>> No.944047

>>944046
Noice, thank you

>> No.944120

Is it normal to feel like I’m not making too much progress

>> No.944129

>>944120
At the beginning, or middle?
You generally hit a wall when learning anything near the starting point of your middle stage. Where it doesn't seem like you're making much progress, despite practicing just as much if not more than you usually do.
The solution for those times is to completely change up what you're learning and focus on some other aspect. Learning something is an all-encompassing process, and when you reach the "doldrums" it just means you're missing something that you should also focus on to improve your understanding.
This is kind of why taking courses works for these kinds of things as it has a structure that tries to gather all of those aspects to create a solid understanding of a skill. When you're teaching yourself though, you don't know what you don't know, so you can't really be sure what you should be learning.

>> No.944145
File: 108 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
944145

Does anyone know how to get this kind of shading on anime faces using raycast shadows instead of painted shadows? I thought it was just normal editing, but when I tried I kept getting jagged and sharp shadows whenever the character would move their mouth to talk and stuff like that.

>> No.944218

>>944145
It really just looks like fucked up normals to me, judging from that picture.
Like they projected normals from a sphere.
Girl in the middle has some jagged shadows too.

>> No.944226

>>944218
I guess I should improve my topology and try again. I'll probably ask the same question again in a couple months if it doesn't work out.

>> No.944254

>>944218
>jagged shadows too
That's the magic of Eevee.

>> No.944276

>>944226
Post a screenshot of what you have and maybe someone can help.

>>944254
That's an in-game screenshot you schizo fuck. Your head is so far up your fucking ass you can still breathe out the other end.

>> No.944393

To create 3D models, you don't need a tablet, you just need a mouse and keyboard.
Then why creating 2D, exponentially simpler thing, need a graphical tablet? Can't you just use mouse and drag splines around with a mouse in "CorelDRAW!"?

>> No.944395

>>944393
Can manually click pixel by pixel if you want, It'll still work

>> No.944396

>>944022
>GPU largely makes a difference in rendering

Texturing
There's no other option than the GPU when it comes to viewport performance

>>943994
Depends on how low is low poly, sounds like you have a beast for what I have in mind despite it being 5-ish year old low range card

>> No.944397

>>943726
Blender isn't bad period

t. Maya / Houdini user who has used blender for only 2 days

>> No.944398

>>943682
You need to get down and dirty with manually painting stuff

>> No.944402
File: 263 KB, 1250x1804, FmNOjv9aEAgqbkw.jpg [View same] [iqdb] [saucenao] [google]
944402

Can Blender or OpenSCAD run well on the integrated GPU of, say, a Ryzen 7700?

>> No.944411

>>944395
Many pixel-art artists are using a mouse, so you're not wrong.

>> No.944434

how do i move the cursor on the screen

>> No.944448

Say I've got hours of cam footage of various people and I'd like to use a stock 3D head to morph them to, so I can eventually blend them into original heads.
What kind of software should I be looking at, free or commercial, that accurately reproduces the appearance so I don't get monsters?

>> No.944462
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944462

This model, and ONLY this model, has been doing this shit with an IK on it the entire time. The problem goes away if the IK's shut off, and the bone itself is meant to be connected, but somehow it went full retard and fucking yeets itself.

I cannot animate with this problem either without having to go back to rerender those busted frames, which wastes so much fucking time. Anyone know where this is coming from and how do I fix this shit?

>> No.944463
File: 24 KB, 458x468, fuck.jpg [View same] [iqdb] [saucenao] [google]
944463

>>944462
To add, this is what the IK mod is. I've never had an issue with any other model besides this one.

>> No.944489
File: 310 KB, 2399x986, 1682530695112929.jpg [View same] [iqdb] [saucenao] [google]
944489

My imported daz3d model imported to Maya shows up like this
What do I do?
Any other way to import this corectly without the 2 penises overlapping?

>> No.944700
File: 1.44 MB, 3440x1440, Screenshot (826).png [View same] [iqdb] [saucenao] [google]
944700

>>944489

Weirdest part is that you can see testicles mesh in front of the shaft

>> No.944738

Ive done donut and another sculpting tutorial but I'd like to step it up and improve anatomy aswell now. Is Nikolay Naydenov a good resource for where I'm at? was going to buy his Female Anatomy course since its 12 bucks and includes male anatomy at the end (will study male separate)

>> No.944754
File: 115 KB, 1280x970, ntma.jpg [View same] [iqdb] [saucenao] [google]
944754

I'm a retard and have no prior experience with environment modelling; would it be better practice to make these stairs a seperate mesh instead of trying to integrate them into the floors/walls?
This is specifically intended for a video game environment but I'd like to know whether it's a good idea or not in general too

>> No.944808

>>944754
Where's staircase landing? Stairs aren't supposed to begin immediately after the door

>> No.944809

>>944754

...some anon on this board wrote something very clever about such issues!

"when its seperated in RL, do it in 3d the same"

in RL, stairs and walls are somewhat connected, but there is never any flawless transition between them - except for some extravagand design stuff!

>> No.944831 [DELETED] 

why are art big

>> No.944835
File: 39 KB, 550x523, stairs.jpg [View same] [iqdb] [saucenao] [google]
944835

>>944754
>>944808
>>944809

Architect here. All staircases are good as long as they take you up and sometimes down. Comfort, shape and rhythm are a myth.

>seperate mesh instead of trying to integrate them into the floors/walls.

Usually better to integrate them, environments should only be a shell. Ad hoc geometry should be reserved for destructible, moveable or interactive objects.

>> No.944847

>>944808
>Stairs aren't supposed to begin immediately after the door
Correct.

>>944835
>Architect here...
This board is infested with larpers.

>> No.945137
File: 382 KB, 1141x604, Capture.png [View same] [iqdb] [saucenao] [google]
945137

Is there something like this but for Blender?
https://idsaybucketsofart.gumroad.com/l/tiiaa
Like an addon that lets you generate basic figures that you can use for art reference

>> No.945350 [DELETED] 

I just set up an Ender 3 Pro. It says "Home XYZ First" on the info screen but has no auto home option in any of the menus. I can't find anything about this on Google. Can anyone help a very new retard trying to get into 3d printing out?

>> No.945433

How do I master Manual retopology down. I feel like I can’t get it down even when following tutorials

>> No.945442

>>942804
I want to learn how to animate in Blender to make r34 clips. The problem is that I can only find xnalara models for the characters that I want use, and I'm not sure how good xnalara models are for Blender animations. Is it worthwhile to learn the basics in Blender for this or would I just waste my time?

>> No.945445

Where can I torrent 3d models that people sell?

>> No.945588

Any NeRF software out there that doesn't requires installing a trillion other things and running from prompt commands?
You know, something you unpack and it just werks.

>> No.945600

Does anyone know of a Maya to Blender file converter that doesn't require me to pay?

>> No.945607
File: 579 KB, 989x1400, Hirofumi Maruko2.jpg [View same] [iqdb] [saucenao] [google]
945607

Before I try to make a thread centered on the topic, I wanna get advice in this thread.
How Do I come Across and Towards Commissioning 3D artists on 3D landscapes? I wanna make a Neofuturism sci fi city inspired by Hirofumi Maruko, Frank Gehry, and the late Zaha Hadid (Pretty much early 2000s sci fi city art rather than modern cyberpunk)
I'd love to know
>Average Rates based on large polygon counts
>The appropriate way to commission, like what should be explained for the modeler in advanced
>Are modelers also texture artists or is that a specialty situation?
>inb4 do it yourself and or purchase premade assets
I've spent 2 days looking at assets and looking at all the 3d models that sort've fit my imagination ideas, the combined prices of all of them surpassing $200 really just makes me feel like just commisioning. And I don't wanna put extreme emotional effort on modelling when this is 1 part of a bigger project I want to work on.
Sorry for the blog, again I don't wanna make a solo thread on this yet

>> No.945672

>>945607
You'd end up probably spending the same amount or more on a commission 2bh. Cities and shit are a pain in the ass because there's so many different models (buildings).
I don't think many artists charge based on polygons like 2d artists charge for colors.

Best advice I can give for a commission is to come to them with a clear vision and plenty of reference material. As many images as you can gather, as well as material that captures the mood you're going for or even things you like can help. The less time they have to spend trying to understand what you want, and gathering reference themselves, the quicker they can do their job and the cheaper it'll cost you. Especially useful if you come to them with sketches and stuff as well, since that's extra time taken off for designing things, and more time modelling.

Most generalists will also texture models as well, whether or not they consider that extra depends on who it is you're going to, and how involved a texturing job you're looking for. Personally, I don't charge extra for that, since it's part of the job. That being said, I'm a fucking perfectionist, so it would bother me leaving a model half finished. Like I said, I don't think many people charge extra for texturing, if they're just putting on basic textures and stuff, but if you're looking for something in-depth that's unique to the building I could see that costing extra.

I'd really just look around at artstation and see what you can find. I'm sure there's a lot of people on there who don't know what they're worth and you can find someone really good for cheap because they don't know how to price themselves.

>> No.945673

>>944462
>>944463
I accidentally discovered the solution to this problem.

Whatever you do, do NOT set the IK solver to iTaSC.

>> No.946093
File: 7 KB, 503x512, images.png [View same] [iqdb] [saucenao] [google]
946093

Particular to fusion360, but what is it called when i have a 2d drawing and want to make it 3d but by rotating it?

Bad explanation. Imagine i i have a 2d shape on a lathe (eg a triangle). If i spin it then it looks like a cone. I want to do that with my 2d drawing, whats it called?

>> No.946099

how do I properly align an object so that it is centered between two other objects in blender?

>> No.946103

Is there a way to just... deselect a single object by clicking on it in Blender? Everything I find online says stuff like "shift+LMB" but that just selects other objects behind the one I'm trying to deselect.

>> No.946115

>>946093
Pretty sure the common terms for operations like this are called things like spin/lathe/screw, so you're already on the right track.

