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

/3/ - 3DCG


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959526 No.959526 [Reply] [Original]

QUESTIONS that don't deserve their own threads

Rules for this thread:
>ask questions
>try to answer questions
>Do not Troll.
>Do NOT Schizo post.

Previous thread: >>951419

>> No.959532
File: 1.94 MB, 1920x1040, file.png [View same] [iqdb] [saucenao] [google]
959532

>>959526
this proboolean piece of shit gets garbled from where I apply quick slice and always top part only
tried resetting normals+xform

>> No.959534

>>959532
top part or left side only gets garbled
for some reason turning it to editable mesh>editable poly reverses side of the garbled part

>> No.959555
File: 817 KB, 1006x889, Reiner.png [View same] [iqdb] [saucenao] [google]
959555

im relatively new to blender. Im trying to make a oni type mask based off of Reiner. I have made the teeth and armor pieces just fine but I need to put in the fleshy parts that keep it all together.
would the best way to just sculpt in the muscle or something

im 3d printing this later so topology doesnt really matter. i'll just remesh all the seperate parts together as one

>> No.959572

Is it possible to APPEND an armature but LINK its respective mesh in blender?

>> No.959634

>>959526
is there any blender addons that make weight painting less painful please

>> No.959635

>>959555
Block it out and sculpt it
>>959572
WTF are you trying to achieve
>>959634
There are auto weight painting tools for humanoids like mixamo
https://www.youtube.com/watch?v=0aOBefSBNqk

>> No.959637

What should I do during long render times? I have a paid legit plug from a small company that only renders when the program is active meaning I cannot tab out of the program while it is doing its thing. Should I just play playstation?

>> No.959642
File: 48 KB, 800x800, 01-tiled-lines.png [View same] [iqdb] [saucenao] [google]
959642

>>959526
why are VFX artist so easy to exploit?
how to protect yourself from being exploited when working in VFX?

>> No.959645

>>959635
thanks

>>959637
floss

>> No.959646

>>959645
FLOSS?!

>> No.959648

>>959646
MY DENTIST TOLD ME I SHOULD FLOSS MORE

>> No.959653 [DELETED] 
File: 1.33 MB, 1920x1080, 1695515425281120.png [View same] [iqdb] [saucenao] [google]
959653

>>>/vg/447875110
Artificial Academy 2 General /aa2g/ #1293
Ready to Serve Edition

Welcome, this general is for the discussion of ILLUSION's Artificial Academy 2.

COPY ERROR MESSAGES WITH CTRL+C, PASTE THEM WITH CTRL+V INTO GOOGLE TRANSLATE. JUST CLICK THE WINDOW AND PRESS CTRL + C, IT WORKS.

>Downloads:
/aa2g/ Pre-Installed Game, AA2Mini: https://tsukiyo.me/AAA/AA2MiniPPX.xml
AAUnlimited updates: https://github.com/aa2g/AA2Unlimited/releases

>Information:
AA2Mini Install Guide:
https://docs.google.com/document/d/e/2PACX-1vS8Ap6CrmSNXRsKG9jsIMqHYuHM3Cfs5qE5nX6iIgfzLlcWnmiwzmOrp27ytEMX03lFNRR7U5UXJalA/pub
General FAQ:
https://web.archive.org/web/20200216045726/https://pastebin.com/bhrA6iGx
AAU Guide and Resources (Modules, Tans, Props, Poses, and More):
https://docs.google.com/spreadsheets/d/17qb1X0oOdMKU4OIDp8AfFdLtl5y_4jeOOQfPQ2F-PKQ/edit#gid=0

>Character Cards [Database], now with a list of every NonOC in the megas:
https://docs.google.com/spreadsheets/d/1niC6g-Xd2a2yaY98NBFdAXnURi4ly2-lKty69rkQbJ0/edit#gid=2085826690
https://db.bepis.moe/aa2/

>Mods & More:
Mods for AAU/AA2Mini (ppx format, the mediafire has everything):
https://www.mediafire.com/folder/vwrmdohus4vhh/Mods
/aa2g/ Modding Reference Guide (Slot lists for Hair/Clothes/Faces, List Guides, and More):
https://docs.google.com/spreadsheets/d/1gwmoVpKuSuF0PtEPLEB17eK_dexPaKU106ShZEpBLhg/edit#gid=1751233129
Booru: https://aau.booru.org

>HELP! I have a Nvidia card and my game crashes on startup!
Try the dgVoodoo option in the new win10fix settings.
Alternative: Update your AAU and see if it happens again. If so, disable win10fix, enable wined3d and software vertex processing.
>HELP! Required Windows 11 update broke things!
winkey+R -> ms-settings:developers -> Terminal=Windows Console Host

Previous Thread:
>>>/vg/445943839

>> No.959668

>>959635
I want to change the rig, but I want future changes to the original mesh to reflect in this new rig

>> No.959673
File: 279 KB, 640x960, seinfeld-the-dumbbell-dispute-no-soup-for-weaklings-v0-8tghto8cc7ab1.png [View same] [iqdb] [saucenao] [google]
959673

Will future videogames use entirely AI blockbox physics graohics engines?

>> No.959674

>>959673
/cris/ ~~~~>

>> No.959680
File: 382 KB, 1141x604, Capture.png [View same] [iqdb] [saucenao] [google]
959680

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.959686

>>959668
I am not sure I understand you.

If you have a rigged mesh and you pose it and you want these changes to be permanent you have to apply the modifier.
Then you have to choose the skeleton in it's new pose and "Apply Pose as Rest Pose". Than you can link the skeleton in the armature mod again.

Tell me if that is what you are trying to do?

>>959680
make human
You can also morph something in DAZ and export it to blender

>> No.959698 [DELETED] 
File: 27 KB, 300x100, 111.gif [View same] [iqdb] [saucenao] [google]
959698

How do you determine keypose or pose tweening based on dynamics, like the exact correct positions, spacings, given the timeframe, momentum and mass of the objects

so to make it as realistic as possible.

so i guess it's not tracing or roto, or maybe just layover of frames that is not determined by the roto


also where to find some of the most complete motion library for movies. like i know http://mocap.cs.cmu.edu/
but it's a hassle to open on 3d wares and the avi is not viewable

>> No.959700

>>959686
It’s a workflow for animation. In one shot, the character is pulled by their ear, meaning the ear bone needs to be IK pulling virtually the entire torso along with it. I’m thinking I should just duplicate the rig in the original .blend, make changes to that duplicate rig, then link it to the shot’s .blend; the original rig’s .blend will then accumulate many unique rigs on the same mesh for various purposes. Does this sound like a suitable workflow?

>> No.959711

>>959700
Build the ear pull IK control rig and just add it to the normal rig as an option.
You have to look through it yourself but this frog has a tutorial about a context specific IK control rig. If I remember correctly it was about leaning on a table.
https://www.youtube.com/@PierrickPicaut_P2DESIGN/videos

>> No.959719

>>959711
Looks like this one, eh? Thanks anon I’ll check it out. https://www.youtube.com/watch?v=ZwJxDj69IoI&t=0s

>> No.959724

Is it normal to absolutely despise Blender with every fiber of my being, I know in my head where every single polygon needs to go for a small project I'm working on but I can't even get the damn program to place a cylinder the way I want

>> No.959735
File: 2.28 MB, 1110x825, file.png [View same] [iqdb] [saucenao] [google]
959735

each uvw tile comes a different color for some reason
tried detaching each map node saperately & it doesnt solve it
viewing maps in photoshop shows them seamless

>> No.959738
File: 2.77 MB, 1286x825, file.png [View same] [iqdb] [saucenao] [google]
959738

>>959735
turning arnold distant light intensity 10 to 1 fixed it

>> No.959739

>>959738
nvm it didnt
I must've pressed shift+q on a uvw editor & it reskinned it

>> No.959759

>>959739
its the diffuse map actually, need to unify lighting dunno how to do it in photoshop, used to do it gimp a year ago but forgot how

>> No.959764

I plan on doing an animated short film but can't into 3D models. How expensive do you think it would be to get someone make me two 3D models based on my two actors? I have concept art on the type of clothing I would want them to wear too.

>> No.959768
File: 1.21 MB, 432x768, output.webm [View same] [iqdb] [saucenao] [google]
959768

>>959526
How's this animation?
My goal would be to produce history videos with this style.

>>959764
depends on how detailed you want them to be, people Fiverr probably charge few hundred per model

>> No.959770

Anyone answer >>959246 for me?
I did it once by accident and it came out white when I was trying to workout how to do engraved text. Then it was engraved, but it was also white, which is sort of what I want to know now. I did get there in the end and engrave it without the color. I'm also not sure if it was white because that's what color the text was in the stencil I was using or if I would have been able to change it to something different had I wanted to.

>> No.959788

>>959768
why the dutch angle?

the icon at the back could be more vintage looking

>> No.959791
File: 1.15 MB, 366x192, cangetridleyofdaisyridley.webm [View same] [iqdb] [saucenao] [google]
959791

Recommend me a piece of relevant corporate slop to learn. I tried learning 3ds Max and even could get some stuff done in it, but then I updated to recent version and I feel like that thing is just about to cave in and figuratively bury me under the rubble, It's just pane upon pane upon pane glued to the screen which accumulated over decades, with usability and accessability just sitting in a distant corner.

