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672337 No.672337 [Reply] [Original]

i'll make some interesting op images soon enough edition

previous: >>669725

Reminder!
This thread is for any help you need with your work, regarding technique and/or software. All simple and/or stupid questions should go in here too.

Also, please do head over to the previous thread and help to answer any unanswered questions!

>> No.672345

Has anyone seen this course? Is it allright? I need to learn how to make realtime hairs asap
https://www.cgmasteracademy.com/courses/48-hair-creation-for-games

>> No.672352

>>672345
>I need to learn asap
>8 weeks course
I haven't seen that course, but it looks professional, $749 and 2 months of studies is no joke. If you really need to get that level of expertise, the results posted in the page look promising.

>> No.672370
File: 16 KB, 541x361, T.jpg [View same] [iqdb] [saucenao] [google] [report]
672370

Brainlet here. Is it bad practice to keep meshes separate? Should I be joining them all when they're all part of the same model?
To try and explain what I mean, imagine pic related is a 3D mesh in front view or whatever and is in wireframe mode. Would the one on the left be any different to the one on the right as far as rendering or lighting or geometry or anything like that go? Or is it better to have them as one like the one on the right?
pls no bully.

>> No.672373

>>672370
I'm a brainlet as much as you are, but from what I read, joined meshes have less troubles with deformation once they are animated with bone, unless advanced rigging techniques are used. Also the mesh on the left will have more polys, making it heavier to process. But having separated meshes in more organized when you have a complex model.

>> No.672375

>>672373
That makes sense. It's not so much for animation (or at least not yet), but I'll be sure to keep that in mind. The model isn't too complex so I guess I'll just join all the meshes once I've finished editing.
Thanks.

>> No.672378
File: 494 KB, 905x741, 1542634115297.png [View same] [iqdb] [saucenao] [google] [report]
672378

both riggify and homemade rigs deform this mesh horribly when i parent with automatic weights.
i have reason to believe its the topology but im not sure if
>theres any good retopo options in 2.8, but i could easily just open it in 2.7X versions i think
>if i do retopo, would the uvs be preserved

>> No.672380

>>672378
oh and its shape keys too
this was an import bear in mind

>> No.672428

>>672378
>>672380
Well, if you think it's topology posting the wires would be a little more helpful. Might wanna check the generated weights before continuing too, maybe the automated system just fucked up.
No easy way to transfer shape keys as far as I know, UVs can be transferred with the Data Transfer modifier.

>> No.672429

>>672428
i'll have to censor some bits
because
obvious reasons
im just hoping i can salvage the mesh

>> No.672431

>>672429
its that one sonic character.
i can just put the file in a link or something

>> No.672444
File: 1.39 MB, 3000x3000, cyborg_01.png [View same] [iqdb] [saucenao] [google] [report]
672444

reposting from old thread:

I have this Blender 2.8 Grease Pencil object with a totally white fill color behind my lineart. All the layers are set to 'normal' blend mode, so why is she grey? >>>volafile /r/v7kgy76r

>> No.672450
File: 67 KB, 828x525, Screenshot_2019-03-18 Subdivision Levels ZBrush Docs.png [View same] [iqdb] [saucenao] [google] [report]
672450

How gay is ZBrush?

>> No.672459

I got a question.

How the fuck do they stick/weld things?

How does the sword stay connected to the hand when its being animated, how does the armor stay on the body and yet have cloth phisics, how do you get the hair to stick on the models head???

>> No.672466

>>672459
ctrl+p

>> No.672470

>>672459
>How does the sword stay connected to the hand when its being animated
In blender you'd just attack an empty to the models palm (so that the hand bone would animate the empty), and then make it the parent of the word, or broom, or magic wand, or whatever... You'd probably want to add a generic "grip" pose to the model as well so you can just quickly slap the object into the hand and apply the pose.

>how does the armor stay on the body and yet have cloth phisics
separate models, and/or pinned verts... I'd suggest making a low poly proxy of the entire model for collision physics purposes though. The cloth itself can be however many polys your computer can handle, if you want.

>how do you get the hair to stick on the models head
Why isn't it sticking? If you are using particle hair, it should stick by default seeing as it needs faces to sprout(?) from... I guess thats the right way of putting it... Anyways. Polygon hair, like all the anime characters you see posted on this forum, need their hair to be weighted like the rest of the model.

