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/3/ - 3DCG


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File: 67 KB, 1024x768, dwight-schrute-the-office-1024x768.jpg [View same] [iqdb] [saucenao] [google]
427836 No.427836[DELETED]  [Reply] [Original]

taking a page from /g/.
post any questions that don't warrant their own thread, ie could have been answered if you had taken the five minutes to google the problem.

>> No.427839

What's a Google?

>> No.427840

3D modelling for games primer book recommendation? I want to know why you pick a particular skeletal structure over another for humans.

Character rigging programs? Saw something with unreal engine, but don't want to pay.

Best program/plugins to do UV shit?

>> No.427841

I want a 3d printed dragon dildo for malefriend. How to print and where without embarrassment?

>> No.427850 [DELETED] 

HOW DO YOU MAKE A POAST

>> No.427856

I thought we used the WIP thread for this

>> No.427865

>>427840
> Best program/plugins to do UV shit?

Use Roadkill for easy unwrapping, Zbrush/Mudbox for texturing.

>> No.427867

>>427865
Thank you!

>> No.427869 [DELETED] 

mmk

>> No.427874

>>427840
>I want to know why you pick a particular skeletal structure over another for humans
the basic one works fine. If you want more control over skin deformations, "helper" bones are used these days.
also depends on the engine. IE if you're building a rig for mecanim (unity) you want to follow strict guidlines.

>> No.427876

>>427874
It is my own engine, so I don't really have a guide to work off.

What is 'the basic one'? As an example, how many spine joints is normal?

>> No.427892

Is there any way to export materials from blender into a single texture? I hate UV unwrapping. I thought I'd be a smartass by using materials to style a model without realising each material adds a draw call in unity

>> No.427913

>>427856
that's not what wip threads are for.

>> No.427916

>>427876
2,3,4 are common

>> No.427931
File: 51 KB, 705x551, grid2.png [View same] [iqdb] [saucenao] [google]
427931

How do you snap an object to the grid in Zbrush 4r6? I see it done in previous versions, but with the new red, green, and yellow planes, I can't find a way to size it perfectly in a four quadrant section of the grid without manually scaling.

>> No.427937

I want to make a curved surface with a fancy design on it. My first assumption to simplify the process is to model said surface as if it were flat, and then just bend it into the curved shape. This way I can do the design as if were flat without worrying about the bend in the Z direction. How is this accomplished in Maya?

>> No.427940

>>427840

Headus UV layout pro is awesome

>> No.427941

>>427937
You'd model the object and then apply a deformer from the "Deformations" tab. Alternatively, you can draw your design onto the surface (depending on what it is) and extrude from there. If you're interested in the second option, look up "make object live" for Maya.

>> No.427942

>>427940

for unwrapping I meant*

>> No.427949

>>427941

Nifty, thanks.

Actually while I'm here I may as well ask - would a deformation work for a complete circle?

Like, say I were making a ring. The ring has a simplistic design on it like a raised segment or something, could I just model it flat and then deform it to be a complete loop without much wrestling? Would wrapping like that be the best approach in the first place?

>> No.427961

>>427913
no but that's what they are used for since this entire board is slow as shit

>> No.427977

Is zbrush worth getting even if it's by torrenting?

>> No.427979

>>427977
I dont use zbrush anymore, and I'm a newb but I learned a lot about my terribad topology from z-brush. I probably would have learned the same thing if I had done a lot of rigging first, but w/e.

Subjectively, if you have never done sculpting on a computer, its pretty cool for a few days. Then its learning, then its a tool.

>> No.427981

>>427979
I plan on using it for an asset/hobby. Steam seeing as they allow you to submit items I could use part of my spare time to do that and if I get lucky that'd be good

>> No.427982

What 3D modeling program should I get?

I want to make a model for Oblivion.

>> No.428024

>>427982
if you are pirating them, why not take them all???

if you are buying one, you need something like maya, max or blender. if you just use blender to sketch and manage your topo you can spend the money on mudbox or something if you want to do some sculpting.

read the sticky.

>> No.428035 [DELETED] 

>>427931

pls

>> No.428433 [DELETED] 

bump

>> No.428483

Hi /3/

Long time lurker. First time poster here.

I just wanted to ask what are some good programs for fashion design/pattern cutting. Gerber is too expensive and takes a whole year to master. I was looking for something quick, possibly free and easy to use.

>> No.428494
File: 360 KB, 1899x1007, 3dmodel1.png [View same] [iqdb] [saucenao] [google]
428494

Hello, /3/. I'm fairly new to 3d modeling. Could anyone critique pic related for me? Just wanted to know if you have any complaints about the smoothness or the proportions or any other concerns.

I'll post the wireframe in a second.

>> No.428495
File: 213 KB, 1906x1013, 3dmodel2.png [View same] [iqdb] [saucenao] [google]
428495

>>428494

>> No.428617

>>428494
Your feet look like thumbs, homie.

>> No.428780
File: 216 KB, 1375x596, ffffff.png [View same] [iqdb] [saucenao] [google]
[ERROR]

This is driving me nuts. What the hell is going on here? I've tried autogroups but it's all a connected mesh, welding points, changing tris to quads, smoothing the mesh, using zremesher first, all the dynamesh options, everything I can think of, but it just keeps splitting the mesh up for no apparent reason.

>> No.428781

>>428780
Oh, and I didn't make it absolutely clear so I'll add I'm trying to dynamesh this mesh piece. I ended up solving it by extracting the mesh and dynameshing the extracted mesh, but I don't know why it worked and I don't know why this doesn't work and I would hope there is a simpler solution. Is there?

>> No.428783
File: 829 KB, 960x540, color banding.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>427836
I created this render with Blender, and am wondering how I can get rid of these visible color bands. I changed the PNG image depth from 16 to 32-bit, but it's still pretty terrible.

>> No.428784

>>428783
Ooops, I mean 8 to 16 bit.

>> No.428838

>>428783
Look up dithering.

>> No.428849

>>427836
how do you got about branding yourself when creating an online presence for your work, any examples? (myname)gameart just doesnt look right

>> No.429038

>>428849
I think >>>/gd/ may be more qualified for this question.

>> No.429052

>>427840
for rigging use this, its actually extremely accurate and saves you a ton of time

https://www.mixamo.com/auto-rigger

>> No.429119

>>429052
sounds gimmicky

>> No.429494 [DELETED] 

>>429052
Blender is free. What do I lose by using it compared to expensive software?

>> No.429495

Blender is free. What do I lose by using it compared to expensive software?

>> No.429504

>>429495
Spoiler alert: You don't. If you learn the fundamentals on blender you can take them to other tools

>> No.429509
File: 80 KB, 859x469, wat.png [View same] [iqdb] [saucenao] [google]
429509

3d noob here

so I'm trying to extrude each of these loops at the same time, but when I try to extrude them inward, they're collapsing towards the center of the face, I want them to each extrude to the center of the their individual loop.

I used to know how to fix this but I forgot.

I was considering just doing each of them separately but I'd prefer if they were the same.

>> No.429516

>>429509
you should be mirroring your geometry

>> No.429519

>>429516
:') I have been having trouble doing that

>> No.429524
File: 264 KB, 1920x1080, Screenshot from 2014-07-02 21:39:21.png [View same] [iqdb] [saucenao] [google]
429524

>>429509
Not sure how you do this in max, but there should be something that allows you to change your pivot point to "individual centers"

>> No.429537
File: 1.43 MB, 800x600, practice.png [View same] [iqdb] [saucenao] [google]
429537

Today I worked through a simple, as in not very descriptive, tutorial and fucked a lot of it up because I didn't really know what I was doing. But here's an example of what I was working on with just a couple of objects and it took like 20 minutes to render. Maybe 5-6 for it to be clear enough to get an idea of how things look.
Is there some kind of efficient way to preview mental ray materials/effects before rendering them? Would hate to just ignore those features until I can afford to upgrade my PC.

>> No.429543

Does anyone have any opinions on Maya LT? I know how to use max and maya but only have an educational license for max. I don't care to spend 3500 dollars for a perpetual license, and since I plan to be able to sell the results of my work I'd rather not pirate it.

>inb4 pirate it

I don't exactly need rendering capability since I would be using it to make props for video game levels and models to be 3d printed.

>> No.429549

>>429509
If you're modeling an organic type of shape -- smooth, curvy -- and you're using mostly quads, as in this guy's image... how do you keep your quads flat? Mine keep turning into bad shapes that are really two uneven triangles instead of quads.

I'm using Blender, if it matters. It still just shows them as quads, but if I look at them from the side, I can see that they're not flat.

>> No.429550

>>429549
is it folded like a square would be into two triangles??? if so just unfold it manually.

>> No.429560
File: 144 KB, 1920x1080, Origin 732014 55720 AM.jpg [View same] [iqdb] [saucenao] [google]
429560

Struggling for a few hours already, need halp a lot. I polypainted this cloak from texture and then used Project All to transfer this polypaint and details on a subtool with less polygons. Numerous white dots appeared all over the cloak and I need to paint them over. But I can't do it for some reason. Texture Map is off, polypaint is on, rgb or mrgb doesn't matter, this shit just doesn't paint there. Sculpting works though. WTF?