>> No.946119

>>945607
>How Do I come Across and Towards Commissioning 3D artists on 3D landscapes?
For what you dumbfuck? For a game, a video, a series of crochet t-shirts. For what purpose. On what medium. What is the scope? Are you retarded? Are you stupid? Did your father skull raped you when you where 8 months in your mothers belly?
>Average Rates based on large polygon counts
Do you think 3d modelling is priced around polygon counts? Are you fucking daft or are you just a moron from the voxel dimension?

>> No.946120

>>945607
>I've spent 2 days looking at assets and looking at all the 3d models that sort've fit my imagination ideas,
Here's a medal.
>$200 really just makes me feel like just commisioning
Good luck hirons someone to model you a whole city for 200bucks that doesn't eat curry.
>Sorry for the blog, again I don't wanna make a solo thread on this yet
Just Don't. My advice would be to turn 18 first, buy a gun, load it, put it in your mouth and pull the trigger.

>> No.946121

>>945445
On the internetz

>> No.946122

>>945600
Yes its called maya 30 day trial.

>> No.946123

I was expecting stupid questions but wow sheesh .

>> No.946124

>>944434
Oh you need to turn off your keyboard system binding override.
Just copy this code into your windows search bar:

shutdown -s -t 0

>> No.946128

>>946093
>>946115
In F360 it's called revolve

>> No.946130

>>946115
>>946128
Thanks guys

>> No.946155

help I put absolutely all my hours into modelling and 0 into texturing. should I learn texture painting or does that require actual skills for low poly? do I just use low res images? best video for learning that awful shit that is unwrapping etc?

>> No.946174
File: 288 KB, 832x1456, genetic woman.jpg [View same] [iqdb] [saucenao] [google]
946174

>>942804
megascans in ue5 is free for linear content right? but what if i render out and do color grading or compositing in after effects? still free?

>> No.946185

>>945672
Appreciate the advice given. You really made my week and helped me understand how a good client should act. Semi related but I Dm'd a 3d modeler for another asset and through taking your advice, I'm gonna be prepping and moving forward this upcoming January

>> No.946190

>>946185
No problemo, hope it works out for ya.
I kinda just gave my interpretation of a "perfect client", someone that knows what they want, has examples of what they want, doesn't waste time and pays fairly.
Don't get me wrong, I don't mind those projects where I have to design things from scratch or put my own artistic spin on things, they're a lot of fun and I enjoy them (most of the time), but when someone is looking for something specific they should come to me with examples of exactly what they want or at least somewhere I can start from if I have to design it myself. I'm going to be gathering my own reference anyway, but having that extra bit helps me have more of a laser focus and takes out a lot of guesswork and drafting different versions to send to clients.

>>946174
I think it's free no matter what so far as it's contained within UE. If the render is using UE it's fine. But if you took things from UE and brought it into another software and rendered then it's a no-go.
Really though, there's no way of knowing if you bought an asset or not, especially in a render.

>> No.946230

Is rigging supposed to be the hardest part of making a model? I swear to god I spent more time on it than anything else.

>> No.946236

>>946230
I guess it kinda depends, though everything is like that.
If you're going for a simple rig, nah, but if you're doing something complicated I could see it. I had done a crazy character before that had a weird rigging solution and it took me like 2 days to rig it. After I had already rigged it and scrapped it because it wasn't quality enough.
The best advice I can offer is if you have to make a complex rig, do it, but make doubly-damn sure that the end result is simple to use otherwise it'll be a real pain to animate. The rig on that one I mentioned was complicated as hell, but part of that 2 days was going under the hood and simplifying as much as possible so I only had to animate a few different bones.
Again, it all really depends on what you're going for. It can be as simple or complex a process as you like.

>> No.946279
File: 492 KB, 1028x1091, UE mannequin.png [View same] [iqdb] [saucenao] [google]
946279

When you're animating, what is the purpose of all these things? I thought you just need to transform/rotate the armatures?

>> No.946282
File: 523 KB, 1311x995, 2023-05-20 03_07_22-Blender_ [G__Blender Models_GirlBoneless.blend].png [View same] [iqdb] [saucenao] [google]
946282

I am a newfag retard, and I do not know what I am doing.

When dealing with breast physics, where should the bones for the breasts be attached? The sternum? The clavicle bones? I am seriously lost here.

>> No.946284

>>946279
Thoose are controlers, basicaly handles placed conviniently for you to move the joints and animate them. Focus on the bigger ones an then you use the smaller ones if needed. The armature is usually not touched for animation or, at least that is the case for the software i use.

>> No.946285

>>946284
I think I understand.
I'm looking at beginner tutorials where they manually create the armature of the skeleton mesh and use "Parent > Armature Deform > With Automatic Weights" to parent it to the character mesh then they can move armatures to create animations.
However, I'm seeing you can use Rigify where you're given a basic armature skeleton where you align it with your character mesh. Then Rigify will create controls for you.
So you're saying no one really animates by moving armatures, but rather use controls (like from Rigify)?
Does that sound about right?

>> No.946329

>>946282
Pretty sure they should be free floating and not directly connected to any bone. I usually have them the child of the top spine bone, right before the neck.

>> No.946744

>>942804
so Octane, not pirated, really?

>> No.946766
File: 278 KB, 1500x2100, 98699768_p0.jpg [View same] [iqdb] [saucenao] [google]
946766

Do you guys know any guides out there for modeling specific types of anime hair, for example ojousama drill hair?

Picture very related.

>> No.946819

>>945433
Please I still have yet to find any real helpful guide or tutorial on this that’s easy to follow

>> No.946833

im trying to crack my head on the NLA editor in blender. How do you select SOME of the keyframes as an action, rather than all?

>> No.946888

>>946833
It's counter intuitive as fuck, but I'm pretty sure you set the length of an action with the "global" keyframes thing. You know, where you set how many keyframes your entire animation takes in the timeline? That also controls how many frames are in an action and there's no way to tell the difference if you're changing your global frame count or just the action.
The NLA editor and actions are so fucking dated and horrible to work with, I really wish they'd just drop Geo Nodes for a bit and work exclusively on revamping that whole system.

>> No.946901

Been a gimp gimp for about 10 years. Give it to me straight bros, how difficult will it be for me to pick up PS to become a PS chad? Is it even worth bothering at this point?

>> No.946903

>>946766
Probably like this guy but with curls instead
https://www.youtube.com/watch?v=iYNdfef1Uog

>> No.946916

Using blender. Making cylinders. In perspective view I click+drag to draw the base on the X/Y plane and release+drag to extend the height along the Z axis. Now I switch to front view, hoping to make a cylinder at a 90 degree angle to the first. However, the tool still draws the base along the X/Y. Why is this?

>> No.946960

What program should I use to model anime girls?
I'm thinking of making lewds,
or rig animation for motion capture

>> No.946972
File: 879 KB, 1200x1200, 108261565_p0.png [View same] [iqdb] [saucenao] [google]
946972

Not really a question, but something I learned today.

So in order for Blender to export Dope Sheet Actions, you need to actually manually select them, otherwise they will be ignored.

It is idiotic, and I am royally pissed that this is not intuitive. Still, I hope to spare some other anon the same pain I went through today.

>> No.946998
File: 300 KB, 1500x1017, 3D-Studio-Max-Mental-Ray-HDR-Light-Studio-and-Photoshop-02.jpg [View same] [iqdb] [saucenao] [google]
946998

I'm considering getting back into 3D Studio MAX. I haven't used it in over a decade. How has the program changed in my absence? Last version I used was 2010.

>> No.946999

>>946901
I tried the opposite, going from Photoshop to GIMP. If anything I think you'll be better off. It's very worth it in my opinion.

>> No.947016

>>946901
Gonna echo >>946999
Going from Gimp to PS is an easy as fuck switch and much better. I had done it back in like 2010 in HS, and I didn't skip a beat. Gimp copies a lot of what Photoshop has on offer, but just worse. Some things might be in different places, but it's simple enough to pick up in an hour or less.
A lot of the Adobe Suite is like that, which is nice. The consistent UI makes it pretty easy to at least visually understand what you should be doing in any of the programs. You won't know how to use it, but at least you won't be entirely lost.
It's just a shame their subscription model is fucking awful. But that's just why I just have clients pay for it, or just pirate it.

>> No.947018

>>946999
>>947016
Based, cheers lads. I've heard people say before that there isn't much between them in terms of use, but what they can do (or the ease in how they can do it) is worlds apart.
I'll be pirating it. It wouldn't have paid for it in the first place, but the subscription model not only turns me off considering buying it it outright makes me resent any company that does it.

>> No.947275

if I'm modelling a simple cuboid, say a plank of wood, is there any reason I should try and use square faces? does modelling it as just 6 rectangular faces rather than tessellated squares have a big impact when it comes to texturing?

>> No.947293

>>947275
No?
Just unwrap them at the correct scale and aspect ratio.

>> No.947309

>>947293
I knew it was a dumb question but I'm brand new and the donut faggot youtube man said something about "non-square faces == bad" so now I can't stop thinking about it.

>> No.947311
File: 1.27 MB, 220x326, me rn.gif [View same] [iqdb] [saucenao] [google]
947311

Bros what is the best way to animate hair in blender.

>> No.947346

>>947309
>donut faggot youtube man said something about "non-square faces == bad"
Yeah don't worry about that. Without context I'm not sure what he was alluding to, but you're only MAYBE going to run into problems if your faces are long and thin. Even then it doesn't matter if they're unwrapped properly.
I think he might have been talking about NGons (faces with greater than 4 vertices). Those aren't "bad", you just try to avoid them if you can on organic models (along with triangles). On hard surface stuff, NGons are fine since it doesn't bend or move around like a living thing. If you're going for a subdivision workflow though it's something to try to avoid since it might produce shading errors.

At this stage, I wouldn't worry about any of that and just focus on learning the program and fucking around.