>> No.672492
File: 11 KB, 220x220, Houdini3D_icon.png [View same] [iqdb] [saucenao] [google] [report]
672492

So far I've been using Blender as a general 3D software, but recently I saw Houdini's show reel and holy shit does Blender look like a joke compared to it.
Since then I've been thinking about switching, but is Houdini a good standalone software? Or is it only sensible to use it for simulations to later export into other software?
How is the modeling, rigging, animating, rendering and generally setting up the scene compared to Blender?

>> No.672496

>>672444
Right now I cant use blender, so I have some questions to see whats going on.
Why does white appear outside the model? Did you fill it after extracting taking a picture of the viewport? Do you get the same result in 2.79? White might be configured different from the other colors in blender for transparency in the scene, have you tried using a color really close to white, but not white?

>> No.672497

>>672492
Don't switch, add it to your pipeline.
In Houdini you don't model something, you create a (node-soup) formula that describes the creation process.
You want to create one specific object, Houdini might be not that great. You want to create something and 100 variations of it, Houdini is best.
Rigging characters is not as great as Maya, the rest is awesome and goes very deep. But still at its heart Houdini is for VFX, its not your average generalist DCC.

>> No.672499
File: 692 KB, 2048x2048, cyborg_01.002.png [View same] [iqdb] [saucenao] [google] [report]
672499

>>672496

>Why does white appear outside the model?
I created a white world material with a background node. Prior to this, the background was black.

>Same result in 2.79?
It's a blender 2.8 object that didn't exist in previous versions, so no.

>Have you tried with a color really close to white?
pic related is with #FDFDFD

>> No.672501
File: 29 KB, 711x681, Capture.jpg [View same] [iqdb] [saucenao] [google] [report]
672501

How do you guys deal with this problem if it happens? Like half of texture space is unused. It infuriates me

>> No.672503

>>672501
Use it for other textures?

>> No.672504

>>672503
Is it viable? I was under impression that it's better to have 1 object = 1 texture(besides being generally annoying to combine them in painter)

>> No.672506

>>672501
Textures don't have to be equal in the X&Y axis, so long as both dimensions are a power of 2. You can have 128x256 textures or even an extreme like 64x4096.
As far as I know the smallest texture you can use/should use is 4x4 otherwise compression fucky wucky gpu magic.

>> No.672507

>>672506
now that's an interesting possible solution man thanks I'm gonna try cutting and see how engine fares

>> No.672508

>>672501
Textures are always squares, so long textures eill be wasteful, unless you tile your UV or stretch the texture to fill the whole image. You can use the empty space to write things down if you want.
>>672504
There are no hard rules. If the textures all belong to the same model/character, it can be a good idea.

>> No.672509

>>672508
>>672506
>textures sides can be any power of 2
Well fuck me, I thought that they could only be squares. Learned something new today.

>> No.672510

>>672509
Textures can be any size on any axis, it's just more efficient to keep them powers of 2

>> No.672512

>>672501
>>672503
>>672508

This is called optomization, and it's generally good practice to do this after you've finalized everything else.

>Can be a real pain to go back and find out you didn't size it properly, or need a new res, or changed the geometry and now you unpack but your new texture wont fit with the other you packed in there for optomization.

>> No.672627

damn it so close to getting the rig right, watched a tutorial on how to handle sfm skeletons, and now the head parts wont deform together because my replacement skeleton's head bone was "head" instead of the original's "Head" and now i feel like deleting the system32 of my life.

>> No.672632

>>672627
gloria gloria the blender source tools have a 2.8 beta and i was able to get an unsullied head mesh and now everything is golden blossom

>> No.672665

Is there a good tut on painting weights in hard to reach places? Lots of folds, lots of thickness, double side, very dense topo cramped in small detail. How do you typically approach such task? Do you just isolate per verts? Or use simplified geo?

>> No.672719
File: 23 KB, 332x153, objimportproblem.png [View same] [iqdb] [saucenao] [google] [report]
672719

i have some weird problem that started happening today in 3ds max, when import obj (drag and drop into the scene) im getting pick related, its like im trying to close the scene and open a new one. No matter what i click the scene im working closes and the only thing i have is the imported obj.
the problem started happening today and its not because of one particualr obj. i tried it with different files and the result is the same, i also tried obj files that i made last week and they worked fine when importing.
whatever is causing it started happening today, how can i fix it?