>> No.429561 [DELETED] 

bump

>> No.429570

>>429560
might be teh layers mess it up
or you coudl have applied soem weird material, amke sure you pick flat shaded pick m instead rng and paint all over it

>> No.429627

>>429550
>unfold it manually
Nah, I mean, in general... I'm trying to use quads because quads are recommended for just about everything. But my quads (all of them) end up being not quite flat. I can see the two triangles that make up each quad and they're not flat.

If I'm modeling some shit like a cube, all is well. If I try to do a human or a car or anything with a curved or organic shape, I end up with uneven triangles disguised as quads.

>> No.429633

>>429627
Can you post a screencap, I'm having trouble grasping what you're telling me.

>> No.429655
File: 59 KB, 1159x926, quads.png [View same] [iqdb] [saucenao] [google]
429655

>>429549
>>429550
>>429627
>>429633
Arright, here is a curvy thing I'm modeling now. This is how it looks while editing, mostly quads...

>> No.429656
File: 82 KB, 1158x919, tris.png [View same] [iqdb] [saucenao] [google]
429656

>>429655
But I notice that the quads aren't truly flat in a lot of places. And I can verify this if I convert quads to triangles. None of them are really flat. The red circles show some of the worst cases.

I'm thinking that maybe people just learn to live with it. I see this in pretty much every modeling video on YouTube, but the modelers just ignore it. I guess it shouldn't bother me so much.

>> No.429664

>>429656
It's fine. Leave them as quads.

>> No.429671

>>429537
use the rt engine

>> No.430031
File: 101 KB, 1400x1050, 2014-07-07-000519_1400x1050_scrot.png [View same] [iqdb] [saucenao] [google]
430031

>>427836
So, I clicked ambient occlusion in Wings3D and now my background is all white.

I'm pretty sure this isn't supposed to happen and also I have no idea how to make it grey back again.

Google is no help.

>> No.430032

>>430031
Also I am obviously so very new at this.

>> No.430741

I have a 3d printer but i always rely on my roommate who is good with solidworks to design things. What program should i learn and where should i find how to use it? Would like it to be on linux

>> No.430742

I want to render a run cycle to use in a 2d game. I've never used a 3d package before. What's my best bet for getting it done in a few hours?

>> No.431844
File: 37 KB, 971x386, shithawk.png [View same] [iqdb] [saucenao] [google]
431844

is this considered good topology? i'm a starter so i only manage to do acceptable low poly, i could try high topology but i don't know hwat to model that implicates using it, also, any places for good topology tutorials/tips?

>> No.431880
File: 145 KB, 1031x749, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
431880

I'm making my first unwrap. The uv grid texture is appearing only on one polygon for some reason. Please help. I have tried flipping normals but it did nothing.

>> No.431884

I'm just getting started with Blender and sculpting. What are the benefits of using Dynamic Sculpting versus not using it? Basically, when is it useful?

>> No.432503
File: 72 KB, 464x540, knight5.png [View same] [iqdb] [saucenao] [google]
432503

Hey.

So I want to rig this character, but he has clothes and one piece of armour. When I attach a basic IK rig to his body, the clothes don't move with them.

How do I resolve this? Thanks

>> No.432509
File: 25 KB, 512x411, Evan Joy.jpg [View same] [iqdb] [saucenao] [google]
432509

>>429052
Anon, I can not thank you enough for sharing this. I cried when my character was properly rigged.

I'm not joking either. you're fucking awesome

>> No.432521

Does blender have something like components in sketchup?

>> No.432525

>>432509
>auto-rigger
>properly rigged

>> No.432550

>>431880
You need to select everything in edit mode, press U, smart uv projection, switch to UV editing (the button that's left from "Default" on the top of your screen), then, with everything still selected on a window, you do a new texture and do like you did.

Then, you switch material (round circle right from edit mode) to texture OR you change edit mode to texture paint.

That will display the texture

>> No.432553
File: 508 KB, 957x534, Cinema 4d r14.png [View same] [iqdb] [saucenao] [google]
432553

I've got a very nooby but also very specific question for you guys.

I've downloaded Cinema 4D R12, and i was following this tutorial for Cinema 4D R14.
(http://greyscalegorilla.com/intro-to-cinema-4d))

Now, at 48:19 in the video the tutorial guy right clicks an object and select "Simulation Tags".
The problem is that this option is not available in Cinema 4D R12. ( i will upload a print of what i see when i right click an object).

Such a thing had already happened before at the same tutorial, but i've found a way to achieve an equivalent result by messing around with the given options.

But this time i can't seem to find a way to achieve equivalent results.

Now, my question is: Is there a way to go around this and achieve effects the equivalent to the ones in "simulation tags" with cinema 4D R12, or should i download Cinema 4D R14?

>> No.432554
File: 287 KB, 1359x719, Cinema 4d r12.png [View same] [iqdb] [saucenao] [google]
432554

>>432553
and here is what i see when i right click an object in my version of the program.
I've tried the option "dynamics tags" but the objects pass through the "floor" discs as if they where ghosts. I've tried to give the floor disc a "dynamic body" but then he also goes through the tiles as if it where a ghost.
Trying to find any option with "collision" on the name. But the ones i've found didn't worked.

>> No.432562

Is it possible to build props in Blender and then port them over into something like Hammer to add into a game map for Gmod? Could I make a whole map in Blender and then port it over into Hammer to add the necessities to make it playable? I've only just scratched the surface when it comes to this sort of stuff. I successfully got a character I made into Source Film Maker, but that's as far as I've gotten.

>> No.432618

>>432553
>>432554
Well guys, i've found the answer by myself: http://www.youtube.com/watch?v=6OzhB7LEo6Y

You guys can ignore my question now.

>> No.432621
File: 529 KB, 2048x2048, Untitled.png [View same] [iqdb] [saucenao] [google]
432621

Why are my normal maps doing this?

I was working on another project, but normal maps were being faggots so I made this test project, and I'm running into the same problem.

>> No.432624

>>432621
for one thing it looks like you have the green channel inverted.

>> No.432625

>>432624
Huh. Thanks, how do I do set it to make them correctly?

>> No.432698

Has anyone got vray for blender working?

I've followed the quick start guide but when I render it doesn't do anything.

>> No.432704

>>432698
Figured it out, I needed the stanalone which isn't free, fuck you vray for making it seem like it was frwe. Can't find a crack for the stadalone either :/

>> No.432705

>>432621
You need to tick the normal map checkbox in the texture settings.
Otherwise the image is treated as a bump map.

>> No.432804

>>432705
Thanks, that did it.

>> No.433129

can you attach a camera to an object?
lets say i make a gun, and i want to do something like 1 guy takes on 10 people with a pistol and its showy. could i attach the camera behind the guns sights, and have it render in a down the sights way?

im thinking having a mix of a camera outside looking at it from afar, a cinematic camera thats in on the action, and one right behind the sights that goes at normal speed, except when the gun fires, than i have it slow down.

really just want to make something stupid because fuck it

>> No.433181

>>433129
ofcourse you can, simply parent the camera onto the gun object.
Although I think if you have problem trying to figure this out, you might want to take a step back on your big plans and learn the basics.

>> No.433210

3d max rigging/skinning problem

I have my skeloton of bones witk ik solvers and shit put to the mesh with skin modifier
iv fiddled envelopes and painted some weight but still when i move the rig no mesh gets even slight deformation
wtf?

>> No.433260

>>433181
its more to help learn animation, i have a clear goal, and i know more or less how to achieve it.

>> No.433270

does anyone have good learning sources for retopology in 3ds max?

>> No.433332
File: 587 KB, 1920x1200, eyes.png [View same] [iqdb] [saucenao] [google]
433332

In Maya, how do i scale Uvs / texture from the centre without scaling the mesh.
This seems like something that should be blindingly obvious, and i can't figure it out beyond my pathetic attempts at writing basic expressions.

>> No.433392
File: 208 KB, 1920x1080, dress clipping.png [View same] [iqdb] [saucenao] [google]
433392

I'm trying to make a dress where the inside is a different color from the outside, but I can't figure out how to do it without the inside part of the dress clipping through the outside part of the dress in some way. What I'm doing is duplicating the part of the dress that needs the color and scaling it down so it'll sit inside the mesh, but this isn't working. It there a way to just make the mesh double sided? I tried using the solidify modifier, but I get the same problem with it poking through itself from different angles. I'm using Blender.

>> No.433396

>>433392
Consider: your skirt is razor thin. Trying to add a floating inner skirt is an idea, but you might as well just make it a skirt with thickness.

Also consider: You are viewing the mesh from within the modelling program's viewport renderer. Such a renderer is made more for usability than accuracy--the inside of that skirt may not even be visible, unless your mesh uses two-sided polygons or triangles.

Consider: If your mesh is in fact using two sided triangles and polygons, those two sided triangles and polygons can also be completely duplicate geometry, which you can color and texture.