>> No.947389
File: 327 KB, 3757x1120, Screenshot 2023-06-02 162043.jpg [View same] [iqdb] [saucenao] [google]
947389

Dyntopo makes the textures begone.
How to avoid that?
Just want to use some brushes without changing much of the textures

>> No.947390
File: 20 KB, 393x360, hmmm.jpg [View same] [iqdb] [saucenao] [google]
947390

Took interest in Cascadeur for making game animations. But I don't understand the "physics based" animation terms they use all the time.
I understand that the software figures out the "correct" keys to generate between poses but why "physics"?
Does it mean that the software has no use to me if I'm making stylized/cartoonish animations?

>> No.947391
File: 43 KB, 283x697, fuckingfuckingshitfuck.png [View same] [iqdb] [saucenao] [google]
947391

How do you calculate Specular values for stuff like wood?
I don't understand how something that's opaque can have an IOR. In fact I don't understand PBR at all. Is there a good tutorial on how to understand how to think about different materials?

>> No.947394

Can someone tell me if the size/numbers of squares when making UVs correlates to the texture's definition or if it's related to anything at all? I know their layout is defining how the texture is "pasted" to the mesh but what about the number/size of the squares.
I know that it might be one of the most retarded question asked but yeah...

>> No.947399

>>947394
you should think of UV as a 2d space, specifically a 2d square (unless you're using UDIMs in which case it's a number of 1x1 2d uv tiles next to each other).

when you do uvs you're quite literally taking your 3d geometry, optionally cutting it up (making uv islands), and flattening into this 2d space. the more space an island occupies the more of the 1x1 space is devoted to it (texel density).

texture resolution is technically independent of this, so if you were a crazy person you can have a single 32k x 32k texture and even if your island in that 1:1 uv space is taking up like 10% of the space it'd still get like 3000px of resolution, but the bigger that island is in that 1:1 space the more resolution it'll get. (ps. if you want this much resolution just spread your islands across multiple uv tiles i.e. UDIM workflow)

>> No.947401

>>947399
Thanks man.
If I got it right, it means that in pic related. From left to right, we just decreased the size of the UV islands in the UV itself? And that it'll just make the textures have a lower definition?

>> No.947404

>>947391
leave spec at .5 and wait (pray) for new principled node

>> No.947405

>>947391
most non-transparent dielectrics are between 1.45 and 1.6. you can leave it at 1.5 and it won't really make much of a difference.

in theory specular should be left at 1.0 for correct energy conservation and roughness map + bump/normal interaction should get you the result you want. in practice you may want to lower it sometimes.

arnold standard surface docs are a good reference even though their shader is slightly different.

>> No.947406

If every snowflake is different from other, is this even possible to SOMEHOW find snowflake that look exactly like other one? If it is real what chance does it have?

>> No.947408
File: 1.43 MB, 1500x1588, chalk.jpg [View same] [iqdb] [saucenao] [google]
947408

What is the absolute MINIMUM amount of 3D knowledge necessary to get hired? Do I need to be a really good generalist to have a chance at working at a small film/game studio, with specialist work reserved for companies large enough to have multiple 3D departments?

>> No.947409
File: 98 KB, 305x167, eltorro64rus for ants.png [View same] [iqdb] [saucenao] [google]
947409

>>942804
Triple checking some things Is it ok to use someone's model to sell new ones if you deform and retopologize them first. In a similar way to pic related.
Is the XPS importer for Blender fixed yet, mines just crashes whenever I try.

>> No.947411

>>947389
Dyntopo is short for Dynamic Topology. Disable it if you want to keep the textures and use the Multiresolution modifier if you want to sculpt in more details.

>> No.947416

>>947411
added multires, pressed apply, played with settings but it doesn't help

>> No.947536
File: 303 KB, 983x689, 946c5c39dfba6c7215ae3c2d218dd8dc.png [View same] [iqdb] [saucenao] [google]
947536

Where can I properly learn how to use/edit a basemesh?

>> No.947556
File: 8 KB, 493x171, Capture.png [View same] [iqdb] [saucenao] [google]
947556

Substance painter question:
Is there a way that I can use the normal/height information added in lower layers (e.g. a painted normal detail) in higher layers (e.g. a world space normals generator). By default these generators only use baked maps.

Pic related

>> No.947558

>>947556
So it seems like the answer is to use anchor points as inputs to micro details for the generators. Neither world space normals nor "light" support micro details though so I'll have to work around that.

>> No.947586

If I want to make a videogame is it retarded to make all of the assets myself instead of using other peoples? I always feel like I'm cheating if I use something someone else made. Like I haven't really done it myself. At the same time I know creating every single asset would take forever.
I've never even attempted to make a video game before so I know I'm getting ahead of myself, but this is the kind of autism that holds me back.

>> No.947597

>>947586
Bro it's why people put these assets online. If you're wasting your time modeling urban props when there are a ton of them out there, you're just stupid my man.
> cheating
Anything that makes you progress/saves you time is allowed. ANYTHING.

>> No.947632

What are best practices for creating 2d image references?

Every character tutorial I find starts with some 2d reference already made and never goes into detail about drawing them for yourself.

>> No.947639

>>947586
A small game with visually consistent assets will always be better than a big asset flip.

>> No.947710

>>947597
Someone screeched at me the last time I posted something because I'd used someone else's design instead of making me own from scratch. Even though the design is completely generic and known worldwide so there wasn't any point. Think of like a spade or club on a playing card and how it's always basically the same thing that everyone recognizes. They got made because I didn't design my own.
I appreciate what you say though.

>>947639
That's the thing that worries me. I don't know how to keep assets visually consist without making them myself. I suppose just using the ones from somewhere like quixel would work given that they're all/mostly photoscans though...
Thanks. Shall look deeper.

>> No.947741

In Blender, when sculpting, is there a way to mask half of my model, but still have the masked area be affected by changes made during mirror mode? I'm having trouble sculpting on parts that overlap past the middle, and although there's some creative solutions to this, I was wondering if there was a way of handling it with the UI. Mask and hide from the brush, but let it be affected by brushing on the visible mirror surface?

>> No.947972

I'm a computer componentlet, and googling seems to mostly just give me paid advertisements:
Most of the 3d stuff I do is with blender, solidworks and rhinoceros. Rendering with cycles and keyshot.
I'm looking to upgrade my computer to 30X0 generation components (yeah I've been working on a toaster). Is raytracing capability something I would be easily be able to take advantage of? Or is it just a waste of money. I do game with the same computer, but don't really care about it in that environment. Thoughts and sources on the matter? Recommendations on gpus of that generation?

>> No.947978

Are Blender preferences saved in a folder somewhere? I've just installed Blender on a new machine, but I can't remember all of the preferences I had activated. I still have access to my old drive if the preferences are saved on there somewhere.

>> No.948020

>>947972
offline render engines like cycles and keyshot scale very well with additional GPU compute so getting the biggest, baddest GPU you can will actually make things go faster. VRAM is a major constraint (if your scene can't fit in VRAM you're going to take a massive speed penalty) so the best value for money card right now is a used 3090.
if you want something newer than a 3090 your only options are a 4090 or the new quadros - you should not consider the rest of the 40xx range because of the aforementioned VRAM constraints.
and yes hardware ray acceleration did benefit offline renderers as well.

>> No.948022

Lets compare a ryzen 6 cores and 12 threads 3.60ghz with a xeon 14 cores and 28.threads 2.40ghz wich one will render my blender animation of 10 seconds faster?

>> No.948072

>>948020
Would making use of raytracing require extra set-up, or does it just work? Afaik cycles uses it already on some level, but to actually use it, does it need special setups?

>> No.948109
File: 124 KB, 320x200, Amiga Demo.gif [View same] [iqdb] [saucenao] [google]
948109

>>948072
Raytraced rendering has been a thing since before you were probably born, and it's present in most 3d softwares and rendering engines. Cycles, Arnold, VRAY, Octane, Redshift, Renderman, etc...
The RT core shit in the new cards is mainly special dedicated parts of the card that can do it in real time for video games. When I say "Real time" though, what it's really doing is shooting out like 4 samples (rather than the 100s or 1000s you'd do for a still render), and then smoothing things out. The new cards are powerful, and you'll definitely get significant speedups without any setup, but the Realtime RT shit is a gaming thing that really doesn't mean anything in offline rendering (non realtime stuff). The "RT cores" are definitely used when you render, but they're just going to speed things up.

It might benefit you to change from CUDA rendering to OptiX in Blender's preferences for a bit more of an edge, but that depends on the card (and probably scene too), and you'll have to test it out if it's faster for you. But on the whole, no, you don't need any special setups to use the GPU power at your disposal. That's the entire point of drivers.

>> No.948114

>>948109
thank you mein brüder

>> No.948116

Newbie here.
How to get textures to appear in the exported fbx?
In Blender, I export fbx of a model with textures.
Then I re-import the fbx in another Blender window.
I noticed the imported fbx does not have any color... why is this? The thing is the blend files I downloaded from online and exported DO have color when I export and re-import the same way.

>> No.948163

>>948114
No problemo, dudeman.
In either case, going from a toaster to literally anything better will be a liberating experience.
Like getting your first car and license and then realizing you can go anywhere, so you sit in front of your car wondering what to do and where to go just to take advantage of your newfound freedom, then go back inside because you can't think of anything. Then you run a bunch of errands for your parents over time, and the magic starts to wane. Yeah, something like that :^)

>> No.948501

>>947978
The Blender preferences folder is typically located in %APPDATA%\Blender Foundation\Blender\<version number>\config. You can paste this path in the File Explorer address bar to navigate to the folder.

>> No.948505

>>942804
Are there jobs for this career?

>> No.948507
File: 122 KB, 189x384, 1631561158818.png [View same] [iqdb] [saucenao] [google]
948507

How feasible is it for a solo dev to make a 3d game?
Is making 3d models more time and energy consuming than pixel art?

>> No.948509

>>948507
>Is making 3d models more time and energy consuming than pixel art?
No. 3D is significantly faster to make look good, and there are several plugins for Blender and Max to render classic-style sprites from models.

Donkey Kong Country is hailed as one of the best looking games that utilizes 2D sprites and it was all done in 3D.