Recommend me a software to pirate which does most of the stuff that Max does, but will make me feel like a cool kid in the process. I don't want blender because I don't want to watch those annoying guides, learn hotkeys for everything and generally prefer reading manuals.

>> No.959792

>>959788
>why the dutch angle?
foreshadowing, while this video play audio reads:
>"Åsa's father, Ingold (nicknamed "the Illruler") was as incompetent as his daughter was ambitious"
>"As a matter of fact, Ingold had been so busy feasting he had left his kingdom defenseless, allowing Ivar and his Scanian forces to penetrate deep into Sweden without his knowledge"
>"When Ingold was informed that a Scanian army had encircled him into his drinking hall of Raening, he was dumbfounded"
It doesn't end well for them.
I won't shill for my channel unless asked.

>the icon at the back could be more vintage-looking
You mean the raven banner?

>> No.959800
File: 371 KB, 732x915, Screenshot 2023-09-27 194407.png [View same] [iqdb] [saucenao] [google]
959800

Can someone help me out?
I've been trying to model this character for a few days now, I would love to have some feedback about its topology, anatomy or any way that you think I could improve.
Thank you in advance!!

>> No.959802

>>959800
useless for animation without kneecaps
also don't do this modeling after background crap
dont try highpoly before doing complete basic outline with all the loops
also this is sculpted first, retopoed second, unless you are OG max hardsurface boomer

>> No.959822

>>959791
Cinema 4D. Just watch Dammerich's vids, they're awesome. Maxon's tutorials are okay, they just go topic by topic.
Houdini is fun, even if useless on its own.

>> No.959826

Is there a free bump map of Europe?
I tried using Natural Earth but their maps are not bump maps and don't work for it

>> No.959827

>>959822
Yeah I've been thinking about Cinema 4D too, thanks

>> No.959830
File: 235 KB, 765x583, 3ds max color selector.jpg [View same] [iqdb] [saucenao] [google]
959830

can someone dumb down for me the new color selector in 3ds max 2024
looks and behaves massively different compared to 2023 or any other earlier version
values that used to be light grey are now pitch black, same goes for white being overly exposed
switching between scene or display mode doesnt seem to be doing anything more than visually adjust things within the color selector without actually affecting the values of the materials
am i using it wrong, why did they change so many things?

>> No.959832

>>959830
The Color Picker displays colors in 2 different color spaces"

Scene-referred linear space (Rendering space)
Display-referred space

https://forums.autodesk.com/t5/3ds-max-color-management/new-updated-color-picker/td-p/11845388

>> No.959936

3dsmax 2023 suddenly shows me full scene render when I try Bake/Render to texture all of a sudden instead of a baked texture then outputs the scene pic too instead

I've done this 100s of times successfully & but bot on 2023
is there a single release where nothing fucks up jfc

>> No.959937

>>959936
Are you pirate?

>> No.959939

>>959937
ye no shit

>> No.959941

>>959939
dude, pirated software has all sorts of crap going on with it, timebombs etc. You can get max trial for a month for free. And what do yo mean, "no shit"? A year sub is only $250, do you not have a job?

>> No.959949

>>959941
I cant afford buying software from a 3rd world shithole

>> No.959950

>>959941
As a matter of principle I would never rent software.

>> No.959978

>>959800
Too high poly and your edge flow is bad.
At this stage of the game your Legs and Arms should be cylinders with 8 sides.

Do some research into edge flow and topology.
Some of your decisions can be made for the subdiv modifier and some for better deformation when animating.

https://www.youtube.com/watch?v=bN-GnqSKCgU

>> No.959979

>>959939
You are a shitty pirate, you don't use the most recent version of a software. That is usually even buggy when not pirated, so it's only worse when pirated.

Get an older version of maya you lowly deckhand.

>> No.959987

>>959979
>Rules for this thread:
>Do not Troll.
>Do NOT Schizo post.

leave, sir

>> No.959996
File: 415 KB, 170x95, ezgif-1-8490729ee4.gif [View same] [iqdb] [saucenao] [google]
959996

What can iuse to calculate the exact spacing between poses and keyframes/poses
like how the skateboard flips and the model jumps, like how much distance is correct and its orientations it does around the frame and such

or anykinds of motions like walks,gaits, or dances

basically the right X amount of distance/value to do (for the limbs) based on the motion

>> No.960002
File: 58 KB, 564x381, bc08ca21b461035ca7ff56121e3667f5.jpg [View same] [iqdb] [saucenao] [google]
960002

what program should I learn for parametric / generative design? I use simple parametric CAD software for work, but its focused on cnc and carpentry, and useless for anything else. I want to return to interior designing, but making my own shapes instead of just pulling from generic libraries

>> No.960007
File: 7 KB, 290x174, download.jpg [View same] [iqdb] [saucenao] [google]
960007

Im thinking of rendering from my pc unto VCR tapes and then back into my pc. Anyone here ever did this and is it worth the trouble?

>> No.960017

>>959979
older 3dsmax versions are even worse

>> No.960024
File: 633 KB, 1920x1040, file.png [View same] [iqdb] [saucenao] [google]
960024

substance painter's edge detect/ curvature just dont work. Instead of spreading along the edges they just splatter the whole model. Using projection triplanar.
is there an easy way to change projection mode across multiple layers btw?

checked the model's normals & they're fine

>> No.960025 [DELETED] 

>>959526
Please please watch this documentary please Please help educate yourself and stop abortion and animal agriculture/factory farming . Please watch this Free documentary online about animal agriculture at " watch dominian dot org" Google it or watch it on YouTube below. Please also watch this video on YouTube about abortion below
https://m.youtube.com/watch?v=LQRAfJyEsko&pp=ygUPV2F0Y2ggZG9taW5pYW4g [Open]
https://m.youtube.com/watch?v=XGPv66ZqlEQ&pp=ygUoYWJvcnRpb24gaXMgc3RpbGwgbGVnYWwgaW4gYWxsIDUwIHN0YXRlcw%3D%3D [Open]
https://m.youtube.com/watch?v=H80Hz7x1I5M&pp=ygUXV2F0Y2ggZG9taW5pYW4gZG90IG9yZyA%3D

>> No.960027

>>960024
did you bake mesh maps?

>> No.960031
File: 255 KB, 1920x1040, file.png [View same] [iqdb] [saucenao] [google]
960031

>>960027
what does that have to do with anything? doesnt that just bake them to be usable in external apps?

picrel is what it shows after I bake (another obj but still same textures)

>> No.960036
File: 751 KB, 1920x1040, file.png [View same] [iqdb] [saucenao] [google]
960036

>>960027

thanks
I think I got somewhere eventho triplanar doesnt guarantee texture continuity on picrel

>> No.960037

>>960031
so baking mesh maps worked?

>> No.960039

>>960037
ye

>> No.960042

I've asked this before and didn't get a reply. Can you/are you supposed to put as many unwrapped UVs into the grid as possible? What I mean is
>Have a model with, for example, 5 separate parts
>Unwrap all of the parts and put them all into one UV grid
Or have them with their own specific UV grids? I'm only asking because I had a model with about 20 parts to it, some big some small, and I did them all separate. But the maps combined came out to like 350mb in Substance and I don't see that working long term if it's that size for just one model.
At the same time I don't know if having them all in one grid would fuck up the textures or whatever.

>> No.960043

>>960042
depends on if you are doing film or games and then what platform your game is on and then if your objects are "hero" or background

>> No.960047

>>960043
It's just a static object, but high quality/close to the camera.

>> No.960048

>>960047
so do multiple udims then

>> No.960050

>>960048
I'll try that. Thanks.

>> No.960051

>>960036
bro what the fuck are those UVs

>> No.960064
File: 121 KB, 1000x1500, pool's closed.png [View same] [iqdb] [saucenao] [google]
960064

>> No.960114

Bros I'm back with my stupidity. How the fuck do you keep texel density after you set it and pack it?
>Set texel density
>UVs too big for UV grid
>Pack it
>UVs now fit the UV grid
>Texel density has also halved
I've done it once before after trying for fucking ages and it just seemed to be pure chance because I've done the same thing since and I still get half the texel density.

>> No.960122
File: 173 KB, 480x640, mapintro.webm [View same] [iqdb] [saucenao] [google]
960122

>>959526
Is this too fast? Can you read the text?

>> No.960127

>>960122
Yes.

>> No.960128

>>960127
yes, to which question?

>> No.960149

how do one parameterize animation like,walk/gait/runs/limps/jumps so it is correct physically and even modularly, with enough realism and balance in its dynamics and kinematics

>> No.960151
File: 183 KB, 1076x1080, 1659304429203258.jpg [View same] [iqdb] [saucenao] [google]
960151

Does world4jack still post here? Curious what he has been up to. He doesn't post on his youtube or blog anymore from what I see. I remember I used to see him in threads sometimes to get feedback years ago and was just curious what he is up to now. I assume he is deep into making a videogame, but there is no evidence for that.

>> No.960153

>>960149
bump

>> No.960159
File: 43 KB, 231x182, red.png [View same] [iqdb] [saucenao] [google]
960159

>>960151
He is in world4 right now, dropping acid and shooting airsoft rifles, nobody knows when he will come back and visit us.

>> No.960160

>>960149
You can simulate it.
You could use Cascadeur.
Or just eyeball it.

>> No.960278

Is 3ds max still the most widely used 3d software?

>> No.960281

>>960278
blender is the most widely used since it is free

>> No.960290

This is a longshot but does anyone here comp in Natron?