>> No.433398
File: 117 KB, 479x706, ghghghghghghghghhgh.png [View same] [iqdb] [saucenao] [google]
433398

>>433392
Real geometry: enable backface culling in the view panel, throw on a solidify modifier with 0 thickness, no rim and material offset set to 1 on an object with 2 materials.

Rendering: see picture.

>> No.433402

>>433398

Setting the thickness to 0 caused a gnarly checkered pattern on the mesh, but changing it to -0.0035 worked great. Thanks for the help.

>> No.433403

>>433402
That's why you enable backface culling.
Or does it happen while rendering? If you only need it for rendering, use the second method, not the first.

>> No.433404
File: 392 KB, 1920x1080, no more clipping.png [View same] [iqdb] [saucenao] [google]
433404

>>433403

With backface culling on it would poke through while rendering. Everything is working alright now, but I'm sure I'll run into some problem later down the line. That's just how this stuff seems to work.

>> No.433405

>>433332
go into uv editor and hit r for the scale tool.

>> No.433413

>>433392
>>433404
I know what that is and I demand you show me the pantsu.

>> No.433422

>>433413

I posted them here >>433420 in the W.I.P thread.

>> No.433430
File: 2.87 MB, 600x318, output.webm [View same] [iqdb] [saucenao] [google]
433430

>>427836
Could anyone here help me out with making some shitty low poly placeholder models for my game?

I'll pay when/if it makes money if you do.

I'm tired of fucking waiting on my modelers to get online I'm itching to make progress.

Email in the field.

>> No.433446
File: 1.90 MB, 330x239, this_is_sparta.gif [View same] [iqdb] [saucenao] [google]
433446

Let's say your're texturing a mutant or some such in 3ds.

The 1st form of the mutant would be 2 armed, but the later would have 6.

Is it worth it to texture it before you make the other version? Will the arms retain texture if you dplicate them and graft them back onto the model?

>> No.433457
File: 136 KB, 1600x856, buttplug made out of roadkill.jpg [View same] [iqdb] [saucenao] [google]
433457

Somebody here mentioned ROADKILL.

>have a complicated model all carved up and ready
>see roadkill mentioned, it looks pretty useful
>import the .obj, but the seams I worked on are gone

I see something about it working as a plugin??

If I do it like this, will it use the existing seams in 3ds max?

I don't want to spend another hour redoing muh perfect seams, noob who never used pluginas or scripts or anything. Please respond.

>> No.433561

>>429495
Blender isn't as efficient as 3ds Max/Maya.

The only reason any person should use Blender is because it has no license, meaning you can make money without paying money.

>> No.433572

>>433405
I forgot to mention that i'd like to be able to animate it with a set driven key. Is that possible?

>> No.433579

>>432704
V-Ray 3.0 for Max comes with standalone, maybe this helps?

>> No.433581 [DELETED] 

gay test

>> No.433598

>>427836

First day back at uni, had 3D modelling lecture. we're going to be using Rhinoceros

Opinion on program?

>> No.433635

>>433598
rhinoceros is for nurbs modellling. great program. very easy for physically accurate models.

>> No.433702
File: 54 KB, 810x1174, humanoid2.jpg [View same] [iqdb] [saucenao] [google]
433702

>>433446

Let me post an image to clarify.

Proper workflow for modeling and texturing this?

>> No.433720
File: 359 KB, 3824x4024, halplox.png [View same] [iqdb] [saucenao] [google]
433720

Guys how do i make a hole, similar with extruding but the other way, in this model?
This is some basic shit here, I know there is a function, but I didn't use max for like 5 years.

>> No.433721
File: 92 KB, 745x743, halplox.png [View same] [iqdb] [saucenao] [google]
433721

>>433720
damn i forgot how to paint

>> No.433722

>>433721
Ok I did insets at both faces, then bridged it, is this the correct way?

>> No.433723

>>433721
>>433720

>Guys how do i make a hole, similar with extruding but the other way

Ahem... you extrude with negative value. Assuming that's wha wanted ,you're not ver ycoherent.

>Ok I did insets at both faces, then bridged it

What do you mean? What did you need to bridge? The inset command doesn't break off the mesh.

>> No.433727

What are opinions on FurryBall?

>>427836

>> No.433736
File: 128 KB, 997x630, halplox.png [View same] [iqdb] [saucenao] [google]
433736

>>433723
I needed to do this
So i did inset on top and bottom
Then bridged the resulting polygons making the hole.
So is that the correct way?

>> No.433737

>>433736

As long as the result's the same there's no wrong way, though it'd be faster to shell that one that from spline possibly.

Also you have n-gons, you migth as well divide them into quads before you apply smoothing or something.

>> No.433741
File: 158 KB, 1280x596, halplox.png [View same] [iqdb] [saucenao] [google]
433741

>>433737
Ok I kinda have the same problem now
Im trying to make an interior from the plane exterior of a truck.

I tried bridging, but it gives me ugly looking polys.
Whats the best way to make this window and model the interior afterwards?

>> No.433743

>>433741
Ok sometimes im just retarded, i just deleted some polygons and gonna connect some vertices

>> No.433811

>>427836
Allright, super mega fucking stupid question right here: Is this even the right board to discuss 3D scanning/3D printing? I looked around on /g/ and it seemed dead as fuck on the subject...
Looking to make something special for my fiance.
No, it's not my dick.
>inb4 scan her tits
Not that either.

>> No.433817

>>433811
Just make a thread and get told shit after the fact. You won't get banned unless you do it in /h/ or something stupid like that.

>> No.433881
File: 415 KB, 1280x1024, halp.png [View same] [iqdb] [saucenao] [google]
433881

how do I fix this?
Somehow didn't have this yesterday when working on a other model?
I tried disabling shadows and shit but it's still grainy.

>> No.433884

>>433881
Change the viewport mode from realistic to shaded

>> No.433885

>>433881
Looks like you have turned on 'ambient occlusion' in hardware shading, with some piss poor settings.
Right click the field up in the left corner of the perspective viewport that says 'realistic' go to configure and disable it. Also look out for using 'quick silver' AKA 'sluggish uranium'.

>> No.433963
File: 142 KB, 1895x970, mudboxhelp.jpg [View same] [iqdb] [saucenao] [google]
433963

Okay so I just started using mudbox and I am a complete 3d noob
So I thought practicing with premade mesh's and sculpting on top of them would be good practice
So I import some Digimon models from DMO as .obj but I can't sculpt on them
There's a ton of clippings and the pieces aren't together as one mesh so I can't even pose them
I have 3dsmax but I don't know how to use it. Is there a way to make these imported models solid in 3ds or CAD?

>> No.433968

>>433811
>>433966

>> No.434036
File: 152 KB, 633x768, hiboy.jpg [View same] [iqdb] [saucenao] [google]
434036

Hi /3/, this model in the pic is an .obj that my teacher gave to the class last year for a zbrush exercise. I already know how to model and I can do one like that myself, but my question is: it's ok if I use it in zbrush for portfolio purposes?

>> No.434041
File: 988 KB, 500x281, 1406263008101.gif [View same] [iqdb] [saucenao] [google]
434041

>>427836
Im currently in the process of porting over assets from a UE3 game to UE4

Im able to get a fully rigged model into UE4 but the animation files (.psa) will not transfer to .fpk

my question isnt asking for how to do this, but maybe a small vid setting up a basic animation. trying to use one of them provided for me nets me a "missing armObject" error and a failure to import, even though the ArmObject is at the top of the hierarchy and matched their third person test model

should i just try to export their test model and slap its skeleton into my own?

>> No.434058

>>433963
To sculpt efficiently on a surface you need it to have a more uniform quaded topology. Mudbox want's mesh with good edgeflow.
Zbrush has okay tools to create sculpt ready mesh from crap models, you can use them to prepare your mesh even if you rather do your actual sculpting in mudbox.

>> No.434068

>>434036
That's a makehuman 0.7 base model, easily recognizable by it's distinct topology. You could've just clicked the two buttons yourself, so yeah go ahead and use it. Or download makehuman and make a new one with different proportions.

tl;dr, unless you think using computer generated base models is cheating (which is a dumb notion), go ahead.

>> No.434071
File: 1.09 MB, 2588x1725, Suzdal_Museum_of_Wooden_Architecture_Church_of_the_Resurrection_of_Christ_from_Patakino_IMG_0380_1725-1.jpg [View same] [iqdb] [saucenao] [google]
434071

do you always have to copy buildings? how would you know that you're not making a dumb architectural mistake or that the construction techniques shown on the buildings you model are complete garbage?
What I mean is, is there some "anatomy for artists" equivalent for architecture?

>> No.434072

>>434071

the joke about that building in your picture is that originally the building was 50 cm higher. they took 4 wood rings away and diged the stone foundation sinking the whole building down on it.

>> No.434073

>>434072
I just posted a wooden building like the ones I want to model, answer me pls. I'm totally new.

>> No.434074

>>434058
What if I don't have Zbrush?
Should I try manually correcting the broken models in CAD or 3DS? Or is there a 3rd party program that fixes model topology?