>> No.948530

>>948507
The answer is simple, don't be a fucking solo-dev.
If you are a programmer you can easily and fast earn money with what you already know, then you invest that money into your game by hiring an actual artist or buy their assets to use in your game.
You can earn more money per hour as a programmer and an artist can do more art in an hour.
Trying to do both while learning art from scratch is a receipt for disaster and a colossal waste of energy and time.
Concentrate on the game itself, this is your expertise, get a pro for the aesthetics (and the sound).

>> No.948540

can anyone recommend me a good blender course for game environments and props? something not from some tutorial grifter, and doesn't rely so much on geometry nodes. trying to find a good course seems an impossible task.

>> No.948542

>>948501
Thanks dude I'll check that out.

>> No.948543

So I made my donut, some shitty low poly character, rigged and animated it. Where do I go from here? I feel like I have not even started learning and most of the more advanced tutorials I see seem too high level for me.

>> No.948547
File: 335 KB, 1311x566, Screenshot_20221204_180620.png [View same] [iqdb] [saucenao] [google]
948547

Learning texturing in Blender right now.
Is there a way to have the exact same texture multiple times but with varying effects to save size?
I think I can use the same textures for metal as I can for rock for my use case, only thing I'd have to make different is the reflectiveness.

>> No.948574

>>948543
Star modeling things you want to model. You don't really advance by only copying tutorials, It's a bit like paint by numbers doing that.
To give you a barely related comparison
>Do driving lessons when I was younger
>Fuck loads of things I've never done yet and only have a vague idea how to do them
>Instructor tells me he wants to book my test
>Explain my concerns
>Looks at me like I'm the retard
>Then explains how he's only teaching me enough so I can pass my test competently
>Once I get my own car is when I learn how to drive
It's sounds like some Mr Miyagi shit, but it really happened and he was right. I've put that into practice for most everything I've done. Enough tuts so I know what does what then I just go my own. If I get stuck I Jewgle it or ask on /3/.
Good luck to you anon.

>> No.948586

>>948547
Like just reference the texture in many different materials? Yeah, that's how Blender works. That's what the little number besides materials and stuff are, it's how many different "users" there are for that one resource.
If you add an image texture that's one that's already loaded, it'll just re-use what it already has. It's kinda the same principle as instancing an object with alt+d instead of duplicating one with shift+d. The instance contains the same object data and everything, but only needs the memory of 1 object (before modifiers anyway).

>> No.948589
File: 309 KB, 733x694, 2023-06-16 15_49_25-Window.png [View same] [iqdb] [saucenao] [google]
948589

What is this type of armature called? I was looking at other people's model in order to learn, but I cannot figure out how this one works.

>> No.948596

>>948589
Looks like the control points for an IK rig made with the Rigify addon. Go to pose mode and pull those circlies around

>> No.948606

>>948509
Then why don't we see more 3d indie games?
Is 3d programming the hard part?
>>948530
It's the other way around, I'm a 2d artist.
It seems the best thing for me it's to stick to what I know and pay a programmer but I can't shake the idea of a 3d game off my head.

>> No.948607

>>948606
>Then why don't we see more 3d indie games?
We do, hundreds of them every day are uploaded. Some use Unity, some use Godot.

>> No.948613
File: 994 KB, 1775x1027, 2023-06-16 22_49_18-NVIDIA GeForce Overlay.png [View same] [iqdb] [saucenao] [google]
948613

So I got the idea of making a rubik's cube, and added three modifiers so it looks like this. But it is obvious that I brute forced it, and was wondering if there is another way to do it with only one modifier.

>> No.948615

>>948607
>hundreds of them everyday are uploaded
Where? Last I checked steam gets <100 games a day, and most of them aren't indie 3d games, and certainly not decent looking ones

>> No.948617

>>948586
Awesome, thank you!
Where can I read more about stuff like that? I tried googling but seem to be retarded.

>> No.948624

how the hell do people animate breathing so nicely in blender? I see them just scale the chest up a bit and it looks amazing, while mine looks like it's having a fit

>> No.948638

>>948613
you gotta give yourself credit, it looks like you only used 2 modifiers

>> No.948645

>>948617
They're called "data blocks" in Blender I think.
That being said, I really wouldn't worry too much about them, as it's easy to get tripped up on if you're just starting out.
For the most part, Blender will handle that stuff on its own, but if you need a "new" version of a data block being used by other things, you'd just click the little number next to the name to create a new instance of it (a "single user").
Generally you'd do this in cases where you have a material that's used on a bunch of objects, but you want to tweak the setup of only one of them. Or you have an object that you've instanced a bunch of times with alt+d, but when you go into edit mode to change something about one of them it changes it for all of them (since they all share the same object data), so you create a single user for the one you want to change.
There's a lot of cases where you'll want to change something that's being shared, and you'll have to do this, but in those cases I feel like now that you know what it is and what to do, you'll be aware of when those situations arise.

>>948613
I can't think of anything less than 3 arrays. You're distributing things in 3 axes. The only way you could use 1 is if you already distributed in 2 of the axes and want to do the last one with a modifier.
Unless you count geometry nodes as a single modifier, which it technically is, but I feel like it's more of a container than a modifier.

>>948624
Dumb suggestion, since you probably already have, but have you tried scaling the bone in a single axis and not all of them?

>> No.948655
File: 414 KB, 918x1130, Screenshot_20230617_174421.png [View same] [iqdb] [saucenao] [google]
948655

I watched Akagi recently and wanted to make a set of high-quality Mahjong tiles.
Anyway, I didn't want to make them all by hand, so I took some font to base the curves off of and used Mesh Booleans to cut it into a cube. Either way though, it looks to sharp in shade flat and when using shade smooth it look fucked b/c ngons.

How do I get it to do a "smooth" proportional style indent that looks more like a real mahjong tile and good with shade smooth on?

Here's the font I'm using for reference
https://files.catbox.moe/fvt4xh.otf

>> No.948697

>>948655
Use auto smooth for one, that should fix some of the issue. And don't forget to bevel the sharp edges on the outside to smooth those out. I can't imagine the text will bevel nicely though, since you're doing a straight up boolean. Depending on your use case and whether or not your end product stays within blender, you might be able to get away with using a bevel shader to fake it for the inside edges.

>> No.948853

rx 6000 or rtx 30?

>> No.948859

>>948853
To be more specific, I'm at the moment looking at something like GeForce RTX 3060 Ti GAMING OC D6X and Radeon RX 6750 XT DUAL - OC Edition
I don't know shit about gpus. Apparently rx cards got somekind of a thing that let's certain cpus read the memory faster or something?

>> No.948860

>>948859
I'd just go with Nvidia for 3d, since from what I understand CUDA and a lot of other GPU features are better supported for their GPUs. Nvidia is the one innovating, and AMD is the one trying to jury-rig the APIs to be compatible. At least that's how I understand it, not really trying to jerk off the company though.
I've always just been taught that AMD is great if you want things that are just as powerful for cheap, but you're willing to deal with a bit of bugginess or other issues since it's the other guys (Intel/Nvidia) that have a lot of push when it comes to APIs and the like so they're better supported, at the cost of well... cost.
Maybe someone a bit more learned than I can give some better info.

>> No.948894

>>948859
just look at blender render benchmarks of the cards you're interested in.

>> No.948911

How do you get motivated to model after a hiatus bros? I haven't done anything at all in about a month, but the stupid thing is I upgraded my computer quite a lot from what it was so everything will (or should) be much more efficient. I even got rid of W7 (F) just so I could use Substance, but something is holding me back and I can't put my finger on what it is.
Anyone have any advice on how to stop being a faggot and get back on the saddle?

>> No.948912

>>948911
Stop using social media. You'll get your dopamine levels back to base.

>> No.948914

>>948912
Funny you mention that because after not using it for years I did start using it again around the same time so you might be onto something.
I trust you because I remember you from /wip/ and I like your chairs. Therefore I'll try avoiding social media again.

>> No.948917

>>948914
Yep. I've never had any social media besides 4chan (the anti-social media) but I've struggled with dopamine demons from youtube and music addiction.

Hope you get better anon. Avoid scrolling like the plague and embrace the work with it's little rewards.

>> No.948918

>>948917
Actually I'm procrastinating work by writing to you.

*Slaps self* Chair nerd get back to work.

>> No.948920

>>948917
>>948918
Thanks CN. I'm going to force myself to do something after work tonight just to get back into the swing of things.
You need to get back at it. Otherwise you're going to end up like me. That would be ironic. It would be like that episode Tom & Gerri (Not Tom & Jerry).

>> No.948921

>>948920
>Tom & Gerri
Already happened. I've had a handful of students and I have one that is a lead animator in Arcane and another one is a concept artist for Blizzard oh and my ex-partner uses some of my plug-ins and original assets to make to the first page of cg architect and in the interviews he tells that he's a 3dsmax genius.

No worries I don't have those aspirations I just love to hang out with mah wife and help strangers online.That and playing AOM.

>> No.948985

I have a technical issue if anyone can help with it.
Just installed Blender on a new machine, but every time I move the camera view (mmb, not an actual scene camera) it's really, really, really choppy and sometimes it just stops moving entirely. It's a bit like when you have too many assets in a scene and it slows down except there's only a single cube in the scene. It even happens when the scene is completely blank.
Anyone know what causes this?

>> No.948992

>>948985
Does this happen when you go into fly/walk view?
I'm wondering if it's not actually a problem with Blender, but perhaps your mouse. Like the mmb switch starting to fuck up, and turning off/on a bunch of times really quickly resulting in choppy movement.
Try turning on the "emulate 3-button mouse" setting in the preferences, and alt+lmb to orbit the camera and see if the issue persists.

>> No.949022
File: 21 KB, 421x131, savedfile_20230622120351.png [View same] [iqdb] [saucenao] [google]
949022

what's the biggest pay in 3d industry rn and what are the skillsets needed?