>> No.672801

This feels like a stupid question to ask, but how do I actually use tileable textures? I've been watching videos on Substance Designer and Quixel Mixer and the things they produce look fantastic, except I have zero idea how the end products are actually used. I know how to apply textures, yeah, but I don't know a damn about making them look realistic and avoid tiling.
Links to any tutorials greatly appreciated especially if I can get them off the peers.

>> No.672812
File: 257 KB, 1516x940, fuck me.png [View same] [iqdb] [saucenao] [google] [report]
672812

Any of y'all familiar with Marvelous Designer?

I'm trying to get sharp lines on the edges of this pleat but it ain't working out. It's a manual pleat, since this is triangular, and best I can tell it's because I'm trying to fold on the seams instead of an internal line.

How to fold seams?

>> No.672825

>>672812
Pretty sure there is a setting to change how the seam is stitched. Right now your a sewing them as if they were butted together, but there is a setting that sews them as if they were laying ontop of each other... I'm sure the sewing styles have names, but I don't know them.

>> No.672826

>>672801
Masking. Use three or so tiled images and then layer them with masks. If the masks are "randomer" by virtue of being hand painted, the tiling textures wont look as... tiled.

>> No.672834

>>672509
Square with power 2 side lengths > Rectangle with power 2 side lengths > square with oddball side lengths > Rectangle with oddball side singles.

It really only matters if you are pushing your computer to the very, very limit of its capacity. Oddball side lengths just use up more memory then they aught to because of how memory on your computer is allocated. Keeping image resolutions in powers of 2 instead of oddball just means you are using all of the allocated memory for texture information.

Square images have even less effect on memory performance then resolutions, but it does help a little.

>> No.672837

>>672496
>Why does white appear outside the model?
Easiest way I've found if to turn off the camera visibility of the scenes background so renders spit out the model ontop of a 0% alpha background. You can then either use an image editor or blenders compositer to layer the render ontop of a true perfectly white background.

>> No.672843
File: 624 KB, 1700x940, capture.webm [View same] [iqdb] [saucenao] [google] [report]
672843

>>672812
Try with fold angle/strength, it works both on internal lines and seams.

>> No.672863

>>672843
>>672825
Thanks anons.
I hadn't realized the seam fold option was hiding under the edit seam function, like a fucking idiot.

>> No.672873

>>672337
how do i find non paying jobs i can volunteer for to build up my portfolio?

>> No.672874

>>672873
gamedev.net has a hobbyist "job" section. I've seen intern-esque positions posted on their jobs section as well... They look for more then just asset artists on there, but there are plenty of people looking for 3d/2d asset artists (you could probably sneak into the 2d postings if you figure out a technique for making your 3d models render into decent 2d sprites).

>> No.672881

How's 3DCoat? Does it stack up to ZBrush? Is its painting features anywhere close to something like Substance Painter?
>inb4 pilgrim god religion shit

>> No.672896

UV unwrap is the last thing you ever do, after apply modifier like solidify and sub div am I correct?

>> No.672919
File: 1006 KB, 767x738, eab86a47615ec4b3ffb72901c043a0d8 (1).png [View same] [iqdb] [saucenao] [google] [report]
672919

kinda of a dumb question, but I've seemed to copy that green arrow blender defaults with and I can't figure out how to get rid of it at all

>> No.672927

>>672450
not as gay as me

>> No.672931

>>672896
Do UV as early as you can, once your base form is done. The less topology you have to manage for unwrapping, the better. Generally, always unwrap before subdividing.

>> No.672960

How do I start modeling faces
This is making me want to kill myself holy shit

>> No.672961

>>672960
Have you considered reading the sticky or googling literally anything similar to your question?

>> No.672965

Has anyone ever made a 3d chibi anime show that was really sad and emotionally dramatic? Like all the cuteness of big head weeb chibi models in sad scenes?

>> No.672971

Using the latest 2.8 64bit beta on Debian. Whenever I add to a node to my material in using it takes 15-20 seconds to compile. Blender just totally locks up. I have no idea why this is happening. Any suggestions?

>> No.672976
File: 563 KB, 1500x1000, 1534372124005.jpg [View same] [iqdb] [saucenao] [google] [report]
672976

any other crotch topology guides/tips?

>> No.672979

>>672971
Lookdev is very, very gpu dependent... I've actually had a better experience with just using cycles preview (with 2x or 4x pixel size) since my gpu is under powered relative to my cpu/system ram. Too many large image textures and lookdev literally just stops working for me.

>> No.672981

>>672896
>actually applying subdivide and solidify modifiers...
Anon, wtf...