>> No.434075

>>434073

it is not origianl one. the original one had round wood used. the whole building originaly was build only by using an axt. was rised very quick and was famous do be very high in that area. also architecture original used to have dragon or "snake" heads on it.

>> No.434077

>>434074
Manual retopology can give very clean results but it requires skill and is labor intensive.
'do I really wanna spend time reworking crap-tier digimon models?' is a question only you can answer.

>CAD or max

You probably wanna brush up on your basics if you consider using a CAD suite for something like this.

>> No.434080

>>429509
extrude and then switch to the translate tool to move the new edges back in a straight line.

>> No.434235
File: 49 KB, 810x501, quads.png [View same] [iqdb] [saucenao] [google]
434235

Why do quads on a symmetrical structure act differently.

I first lifted one vertex, then noticed I didn't also sellect the other oso I just added the Z value into the bracked. Both verts are in the same position towards rest of the mesh they connect to but the quads act differently. Is there a way to make them flip that triangulation around?

PS I know this looks like bad topology for now, but I'll be adding loops and cutting this up.

>> No.434240

>>434235
In max there's an option called "retriangulate", or possibly "flip triangles" (i can't remember which one flips them).

I've looked for a way to do the same in Maya and can't find any.

>> No.434242

>>434240

Thanks, retriangulate didn't do the trick, but next to it there's edit triangulation that allows you to do it manually as if per Cut tool.

>> No.435167

Does your construction history slow you down?
If it does, how can you delete it?

I thought stupid questions general would be a good place for this.

>> No.435170

>>435167
Don't bury your past.

>> No.435190

>>435167
I assume you mean the modifier stack.

Yes, it can have a performance impact and also increases the filesize of your project. In almost all cases, though, it is worth keeping so you can work semi non-destructively.

You can collapse it by right clicking at the top (or at any point) and selecting Collapse (all/to)

>> No.435199

>>435190
If I were to collapse it, would it merge all my models into one object?

>> No.435259

Do you model clothes separately than the person?

>> No.435301

>>435259
Really?
Are you fucking stupid?

>> No.435308

>>435301
It depends on what you're modeling... Low poly stuff especially, the clothes are often the body, not a separate mesh.

>> No.435331
File: 10 KB, 225x225, WoodPlanksPainted0175_7_thumblarge.jpg [View same] [iqdb] [saucenao] [google]
435331

I'd be really grateful if someone with a CG textures account posted the high quality version of this.

http://www.cgtextures.com/texview.php?id=46415&PHPSESSID=eq8bbgrvdo0f6gvr13u6apuot6

>> No.435343

I've been trying to solve a practical problem in my life, that directly relates to /3/ but I never felt deserved to be brought up in other threads. Im going to give it a shot here, and if i'ts stupid, well, I win anyway, so yeah.

With my current full-time job and other obligations in my spare time (gf, family etc) I don't find a lot of effective study time. The only time I get I try to be productive. I do, however have the ability to clock in roughly five-six hours of listening to audio material when I work. So far I've been scouring the intertubes for anything and everything related to CG and game development, be it PAX seminars, architecture discussion panels, C# coding, rendering technology and so on but I never feel like I do it efficiently enough, I'm kind of just aimlessly clicking at different shit and ultimately get desperate and just rip the audio off a Digital Tutors series that only remotely interests me.
Is there anyone else who is currently facing/has faced this problem? What would you listen to, and where would you look? Anything that helps me improve my understanding of digital arts (animation, rigging, baking, coding, mechanism design, anything really). Thanks!

>> No.435359

>>435301
Look man, I'm not gonna sit here and say my question isn't stupid, but will you look at the thread title please?

>> No.435377

>>435331
Why don’t you just download the large version of one of the other images (2-4) and tile it? If I had premium I would give it to you but it literally takes like 10 seconds to tile an image now with things like context aware healing brush.

>> No.435399

>>435199
No, the modifier stack is for that particular object. You can combine meshes using the edit poly modifier and 'Attach'.

>> No.435614
File: 501 KB, 1656x918, damnpol.gif [View same] [iqdb] [saucenao] [google]
435614

Zbrush issue.

Anyone know why that geometry is buckling?

There are creases in that area as you can see, though I tried a subdivide with the base mesh and still got it. So it does not appear to be crease related.

>> No.435616

>>435614

Apologies on babbys first gif. Must have missed the loop toggle.

>> No.435618

>>435614
Yeah, i think while the edge subdivides properly, the side dosnt have any supporting edges, so its smoothing out and pusining up

This is the problem of using creasing over supportng edge loops, its not a zbrush problem but a problem with ever 3d package that supports this type of creasing

Bottom line no easy way to fix this, try moving that one vertex in the middle of the model much lower, as low as you can, this should reduce the artifacting a bit

>> No.435620

I updated blender from 2.66 to 2.71 and now it's fucking shit what now?

>> No.435627

>>435618

I tried adding a few more loops in the area and I thought it worked. Whet on to do a few more hours fiddly work then I noticed it was still fucked. Tried spacing, added those loops, even rebuilt the thing from scratch....

See what my teacher thinks of it tomorrow.

Also, I am interested in learning how to stop my topology flowing and converging into corners of mesh.

>> No.435628

>>435627
if you want to fix it you can just remove the crease from that edge, divide, and then move verst in by hand and then crease at higher sub level, you cnat just crease a hard edge like that

and by added loops, i think you added them in wrong place or didnt removed the creased edge

oh, and you do know what edge creasing is do you ? just a sefty question

>Also, I am interested in learning how to stop my topology flowing and converging into corners of mesh.

wat ?

>> No.435737
File: 793 KB, 811x631, demonface.png [View same] [iqdb] [saucenao] [google]
435737

how can I make a good material for skin? This is a character I made in maya and his skin looks too rubbery

>> No.435740

>>435737

Too much spec on the skin and too uniform a spec will give the plastic/rubber look. As well skin has a LOT of variation in coloration.

>> No.435741

>>435740
what do you mean by too uniform spec? is there a way I can make it vary?

>> No.435743
File: 84 KB, 1103x778, boi.jpg [View same] [iqdb] [saucenao] [google]
435743

>>435628

Hey, I manage to fix it by adding a triangle just to the left of the corner loop. My thought was to add more control to the flow route.

The question i was asking about corners is related to my topo lines converging into a 5 point pol and making irregular little concentration of polys.

>> No.435751

>>435741

Yes with a spec map. It's a greyscale image that shows which parts of the the mesh get more spec than other. Whiter parts of the map get more spec (things like nose, lips, cheeks) black parts get none,

>> No.435754

>>435751
I see. Thanks for the help

>> No.435794

i cant get my head around either a box modeling or sculpting workflow. and its very distracting.

i know my way around maya, zbrush, 3d coat. and nuke. but the order i need to do things gets me.

model
uv
sculpt if needed?
then take my maps out of zbrush? just displacement and normal?

any details breakdown would be stellar.

>> No.435796

>>435743
>The question i was asking about corners is related to my topo lines converging into a 5 point pol and making irregular little concentration of polys.

yeah, no way to fix that
a real bane when sculpting, fuck ups the smoothing brush

>> No.435808
File: 984 KB, 1920x1137, fuckyoumaya.png [View same] [iqdb] [saucenao] [google]
435808

How do i bind a new seperate mesh to joints that already have a mesh skinned to them? I keep getting this error. i tried disabling evaluation for IK handles/constraints/expressions etc. and just get the same message.

>> No.435828

>>435808
use wrap deformer

>> No.436363

I'm creating a simple blade model as my first 3d project. I started by making a basic mesh in Max and continued to flesh it out in Zbrush.
I'm fairly new to both programs, but I can work out most problems.

How can I make sharp blade like edges in Zbrush? Whenever I try to smooth out the rather low poly blade it destroys the sharpness and I have no idea how to re-sculpt it.

>> No.436674

I want to model a female character for an animation project I'm doing with some friends. Can I get into legal trouble if I model the face after a celebrity?

>> No.436677

>>436674
Only if it's used for profit, can they sue you. Otherwise you label it as tribute/parody.

>> No.436679

>>436677
As far as I know it won't be for profit. We're just trying to get some exposure so we can find jobs

>> No.436759
File: 572 KB, 3840x1080, imanidiot.png [View same] [iqdb] [saucenao] [google]
436759

Recently got into Blender (Last night) and I'm trying to make this low-poly picnic blanket. I tried to make every triangle (might make them squares instead) alternate between red and white.. And I know there is a way to do it with nodes but I'm not sure how...

>> No.436760
File: 361 KB, 1924x1080, imevenmoreofanidiot.png [View same] [iqdb] [saucenao] [google]
436760

okfuck

>> No.436769

>>436760

http://www.graphicall.org/ftp/ideasman42/html_manual/3d_interaction/navigating/3d_view_options.html

>> No.436835

Does /3/ have an IRC or similar chatroom?

It'd be nice to talk to some like minded individuals at a bit of a faster pace.

>> No.436866

I need to retexture a fairly complex model (dude in armor) from scratch and thought about first coloring in grayscale with blender's texture painting mode to get values in and then refine in photoshop. Is it a viable method or am I being retarded?