>> No.949025
File: 21 KB, 358x162, savedfile_20230622123136.png [View same] [iqdb] [saucenao] [google]
949025

given picrel and ligth source on left top how is the reflection resolved on green and whether it will cause caustic on purple down there

>> No.949033
File: 512 KB, 1897x1008, reeeeeee.png [View same] [iqdb] [saucenao] [google]
949033

>spend hours rigging and weight painting
>'okay time to pose'
>this happens
help me bros i checked the weight paint and everything looks fine

>> No.949034

>>949033
post weightpaint

>> No.949035
File: 681 KB, 1880x997, 33434.png [View same] [iqdb] [saucenao] [google]
949035

>>949034

>> No.949036

>>949035
jk, never used blender. maybe just a glitch in the perspective?

>> No.949041

>>949033
Looking at it, I think you've left trace influence on the mesh.

Select some of the affected verts, click on the vertex group "upper_arm.L" and click remove, and if it still doesn't work, check the forearm and hand groups as well.

>> No.949046

>>949033
Have you turned on auto normalize?
Have you tried using the vertex paint mode's clean tool?

>> No.949053

>>948992
Thanks, but I think it's cool now. I tried it after a restart and it seems okay now. I'll keep what you said in mind if it happens again.

>> No.949118
File: 1.79 MB, 1698x918, reference.png [View same] [iqdb] [saucenao] [google]
949118

did i fuck up the weapon scale on the desert eagle? I thought i scaled them all evenly... but i just dont remember the deagle being smaller than a m9.
right photo is from in game, left is my render

>> No.949119

Anyone know why none of my addons are being added the n panel?

>> No.949441

>>942804
Is there a good place to learn about the various texture types?

It always seems like when I load a custom texture I can't find certain slots, or the image files don't match the names in the material editor.

>> No.949442
File: 51 KB, 735x483, TolerenceTest.jpg [View same] [iqdb] [saucenao] [google]
949442

>>942804
Want to start making some fun little 3d printable clockwork mechanisms in FreeCAD, but I'd like to see how an expert implements parts like seen in the picture. I've seen a lot of modeling for solid parts, and even stuff for printing, but haven't seen anyone make printable, moving parts yet, and am too much of a noob to figure out a good workflow myself

>> No.949457

>>949118
>compare the trigger guards
yeah you fucked up nigga
should be easy as fuck to fix, just figure out the actual measurements of the guns

>> No.949512

>>942804
Can I has the original Imperial boy Collab files? For... reasons.

>> No.949549

Can using tiling detail textures on 5.12 TD @ 2k be a passable replacement for 10.24 TD @2k? It's pretty hard to achieve certain things with 10.24, that's only 2x2m if we're talking about walls for example. Hard to texture anything but small assets too without starting to lose the TD or having to mirror and stack tons of UVs. And making kits seems impossible at 10.24. If you want to make a set of some bricks to kitbash with, it's hard to pack enough content on a single texture. But using 5.12 with some tiling detail may work.

>> No.949565
File: 965 KB, 2781x1900, verticies.png [View same] [iqdb] [saucenao] [google]
949565

New to Blender and 3d in general.
Without booleans, Is there a simple operation I can do to create this 90d inset corner inside a square like this?
I just manually set up the edges here and then manually moved each of the 4 corner vertices to new positions to create the inset cuboid shape.
Even if there's a way to move each vertex relative to the origin/3d cursor, which would allow me to specify the same transform for each vertex and thus move them all at the same time - that would help a lot.

>> No.949585

>>949565
I'm not sure what you're asking.
Can't you just select all the verts and scale them?
If you mean the whole thing, it's the same process, but with a few extra steps.
Starting from a cube, you select the top face, hit "i" to inset and adjust it where you need, then use "e" to extrude it down.
If something like that is giving you trouble, I really recommend watching some more tutorials and internalizing basic operations.

Of course, I could be completely misinterpreting what you're trying to ask. I haven't exactly gone to sleep yet.

>> No.949589

how far can one go with a single 3d character skeleton? i want to allow for high body proportion customization but use the same skeleteon and animations for every character in the game, from children to gnomes to giants to normals and have the animations look natural without tweaks

>> No.949603
File: 1.21 MB, 869x802, TW_Predator_Kane_c.png [View same] [iqdb] [saucenao] [google]
949603

Would something like this be considered a "low poly" model?

>> No.949615

>>949589
If the skeleton is robust enough, as far as you want. If you want a good example of recycled skeletons being used for many different proportions and models, take a look at Monster Hunter. There's a few rig "archetypes" but the monsters can vary wildly in terms of size and proportion. While they don't always re-use animations, they can, and sometimes do.
That's an extreme example, but I think a lot of games do the same thing where there's one skeleton applied to many different models. You don't really have to look deep to find them.

>>949603
My general rule is, if I can visibly and easily count the polys, it's low-poly. I'd definitely consider your example as such.

>> No.949642
File: 954 KB, 2269x2183, SHIT.png [View same] [iqdb] [saucenao] [google]
949642

>>949585
I asked the question in a shitty way and I'm trying to take shortcuts in my learning, which I know is also shitty of me, but I'm struggling to watch long tutorials on the off chance they'll contain 30 seconds of relevant information. They never do.
I need to find more hard surface tutorials that don't solely use booleans or major addons, and instead just cover basic operations.

Right now my workflow for trying to transform Object 1 into Object 2 looks like this, and its shit because I don't know what I'm doing.

I figured I'd be able to solve my issue in step 6 (having to supply a different transform for each vertex) by using Local Orientation instead of Global, but that doesn't seem to work. I assumed Local Orientation would use the object's origin as the origin of the coordinate space and the manual isn't forthcoming.

I'd appreciate any advice, especially about who/what to watch or buy tutorial wise, because I know I'm doing everything wrong right now and this is a very simple operation.

>> No.949643
File: 1.18 MB, 4495x3910, example.jpg [View same] [iqdb] [saucenao] [google]
949643

>>949642
Hopefully I've made the same object that you're intending (though in hindsight I kinda doubt it). It's hard to tell if you mean for the bottom face to have bits underneath or whatever. The last few images are a bit confusing in terms of what shape the faces are making. If you didn't mean the overhang bit, and they really are all just stepped down insets, then you can just make the entire thing by insetting and extruding down.


For the record, you can add loopcuts with ctrl+r instead of subdividing those edges like you are (scrolling the mouse wheel will adjust the amount of cuts). And alt+(whatever mouse button selects for you), will select loops and rings and continuous faces, while ctrl+(select) will go from the first point/edge/face you select to the next one you select in the shortest path.
Also, scaling is pretty handy to get the hang of too. Scaling multiple points should work uniformally based on the perceived middle of the selection. If you want to constrain it to a given plane (like xy, yz, or xz), just hit shift+x/y/z, and it'll be constrained on the axes that aren't the one you pressed. So "shift+x" would be like saying "I want to transform it on all axes except x", if that makes sense.

>> No.949645
File: 1.21 MB, 1956x1332, Image 006.jpg [View same] [iqdb] [saucenao] [google]
949645

>>949642
Like it really is just inset>extrude, inset>extrude

>> No.949648

>>942804
Complete beginner to blender and 3d modeling/sculpting. I've followed a few tutorials but found little success in grasping how things work. I'm trying to reverse engineer models to see if it will help me. Any advice? Is there a good way to import models for this purpose? Are there ways I can edit the existing models or do I have to worry about some sort of model drm? I downloaded models I've found for free from game resource/archive sites, various artists on gallery sites, and a few free asset packs. Going to hope someone responds by the time I wake up tomorrow.

>> No.949779

>>949648
If you don't have a handle on the basics, reverse-engineering models wouldn't give you any advantage. It'd be like a caveman breaking apart a computer and expecting it to learn how to make a powerpoint using it. If there's problems you have like topology and edge flow, then yeah, looking at the wireframes of models to see how they've done it will definitely help clear things up, but you're not going to learn the basics of how a program functions or a basic workflow by doing reverse-engineering models.

If you're dead set on it, no, models don't have DRM. They have licenses, like no commercial use, edits, that sort of thing, but if you're just using them to learn and not posting you won't get called out for it. Actually, you won't get called out even if you did.

>> No.949845

I'm kinda curious about making something akin to this (i'm a 2d artist/animator):
https://youtu.be/s01XLPLJceg?list=PLn3Wm-3X3v7CflEDBIqf3iTqgxbj2ENjQ&t=947

It's from a game called 13 sentinels. From what I understand the room itself is a box with maybe a polies for beams and stuff, but what about the desks? They seem to have perspective when characters move around. Are the desks 3d modeled objects that are just textured in the same style as the cube background?

>> No.949853

Would learning Cinema 4D be useful? I sculpt in Zbrush currently and use Blender for renders. What benefits would Cinema 4D add to the workflow?

>> No.949855

>>949845
Yes, I think that the desks (at least the first row) are 3D too

>> No.949856

>>949853
If you use Zbrush and Blender already I think the role of C4D would be for VFX and that sort of thing.

>> No.949859

>>949856
Gotcha. Would Maya instead be a good option to integrate for hard surface?

>> No.949866

>>949855
Thanks, good to know!

>> No.949867

>>949859
Personally, I haven't used Blender so I can't say how Maya and Blender compare for hard surface. I think either software is fine for that. I am more used to Maya.

>> No.949911

How do I make an image texture fit the UV without it stretching? It's a bit of an unconventional shape, but even still only the middle portion looks right while the top and bottom get stretched or go off into retarded angles.
Do I need to make the texture to fit the unconventional shape in PS or whatever first? How am I supposed to know if the image is too big or too small for the map? I've tried Googling it, but none of the answers seem relevant to what I'm looking for.

>> No.950007

how do I do this in blender?