>> No.960397

>>959526
1st question if I model a character but use another model typology as reference would I have to worry about copyright? Like if I retopo my characters arm to have the same flow as a guilty gear model would that not be allowed?

2nd question is there a way to make drivers easier? I saw that 2D animation program MOHO has a driver like system that all you do is move the bone to the position you want and edit the vectors verts while "recording" the driver action and when you move the driver bone it just plays that action. Is there addon that does that? Because I find drivers just tedious.

>> No.960405

how do you correctly model a motion according to physics and dynamics

>> No.960408

is it tolerable to model a humanoid using icospheres, deleting some faces where overlap occurs, and then merge the verts from the different objects?

>> No.960424

>>960397
1. Topology is not subject to copyright
If your model looks very similar and has the same topology and the same UVs there might be a case. But if all that is the same is topology then you didn't really copy their artistic work

2 I don't think that something like that exists. I can't imagine how something like that would work, for 3D.

>>960408
Seems like an extremely suboptimal workflow. If your end product looks like you wanted and is useable and the time spent isn't exorbitantly long, then go for it.

Doing things the common way means there are a lot of people that can give you advice.

>> No.960451

>>960424
I thought what that anon was saying about copyright was more about the design and the topology was some kind of semantics to get around it.
A bit like drawing Bart Simpson to look exactly like Bart Simpson, but doing it your own way instead of the way an animator shows you to do it in a tutorial.

>> No.960488

How could MtoA devs fuck up so badly?

>> No.960511

Do you even need to Grade pure cg renders, like in Resolve?

>> No.960595

I've got this weird issue happening in substance where if I'm painting something, namely a stencil, using a mask I have to alternate between selecting the mask and selecting the layer otherwise it won't work. There doesn't seem to be any rhyme or reason behind it neither.
For instance
>Select mask
>Nothing paints at all
>Select layer
>Starts working, but only does part of the stencil
>Have to select mask to paint the rest of the stencil
>Alternatively select layer first
>Nothing paints at all
>Select mask
>Starts working, but only does part of the stencil
>Have to select layer to paint the rest of the stencil
What's up with this? I've never seen anyone have this issue before and I've never even had it myself before.

>> No.960605

Not really 3D thing, but related, does anyone know the name of the sound effect that usually plays when a spotlight is turned?
I thought it was just called spotlight turn-on, but can't find such sound effect

>> No.960607

>>960605
https://www.youtube.com/watch?v=2q3d48J4fak
Like that?

>> No.960610

>>960607
similar, but not quite that

>> No.960611
File: 13 KB, 300x225, frog_s_pivom_kokochambo_owo_komar228_3d_model_c4d_max_obj_fbx_ma_lwo_3ds_3dm_stl_4207295_m.jpg [View same] [iqdb] [saucenao] [google]
960611

I am looking for a 3d modeling textbook I saw at Barnes & Noble in the mid 2000s that was quite literally titled, "How to make Sexy Women in 3D."

That wasn't exactly the title but it had that kind of brazen in your face phrasing. I'm only looking for it because it's hilarious to think it existed and was sold in bookstores. I remember looking through the book but I don't remember what software it recommended for the tutorials.

Does anyone remember this book? It would be cool to own just for the meme factor alone.

>> No.960612

>>960611
>Rules for this thread:
>Do not Troll.
>Do NOT Schizo post.

SEE YA LATER

>> No.960629

>>960612
> not trolling
> not a schizo post
oof

>> No.960634
File: 402 KB, 1033x545, 3.png [View same] [iqdb] [saucenao] [google]
960634

I'm currently doing this manually with plentiful tweaking. I haven't done the tutorial yet.
My desire is to click a vertex, and then click another vertex on another object (basically "shooting" the object with my mouse), and have the vertex then go to that spot. I know that blender has this kind of idea in it already in the walk/fly mode where hitting space will teleport the view to where you're looking at--is there a similar feature for the "move vertex" destination?
I could also, for this situation, make everything one mesh, and then click two vertices at a time, and have them "merge," right? But then I'd be deforming both sides of the mesh and I only want to deform these "tendrils."
Thanks for reading the schizo blog.

>> No.960639

>>960634
with merge you can use merge last everything merges to the vert you selected last and merge first everything merges at the vert you selected first.

Or you could activate snap to vert and make each tendril vert snap to the vert you want it at.

If you would explain what you are trying to achieve in more detail, then I am sure there is a even better workflow.

>> No.960642

>>960639
The goal is to model a simple city (a plane with boxes) that then has "tendrils" erupting from the building at the end that course through the city. Finally, in the third iteration, the tendrils are connected to all of the close-by geometry with cascaded sheets, which don't have to look pretty (it's a proof of concept), and so I essentially want the tendrils to connect to the city and each other to make rooms inside.
If there was the same mode I'm talking about where I could "hitscan" things, I could just click along the tendrils and make some sort of polygonal mesh between the two, as well, which I'd be fine with, but I'm unsure of how to do any of that.

>> No.960647

What's the best choice for a beginner in 3d? Learn one program (for example, Blender zero to mastery) or enroll in that kind of course where you do a project using various programs (marvelous design, zbrush, etc)? The two are suitable for beginners...
Thanks and have a good weekend!

>> No.960648

>>960647
Learn maya + houdini

>> No.960649

>>960648
Thanks! Why?
For give context, im a unity unreal dev...

>> No.960652

>>960649
Because they are the best softwares and industry standard.

>> No.960653

Is there anything worse than posting your work to discord and getting super likes but no feedback?

>> No.960659

>>960639
Thanks for the advice on "snap to vertex," because now I see what all the snap options are, and that does a very similar thing to what I desired.
Fucking finally. A MONTH of me delaying this project because Unity sucked.

>> No.960660

>>960659
unity doesnt suck dude, you just lack fundamentals

>> No.960661

>>960660
How would you create what I described in Unity?
Even navigation in Unity is annoying. Blender has a mode in which I can explore the whitebox of my level with gravity enabled on a default player. Unity has none of that built-in, despite it being a GAME ENGINE.

>> No.960663

>>960660
>>960661
>>960659
Looking up "snap to vertex" in Unity does enlighten me that it's possible in their editor, but the behavior out-of-the-box is much less obvious and decent than what happens in blender, and takes more time on top of that because you're entering and leaving modes for every vertex after selection.

>> No.960664

>>960663
it took you a month to wrap your head around vertex snapping.

Those in glass houses shouldnt throw stones.

>> No.960665

>>960664
No, it took me a month of looking at the project for thirty seconds, asking once in a while in a group to get zero replies, and then finally getting some information here. I watched some whiteboxing tutorials and read the probuilder documentation. Nothing useful.

>> No.960668

>>960664
Tell me where in the Unity documentation you, with zero knowledge of 3d modeling "best practice," learned about vertex snapping's utility for this application, and then I'll put the fucking rock down. Unity is a paid product; its use should be extremely well documented, because they spy on every single user so they can market them and their actions to other users--but they can't use that information to write how people do everything, eh?
Fuck them.

>> No.960669

>>960668
you have no fundamentals, snapping wouldnt even occur to you until someone here mentioned it

>> No.960670

>>960669
That's literally my point. There are no fundamentals because there's no fucking documentation. FUCK UNITY. Say it, dumbass. Demand what you fucking pay for.

>> No.960671

>>960670
show some respect to the medium you retard

>> No.960672

>>960671
Eat my fucking ass and stop defending shitty software practice. The medium is the massage. Unity's a fucking wreck.

>> No.960673

>>960672
t. doesn't know what snapping does until 5 minutes ago

>> No.960674

>>960673
Tell me where in the Unity documentation you, with zero knowledge of 3d modeling "best practice," learned about vertex snapping's utility for this application, and then I'll put the fucking rock down.

>> No.960675

>>960672
>https://docs.unity3d.com/Manual/index.html
read the fine manual. also, linkedin learning just released "unity 2023 essential training" which is extremely basic but you need it apparently. go watch it.

>> No.960676

>>960674
>https://docs.unity3d.com/Manual/PositioningGameObjects.html
?

>> No.960677

>>960675
I read their start guides and watched their probuilder horseshit.
>>960676
That's not where you fucking learned it.

>> No.960678

>>960676
>Talks about vertex snapping for deforming a mesh
>Links "POSITIONING game objects"
>surely they're not that retarded
>surely they'd make another section detailing building worlds
fucking lmao
dead in the water

>> No.960679
File: 1.44 MB, 498x280, 1678010002031176.gif [View same] [iqdb] [saucenao] [google]
960679

>>960678

>> No.960680

>>960679
Good to know women still use this board. You remind me of when an insane homeless bitch would try to "own" me with GIF replies on Facebook in 2012.

>> No.960681

>>960678
oh sorry i didn't read the whole thread. unity is a game engine, not a 3d modeling program, so when i went to edit a model, i do it in a modeling program. if i want to move around vertices during gameplay, then i do it from c#.

https://docs.unity3d.com/ScriptReference/Mesh.html

>> No.960682

>>960680
>>Rules for this thread:
>Do not Troll.
>Do NOT Schizo post.

>misogyny
>facebook
>cant realize own lack of fundamentals
>blaming the software

>> No.960683

>>960681
I'll need this for later when I want the level to morph from just-tendrils to their final positions, perhaps--we'll see. Thank you for the link.