>> No.436914

>>433702
You can attempt making it so that the arms share UV space. Texture a set of arms, and the others, sharing the same UV space, will be good to go

>> No.436923
File: 31 KB, 611x319, maxwell translation window.jpg [View same] [iqdb] [saucenao] [google]
436923

What is this error window and how do I disable it? It happens every time I go into Object Properties inside 3ds max.

>> No.436960

is it bad form to modify geometry when you have the smooth preview activated?

>> No.437010
File: 25 KB, 659x637, whatdo.png [View same] [iqdb] [saucenao] [google]
437010

hi there, im clinically retarded and just started blender yesterday. why is my model rendered really bright on one side and really dark on the other side

>> No.437013

>>437010
probably because you only have one light in the scene.
lights are the things that look like dotted-line circles.

>> No.437043
File: 89 KB, 495x921, 6rURWDDqjjP7HkyA5hEjc4xZSMwTN.jpg [View same] [iqdb] [saucenao] [google]
437043

Ok I DID take more than 5 min (like 2 hours) on google to look for info on this model. a Friend of mine got it a while ago and asked me to help him find out about it. He has no idea where he got it, and it doesn't have a name that we can search. I've tried a bunch of searches and I've just came up empty after 2 hours. Anyone seen something like this before and what it might be named?

>> No.437052

>>437043
why?

>> No.437053

>>437053

>> No.437055

Where and how should I learn 3D modeling? Everything looks like a complete mindfuck and I don't even know what program to use.

>> No.437058

>>437055
Read the sticky.

I'm pretty new too, been working at it for a few months. From what I've heard, Maya is a more general package, 1 program fits all, while 3dsmax is more modelling oriented and is easier to model in.

Anything else though, I have no clue.

>> No.437061
File: 196 KB, 1000x1000, Celine 06.jpg [View same] [iqdb] [saucenao] [google]
437061

Why can't I be a little girl? ;_;

>> No.437071

>>437061
Because you touch yourself at night.

>> No.437083

what is the diffrence between reptoligy and topoligy and what are they used for?

>> No.437084
File: 1.01 MB, 3350x1028, Untitled.png [View same] [iqdb] [saucenao] [google]
437084

How can I get rid of those 2 lines?

>> No.437087

>>437052

Hes a sleep right now so I don't know why (I'm in the U.S. hes in the UK) but I think he just wants to know who made it to see/try to get anything else they make.

>> No.437099
File: 426 KB, 1138x640, verts.webm [View same] [iqdb] [saucenao] [google]
437099

I'm trying to follow this tutorial for moving vertices relative to their normal in Maya. But I literally cannot click on the U/V axes bars independently so as not to screw up the direction in which I'm dragging the vertex.

https://www.youtube.com/watch?v=EFmWAK0SMt0

In the video, his cursor is different. He easily clicks on the U/V axes and drags along them. I can grab the V axis if I get lucky. I can't click the U axis at all no matter how I try to click it.

Webm shows my frustration. Can sometimes grab one axis, can't grab the other at all. What the heck?

>> No.437102

>>437099
Also, the tutorial seems to say that when you enable "Normal" on the translate tool, it will move the vertices along the edges without actually deforming the face. This doesn't seem to be the case when I drag them around with "Normal" checked. It seems to deform the face/shape just like it would normally. I'm probably missing some subtlety in the tutorial somewhere.

>> No.437103

>>437102
With the vertex selected, hover over the edge you'd like to slide it along, hold down "c" and middle-click drag along it.

>> No.437144

I just installed Maya 2015 and mayatomr isn't listed in the plugin manager. did I do something wrong or is mental ray a separate download now?

>> No.437145

>>437144
Scroll down to the bottom of the plugin list, the plugin is installed in it's own directory now, so it's listed at the bottom.

>> No.437147

>>437145
It's not there. should I reinstall?

>> No.437149

>>437147
Uhh, maybe you unchecked the install option for Mentalray when you were installing Maya? Should be able to just run the installer again. Look in C:/Program Files/Autodesk/mentalrayforMaya2015/, if that folder isn't there, then yeah you need to install again.

Or did you download and install Maya LT 2015? It doesn't come with Mentalray, it's stripped down for amateur game development.

>> No.437156

>>437149
reinstalled and it's still not there. and no it's not Maya LT. I don't even see the Mentalrayformaya2015 folder. I only have the one from 2014.

>> No.437162

>>437156
Which torrent did you get your Maya 2015 from?

>> No.437180

>>437103
Thanks!

>> No.437183

>>437162
I used my college email and got it straight from autodesk. 2013 and 2014 both came with mental ray

>> No.437185

>>437183
Well, which download on the Autodesk website did you use?

>> No.437186

>>437185
autodesk.com/education/free-software/maya

this one

>> No.437187

>>437186
Try installing the Maya 2015 service pack, and then the Mentalray service pack they provide:
http://knowledge.autodesk.com/support/maya/downloads/caas/downloads/content/autodesk-maya-2015-service-pack-3.html

>> No.437188

>>437187
that's so weird that they made it a separate download this time. I'm downloading it now. Thanks

>> No.437190

>>437188
They didn't make mentalray a separate download. Only the service packs are separate.

>> No.437196

>>437190
Well I installed Maya and the service packs and I still don't have mental ray

>> No.437200
File: 252 KB, 1920x1080, pole.png [View same] [iqdb] [saucenao] [google]
437200

I made a "hole" in this cylinder so I could attach the arm to the torso on this model I'm working on. In doing so, I believe I may've inadvertently made some bad topology.

The vertext I have selected in this image -- is it a pole? It has 5 edges leading off of it, so I think that means it's a pole. If so, I'm not 100% certain on how to go about fixing it. All of the surrounding faces are quads, so I'm not sure how I could "fix" this vertex without just adding a bunch of seemingly unnecessary edges.

>> No.437203

What does it mean to "sculpt" in 3D modeling? I hear people say all the time that nowadays you just "sculpt" organic shapes instead of modeling them with polygons. I'm not really sure what that means, since I'm only familiar with polygon modeling.

>> No.437204

>>437203
Mudbox and Zbrush let you use sculpting tools and brushes to add detail to your models

>> No.437206

>>437203
Here's an example:
https://www.youtube.com/watch?v=dvCompIskoY

It's basically what it sounds like, how does one sculpt in real life? They take a piece of clay and start forming it into a shape, they sculpt it. ZBrush works around that mindset and methodoly.

>> No.437207

>>437196
Well then, resintall Maya. Mentalray installed fine when I installed Maya 2015.

>> No.437209

>>437196
did you enable it? mental ray is disabled by default.

>> No.437211

>>437209
it's not in the plugin manager. It wasn't installed at all. I'm trying to reinstall maya but I'm getting an error saying it can't find a certain .dll file. I'm trying it again and I'm gonna see if I can macguyver my way past it

>> No.437214

>>437211
Which .DLL? When an installer tells you you're missing a DLL, it's a pretty damn smart idea to not ignore it. It usually means you don't have a fairly essential Windows framework installed or it has become corrupted in some way. Look up the .DLL it mentions.

>> No.437217

>>437206
Jesus Christ whoever made that is an artist. Thanks so much for showing me that. Is that common for a professional in the industry to be able to do? Or is this exceptionally skillful in that field?

>> No.437226

>>437214
it's the 93437458-FD45-41D9-8F2E-8B4F60CF9356.dll. I went to the folder it's supposed to be located in and I found a 93437458-FD45-41D9-8F2E-8B4F60CF9356.bin file. So I made a copy of it and changed the extension to .dll so now I have 2 files in that folder. It seems to have worked because maya finished installing and now I have mental ray

>> No.437247
File: 36 KB, 1569x353, demon dick.jpg [View same] [iqdb] [saucenao] [google]
437247

I wonder if anyone could help me with solidworks. I want to chamfer the edge of the blade, along the lines I have drawn, but I have no idea how to do it.

>> No.437259

>>437247
Try loft cuts.

>> No.437310

How does /3/ feel about Sculptris? I'm having some problems and I thought I'd ask here before making a fucking account on the Pixologic forums.

>> No.437313
File: 452 KB, 640x480, 1379296849912.png [View same] [iqdb] [saucenao] [google]
437313

In path tracing, how come the light has to come from the camera and find the light source?

Why can't it go from the light source to the camera?

>> No.437323

>>437310
It's basically an introductory program to digital sculpting. You can play around in it, but that's about it. It has nowhere near the kinds of capabilities ZBrush has, and you'd be hard-pressed to bring a model to a nice finalized quality.

>>437313
Because that's the most efficient way... That way it only traces the light that your camera would actually be picking up, why waste processing power on rays that will never be seen? That contribute nothing to the scene?

What you're talking about is Global Illumination, and is often used in Biased rendering. Light rays are shot from all the light sources and stored in a map, and then that's used for all the rasterization calculations to achieve more realism. The benefit of it, is that you can store a large map for a static scene and then not have to recompute it each frame.

>> No.437324

>>437323
Basically I made a model in Sculptris using several spheres, but now the areas between the "spheres" have these seams and I was wondering if there was a way to merge the meshes so I could clean the seams up.