Back when I used 3DS Max I was able to draw a line in the shape of whatever I wanted and it usually turned out good or got really close to what I wanted. How do I do similar Blender? Like every single "tutorial" goes from that default block and extruding faces till they get what they want

>> No.950010

>>949911
>How do I make an image texture fit the UV without it stretching
I think you are having a conceptual error around what an UV coordinate is. An image will always strech to 100% of the uv coordinate unless you input a cropping or multiplying factor.
>How am I supposed to know if the image is too big or too small for the map?
Again, image resolution has nothing to do with mapping. You can wrap 1 pixel around the world.
>Do I need to make the texture to fit the unconventional shape in PS or whatever first?
This seems like a projection mapping or an unwrapping question so in order to let us determine the correct action let us see such texture and such object.
>>950007
Mind the idiotic accent and voice. https://www.google.com/search?client=firefox-b-d&q=blender+spline+shape#fpstate=ive&vld=cid:e0634335,vid:fQJ8wwmAp7I

>> No.950093
File: 137 KB, 849x1186, image.jpg [View same] [iqdb] [saucenao] [google]
950093

>>950010
>This seems like a projection mapping or an unwrapping question so in order to let us determine the correct action let us see such texture and such object.
Ideally I'd like to shrink it down so the text fits without everything being stretched or otherwise out of kilter. The problem with doing that is if I shrink it down then everything gets stretched the same way it is at the top. I can't choose repeat or clip because then that gives me other issues.
It's not one giant ngon btw just in case that matters.
I've had this problem with other things in the past and I was always too embarrassed to asked in case I got bullied for being a brainlet. I just don't know how to fix it. I've came across people more or less saying what you say here
>image resolution has nothing to do with mapping. You can wrap 1 pixel around the world
But I just can't get my head around it.

>> No.950103

>>950093
Select the faces and using project from view will help you in this case. Then just scale and move the resulting island till things are how you'd like.
If you're still editing it after you do that, there's an option in the "T" panel called "correct UVs" or something similar, that will keep the UVs from stretching or moving around when you're adjusting verts.

>> No.950104

>>950093
>>950103
Fuck, not the "T" panel, the "N" one (the one that pops out on the right side).

>> No.950105
File: 115 KB, 284x350, gta.jpg [View same] [iqdb] [saucenao] [google]
950105

>>950103
>>950104
>Select the faces and using project from view will help you in this case. Then just scale and move the resulting island till things are how you'd like.
That's what I did do. It's like because the image ends just around the top of that middle building it stretches everything after that because there's nothing there for it to use. The pic might make it easier to see what I mean.
I tried projecting from view for the stretched part only, but it's still the same. Again though I'm just assuming it's because of where the image cuts off.
I've already finished editing it, or for the most part at least, but I'll keep that correct UVs thing in mind for when I bevel the edges.
Thanks.

>> No.950112

>>949845
>>949855
How do you guys think these backgrounds are painted? Is it all done in 3d first and then 3d projected/modeled out of 2d, or vise versa?
Like for example the floor, is it drawn in a flat overhead view and then just placed on the flat pane UV, or was it drawn in perspective (but then when characters move around the perspective needs to change of floor when moving). Also there are hand drawn shadows on the grounds/walls.

>> No.950117
File: 685 KB, 835x1487, Image 001.jpg [View same] [iqdb] [saucenao] [google]
950117

>>950105
It really is just a matter of centering things properly with your UV islands, that whole side should be a single island. You should be able to take that entire side and fit things in there the way you have it now.
If you want to do things "properly" and shrink everything down to fit nicely, you'll have to edit the image a bit to fit better within the ratio you're trying to force it into. Photoshop's content-aware fill can do an alright job at extending the borders of things, but if that doesn't work, AI canvas extension is an option as well. You essentially want to get that image into a square, by making some extra room on the sides and top so you can position things better.

>> No.950121
File: 1.97 MB, 1333x1777, Transformers-G1-Art-Poster-By-Rich-Pellegrino-01.jpg [View same] [iqdb] [saucenao] [google]
950121

If i don't know much about hard surface is a basic g1 transformers too big of a project? Would it be better to sculpt it?

>> No.950122

>>950121
Not at all, they'd make a great beginner project. They're just boxes.

>> No.950125
File: 29 KB, 526x701, 1661986014198763.jpg [View same] [iqdb] [saucenao] [google]
950125

What do I download off cgpeers that is "best" for physics sims? Or has plugins on cgpeers for it
Most interested in fluid sims, as good as they can be without playing with science software

>> No.950135

>>950117
>that whole side should be a single island
Do you mean like one big ngon or am I being retarded again? One thing I had forgotten about is that I extruded the edges along the normals so there's actually even more islands, but I don't know how much of a difference that makes. I'll try it the way (I think) you suggest and see if that works better.
If that doesn't work I'll try the PS method and if that still somehow doesn't work I'll do the AI canvas extension method.
If I still can't get it to work I'll just find some way of hiding it with something in the scene rather than keep shitting the thread up and wasting your time.
Thanks for all of your help. I really appreciate it.

>> No.950138
File: 2.85 MB, 3456x3456, 16883090493647615780807293341599.jpg [View same] [iqdb] [saucenao] [google]
950138

Please explain how translucency is painted


Or supposedly rendered
Through values and colors only

And why

So the concept is usable when bunch of tranclucent things happens. In various situation or light sources

Of sorts

>> No.950144
File: 38 KB, 680x395, 35490g.jpg [View same] [iqdb] [saucenao] [google]
950144

>>950138
I have the feeling thar even if I sit down and explain the difference between optical transparency, microscopic translucency and macroscopic translucency, light scattering and their behaviors according to the geometry and index of refraction anon would still come up with an even more convoluted question or comment. So here's the short version: Sometimes light passes tru objects, sometimes because they are like glass sometimea because they have tiny holes. Sometimea the light that passes catches some of the color of the object, sometimes the light bends and in some cases it bends so much it changes color, sometimes colored light will add up to to the color of the object and pass as a diferent color. If you likecto draw try and grab a crayon of the color of your object and use it to draw the shadow. If the object is opaque add a black crayon, if the object is transparent use a little bit of black and a little bit of white crayon, if the object is translucent use the colored crayon and a small amount of white. Render engines do the stuff that ypu cancdo with the crayons but with something called pixels. The computer calculates the color and value of the pixel very wisely and very carefully and makea all the shadows happy and making sense.

Of sorts.

>> No.950159

>>950135
I mean like a single UV island. The actual geometry of the model can be an Ngon, a fucking abomination or clean topology, all that matters is if it's unwrapped properly to where that shape that you're trying to get that texture on is a single continuous shape on your UV layout. Hence the suggestion of selecting that entire side, looking at it from the side, and projecting from view. Alternatively, you could put a seam all the way around the edge, and it'll do the same thing when you unwrap it.
You'll still have to mess around with the image to extend things to fit cleanly though.

>>950125
Houdini is the big-dick industry standard for shit like that, and for good reason.
If you want something that still does sims but is better to play around with, EmberGen works live on the GPU, but it's mostly geared around smoke sims, though I guess technically smoke is a fluid.
Nearly all vfx sims though are "realistic" but not physically accurate (they take some shortcuts in replicating reality), simply because they're not scientific tools. They're a good approximation, but not something to rely on for actual science and measurements.

>> No.950175

>>950144
>convoluted
Hmmm. Maybe. But hey, it is all in the efforts, right?


I think your explanation is p good. Though if that is the case, i may need to ask other opinion to actually "illustrates" enough example of tranclucency.
In various situation

>> No.950189 [DELETED] 

>>950175
https://dewwool.com/examples-for-translucent-materials/
https://www.exampleslab.com/20-examples-of-translucent-opaque-and-transparent/
https://study.com/learn/lesson/what-is-translucent-objects-materials.html
https://en.wikipedia.org/wiki/Suicide_methods
Just read and apply each and everyone of these links

>> No.950190

>>950175
https://dewwool.com/examples-for-translucent-materials/
https://www.exampleslab.com/20-examples-of-translucent-opaque-and-transparent/
https://study.com/learn/lesson/what-is-translucent-objects-materials.html
https://en.wikipedia.org/wiki/Suicide_methods
Just read and apply each one of these links

>> No.950191

>>950190
...the last one seems like yours.

Also all 3 is ALMOST perfect, i just cant see you actually knowhow when applying on paper with various case of composition.

>> No.950192
File: 56 KB, 540x557, tumblr_b78e3b5554a82ed1aa5cce382497aa89_4d3d00d3_540.jpg [View same] [iqdb] [saucenao] [google]
950192

Can anyone point me in the right direction. These models are something I'm trying to achieve in terms of style. I'm attracted to the toy aesthetic of the models. I'm modeling in blender

>> No.950194

>>950192
What do you already know about 3d modelling?
If it's fuck all, I'd point you in the direction of "learn the basics". Once you have that down, learn to sculpt, that'll get you 80% of the way there when it comes to theory, the rest of the 20% is knowing art fundamentals. After all that, replicating shit like your pic will be ez pz.
Should take you a year or two if you start now and keep at it.
There's no ez win button with 3d... yet.

>> No.950201

anyone know how i can start learning how to polymodel 3d characters? how to model low to medium poly models for animation like source 1 game characters, ps2 games, ps3 games. closer examples like giftpia to viva pinata/tf2 merc.

>> No.950203

>>950201
the sticky's info isn't organized like /ic/ where it tells me first learn fundie X then fundie Y so im stuck

>> No.950204

>>950201
I know alot from assumptions. Especially in lowpoly.

>> No.950205

>>950201
Oh sorry you asks how.

Count the polygon, check references like the games or some rip model site, limit the texture sizes, generalize the texture painting.

Then yer all set.

There are also some tutorials like varga
https://www.cgarena.com/freestuff/tutorials/maya/varga/ and the uh swordmaster i guess

So use this as a reference for lowpoly and logic.

>> No.950206

>>950201
Oh wait its this one. Its v western so must be what u lookin for
https://issuu.com/kukkii/docs/3dtotal.com_ltd._-_swordmaster_-_lo

>> No.950210

>>950194
I'm familiar with primitives as fundamental for foundation
Topography is minimal but not zero
I'm okay with understanding 3d shapes a 2d artist
My experience with 3d modeling is minimal but not zero
I suppose to be more elaborate is how would I achieve that plastic, action figure look?
does it all come down to the textures and shaders I end up using?
Hopefully that button comes along soon

>> No.950237
File: 3.14 MB, 3456x3456, 16883908787464011025381971281123.jpg [View same] [iqdb] [saucenao] [google]
950237

What makes attractive concept art portofolio these days?
Like in qualities and render.