>> No.960684

>>960682
>Do not Troll
>RETARD ALERT GIF
ain't that guy but let me put it this way
you ain't him

>> No.960685

>>960684
don't let the gif trigger you. That guy who couldnt conceptualize snapping and started to curse the tools is to blame.

>> No.960686

>>960685
>trigger
Back to /pol/, redditor.

>> No.960687

>>960686
>Do NOT Schizo post.

>> No.960688

>>960687
>Still needs last word
Nothing better than a woman's opinion to lighten up the thread.

>> No.960689

>>960688
the irony

>> No.960690

>>960686
This is a /pol friendly forum, you are not welcome here.

>> No.960691

>>960689
>irony
That's why you still responded.

>> No.960692

>>960691
post your work mate. You have nothing to lose by doing this and everything to gain. Make yourself be legitimate. Lets see what someone who cant comprehend snapping is working on. I bet one of my kidneys its cris tier.

>> No.960693

>>960692
>girl who posts "RETARD ALERT" gif didn't read the thread
Pottery.

>> No.960694

>>960693
>gets asked to post work to see if you are just wasting everyone's time
>responds with further misogyny and no work

u never ever gonna make it

>> No.960696

>>960652
Thanks!
I will take that advice!!

>> No.960698

>>960686
No matter how many times people like you say this, it's never going to make sense.

>> No.960701

Is ArtStation a good place to post WIP and get feedback or is it only or final pieces and you don't get feedback?

>> No.960715

>>960701
same question but with discord, is it shit for feedback? Where is a good place for feedback?

>> No.960719

>>960715
You'll need to find a good server for good feedback, preferably with professionals who can roast your shit instead of hugboxing you. There are good and bad servers, but I've found gamedev oriented ones are better than artsy fartsy ones when it comes to useful feedback.

>> No.960720

>>960719
but im only interested in offline

>> No.960726

>>960720
Offline? why ask about discord then? Unless you mean rendering artwork and scenes. Then I'd still say, gamedev discords are good for learning topology and how to make things effectively and what to pay attention to.
The environment usually has higher stakes for getting things to look up to par compared to some random youtuber's discord who will make something stylised 100 times without improving. But YMMV.
There are plenty of discords and gamedev is in my sphere of interest so I benefit greatly, but I suggest looking around the many creative servers you can find and you'll probably be able to find some that suit you. For example for animations, look for animation servers and so on.

Ultimately be wary of hugboxing, look for honest feedback no matter how brutal and distinguish hacks from people who know what they are doing and then ask help from latter if you want to improve fast.

>> No.960727

>>960726
offline "film" renders as opposed to real time renders.

>> No.960729

>>960727
Yeah, figured out the context after dusting off some cobwebs from my mind. Been a while since I've had to differentiate between the two

>> No.960775
File: 166 KB, 1152x841, F0CKSVmagAIIP0-.jpg [View same] [iqdb] [saucenao] [google]
960775

Is there a video lesson or time lapse of sculpting cloth folds onto stylized/anime character figures?

>> No.960789

Where can I find videos of people making random stuff in Blender that isn't a full blown tutorial or 12 hours packed in to 30 seconds? I can't seem to find anything in between.

>> No.960794

>paid tutorial is significantly worse than reading and watching the free, official documentation

Why is this almost always the case

>> No.960811

>>959526
whats a bette aesthetic 2d Characters with 3d background or 3d Characters 2d background?

>> No.960832

>>960794
can somebody answer this?

>> No.960834

>>960424
>If your model looks very similar and has the same topology and the same UVs there might be a case.
That's a little bit of a concern mainly because the model I'm looking at for reference is a humanoid base and I'm making my own humanoid base, the reference model is visually in terms of style different with bigger hands and feet, while my torso has different topology but the arms and legs could theoretically be cut off and shrink-wrapped on the reference model. The UVs are different but overall is slightly the same because both models are people shaped. I'm sure its fine because like you said Topology is not subject to copyright and I imagine if everyone had to reinvent the wheel to make arms in 3d it be fucking asinine. But I figured I ask before I start weight painting the thing.

>> No.960855

>>960775
honestly quite a few if you just search timelapse. this guy does anime
https://www.youtube.com/@FlyCat1

also those shoes are a crime against god.

>> No.960856

>>960834
people are only gonna notice if they 1)extract your model from your video/game 2)have done the same with guilty gear 3) think to cross reference the two

that's not a big demographic of people. i'd advise not keeping the exact same uv unwrap though.

>> No.960877
File: 450 KB, 1018x1182, Screenshot_20231010-063530_X.jpg [View same] [iqdb] [saucenao] [google]
960877

https://twitter.com/SayuriArtsy/status/1711165012453011605?t=Rzp_ijEP-nOAQQXTk-Fo6Q&s=19

how was this achieved? Retarded twitter user doesn't give an answer, just says she self references

>> No.960881

>>960877
Could be a simple shapekey.
A bunch of bones with colliders and corrective shapekey.

It doesn't look like a pure softbody sim or cloth sim.

Could be something a little less advanced as this
https://www.youtube.com/watch?v=X26xROC9wao

>> No.960884

>>960881
Thanks bro, your a legend

>> No.960885

Do you guys use AI for textures, If so what is your process. If not what do you use

>> No.960940

>>960856
I'm a little confused when you say UVs do you mean the layout and islands, textures or seams because only the seams are the same to add lines in the place they should appear

>> No.960941

>>960877
https://youtu.be/9g1nW6yRiyM
Yeah Blender Twitter users are incredibly bad at sharing info

>> No.960944

>>960940
the layout i guess.

>>960885
do you mean upscaling? i use ersgan models.

>> No.960972

>>960719
>You'll need to find a good server for good feedback,
how do i do this?

>> No.960973
File: 87 KB, 605x525, sayuriartsy.png [View same] [iqdb] [saucenao] [google]
960973

>>960877
>>960941

>> No.961001

>>960973
They could be lying. I mean they admit they just want money and wont reveal the method.

>> No.961003

>>960973
>>961001

I found this leddit thread where they apparently said they used a bone and a distance driver

>> No.961015

can i make figure if i box modeling character from head to toe, subdiv it multiple time then add the detail?

>> No.961016

>>961015
include 3D print btw

>> No.961018

>>961015
>>961016
I beg you pardon?

>> No.961021
File: 546 KB, 3216x844, 1697006592274.jpg [View same] [iqdb] [saucenao] [google]
961021

>>961018

>> No.961023
File: 120 KB, 1447x805, Biplane_WIP.jpg [View same] [iqdb] [saucenao] [google]
961023

Absolute /beg/ to Blender here (Done a couple of tuts and simple objects), posted this in another board and anon merely replied with "bro". Is he being a dumb cunt or is there something so egregiously wrong that it warrants the response? He refused to elaborate so probably the former. So far all I can think of is the fucked shading by the control surfaces, I opted to detach them (As would be done IRL) which led to that but I could just as easily reattach them. And if you need an actual question, then how would I get rid of the weird shading while keeping the ailerons detached?

>> No.961024
File: 51 KB, 959x689, Biplane_WIP_2.jpg [View same] [iqdb] [saucenao] [google]
961024

>>961023
To better illustrate what I mean by weird shading. Doesn't look as bad on Viewport: Rendered but it's still there to a degree.

>> No.961025

>>961024
Looks like a bent faces issue, which is a super common mistake for beginners to make, so yeah don't worry about that other guy. You could slap on a weighted normal modifier which might help a bit, but I don't think it will fix it. You just have to look at and adjust your topology. https://youtu.be/567FFSk23Io

>> No.961027

>>961025
Weighted normals, huh. No idea what that does and it indeed changed nothing, I'll have to look more into it later. Anyways, I did check the faces and found some pentagons on the aileron sides, got rid of those. I'll have to see if the insides of the wings are forming proper planes later.
Also I didn't mention it but I do plan on tossing that model into a game engine so I'll have to do that first to see how it looks there. Maybe it'll be different, maybe not.

Well, either way, thanks anon.

>> No.961028
File: 170 KB, 1208x713, coronaao.jpg [View same] [iqdb] [saucenao] [google]
961028

trying to convert from corona to vray getting this error bcs of corona ao, how do i fix it so it converts everything?

>> No.961034

Somebody on another board said that doing 3d, even when your not getting paid for it, is just another form of work. They said that if you work a day job and then go home to do your "hobby" of 3d that you in affect are still working and are working probably 12-16 hour days every day. Is this true?

>> No.961035

>>961034
You can say that about any hobby. I might not enjoy gardening and consider it work, but others enjoy it and look forward to doing it. At the end of the day it's all work, but it just depends on whether you enjoy it or not. You might even enjoy the project you're working on but find still some stages feel more like "work" rather than "fun". Yku have to get over those humps you might not enjoy though to get to the parts you like doing. Same with the gardener. They might be having fun until they realise the hole they're digging for their newest plant has a thick tree root running through it, so now they have to spend the next hour digging it out and hacking away at it.

>> No.961036

>>961034
depends what part it is.
i'd love to get an ai slave to do my retopo for me

>> No.961066

>>961016
>>961015
yes that is the old school way, before pathologically remeshing was a thing.

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

>> No.961072
File: 689 KB, 2880x2880, 20231012_082557.jpg [View same] [iqdb] [saucenao] [google]
961072

I think i got the cube shape done but i cant quite soften the edges
In exact shape
What can i do

>> No.961075

>>961066
>>961021
i forgot to mention the sculpt
>>961072
bevel

>> No.961078

>>961066
who is she

>> No.961080

>>961075
Aint got bevel on hamapatch/anim8or

What about "level of smoothness" or whatnot

>> No.961081

I'm a newfag to 3d, how much of topology is actually just shifting vertices around?