>> No.437347

>>437324
Not sure, I'd assume so, since Sculptris is basically where ZBrush's Dynamesh came from.

>> No.437353 [DELETED] 
File: 53 KB, 1138x640, cant_connect.webm [View same] [iqdb] [saucenao] [google]
437353

I'm trying to remove this hole from the this object since I'm trying to re-do it. In order to do so, I wanted to select all the edges around it and use the Mesh>Fill Hole tool, but that doesn't seem to work unless it's a proper edge loop. So I'm trying to fix any nGons nearby.

I want to connect these two vertices to fix this nGon, but they won't connect. I'm not sure why.

>> No.437355
File: 282 KB, 1138x640, cant_connect.webm [View same] [iqdb] [saucenao] [google]
437355

I'm trying to remove this hole from the this object since I'm trying to re-do it.
In order to do so, I wanted to select all the edges around it and use the Mesh>Fill Hole tool, but that doesn't seem to work unless it's a proper edge loop. So I'm trying to fix any nGons nearby.

I want to connect these two vertices to fix this nGon, but they won't connect. I'm not sure why.

>> No.437356

>>437355
Look at the surface around the hole... It's just a square. Remove those top faces, bridge from one side to the other, with 1 division, and then weld the top and bottom point.

>> No.437385

how many polys is the average basemesh?

I'm making my first one and I think it's gonna be around 3000 polys if not just short, is this too much?

>> No.437386
File: 275 KB, 1920x1080, fuck.png [View same] [iqdb] [saucenao] [google]
437386

For some reason my Top View seems to be broken. I'm not sure when it started or why. Not sure how to go about fixing it. It seems to see "through" a lot of faces and won't show the manipulator icons at all.

>> No.437387

>>437356
I'm unfamiliar with the phrase "weld" in this context. What exactly does that mean? Just connect them with Mesh> Connect Components?

>> No.437389

>>437387
There's a tool called the "Target Weld Tool", it's for welding one point or edge to another.

>> No.437391
File: 245 KB, 1920x1080, poles.png [View same] [iqdb] [saucenao] [google]
437391

I'm pretty bad at editing topology. I'm trying to make a hole on the top of this barrel I'm modeling. But I can't get rid of these last 4 poles. No matter what idea I have it just makes more poles and nGons elsewhere.

Can anyone offer me some advice?

>> No.437393

>>437389
Is that conceptually any different from just connecting a vertex to another vertex or edge?

>> No.437396

>>437393
That's what you're doing... It's just called the Target Weld Tool. Welding is just another term for Merging. If you just mean, if you selected two vertices and went "Merge Components", there is no difference in result, yes.

>> No.437404

>>437396
Ahh, gotcha. Thanks!

>> No.437435

How do I into PBR?
The whole texturing thing for PBR renderers is confusing me

>> No.437442

>>437435
It's extremely simple... Glossiness map for how smooth you want your surface (how sharp the reflected light is), a reflectivity map to determine how much light is reflected, and then the rest of the maps are the same still, diffuse, bump/normal/displacement.

>> No.437443

>>427981
Regarding what >>427979 said, you won't have a great understanding of topology if you just use Zbrush exclusively. For assets, it is important to understand topology - especially when using the Steam Workshop.

>> No.437447

>>428494
If you are going to model figures in the future, look up some figure drawing tutorials and get a good sense of proportions and where the different parts of the body size up to each other.

Also, When using symmetry, you sometimes tend to get those crossing bits when it welds the sides together (like in the crotch area in your pic). Might wanna fix that as well.

>> No.437448

>>428780
may it have something to do with it being a plane?

>> No.437449

>>429119
It works pretty well. I'm making a fighting game and it seems to do just fine with all the movements. You will probably have to look up weight painting though and adjust it in a program because it's not 100% perfect in Mixamo.

>> No.437451

>>431844
If you are going to subdivide this for high poly purposes and sculpt or whatever, try to not use triangles. They don't subdivide very well. If it is just a low poly asset, fuck it.

>> No.437452

>>433430
I might be able to do some stuff. Shoot me an email.

>> No.437453

>>434036
Don't worry about using stuff like that. If you are showcasing your sculpting work and not "hurr look at muh model (when its not yours)" its fine.

>> No.437484
File: 375 KB, 1200x395, 10 tweakingSmall.jpg [View same] [iqdb] [saucenao] [google]
437484

I'm starting a class in a few days and we're going to be using maya 2015. Does anyone have a link to a good torrent?

The ones i've seen are all from unfinished versions.

>> No.437485

>>437484
Just look on CGPeers, or just download the Trial from Autodesk.com and grab the crack only off CGPeers so you don't take a large share ratio hit.

>> No.437486

>>437485
I gotcha man, I checked cgpeers first but the torrent I found was separated into like 20 rars so I was having some trouble wit hit.

>> No.437488

>>437486
All the RARs extract at once into one file. You extract one and they will all extract, it just splits a file up into manageable parts.

>> No.437492
File: 371 KB, 1936x1056, cathedral.png [View same] [iqdb] [saucenao] [google]
437492

Is this too many tris?
I feel like I should reduce the number, but when I do edge merge I end up fucking up the walls, because I applied modifiers too soon and now it's too late to undo them. Is there some trick to get rid of these unnecessary subdivides without fucking up the intersections of the walls, or should I just start over?

>> No.437494
File: 65 KB, 1004x695, mirroring axis.jpg [View same] [iqdb] [saucenao] [google]
437494

Using Blender, I seem to have broken my mirror modifier axes. I'm not sure how to fix this.
I could just rotate the model and fix it that way, but then my transform axes wouldn't be aligned to front-back left-right anymore. Is there a better way?

>> No.437510

>>437494
Go to object mode, select the object and hit Alt+R to clear any rotations.

>> No.437511

>>437484
Autodesk offers a free 4-year license for students. Full functionality. No fine print. Just don't use it for commercial things.

>> No.437512

I have two scenes: One in centimeters and another in inches. When I merge them together, they're two different sizes. I want them to be the same. The obvious solution would be to match the units, but if I do they're still scaled to centimeters and vice versa. What can I do?

Using 3ds Max 2014.

>> No.437513 [DELETED] 

Asking on behalf of the useless fag I have for a friend. I don't know shit about 3D and English isn't my first language, but I'll give it a try.

So, said friend has been whining about Arnold for Maya not doing shit when trying to perform batch rendering.

He'd get this "Rendering Completed" message straight away with no actual results.

¿Any ideas?

>> No.437549
File: 10 KB, 456x174, fuck.png [View same] [iqdb] [saucenao] [google]
437549

what do I change so I can model/animate without maya crashing

>> No.437567

>>437512
Rescale by 2.54?

>> No.437582

>>437323
>What you're talking about is Global Illumination, and is often used in Biased rendering.
I thought biased rendering was more like direct lighting with no GI.

Also, what if I have a scene with a surrounding area and I needed the GI from the areas that aren't in the scene itself. Could regular path tracing still show the indirect light from the outside areas?

>> No.437585

>>437582
You're thinking of Rasterization, which is in a way a biased rendering solution as well, but we just call it was it is, rasterization. For ray-tracers, there are biased and unbiased ones. Biased ones use operations like Final Gathering, Importons and Global Illumination, even AO if you want, to try and reduce the amount of needed rays to to produce a completely clean image. While an unbiased renderer doesn't bother with any "tricks", it shoots rays from the camera out into the scene and figures out how that point should be lit. (and in the case of MLT, it will do a quick pre-computation to decide where to focus the sampling for a bit faster convergence)

>> No.437595

Can somebody direct me to a good and optionally long "making of" for full-cg series like recent TMNT one or Clone Wars? I hope that I could dig something useful from them relating to animated shows pipeline in general. If someone can give me another source of such information, I'd be grateful.

>> No.437619

>>437549
>2 gb memory
>celeron
holy shit

>> No.437632
File: 10 KB, 480x360, 135659789.jpg [View same] [iqdb] [saucenao] [google]
437632

>>437585
Thanks Anon but I just can't get a mental picture of what you're saying. I'm just not that smart.

But know all this isn't THAT important unless you're trying to develop your own renderer, right?

>> No.437635

>>437632
It's important to know when choosing how you want to render, what your needs are the and the result you want. An unbiased renderer will give you realistic illumination very easily, but it will take a long render time for a frame to converge to a clean enough image, even with GPU acceleration.
A biased renderer will give you realistic results with a bit more material, lighting and settings work, but will allow you to achieve more reasonable render times if you want to make an animation.
And then rasterization, which is what games use, will basically give you real-time results. You'd render in say, Unreal Engine 4, CE3, Marmoset, Veiwport 2.0, etc... But it is obviously the least realistic of the options and requires quite a bit of work to tweak to a really good quality.

>> No.437639

>>437619
I am fucking dying inside.

>> No.437783

>>437549
you should download speccy instead of using that. All that really tells us is your RAM and processor, which both need a serious upgrade

>> No.437786

>>437783
I actually bought ram for the first time the other day, i was really excited to get it installed and it ended up being the wrong kind. :(

I was super disappointed.