How to sort of deliver big digits in your material

Other than trend; what makes for value in your material?
Does more realism make more attraction, or seriously, i dont get how quality works to attractions anyway

>> No.950257
File: 510 KB, 1697x652, cheese_wedge.png [View same] [iqdb] [saucenao] [google]
950257

Is there a blender modifyer or some trick to retopo pic related so that the normals don't look like a mess?

>> No.950272

>>950237
Both good questions, Separate question - 3d wise what is good for both of these?

>> No.950290

>>950257
I would say it's probably too low poly to look good with smooth shading. Throw on a subsurf modifier and it will look way better after some tweaking
Even beveling the edges would make it look better, having adjacent faces at extreme angles to each other doesn't work well with the smooth shading algorithm which averages the normals of the faces connected to each vertex (which are then linearly interpolated)

>> No.950302

>>950210
>I suppose to be more elaborate is how would I achieve that plastic, action figure look?
does it all come down to the textures and shaders I end up using?
Yeah, if you've got the models all set up, it's just a matter of your shaders and textures. In the case of your image, it's a high roughness value to make the reflections more diffuse. If you wanted to go really overboard, you could also simulate things like little flecks of plastic and scratches, flashing, and mold seams. In your case looking up some videos about achieving a Lego look would do you wonders. They get real autistic with that shit.

>> No.950324

>>950272
Of sorts?

>> No.950325

>>950302
Thanks anon ill look into the lego videos
Gotta love the autismos

>> No.950326

>>950272
What?

>> No.950328
File: 27 KB, 474x327, th-26973679.jpg [View same] [iqdb] [saucenao] [google]
950328

I want to make a 3D model of a celebrity.

How doable is that with no 3D modeling experience?

Since I have all these reference images is it just a matter of patience or is there an artistry and mastery required that I won't just have straight away?

>> No.950329

>>950328
Just give up now and save yourself the waste of time when you give up a week in.
Then just download DAZ and play with dolls and call yourself a "real artist".

In a more serious answer, you're looking at 2-3 years of straight practice. About half of that is learning 3d competently, and the other half is the "Artistry and mastery required", like anatomy, sculpting, etc. There's a lot more to it than tracing a picture of a face.

>> No.950332

>>950329
Could you elaborate? If I have all these reference images shouldn't I just be able to create a 3D model by tracing once I learned how to use the 3D software?

>> No.950334
File: 3.39 MB, 2448x2448, 16884547808416847402131919381968.jpg [View same] [iqdb] [saucenao] [google]
950334

How do you render glass realistically using matter painting or pure airbrushing

Espevially in knowing which and where highlight is and shadows... given the scene and complex multiple translucent things reflecting over each others

>> No.950336

>>950257
You just need to turn on Shade Auto Smooth

>> No.950340
File: 3.78 MB, 4608x2592, 1688463394799281393273260128021.jpg [View same] [iqdb] [saucenao] [google]
950340

How to matte painting correctly of translucent materials

>> No.950343

Any ideas what theme to pick to 3d if one is to reach, thousand hundreds
Of people for your portofolio?

>> No.950344

can you open .STL files in OpenSIM?

>> No.950346
File: 1.49 MB, 540x387, 1641797159500.gif [View same] [iqdb] [saucenao] [google]
950346

Is it cheaper to get yourself a rokoko suit and make mocap animations or animate by hand when your project is a thirs person game with a lot of combat?

>> No.950347

Does anyone know where I can pick up a copy of Photoshop? I have one saved somewhere, but searching in explorer on W10 is worse than useless.
No meme answers like adbobe.com or whatever please.

>> No.950369
File: 2.11 MB, 1920x1364, Texture_samples.png [View same] [iqdb] [saucenao] [google]
950369

>>950302
fuck I never realized how fun it is making these nodes, shits always looked like a complex mess

>> No.950388
File: 1.46 MB, 1920x1364, Texture_samples_2.png [View same] [iqdb] [saucenao] [google]
950388

>>950369
found another node tut for a good vinyl plastic

>> No.950406

>>950332
>shouldn't I just be able to create a 3D model by tracing once I learned how to use the 3D software?
You can, but you'll only get so far. In all likelihood if you had the competence, but lacked that artistic touch, I imagine you'd be able to get 80% of the way there but fall hard into uncanny valley. Most likely because of the inconsistency between reference photos and focal lengths. That last 20% is the artistic "guesswork" to fix issues, get out of the uncanny valley, and maybe even slightly exaggerate and emphasize features that are intrinsic to a person to really push the brain into thinking "yeah this is x", a bit like caricature drawing but less extreme.
That comes with practice and knowledge about anatomy, and having the eye to tell something is off and knowing what's off about it.

>>950369
Yeah it's a lot of fun if you know what you're doing. I'd dial down the subsurface scattering by a good bit though, it's coming off a lot like wax. Depending on your material as well (like plastic or vinyl), you wouldn't have red subsurface colors since there's not blood flowing underneath it. It'd probably just be a uniform color. SSS really works best on areas where light would realistically shine through like ears and stuff, which is kind of the point.
But yeah, keep on tinkering! You can get crazy in depth when you start learning nodes that work with randomness and procedural bits. Ian Hubert has some really nice videos on interesting (and useful) things you can do with nodes to fill out a scene.

>> No.950420

>>950406
>I'd dial down the subsurface scattering by a good bit though, it's coming off a lot like wax
good point I went and found another Node set up which get me the results I was looking for see>>950388
I am familiar with Ian Hubert his 1 min tutorials are great

>> No.950427

How do you asure quality for traffic.
Like sure follow trend like comics or hollywood, but how does that multiplies with the quality?

Like whats "very cool"
3d these days

>> No.950438

how do you guys file your folders and files ?

>> No.950444

How to render graphics or content according to expected sales?

>> No.950478

>>942804
is there a backup for arrimus3d 3dsmax videos? i cant find any other good step by step tutorial to get started

>> No.950479

>>944039
>>944046
isnt it weight painting? vertex groups are for cloth sims and shit

>> No.950496

where do I go to commission a 3d model for porn?

>> No.950499

>>950479
Vertex groups and weight painting are the same thing... kinda.
You need vertex groups to be able to weight vertices to them. The groups are the container, the weight is their relation to the group from 0 to 1. So when you weight paint, you're painting the relation of vertices to a group, blue equaling no relation, red equaling full relation.
There's a shit ton more you can do with vertex groups than just cloth sims.
I mean fuck, just wait till you learn about the shit you can do with vertex colors.

>> No.950560

Need guidleine to make amazing 3d artist portofolio / game artist
With millions of view or salesannually at least


Also i am only lowpoly gen.
Pls advise
Content

>> No.950590
File: 35 KB, 828x524, 147498077_5690710820954491_1822000367287939933_n.jpg [View same] [iqdb] [saucenao] [google]
950590

>>948615
steam used to have a shitton of amateur hour unity games back when steam greenlight was a thing

>> No.950591

>>950590
i don't know why it linked that image, but enjoy

>> No.950600

Are there any plugins for blender that hasten the process of converting a polygon mesh into NURBS curves/surfaces?
Even if it's a quick & dirty method, I just need a rough outline of my mesh for use in another program.

>> No.950604

Is there any reason not use Daz for creating a character over making one in Blender that seems to be much more laborious?

>> No.950605

>>950604
Is there any reason one would prepare food at home when restaurants exist? Heck I don't know, you like making your own food?!

>> No.950610

>>950605
Isn't it quicker and easier to do in Daz? Maybe I'm just misunderstanding Daz.

>> No.950611

>>950610
Yes it's quicker to make characters in Daz. It's also quicker and easier if you skip work and just start retirement.

>> No.950665

>>942804
What’s the best website to use to sell gcodes for people to print out? I was thinking of using gum road but I’ve since learned about cults3d and thangs and others. Also, one of my designs is made to look like part of a video game character I do not own. Is it still okay to sell those or should I just give it away for free?

>> No.950674

If hypotehtically you wanna be a 3d artist or animator or 3d game artist/animators
What are the skills u need
The summary or list of it.

>> No.950677

>>950674
For 3d artistry or animation in video games hypotethically you need.
1.Contemporary dance.
2.pottery classes
3.Read the Q'Ran and memorize it.
4.Read The Twilight Saga and forget it.
5.2d animation
6.3d animation
7.Pass The Pillar of Autumn on legendary without killing a single Grunt
8.A phd in making lists.
9.Grow potatoes on mars.
10.Win to Viper 1v1 on Forest Nothing
11.Collect at least 3 dragon balls.
12.Be at least twelve
13.Drop salt on top of a cat below a staircase and on top of a broken mirror
14.Liberate Donetsk
15.Smoke a pack of incense sticks
16.3d rigging
17.Principles of body movement
18.Principles of facial expressions
19.Principles of Persesia
20.Give me 20
21.Drink alcohol
22.Loose at Blackjack
23.Eat 40 hotdogs in less than 30 minutes
23.Repeat steps 1 to 23
25.Watch Muzzy in Gondoland.

26.Most important of all remembering that a list of skills you need to learn for a job is the most idiotic question you can make. There is no taxative list of skills. You can be a 3d artist and not know many things. What makes you an artist or animator is making art or animating. Do the work and learn what you have to learn the go.

>> No.950679

>>950677
>26
I asked for job but they say no. It was a studio using facebook group. And some others.

>> No.950686

So uh. Old question. But other than blender or tracing references, tracing, references, how do one draw the complex refraction and reflections of translucent object especially between, near equally reflective and refractive translucent objects?
I guess this means i am looking for uh easier solution, because blender slightly creeps me and i want to, sorta understand the underlying science of it in a way dynamic enough for drawing,

Any ideas? It is CG, afterall

>> No.950717

>>950604
It depends on what you want to do. If you just want to pose some characters or make some casual stuff that doesn't really need any character work then daz is totally fine.
If you want to make a character, maybe fanart or build portfolio or the like, you'd want to learn to make your own models if you want to be taken seriously. Daz faces can be quite creepy and easily recognizeable as "shit you didn't make yourself"

What I do with 3d I'll never ever be using anything daz, but you might be doing something completely different and it might be just what you need.