>> No.961083

>>961080
Why are you using those tools, are you making an animated mascot for your Geocities page?

>> No.961084

>>961078
the 3d artist https://ponderstudios.com/aboutus/
the model https://www.3d.sk/models/show/id/aneta-keys

>> No.961085

>>961081
All of it.
The key to topology is edgeflow, with consideration for deformation when animated and consideration for higher subdiv levels
and to a small level selection.

>> No.961096

>>961083
...no
Its for a family

>> No.961167

>>961028
bump?

>> No.961175
File: 5 KB, 840x702, Point Cloud.png [View same] [iqdb] [saucenao] [google]
961175

Using Geometry nodes in Blender. Is it possible to create a point cloud like this? The large points represent a collection of empties. The small points represent points generated based off of those empties. All of the empties sample all other points. So red samples blue and green and creates points partway between their positions. Blue samples red and green and creates points partway between their positions. Lastly, Green samples blue and red, and creates points partway between their positions.

The colors are purely illustrative. To show how the small points relate to the large points. I can do this pretty simply if I make a set of nodes per empty. On set for red points, one set for blue points, and one set for green points. If that's all I wanted to do, then I wouldn't be asking. But using only three empties is a small example. I would need potentially a hundred of empties. And I can't make a set of nodes for all of them. There has to be some node arrangement that gets all empties to sample all other points at once.

>> No.961177

Measure

>> No.961235
File: 132 KB, 562x1082, Problem SW.png [View same] [iqdb] [saucenao] [google]
961235

I have a problem in SolidWorks.

How can i move that bar in the feature manager.

Drag & Drop stopped working
Please help, this is very urgent.

>> No.961237 [DELETED] 

>>>/vg/450068460
Artificial Academy 2 General /aa2g/ #1295
Sweater Puppies Edition

Welcome, this general is for the discussion of ILLUSION's Artificial Academy 2.

COPY ERROR MESSAGES WITH CTRL+C, PASTE THEM WITH CTRL+V INTO GOOGLE TRANSLATE. JUST CLICK THE WINDOW AND PRESS CTRL + C, IT WORKS.

>Downloads:
/aa2g/ Pre-Installed Game, AA2Mini: https://tsukiyo.me/AAA/AA2MiniPPX.xml
AAUnlimited updates: https://github.com/aa2g/AA2Unlimited/releases

>Information:
AA2Mini Install Guide:
https://docs.google.com/document/d/e/2PACX-1vS8Ap6CrmSNXRsKG9jsIMqHYuHM3Cfs5qE5nX6iIgfzLlcWnmiwzmOrp27ytEMX03lFNRR7U5UXJalA/pub
General FAQ:
https://web.archive.org/web/20200216045726/https://pastebin.com/bhrA6iGx
AAU Guide and Resources (Modules, Tans, Props, Poses, and More):
https://docs.google.com/spreadsheets/d/17qb1X0oOdMKU4OIDp8AfFdLtl5y_4jeOOQfPQ2F-PKQ/edit#gid=0

>Character Cards [Database], now with a list of every NonOC in the megas:
https://docs.google.com/spreadsheets/d/1niC6g-Xd2a2yaY98NBFdAXnURi4ly2-lKty69rkQbJ0/edit#gid=2085826690
https://db.bepis.moe/aa2/

>Mods & More:
Mods for AAU/AA2Mini (ppx format, the mediafire has everything):
https://www.mediafire.com/folder/vwrmdohus4vhh/Mods
/aa2g/ Modding Reference Guide (Slot lists for Hair/Clothes/Faces, List Guides, and More):
https://docs.google.com/spreadsheets/d/1gwmoVpKuSuF0PtEPLEB17eK_dexPaKU106ShZEpBLhg/edit#gid=1751233129
Booru: https://aau.booru.org

>HELP! I have a Nvidia card and my game crashes on startup!
Try the dgVoodoo option in the new win10fix settings.
Alternative: Update your AAU and see if it happens again. If so, disable win10fix, enable wined3d and software vertex processing.
>HELP! Required Windows 11 update broke things!
winkey+R -> ms-settings:developers -> Terminal=Windows Console Host

Previous Thread:
>>>/vg/449160740

>> No.961261
File: 1.62 MB, 1920x1080, 1669841108306701.webm [View same] [iqdb] [saucenao] [google]
961261

why does blender not import the mesh??

>> No.961264

>>961261
alright, so I figured it out. The collections themselves arent marked as assets, only the objects. Which is kinda retarded because I have to open up the blend file, mark collections individually as assets and then save.

This probably can be solved with a python script or program but I dont know how to do that.

>> No.961303

>>961261
>Blenderkit marks the empties as assets when you import a multi-object asset
Holy moly Blenderkit devs are dumbasses. Unless the uploader is the one who decides what is marked as an asset?

>> No.961348

>>961303
I downloaded a bunch of models, from different uploaders and.. no every asset did not have the collection marked as an asset.

>> No.961505

Need some help from some firechad. Have two problems, one is constant and one is intermittent.

>Create fire animation
>Bake it
>Looks fine
>Move container where I need it
>Fire stays in same place
>Move object
>Fire stays in same place

I asked in /wip/ and an anon asked me if I had baked it into world space. I've never done any kind of animation or even made fire before so I didn't know what this was or if I had done that. That anon never got back to me anyway.
In the end I just remade it in the location that I needed it in. I guess that question doesn't matter so much now although it would be handy for the future so I don't need to ask it again when it undoubtedly comes up.
Which brings me to the second, intermittent, problem.

>Make fire where I need it
>Looks fine
>Bake it
>Looks fine
>Play it
>Looks fine, but it could be better
>Free data
>Do what I need to do
>Play animation to test it before baking
>Fire doesn't appear
>Try this several times
>Fire doesn't appear
>Close project without saving
>Reopen it so it's still baked
>Play animation
>Fire doesn't appear

Anyone know why this is because it's the kind of thing that just fucking pisses me off.

>> No.961507

>>961505
are you using blender?

>> No.961508

>>961507
Yeah

>> No.961509

>>961508
you should use houdini, its free for personal use and industry standard

>> No.961510

>>961509
I'll look into that, but for now this is only a tiny project so I'm not sure if it would be worthwhile to do.

>> No.961533

What would you rather develop a videogame for
>flat, 2D, traditional vidya
>VR/AR

>> No.961580

>>961505
Can you show your bake settings?

>> No.961593

Every other day I have to re-sign in to my auto desk account to access maya. Why?

>> No.961594

>>961593
It didn't used to be this way, once big auto updated the licensing software this started happening

>> No.961600

>>961580
The bake settings in the physics properties? You'll have to help me narrow down which dropdown settings they're under in particular because I'm too much of a retard to know straight off.

>> No.961709

Got shadowb& from my favorite old school 3d forum. I can no longer make threads. How do I recover from this?

>> No.961713 [DELETED] 
File: 888 KB, 1920x1080, battleX.webm [View same] [iqdb] [saucenao] [google]
961713

>>959526
is this decent?
It's supposed to be abstract depiction of a battle

>> No.961716

are these truck accidents renderings? some people think so, but im not convinced
https://www.youtube.com/@FactUniverse143

>> No.961755

>>961716
Nah I don't think so neither. In one of them the driver starts running her fingers through her hair after crashing and it looks anything but rendered.
It does sort of remind me of Unrecord, but Unrecord is supposed to look like bodycam footage so it could just be that.

>> No.961805

What is the worst mainstream renderer out there?

>> No.961820
File: 53 KB, 1027x731, b5e3fd50a3ab3a42.jpg [View same] [iqdb] [saucenao] [google]
961820

How do I sculpt this fren frog? I have problems at visualizing the side view of him.

>> No.961822

>>961820
learn anatomy

next

>> No.961841

>>961820
take the image you got there, and color in where you think the side view is.

>> No.961853
File: 89 KB, 1027x731, glück_frosch.jpg [View same] [iqdb] [saucenao] [google]
961853

>>961822
take that up yours, retard
>>961841
I think it's in the red part.

>> No.961854
File: 31 KB, 842x756, face planes.png [View same] [iqdb] [saucenao] [google]
961854

>>961853
Now how can a whole eye be the side of someone's face? A person's eyes reside on the front of their face. As well as their mouths. What you did, was color the entire left hemisphere. The entire left hemisphere can't be the "side".

Think of it more like this. The facial features reside mainly on the front of the box, while only a portion of the features reside on the side. Once you grasp the broad idea, then extrapolate and figure out what's side and what's front, and contour where need be.

>> No.961855
File: 45 KB, 1027x731, glück_frosch.png [View same] [iqdb] [saucenao] [google]
961855

>>961854
Ahh, yes. Now I see.

>> No.961857
File: 282 KB, 1584x1224, 12f97d2b83359ded183e6a8c607b83cf.jpg [View same] [iqdb] [saucenao] [google]
961857

>>961855
Better. The wheels are turning. But still needs some work. Look up a concept called "planes of face". It's a way of seeing the face in simplified shapes, and helps one keep the side details on the side, and the front details in the front. It's good for drawing, sculpting and even 3D modelling.