>> No.437788
File: 20 KB, 457x421, computer specs.png [View same] [iqdb] [saucenao] [google]
437788

>>437783
also

>> No.437790

>>437788
You're also gonna need some fans. your temps should not be that high especially when your PC is idle. mine are ranging from 36 to 38 right now

>> No.437812

>start modelling a few months back, looking at tutorials would bore me to death because I had no clue what was going on in them
>would use tutorials I downloaded to help me fall asleep
>need to go to sleep so I start one of these video tutorials up
>I actually understand what's going on and am interested

I mean, I'm happy I'm starting to get it, but at the same time, I need to go to sleep.

>> No.437961
File: 43 KB, 500x360, 1406886763242.jpg [View same] [iqdb] [saucenao] [google]
437961

I've just started learning rigging. I am currently focused on the tail first of a current project.

I've figure out to link the IKs to the joints and it works great, though how can I get the tail to bend the other way?

Also looking for recommended rigging tuts.

>> No.437962

>>437961
I should mention I am working in Maya

But yeah the tail bends up, but I'd like it to bend down aswell.

>> No.437983
File: 460 KB, 1920x1080, geetar01.png [View same] [iqdb] [saucenao] [google]
437983

I'm modeling this guitar in Maya 2015. I'm wondering how to go about actually removing the "hole" area from the model while maintaining good practice.

I have the hole currently just extruded inward, but the hole actually needs to go away, like on a real guitar.

Can someone explain how I would achieve this without just opening up a hole in the topology (which I assume is bad)?

>> No.437990

>>437983
If you don't want a hole in the topology, you could model the inside of the guitar.

>> No.437991

>>437983
Don't extrude a hole inwards to make a hollow object... Just delete that circle of faces, select the whole body and do an Extrude on it. Adjust the thickness slider to taste, and tada, you have a hollow body guitar.

>> No.437992

>>437983

I don't see how it's wrong to use proboolean in a situation like this, where you want a hole in the mesh, as long as you clean up the mess afterwards.

>> No.438004
File: 185 KB, 1920x1080, geetar02.png [View same] [iqdb] [saucenao] [google]
438004

>>437991
I think I followed what you said correctly, but it doesn't actually do what I'm trying to do. Perhaps I misunderstood? Pic related.

>>437990
I'm not sure exactly how to go about modeling hollow things like that yet. I'm still pretty new to modeling in general.

>> No.438006

>make a model in maya 2015
>copy it to my external and bring it to school
>open up maya
>load file
>fatal error: Attempting to save in etc...

Does anyone know what's causing this? the only thing I can think of is that my school's computers don't have the service pack. I'd install it and find out but they blocked all installations on these computers

>> No.438007
File: 163 KB, 874x545, Untitled.png [View same] [iqdb] [saucenao] [google]
438007

>>438004
Yes, you misunderstood... I said to simply delete the faces that make up the hole. Leave the body with the thickness it had. Don't make the hole on both sides, just the top. It should look like a guitar made out of the thinnest wood possible, after that, you just drag select over all the faces and do an extrude.

>> No.438011
File: 131 KB, 950x863, loops.png [View same] [iqdb] [saucenao] [google]
438011

Pretty new to Blender, trying to model an anime robot head from reference.

I'm trying to form defined edges but ran into this problem where I created an n-gon and I've tried everything I can think of from merging the two verts which created a huge pinching issue to trying to form a new set of loops which just made the pinching go around the head.

I can leave it as it is and just have a really small pinch around the area when subdivided but I really want to try to maintain quads. Any advice guys?

>> No.438021

>>438011

this is why you not should model with ngons when going for high poly models. asolution to make all quads or select the each ring by hand then subdivide it and move loop by sliding where you need.

>> No.438027
File: 177 KB, 1920x1080, geetar03.png [View same] [iqdb] [saucenao] [google]
438027

>>438007
But then the faces inside the guitar wouldn't be the right side; they'd be black instead of grey (using the default settings) wouldn't they? Cause that's the second method I tried, and the inside of the guitar was nothing but black faces (which are just grey faces flipped around, I believe). Aren't black faces not part of the actual model, but just a flip side of a face that won't be seen? I could be mistaken.

I ended up taking the 2 sides of the guitar face plane (1 side with the hole, 1 without) and creating a smaller version of the face without a hole. Then I extruded that smaller face to pretty much be the entire depth of the body of the guitar. Then I took the outer edges of the first face (with the hole) and extruded them to catch the 2nd side (back of the guitar), then joined the vertices together.

So now it's like the body of the guitar houses a slightly smaller body whose external faces are black (but you can't see them because of the outer body of the guitar). However, when you look through the hole of the front face, you can see the internal faces of the smaller body, which are grey.

Does this seem like a proper method? It seems to look just like I wanted it to.

>> No.438028

>>438027
Hm, just tried to smooth out my meshes and it said that the smaller, inner-body that I made for the guitar is considered non-manifold. Is it because its grey faces are facing inward instead of outward?

>> No.438030
File: 1.32 MB, 1138x640, hollowbody.webm [View same] [iqdb] [saucenao] [google]
438030

>>438027
>>438028
Here's a WebM that shows exactly what I'm talking about. Didn't think that there'd be subdividing issues because of the way I designed the inner body.

>> No.438031

>>438027
Black just means that the "normals" are reversed. Simply go Normals>Reverse to set them back to normal, while they're still selected.

And you're going through way too many steps for what is extremely simply to do. Look at my photo. I delete the faces on the front of the sphere, I do an extrude, and now the whole surface has a thickness. That's all you need to do. (and reverse the normals if you're extruding inward).

>> No.438034

>>438031
>Black just means that the "normals" are reversed. Simply go Normals>Reverse to set them back to normal, while they're still selected.
But then the faces on the outside would be black, wouldn't they?

>> No.438035

>>438031
> I delete the faces on the front of the sphere, I do an extrude, and now the whole surface has a thickness.
What exactly are you extruding? The entire object? Or all the faces? I'm not familiar with this method, really.

>> No.438036

>>438035
choose all of the faces, hit extrude, then scale inward. done

>> No.438037

What is the best way to model a car in max? I need to model a 1988 Cadillac Sedan De Ville to fit into a beauty shot scene. As far as I have gone there are no existing blueprints for the vehicle that I can find. Any generalised tuts for modelling cars and how to setup a blueprint to model from would be grand

>> No.438038

>>438021

It wasn't an n-gon to begin with. I beveled that corner out in order to form a defined edge. I can't figure out how to reshape that face into a quad without causing even more pinching.

>> No.438040

>>438037
sorry mistyped *1977 sedan de ville not 88

Also should add i have never modeled a car before

>> No.438044
File: 625 KB, 1138x640, hollowbody2.webm [View same] [iqdb] [saucenao] [google]
438044

>>438036
I believe I'm doing what you said to do, and this still isn't what I'm trying to accomplish. The entire inner body needs to be hollow, not just the circle. Like in the image I posted before.

>> No.438048
File: 244 KB, 1920x1080, hollowbody.png [View same] [iqdb] [saucenao] [google]
438048

>>438044
Like this. Hollow throughout the entire interior, not just the circle.

>> No.438051
File: 174 KB, 1362x900, idk.png [View same] [iqdb] [saucenao] [google]
438051

I was adjusting the depth of the eye socket on my model and it revealed this salmon covered loop where the inner loop was before I moved parts of it.
I don't know why it's there or whether it will affect anything, but I can't select it or anything.
And just to check, I turned off the mirror modifier and there's one where the other eye would be. I may have accidentally hit a key on my keyboard on accident to cause this.
Does anyone know what it is?

>> No.438053

>>438048

yes, now select all faces and hit extrude.
it's like youre trolling.

>> No.438065

>>438006
pls respond

>> No.438066

What are the differences between ray tracing and path tracing?

>> No.438067

>>438051
Extra shit you don't need. Just delete it.

>> No.438068

>>438053
But I already finished it. It has a hollow interior now, just like I wanted. But not through the method you seemed to keep describing, as that method wasn't working for me.

>> No.438069

I want to make some models for a game I'm making

The models will be of robots and stuff like that, so they'll have defined angles and edges

Is there a program for modeling focused on lengths and angles instead of the more "organic" and inexact way of modeling most programs have?

And it has to be able to export to some format blender can open

The program being free is a plus

>> No.438071

>>438067
That's the problem. I cannot select it to delete it, so I need to know what it is so I can remove it with whatever function created it.

>> No.438081

>>438066
It's the same thing. People usually just use ray-tracing to refer to a biased renderer, and path-tracing to refer to an unbiased one, since an unbiased renderer is basically brute-force ray-tracing, and thus simply path-tracing, no interpolation tricks.

>> No.438082

What do people usually sculpt in ZBrush to get their bearings around the program? I feel like going straight to a human body is counterproductive.

>> No.438083
File: 91 KB, 1394x564, seriously.png [View same] [iqdb] [saucenao] [google]
438083

>>438048
>>438044

>>438035
The whole SOLID object... With a single hole in it..