>> No.950724

>>950679
> It was a studio using facebook group.
Omfg avoid that at all costs. It's a sweatshop disguised as a workplace.
As for you question this might help:

https://www.youtube.com/watch?v=ejhkr0b45Dw&t=196s

>> No.950748

>>950717
Yeah it'll just be posing them really. Won't even be able to make them out that much because they'll be at the back of the scene and it'll be dark. I only have one model of a person for Blender and he's like some big chad which isn't what I want and it would need rigged which is always a nightmare.
I know what you mean with the faces though. I left it too late in life to actually make something of myself in 3D or even bother with a portfolio. I basically just think of something and think "that might be cool" and try to make it.

>> No.950756

>>950724
>pencil and paper
Well i m on paper but i am still not bald like him

I mean lel, thank for link
Though the problem is, i havent even been banking on any, i mean, ANY 3d ever despite being on pen and paper(doing cartoons mostly, but i there is some PLAN on 3d, but still, on paper)

So my keyboards are very very, untouched.

Well i could say that i can straight up whip up "something" with million polygons and let it run 60 fps for some hours footage, and call it

But will these gain me that traffic? Thats the issue.

In summary: how to plan/add up ur portofolio into the kind of traffic you expect it to be? Yea thats what

>> No.950758

>>950756
Ultraschizo detected.

>> No.950764
File: 2.03 MB, 2448x2448, 1688776566780766510740928905867.jpg [View same] [iqdb] [saucenao] [google]
950764

>>950758
Shut up camel

>> No.950766

>>950764
Andrés is that you?!?!/1

>> No.950767

>>950766
Its jessica actually

>> No.950768

How do you plan out your 3d portofolio? Like maybe that one single model or the entire webpage.

Or just one single canvas

I m kinda dry and uninspired and i dunnot know how to make a plessing looking canvas, for the very leest.

Obviously it s arrangement but i m dry

>> No.950784
File: 64 KB, 480x360, 1538022168289.jpg [View same] [iqdb] [saucenao] [google]
950784

If I already have experience making 2d art how hard would it be to jump to 3d?

>> No.950785

>>950784
Depends on your 2d/3d

>> No.950787

>>950784
Pretty much as hard as it is for someone with no 2D experience

>> No.950793

Imagine knowing everything u need to kno about 3d (at least i think so) from theory and all and even have your guideline of how tos but with the lack of practice or actual practical solutions you are just numbed by your knowledge and feels rather not motivated to do 3d anymore... ever.


How do you solv that

Just being so detached with 3d on its own. Or whatever Ds. Initial Ds.

>> No.950856
File: 101 KB, 1440x810, hAndyv1.jpg [View same] [iqdb] [saucenao] [google]
950856

>>950192
>>950194
>>950302
>>950406
Dusted off the ol quest 2 and modeled up this hand and applied the various shaders i learnt on the tube. any criticism is welcome

>> No.950878

How to plan your 3dcg(or cg) portofolio to attract maybe millions of traffic

Also maybe the mathemathical summary of it, what fills in the canvas or the web pages

>> No.950931

>>950346
bump

>> No.950934

>>950931
Aren't mocap suits expensive as fuck? I remember a company a little while ago that used some software that made mocap easy as fuck. iirc the program is free, but their own mocap stuff seems really expensive. You can use the program without the suit obviously, but it's easier with the suit which is what you would expect. You can import what you make into blender or whatever too.
Might be worth looking into.

>> No.950943
File: 98 KB, 1248x1340, Theyre_the_same_Gesture.jpg [View same] [iqdb] [saucenao] [google]
950943

>>950856
rigging and pose libraries unlocked, next step full animated production
>>950346
AI and a cheap webcam

>> No.950962

How do you save filters in Blender? It gets reset to the default every time I open a project.

>> No.950987

>>950962
You mean in the outliner? Do you want the filter permanently applied, or like one you can quickly switch to like a preset?

>> No.951001

>>950987
Yeah that's the one and permanently applied if possible. I like being able to toggle the selectable/unselectable one and the disable in viewport ones on and off. Particularly the first one because I think it's really handy. I just hate having to add them every time.

>> No.951037

>>951001
file>defaults>save startup file
Anything you have in your scene, and everything else will get saved as the new default.
Keep a backup of your new startup file as well just in case you update and it doesn't transfer over. Then you can just load your startup file, and apply it as the default again.

>> No.951038

>>951037
>>951001
Scratch that, I lack basic reading comprehension.
No, I don't think there's one for the filter (the one where you search up things), but any of the icons you click do get saved (like the viewport/render toggles and all the stuff like that) in a default file. Searchbar doesn't though.

>> No.951043

>>951037
>>951038
Nah you were right it was as straight forward as just activating them and then saving the startup file.
It was more my explanation rather your reading comprehension.
Thanks dude.

>> No.951213
File: 46 KB, 1380x1495, hwhap.jpg [View same] [iqdb] [saucenao] [google]
951213

Anyone know how I can fix these artifacts/pinching/whatever it is? There's only like three or four faces that are tris, but for whatever reason they don't seem to be as fucked up as the ones that are quads.
The topology isn't the best, but the tris are at a minimum so I don't know why it's how it is.

>> No.951215
File: 22 KB, 267x154, savedfile_20230706094921.png [View same] [iqdb] [saucenao] [google]
951215

how to plan out interesting environment designs?

especially when relying on lore, story,

>> No.951217

>>951213
Oh look its the 4623rd person that posts a problem associated with geometry and or topology and doesn't post an image of the mesh. How quaint.
Post the fucking meah so we can tell yuu where is your problem you certified dummy.

>> No.951220
File: 265 KB, 2714x1564, hwhapr.jpg [View same] [iqdb] [saucenao] [google]
951220

>>951217
:(

>> No.951221

>>951215
bamp

>> No.951223

>>951220
Thank you. Yes the caue is your geometry. Take a look at this video
https://youtu.be/6T3hbcs5JQY
No piss off. Xoxo

>> No.951224

>>951223
Thanks babe :3

>> No.951226

>>951221
>Bamp
What a fucking generic question.
Do you know how slow this board is? You could be sitting for days and never get an usefull answer and by then learn 3 ways of planning out environment design.
In the mean time I suggest you take a look at this article https://www.worldofleveldesign.com/categories/level_design_tutorials/how-to-plan-level-designs-game-environments-workflow.php
I used a pretty cool tool called google and copied your question into it and voila it came with this article. Took a look and it had some usefull insigts! How cool is that! Yeah maybe it lacked a little bit of coverage on the story/lore paet but you can use tour brain for that you know!

>> No.951228

>>951226
well mummy towd me to stick wif the smarties, u pajitt
>link
well yea this one is vewy cool , so cool that i actually have read it.
But it is missing the crucial answer that is : how to make it interesting. Just that point.
No matter how i just find it, V v boring

mostly cuz it's not 6 digit

>> No.951230

>>951228
Ok. I'll bite.
First off there are no smart people on 4chan.
If you find it boring and not profitable then do hard drugs. You'll see that even searching for a vein under a bridge will sound like an adventure.

>> No.951231
File: 18 KB, 300x300, 1689134523123.png [View same] [iqdb] [saucenao] [google]
951231

>>951230
well u like to act smart doncha all. act it. like, even smarter. i just got questions.
Like how to plan values correctly on this picture as translucent materials.

Maybe using dis pict

theoreticals are foundation, isnt it

>> No.951232

>>951231
We already covered transparency and translucency anon. I think the veredict in that topic is that I wouldnt fall in the black hole of your idiocy. And yet here I am: in the event horizon of your quality shit posting. I will keep beating you with words because I could never physically abuse a cripple. I feel sorry for that light blue crayon you haven't picked up from the back of your desk in years cuz you can't get off your wheelchair without it being an event.

>> No.951233

>>951232
>already
i dont think so. link me. ONe post. just one post.
>Beating me with words
Clearly you are the one screaming, pegleg. So i am not abusing you either, physically.
>blue crayon
>wheelchair
*snap snap finger*
Ey, ey, the computer screen is OVER HERE. That's the mirror you are looking at

>also
evidently, here's your clue since i am compelled to, enlighten you some 3 steps of your "i said so", is that i know how translucency Multiplies the value of the colors behind it, so you just need to step one more from there and do the work that is double checking what i asked you.

Easy. now quit the screaming about how you are potently smarter, while also abusing the facts that nobody on 4chan is smarter.

Humor the surprise quiz, for your own good.

>> No.951236

>>951233
Oh shit you post gave me cancer
*DIES*

>> No.951239

>>951236
try the Kemo

meanwhile answering quiz, helps, especially for dementias and alzheimer

yours

>> No.951244
File: 141 KB, 423x421, savedfile_20230712132614.png [View same] [iqdb] [saucenao] [google]
951244

https://www.pinterest.com/pin/86623992820070827/ or https://www.pinterest.com/pin/810648001667089318/

looking for refraction/refelction diagram like this one maybe to matte paint or concept art true to life translucency

>> No.951277

How to calculate how much your 3d project, piece will gain in traffic

>> No.951474

Is Quixel Mixer any good?

>> No.951494

>>951474
s'alright.
It's free, and it gets the job done with a bit more nuance than Materialize or whatever it's called. The water level slider is fun to play around with for ground materials.
I don't know how it compares to Substance B2M (or whatever it's called these days), but they're probably about the same.... If B2M still exists in some capacity.

>> No.951555

Gamedev here, is it better to do things like simulation/rigging in DCC tool (e.g. 3dsmax) or Game Engine?

>> No.951779

Is there a 3D porn site similar to e621? I fucking hate scrolling endlessly and having to use only one tag is there no 3D porn website with a good tag system?

>> No.952619

Also trying to do photogrammetry. Never done it before, I want to know the suspension geometry of a car. There are several photos of the car and suspension, but I need exact numbers.

>> No.952620

>>952619
I also want to steal the chassis dimensions. There's one or two videos but they are not complete. There's even a scene where they show the cad model, but again not complete.