>> No.961860
File: 42 KB, 1408x1542, frosch_circles.png [View same] [iqdb] [saucenao] [google]
961860

>>961857
I think I got it. Thank you anon!

>> No.961940

>>959526
in Maya UV editor. I increased the image range to 3 for 3 part of my object. Im now trying to use the 3D paint tool but it will only paint on the 1st UV range, not the second or 3rd. How do I paint on the other parts of the UVs?

>> No.961992

>Open project in substance painter
>UV is unwrapped as a square
>In substance painter it's a circle

I've used substance painter before a few times and never encountered this before. What's up with it?
There's also an object that has this weird artifact thing going on. Like when you have a duplicate of the same object in the same place and it kinda pokes through on certain faces, except there's no duplicate object. It's all been unwrapped correctly so I have no idea what else it could be.
While I'm here it also does this odd thing of randomly renaming one of the objects from time to time. It could be called
>Brick
but substance will rename it as
>Material
Sometimes it will even put the UVs of completely separate objects in the same UV grid with one of them overlapping the other even though it was never unwrapped like that.
I know I'm asking a lot here bros, but this kind of thing always fucks me off and I always seem to be the only one it happens to so I can never find answers anywhere.

>> No.962011

>>961992
Solved my first problem and the one where things are randomly renamed. Both due to me not looking closely enough.
Still haven't found a solution to the artifact thing or UVs randomly being combined with other object UVs.

>> No.962122

>>961992
>>962011
Solved all questions now. So these can be ignored.

>> No.962154
File: 241 KB, 693x678, plague doc.png [View same] [iqdb] [saucenao] [google]
962154

tearing my hair out trying to make this plague doctor beak
I extrude the shape and then beveling it and it just fucks it all up
how would you try to achieve it

>> No.962155
File: 311 KB, 1170x1159, IMG_8460.jpg [View same] [iqdb] [saucenao] [google]
962155

Trying to recreate this hairstyle using blender’s new hair system. How can I get the curves match up lengthwise?

>> No.962175

how do I use maya/c4d/3ds without paying for it? I dont like keygen pirating because its too sketchy
should I torrent onto a virtual machine?
should I just renew a trial every month? theres no way the trials have full functionality right?
and dont tell me to pay the 1500/year a whatever the fuck, theres no way the majority of you fags are paying that

>> No.962239

>>962175
Get a mcjob.

all of us here just have jobs to pay for our subs

>> No.962241

>>962175
I mainly use solidworks and I have it in my job contract that I can freely use the license for my own purposes at home

>> No.962244

>>962239
how much do you pay a year in subscriptions
also Im not going to get a job in at least 4 years, if I go to grad school make that at least 8, if I go into academia make that never because Ill be too poor to afford groceries let alone 1500 a year for a hobby
fuck off

>requires maya/3ds to work in the industry
>prohibitively expensive for anyone in their 20s, impossible to build a portfolio
tell me how these two facts work together

>> No.962245

>>962244
good question. This is what I pay for but mind you, I am expert level


275 - maya
250 - renderman
144 - animbot
200 - houdini
85 - pycharm
125 - photoshop
150 - substance painter
500 - misc
total : ~1729

>> No.962251

>>962245
>tranny jew mutt pays for his software)

>> No.962252

>>962251
Yeah, I pay for all my software. I dont want viruses and or miners on a $$$$$ setup

>> No.962256

>>962251
>>962252
Viruses from piracy is barely existent now, if you don't do anything stupid. Dumb boomer take.

The real reason to pay for software, is so that when you work professionally, you don't get sued. Or get your company sued. Or just look like a jackass in front of your coworkers.

As an amateur, piracy is fine, so long as you don't get caught.

>> No.962263

>>962256
>pirating software
>unable to post on sub only forums for that software and sub only discords

ishyddt

>> No.962289
File: 1.15 MB, 1804x1432, misaligned vertices.png [View same] [iqdb] [saucenao] [google]
962289

I messed up a couple vertices somehow and didn't notice until just now (resulting in these weird wrinkles)... is there an easy way to bring them into alignment with the other vertices?

>> No.962294

>>962289
Deleted the offending vertex. That should result in the 4 faces it's touching to get deleted too, creating a hole.
Select the edges of the hole you made.
Face > Grid fill. That should fill the hole back up, with blender doing the averaging of the vertex automatically, so you don't have to think.

However, sometimes Grid fill doesn't quite predict which way the faces should fill the hole. If the faces are at an odd orientation, then open the "Adjust Last Operation panel".(either click it, or press f9) offset the how many times you need until the grid fixes its orientation.
And done.
Repeat for the other vertex.

Alternatively, you can select the two neighboring vertices. Move the cursor to them. The cursor will move to the average between the two. then you select the offending vertex and move it to the cursor. Effectively moving it to the average.

>> No.962295

>>962289
oh, I'm an idiot, I forgot the easiest solution. Select the offending vertex, the right click, and select "smooth vertices". Do that a few times, and it will settle back into place.

>> No.962457

do you need 2d art knowledge to make stuff?
is using a pen optimal for sculpting?
t. arthritis anon

>> No.962458

>>962457
if you can't draw an anatomy chart in pencil in 2D over a random character in a random pose you wont be able to sculpt in 3D with an added dimension of difficulty

>> No.962462

>>962457
>do you need 2d art knowledge to make stuff?
No. But you will have to learn how to "see" like an artist anyway. You can learn to do that in 3d, don't listen to the other anon. I came from a 2D background, but I found it easier to sculpt the shape than draw it, because I can sort of "feel" the shape better in 3d. If anything, practicing 3D is making me a better 2D artist.

>is using a pen optimal for sculpting?
"optimal"? Yes. Necessary? No. You can just turn down sensitivity to get subtle strokes.

>> No.962477

is there any way to have maya evaluate a boolean operation after arnold applies subdivision in the attribute editor?

>> No.962479

>>962154
Are you trying to make the beak attach directly to his face? As in the same mesh? Or are you trying to make a new beak that is separate but covers his face?

>> No.962507

wtf does Caustics mean?

>> No.962517

>>959526
how the fuck do I transform a curve in blender?

>> No.962518

>>962517
nevermind, blender just shits itself from time to time and does some completely unexpected thing, this time it stopped displaying gizmo for curves.. fuck this piece of shit freeware

>> No.962519

>>962518
Are you using the 4.0 beta? I noticed some of the UI is pretty funky in that. You might do better using 3.6, since it's the last stable version.

>> No.962582

>>962518
It's called being in object mode, retard-sama

>> No.962584
File: 697 KB, 1600x837, Capture.png [View same] [iqdb] [saucenao] [google]
962584

posted this in houdini general but here is prob better, im trying to make a cloud following a beginner tutorial and I accidentally changed some value in the volume that made my program freeze, so I pressed esc to stop whatever was happening and fix the value and now my object isnt visible in the viewport
is there something obvious here like im in some wrong mode
how do I make my object visible again

>> No.962641
File: 20 KB, 473x304, image_2023-10-30_130238734.png [View same] [iqdb] [saucenao] [google]
962641

I am trying to model a firearm, and this area is to become my trigger guard. Is there an easy way to make an inner/outer rounded part? I tried hollowing it out and beveling the inside and outside but it just made vertex spaghetti.

>> No.962646
File: 32 KB, 1731x805, shading.jpg [View same] [iqdb] [saucenao] [google]
962646

Not sure what the cause of this is. It almost looks beveled, but it only looks like that when the mirror mod is active. Without it it looks the way it should, ie what it's connected to where it's just a straight edge.
There's no double verts, it isn't beveled, the mirror mod is merged and isn't overlapping, normals are correct, the edges are creased but nothing else.
Anyone explain this for me?

>> No.962657

How do you apply for jobs? Recruiter?

>> No.962686

>>962584
I resolved the issue

>> No.962862

>>962641
How high poly is this going to be?
If it's low poly inset the faces on the sides and delete the resulting inner face and connect the inner edge to the other side.
If it's very high poly start by using a plane and forming the shape of the trigger guard from the side only, then use a solidify mod to get even thickness, then shape the outer edges.

>> No.962988

has anyone here used a cloud rendering service for when theyre away from their desktop w gpu?
Im waiting for a new gpu to ship and I want to get some renders done but my cpu cant handle cycles, can anyone recommend a good service?
Im looking at either paperspace or xrender rn

>> No.963165
File: 177 KB, 748x737, armature.png [View same] [iqdb] [saucenao] [google]
963165

Hi, I'm not sure if this is the right thread for this, but i'm trying to set up a rig in blender and have a question.
The selected bone in pic related is my foot IK bone, I want the actual foot bone (the bone that slopes down to the toe bone) to copy the rotation from this footIK bone, but then offset that rotation so that when the foot IK bone is parallel to the horizontal axis like it is in the pic, the foot bone will be at the same angle it is at in the pic.
Basically I want to just be able to control the feet with only the movement and rotation of the foot IK bone, but playing around with copy rotation constraints it seems I can only set it to the exact rotation of the foot Ik bone, and not add an offset.

>> No.963252
File: 20 KB, 450x580, 3f5fa53f9e2dc0f9fd070321f775a304-262475391.jpg [View same] [iqdb] [saucenao] [google]
963252

Funny thing I was thinking considering the OP image >>959526.

If someone wore picrel and took a bunch of detailed pictures, would you be able to "green screen" different colors onto it and make it look like the person is wearing different suits each time? I would assume it would be easiest to do in blender.