So much facepalm going on here for such a simple task. Here it is laid out as simple as I possibly can for you. This is the proper way to make an object hollow and have thickness, it's the quickest and the simplest.

>> No.438085

>>438036
No, no, NO. Scaling down is wrong, especially when you get into complex shapes, because you're pulling all the points towards the center of the object. You want to use the Thickness and Offset parameters of the extrude operation, they're there for a reason, it pushes or pulls the faces based on normal directions so that you create consistent thickness.

>> No.438091

>sign up for 3d class at local CC
>get excited and start practicing in maya
>2 months pass, first day of school
>after class I show her some models I made and brought on a flash drive
>she tells me the class would be a waste of time for me

I was really excited for the class :(

>> No.438094

>>438011

Anybody?

>> No.438097

>>438091
What, like you were already ahead of anything they could teach you?

>> No.438105

>>438097
Yeah, she said I was already too advanced, literally happened an hour ago.

I'm not even good, fucking CC

>> No.438109

>>438105
Well, the school environment is still good for kicking your ass to get shit done. But yeah, 98% of "3D animation" schools only teach extremely basic 3D and are simply used as a money grab from students.

Try asking if you can be a tutor and lab person, can earn some money then.

>> No.438112

Blender UV mapping question, possibly retarded.
I have a bunch of identical little boxes and want to unwrap only one instead of all of them (so that there's only one box-island in the map, but it's used by all the box meshes), how do I do that?

>> No.438114

>>437043
This looks like a TERA model to be honest. That's the only game I can think of that has little girls in it that are sexualized like this.

>> No.438116

>>438112
only have that box's faces/vertices selected when you hit the unwrap button?

>> No.438117

>>438083
Sorry if I'm not being receptive to your teaching method, but it's clearly not clicking with me the way you're explaining it.

Perhaps you can link to some literature or a video tutorial explaining the concept more abstractly?

>> No.438118

anyone? >>438069

>> No.438119
File: 11 KB, 460x128, blender.png [View same] [iqdb] [saucenao] [google]
438119

>>438118

>> No.438122

>>438117
What part don't you understand? I showed you the step by step using images... There's nothing more than needs to be explained.

Remember your first post? >>437983
See how you had a solid guitar? Instead of pushing that cylindrical shape into the center... All you had to do was delete the circle of faces on top, and do an extrude on the WHOLE mesh. Like I illustrate entirely here >>438083

1. Delete top face.
2. Have whole object selected and go >Edit Mesh>Extrude
3. Set a negative thickness.

Your mesh now has thickness and a hole, but is black because the normals are reversed. A simple Normals>Reverse fixes that. Done.

>> No.438123

>>438109
She said if I stayed in the class, that's probably what would happen, aside from the pay though.

>> No.438124

>>438119
that's not what I asked for

in blender you measure things with your eyes

I want to model with actual measurements, things shouldn't be able to be moved randomly

there should be rulers and you should be able to see the angles and stuff

>> No.438125

>>438123
Ask for payment. Or at the least to reduce your tuition fees in return. Working for a shit college, for free, would be a huge waste of your time.

>> No.438126
File: 815 KB, 1138x640, WOO.webm [View same] [iqdb] [saucenao] [google]
438126

>>438122
>There's nothing more than needs to be explained.
I disagree. Pictures can't tell the entire story. I'm not an idiot, and your picture doesn't explain the entire concept to me.

I did, however, figure out what you were saying. And I'm done now. Thanks for your help, despite your being moderately insulting while doing so.

>> No.438129

>>438125
I applied for financial aid and I'm pretty much going there for free I think? I paid for my books so I guess that sucks.

>> No.438141
File: 88 KB, 301x289, 1406075164140.png [View same] [iqdb] [saucenao] [google]
438141

>>438081
Ah that makes much more sense.

When I would ask before I would always get "Path tracing is pure ray tracing" and didn't answer anything in depth.

Thanks, Anon.

>> No.438146

Can I retopologize in zbrush after I've polypainted, is there anyway to preserve the polypaint?

I'll probably just do it in 3ds Max if there's no other option

>> No.438177

>>438037
>>438040
Bumping for you unhelpful faggots.

>> No.438408
File: 467 KB, 1366x768, ftw.jpg [View same] [iqdb] [saucenao] [google]
438408

Any tips?

>> No.438411
File: 453 KB, 1138x640, UTE_bug.webm [View same] [iqdb] [saucenao] [google]
438411

I'm having this odd "bug" (I use quotations since I may be mistaken) in Maya 2015 when I'm trying to UV map this object.

I select the object I want to unwrap, open the UTE to show that the UV is there. I delete the object's history nodes before I project the cylindrical map onto the object. Then the UVs disappear in the UTE. The only way I can get them back is by undoing all the way back until before I deleted the node history for the object.

Any idea why this is happening? WebM related.

>> No.438422
File: 354 KB, 1920x1080, pineapple03.png [View same] [iqdb] [saucenao] [google]
438422

My scene file in Maya 2015 got corrupted, somehow, and seems unusable since it crashes every time I try to work on it.

So I went back to my last backup, which was before I'd UV mapped the meshes in the scene.

I still have the .IFF files from all these meshes saved from when I UV mapped them before. Can someone explain to me if it's possible to import those .IFF files into the UTE so that I don't have to UV map these meshes again?

There doesn't seem to be an obvious option anywhere in the UTE that I can find.

>> No.438454

Second day of babby's first programming language, java
forgive me if I'm completely retarded, but how do I set a max or minimum value for an integer input? example code:
int nigger = Keyin.inInt("gib numbers pls: ");

>> No.438455

>>438422
no you can't.

>>438411
-did you try selecting it as an object rather than selecting it by its components?
-Also, you don't need to delete history for a map to overwrite another.
-what was wrong with the uv's already there?

>>438454
i'm going to give this to you in pseudo code.

-if nigger is greater than x or less than y, ask to reenter number. otherwise perform function.

>> No.438457

>>438455
>no you can't

Really? It seems like it'd be so simple for Maya's UTE to have the option to import a previously-created .IFF file for a mesh. Or some other way to import a set of UVs from an external file. That seems odd to me. How do professionals back up their UV maps for models in case their Maya Scene file gets corrupted somehow (like mine did)?

>> No.438459

>>438457
you can import uv's. just not from an image file. that's just silly. It's just a bunch of pixels.

uv's need to be specifically stored in a file that supports it.

>> No.438460

>>438459
Can Maya output a file that holds UV data? I thought that's what .IFF files were, but I guess I was mistaken.

I'd just like a way to make sure I can later, if necessary, import my UVs onto my meshes in case anything goes wrong in between UV mapping and texturing the meshes.

>> No.438462

>>438460
not sure what it would be called. Look through the uv export options or look it up. i can tell you that .obj files hold onto the uv data. You can back up your models and then just transfer the uv maps from that to whatever is in your scene.

>> No.438464
File: 346 KB, 1920x1080, snake01.png [View same] [iqdb] [saucenao] [google]
438464

I want to UV map this crappy snake I just modeled, but I can't really imagine how to go about it. It's really just one big cylinder, but because it's curved in a circular way, a cylindrical projection seems like it wouldn't work at all for UV mapping.

Can someone recommend any methods?

>> No.438540

>>438464
3 planar projections. uv seam along the body. unfold, relax, repeat.

>> No.438720

What ways can I go about projecting a reflection onto a material inside Unreal Engine 3 using an image?

I don't want to use a skybox or cubemap.

>> No.438915
File: 187 KB, 812x945, Capture.png [View same] [iqdb] [saucenao] [google]
438915

How do I get rid of these seams in blender?

>> No.438922

>>438915
soften normals

>> No.438925
File: 185 KB, 788x982, Capture.png [View same] [iqdb] [saucenao] [google]
438925

>>438922
Is there a fast way to stitch this up?

>> No.438941

>>438925
Bridge edges then Collapse edges

>> No.438960


▲ ▲

>> No.439029
File: 305 KB, 976x1287, wat.png [View same] [iqdb] [saucenao] [google]
439029

So I assigned the highlighted vertex group to the hair particle system and the render on top is what happens.
I don't think it's a problem with the normals, as the hair grows out of places that aren't even part of the vertex group, like the eye and the bottom jaw.
Ignoring the topology, which I'm sure is awful, what is going on here?

>> No.439099

>>439029
>blender

>> No.439134

>>434071
Yes they are called architects you dumbass.

>> No.439295
File: 403 KB, 1874x879, adada.jpg [View same] [iqdb] [saucenao] [google]
439295

just opened this up and this wheel is fucking up.
Started on wireframe and likes to go back to it.
Also goes all black to

The fuck?

>> No.439403
File: 36 KB, 547x211, XrJ9aqr.png [View same] [iqdb] [saucenao] [google]
439403

What do? I am running 3DS Max for the first time and get this error? No Google is helping.

will give ASCII tits to Anon who helps.

>> No.439404

>>439403
Oh never mind. For once restarting fixed it.
( . ) Y ( , )

>> No.439837

>>439295
looks like a texture is being applied