>> No.963265

easy one: is there a good archive site for this? I tried to find one but I came up diddly squat even when using search engines that don't suppress results with 4chan as a string

>> No.963266

>>963265
to be clear I mean /3/. I'm rather new to the board and want to read some topics over the course of months instead of hoping they'll pop up while I browse.

>> No.963268

>>963266
There is a /3/ archive, but searching is disabled on it for some reason.

>> No.963269

>>963268
Yeah that's the most important bit to me. I appreciate the response, though. If anyone else happens to know of one please let me know.

>> No.963299
File: 3 KB, 125x117, 1671132137245073.jpg [View same] [iqdb] [saucenao] [google]
963299

>windows 10
>have an archive of lost 3D porn models
>mass move the blend files to a new folder
>open blend files
>all default cubes
>mfw
>copy them back to the old directory
>they are fine
what causes this?

>> No.963306

>>963299
absolute vs relative file paths

>> No.963328

What's the easiest way to have a reference image fit the object?
What I usually do is

>Have a single vert
>Extrude it along the X or Y to the real world dimensions
>Scale reference image to fit
>Now reference image has real world dimensions

The problem here is that the reference image has multiple different views on it so I can't really scale it to fit in a simple way and I can't scale it along a single axis.
I can only get the correct fit by using images as planes. That would be fine...if it was possible to put the dimensions of it into the dimensions of the reference image, but you can't. It would also be fine using images as planes as the reference image...if it was visible without needing to be in render view or material preview which you can't.

>> No.963389

>>963265
I'm fairly certain warosu.org supports search on /3/ but the servers are currently down, try it when it comes back up

>> No.963406
File: 231 KB, 896x954, 1699147416084882.png [View same] [iqdb] [saucenao] [google]
963406

>youtuber deleted a helpful tutorial

it was a way to offset an IK handle for forearm rotation.

i have it on one of my models, but i dint remember how it was done because he used some lines of code. I dont know where i out those lines of code. Any ideas?

>> No.963411

are there any really good courses for revit out there? got it for free because edu email and i wanna use it to design shitty buildings for fun and for stories/drawing ref

>> No.963431
File: 2.00 MB, 303x228, primate magic.gif [View same] [iqdb] [saucenao] [google]
963431

>>963389
Thanks anon! It seems to be working at the time of writing too. Have a funny gif as payment.

>> No.963474

I'm fucking sick of it. I don't want to fucking Google for 80 goddamned hours to beg random youtube videos to show me shit that I already know for me to notice some random shit in the project I didn't have is actually in theirs so that my DIFFERENCE ENGINE can piece together another step of the fucking way.
Three fucking weeks ago I spent two hours looking through shit only to realize that the reason my events weren't working is because I did everything properly except for adding the fucking Event System object to the hierarchy.
Today I spent an hour fucking wondering why my collisions weren't triggering only to see in some shitty tutorial video that he was using Collider2D and not Collider, because of fucking course that's a thing.

WHERE are the resources that tell me how the fuck to actually make games, actually do things properly, and not just cargo-cult the 80,000 ways that people have shittily hacked shit together? WHERE are the intended-use documentations and examples that actually do shit?
Don't fucking tell me they don't fucking exist, because if that's true, the entire industry is fucking retarded and that's the reason.

>> No.963606

So lets say I don't want to be like Bethesda and want to optimize my models to be used in games. What is the best method to keep my models reasonably low polycount while still making it look good?

>> No.963633

>>963406
fuck, took a while, but found some other youtube videos on the subject after digging for a while.
>>963474
This, but its sadly the case. ripped the video i found so i dont lose it again. Im going to start keeping a detailed notebook of my pipeline so I dont get lost and curate this knowladge. Also pirated some official books and manuals. The problem with those is that they mostly show how to navigate the U.I and very basic creative pipeline practices, but whatever. Im keeping a personal documentation for the things im making.

>> No.963704

>>963328
frens pls

>> No.963719

I just started getting into texturing and UV maps. And I'm wondering, how to mix two different textures. I'm starting by doing a face. So my initial idea is to have a sort of base texture. And then on top of that, I can paint in second texture for the lips. Blending the edges of the lips, so that they appear to be seamlessly painted onto the based texture.

But in every tutorial I look up, they're painting the entire face in a single texture, with a single UV map. Is that really expected? I don't understand why it works that way, or why I can't seem to do it my way.

>> No.963721

>>963719
Check the mode of the brush you're using, it's near the color.

>> No.963722
File: 60 KB, 376x121, Lip UV Textures.png [View same] [iqdb] [saucenao] [google]
963722

>>963721
Thanks, it worked. I would have been mad at such a curt answer, if I didn't already have the other parts figured out.(at least, I *think* I got them figured out)

What's your opinion on working this way? Rather than 1 master textures for the face, using different textures for different parts, along with their own UVs to match. That seems like the smarter way to work. But if everyone is making big master textures for the face, then maybe that's better? I don't know. I'm new to this stuff. There might be some unforeseen problem with layering a bunch of textures on top of each other.

>> No.963769

>>961167
Are you still with the problem I'm kinda of a maxscript fan.

>>961028
easyfix:
just surround that line with the code try(*yourline goes here) catch()
hardfix: give me more context.

>> No.963770

>>960007
Zoomer detected.

>> No.963771
File: 131 KB, 1607x1440, fcurves.png [View same] [iqdb] [saucenao] [google]
963771

anyone knows how to jump to a selected frame in the fcurve editor without need to click on the thin top row?

>> No.963772

>>963771
in Blender I mean, every other software has this by default of course

>> No.963906

Why the fuck YouTube keep recommending me videos about topologies of the 3D models? I don't even know what that is. Seems like mesh, but those videos have grids with curved edges instead of triangles. But it doesn't look like NURBS, either.

>> No.963907

>>963906
youtube is horribly stupid and shows how dumb ai really is. Clear your watch and search history.

>> No.963976
File: 143 KB, 778x610, Untitled.png [View same] [iqdb] [saucenao] [google]
963976

When working with alphas(blender in this case) how do I prevent the mesh from bulging outward so far while keeping the details sharp? I'm trying to add scales to my thing but it bulges too much(with falloff set to smoother). Lowering the strength however causes the detail to become too soft

>> No.963979

>>963976
You need to change the alpha's midlevel to somewhere mid-way between the highest peak and lowest valley, so that the scales are raised from the surface and the grooves between them dug into it slightly.
Right now the level is off and both peaks and valleys are being raised, just in different amounts.
Change the sample bias in the brush texture settings. A setting of -1 will make it so that anything that isn't pure white is dug into the surface.

>> No.963990

>>963979
That fixed it indeed, many thanks!

>> No.964013
File: 55 KB, 714x626, monky.png [View same] [iqdb] [saucenao] [google]
964013

y'all i have this 3D assignment in a few hours and I'm a total newbie. I planned to create a cute monkey except I now have this abomination. Looking at it, do you have some useful advice on how to fix it?

>> No.964014
File: 36 KB, 750x1000, monkeychibi.jpg [View same] [iqdb] [saucenao] [google]
964014

>>964013
Bigger head, smaller body, smaller feet
Did you use reference? If not, use reference next time.

>> No.964032

>>959526
does anyone know of a good up to date substance painter crack?

I think someone asked/answered this in another thread but I cant be find it

>> No.964035
File: 99 KB, 1125x725, inventor.png [View same] [iqdb] [saucenao] [google]
964035

Hey, I want to 3D print this model. Does this look good to print?
What methods would you think are viable for this? Should I get rid of the chamfers?
Measures are in millimeters.

>> No.964036

>>964035
Any other useful information like materials would also be appreciated. First time printing anything

>> No.964046

>>959526
i got an offer from a vfx studio but i actually really dont like compositing shit into real footage it feels very limiting too me. vfx bros what should i do? i hear so much horror stories from the industry that i was entirely focus on gaming but then that industry is also shit. i am happiest when i am making full on 3D ads and shit. i am so lost bros, i am not looking forward to the rat race because i will completely disregard my personal shit and focus on work more.

>> No.964048

>>964046
What kind of benefits are they offering?

>> No.964049

>>964048
there is a 3-month probation so i will get to know afterwards but I am a fresher and a 3rdie so not much i assume.

>> No.964050

>>964049
what do you mean "afterward"? You need to know now. Even working at the shops you get offered company health, dental, vision, and 1.5x - 2x overtime

>> No.964051

>>964050
i havent asked for the offer letter yet , so it will probably be in it but right now the issue is i am not really fond of vfx but i wonder if can switch to something else if or when i get burned out such as to gaming or some shit.

>> No.964059

i need to make a concept that involves a giant figure completely covered by a red cloth, i immediately thought to use blender with a cloth simulation but i can't really get the hundreds of folds that i'd need and the render time is massive

how do this? ideas?

>> No.964064

>>964059
Just follow any of the hundreds of tutorials online?

https://www.youtube.com/watch?v=GYpXammMH4M

>> No.964065

>>964064
just read the post? i need a massive cloth not a towel

>> No.964066

>>964065
scale it up 10 times retard

>> No.964116

Newfag to blender here, is there some sort of easy to miss lock button for a rig that prevents you from manipulating it exclusively in pose mode? I can't click any rigging components unless I'm outside of pose mode, but only on this one model I downloaded, the rest I have (that are actually rigged properly) work just fine, so I figure it's some sort of lock that was accidentally pressed before it got uploaded.

>> No.964122
File: 25 KB, 377x333, rest position.png [View same] [iqdb] [saucenao] [google]
964122

>>964116
Is it in rest postion?

>> No.964143

Not the usual kind of question, but can anyone recommend a good mouse (cheaper the better as long as it isn't dogshit). Prefer wired and with a braided cable if possible.
What are you /3/ chads using? Mine's start double clicking and scroll jumping. It's beyond unbearable.

>> No.964144

>>964143
>braided cable

>> No.964146

>>964144
Rubber ones always tear.

>> No.964148

>>964146
you're insane, ive never had a "torn" cable. Stop playing video games on pc you casual

>> No.964151

>>964148
It's not off playing video games. It's general wear and tear. I say "always", but it's only actually happened once and I'd rather avoid it happening again.

>> No.964152

>>964151
this isnt the board for that type of discussion. /g/ is the place to go, and they'll ridicule you, too

>> No.964153

>>964152
What mouse do you have?

>> No.964155

>>964153
g403

>> No.964161
File: 25 KB, 404x327, spooky.jpg [View same] [iqdb] [saucenao] [google]
964161

>>964122
Negative. And neither FK or IK do anything either.

>> No.964204

>>959724
Blender has a steep learning curve. Use snapping for precise positioning. If you are short of patience, you might want to learn something else.

>> No.964205

>>961003
godsend

>> No.964244

Does anyone else have this curse where, as a hobbyist, you can only get work done on things you are interested in, even though you have in the back of your mind that you "should" be doing X (retopo, modelling, texturing, animation, etc), but you can only do what you personally are interested in, or else nothing gets done?

>> No.964248

>>964244
Get checked for ADHD/Autism

>> No.964249

>>964248
im 37, i dont have either.

>> No.964250

>>964244
>>964249
What the fuck, are you me? Same age and same problem. Too relatable. I've been completely focused on human topology and armature to the detriment of everything else. I barely know the basics of texturing. I only started handling that recently. And it's annoying, because with how UV dependent textures are, I can't make changes to the topology without everything becoming broken and misaligned.

I haven't even put hair on any of my characters. Granted, I put some small effort into hair. But I just learned you can toggle on hair dynamics last week. I was so excited, because I thought I would just allow gravity to make the hair fall into place, and then I wouldn't have to style it. But I was so wrong. The hair falls through the scalp of the head.(I made a copy of the scalp for a hair emitter) I haven't found a solution to make it stop doing that. I'm so pissed it doesn't work automatically. I looked up some other hair creation methods, and they all looks so cumbersome.

>> No.964251

>>964244
Yep. When I do personal projects I give my body and soul. 3d work is fucking excruciating.

>> No.964253

>>964251
And by work I mean payed work. Doing shit is awesome.

>> No.964323
File: 1.03 MB, 1536x900, untitled.png [View same] [iqdb] [saucenao] [google]
964323

Been working in blender and solid works to make gun stuff. Id like the ability to apply stippling as a brush in blender but it makes too many polys, so ive resorted to editing the individual verticies. Looking for any guidance on this topic.

>> No.964324 [DELETED] 

Don't use sculpting for stuff like this ffs.
If you really want actual geometry use geonodes or array modifiers.
For an actual model you'd be baking the normal map any way.
And if it's for 3d printing use cad.

>> No.964325

>>964323
Don't use sculpting for stuff like this ffs.
If you really want actual geometry use geonodes or array modifiers.
For an actual model you'd be baking the normal map any way.
And if it's for 3d printing use cad.

>> No.964482

Anyone have a guide on how to make a good tracer round effect in blender. I'm trying to make AA guns firing in the distant and I dont know how to make that effect.

>> No.964680

I've never had this problem before but my reference images are missing.
>Open file
>File loads with reference images
>Recover last session
>File loads with pink reference images
Funny thing is that it wasn't doing this before and now it's happening every time.
No, I haven't moved the images to a different folder. Also no, find missing files doesn't find them.
What do?

>> No.964681

>>964680
Never mind got it working. Still don't know why it did it though.

>> No.964702
File: 1.64 MB, 3840x2160, 1678201816820395.jpg [View same] [iqdb] [saucenao] [google]
964702

Question: To what extent is the average character manually retopologized? Looking at pic related, could you run her clothes through ZRemesher and call it a day or would you actually have to do it by hand?

>> No.964819

>>963769
still have it,well had, it started after upgrading to corona 10 when i tried to use the vray converter to convert the scene materials, if there was a corona ao map used in any of the materials it gave that error and the convert failed.
i had to find and manually replacing the corona ao with vray dirt or remove it completly so that the converter can finish
tried upgrading to corona 10 hotifx 2 after it cameout but it didnt help it anyway, so i downgraded to corona 9 (hotfix 3) and the converter works fine now
im not sure if they changed something with the AO map in version 10 compared to 9 or if the errors is caused by something else
i see there is Release Candidate 1 for Corona 11 so not sure if the same error would occur again after version 11 is out
https://forum.corona-renderer.com/index.php?PHPSESSID=usqat7nsvo8562qv639dgn27op&topic=41372.0

>> No.964840
File: 1.27 MB, 1280x720, spatial pen.png [View same] [iqdb] [saucenao] [google]
964840

What is this thing called? I wanna design one of those with an arduino, but I gotta need documentation to know how it interacts with the computer for that, and I don't even know what to search for. Proper ones are probably ungodly expensive, are they?

>> No.965126

I hate starting with cubes and chopping them up into different shapes. Can I not just make polys and connect them? What software lets you do that? I want to make low poly stuff to be clear, I want simple stuff.

>> No.965129

>>965126
Nevermind, in my searching I found Crocotile 3d which is PROBABLY the best I'll be able to get for what I'm asking.

>> No.965391

>>964702
I'm a noob myself. But I'm guessing that entire model was 100% manually retopologized. If not box modeled from scratch. There are so many decisions that have to be made to create such a model, that I can't imagine automation handling half of it.

>> No.965401

>>964840
its 100% a gimmick

>> No.965468
File: 25 KB, 356x446, shader.png [View same] [iqdb] [saucenao] [google]
965468

What kind of shader is this & how would one go about creating it?

>> No.965537

Got a couple of problems regarding curves and modifiers here. Probably be easier if I greentext it.

>Add curve path
>Do what I need to
>Add single vert
>Use screw modifier with it (which is the other problem I'll get to)
>Apply screw mod
>Convert vert to curve
>Join curve path and new curve
>Looks fine and is one mesh
>Add object with array and curve mods
>Set array fit to curve
>Choose curve in curve mod
>Follows curve path and then totally ignores vert/curve that was joined to path despite being one mesh
The only thing I've noticed that's different is that the path stays that kinda orange color while the vert curve turns green when I convert it. I tried googling the color difference to see if that was relevant and got zero help.

The other problem
>Add vert
>Add screw modifier
>Change iterations etc
>Scale it on Z
>Nothing happens unless it's being scaled to 3D cursor
>But when I do that it gradually changes from being circular to elliptical
Not sure why it's doing that. It didn't do it when I ran into the first problem which is why I deleted it to redo it. Only when I redo it I get this shit.

>> No.965566

>>965537
Second one is no longer applicable.

>> No.965716

>>965537
Solved it.

>> No.966101
File: 313 KB, 1530x758, Untitled.png [View same] [iqdb] [saucenao] [google]
966101

How to I remesh this while preserving these faces

>> No.966108

Blender (4.0)
I'm trying to 3d print the terrain of my state, I downloaded a satellite height map image.
I want to exaggerate the low parts of the topology so rivers and such stick out, but don't want mountains to be gigantic cones.
Tips?
I tried:
>Blurring the image in gimp
>Color substitution in gimp
>Color ramp on texture in blender
>Messed a bit with geometry nodes (I tried using logarithmic and Nth-root curves, clamps, divisions, etc., to manipulate the height maps)
Can't seem to achieve the result I'm looking for. Everything I tried ends up in the higher parts of the topology either being too high still; the lower parts too flat; or parts of the geometry get clamped (go up to a max limit then become flat).

>> No.966182

So I'm getting into 3D modeling, and I'm trying to model a low poly USP handgun. I have a USP handgun, but I can't seem to get good reference photos of it using my phone camera. How do you guys take good reference photos for stuff?

>> No.966497
File: 48 KB, 652x330, file.png [View same] [iqdb] [saucenao] [google]
966497

>click on face with 4 dots
>the uv thing has 2 dots
I assume this has something to do with extruding, how do I make a model that doesn't have this

>> No.966498
File: 491 KB, 848x696, file.png [View same] [iqdb] [saucenao] [google]
966498

>>966182
GoogLEL

>> No.966591
File: 127 KB, 1170x1231, 20231208_192735.jpg [View same] [iqdb] [saucenao] [google]
966591

How would you animate something like this? I have no idea how this would work with a model or rig, especially since the feet look disjointed from the rest of the body

>> No.966593

Why does my mesh only align to view when it feels like it and every other time it just stays in the world view? What I mean is
>add a mesh
>align to view
>it aligns to view
>delete the mesh while changing nothing else
>add a new mesh
>align to view
>stays in world view
Just makes no sense. Sometimes I don't even get lucky enough for the first mesh to align to view.

>> No.966599

>>966591
is it real 3D? looks like they hid her legs and are playing either a sprite or funky geo in their place