>> No.672983

>>672919
Wot?... Is it a scene object?... If its some kind of menu setting it'd probably have accompanying "show in render" and "show in preview" toggle bottons.

>> No.672984

>>672976
Pretty sure some legit companies release old, but very high quality models for educational purposes (there is some kind of specific copyright they release them under, but I forget it). You might have some luck downloading those models and inspecting what they did for their profession grade models... No idea where to start looking for those models though.

>> No.672987

>>672981
what I did wrong mate, Im absolute noob here.
How can I create an UV map without apply modifiers?
Surely apply modifiers would change the mesh and in turn change the UV layout and render the previous UV incorrect, am I right?

>> No.672989

>>672976
hmm Iam more interested in the armpit area, those are some wacky sucky place to make a mesh of

>> No.672990

>>672987
The subdivide modifier subdivides UV just like mesh. It really doesn't ever need to be applied unless you're wanting to sculpt fine detail into a higher res mesh. Solidify has settings to allow you to apply different materials to edges.

>> No.672991

>>672990
oh I see, so from now on I could just tick the "apply modifier" in the export menu huh, that would save me so much time and trouble

>> No.673006

HOW THE FUCK DO YOU RIG?
Anything beyond a uselessly simple FK rig is absolutely mind-boggling to me.

>> No.673010

>>672991
No...

>> No.673011

>>673010
what the heck did I do wrong now?
its all so confused

>> No.673048

>>672719
bump this please

>> No.673049

>>673048
sorry mate i use max everyday but no idea about this one, does file > import work?

>> No.673052

>>673006
https://www.thegnomonworkshop.com/tutorials/creature-rigging-for-production

>> No.673055

>>673006
Humane rigging my friend. It is amazing and well worth your time.

>> No.673061

>>673055
>>Humane rigging
>Let's check it out
>>Blender
Fuck.

>> No.673063

>>673061
Even being about blender, the lessons can be used for other programs. It teaches how to THINK while rigging, good techniques in how to approach movements depending on the character and whats important to focus while working. The guy that gives the lesson is very coherent and clear while explaining, goes to the point and gives useful tips.

From all the tutorials I have seen, it is one of my favorites. And it also is available for free on youtube.

>> No.673095
File: 59 KB, 488x748, fmlobj.png [View same] [iqdb] [saucenao] [google] [report]
673095

>>673049
yes it did, but you asking got me looking for carefuly to the import option and for some reason i had "reset scene" ticked on, no idea why, so it must've apply it whenever i drag and drop. turned it off and no problems now. thanks you?

>> No.673098

>>673095
haha your welcome, glad you found it. Will have to store that one in the memory.

>> No.673118
File: 258 KB, 683x1024, istockphoto-108162634-1024x1024.jpg [View same] [iqdb] [saucenao] [google] [report]
673118

Why has there been a massive influx of new posters on here who
>don't read the sticky
>make a new thread every few days to post their wips or ask questions?

Its frustrating seeing threads die one after another more so lately than for a long time to "hey I'm new to 3d how do I make this or use this software?" and "Where are the model rips for this one specific game?" threads.

Did some new thing happen and bring a wave of retards into 3dcg?
Pic unrelated

>> No.673121

>>673118
Just the way if life mate, people being born everyday 18 (13 more likely) years later they get a passing interest in games or animation and want to give it a go.

Surprisingly, for all its issues this is the best forum I could find for 3D. Everywhere else is either even less active or people are too scared to give honest feedback. Not surprising the others might feel the same.

>> No.673124

>>673121
>Everywhere else is either even less active or people are too scared to give honest feedback.
Polycount is another good place for criticism, in my opinion.

>> No.673140
File: 55 KB, 674x398, part1.jpg [View same] [iqdb] [saucenao] [google] [report]
673140

>>672337
Im trying to automate a script that will snap these spheres into a mesh, right at the center of the sphere on the face of the mesh. I have the script able to generate all the spheres and arrange them in a grid, but some of them are deep in the mesh, others are a bit outside it.

Can anyone help me figure out how to move the spheres along the Y axis until the origin of each sphere touches the mesh?

>> No.673141

>>673140
I'm not exactly sure what you are trying to do this for, but wouldn't some kind of displacement map have worked better?...

But to answer your question; reset the smaller sphere that you want to overlap the mesh of the larger back to world origin (0,0,0). Move it along an axis by exactly the radius of the larger sphere (it should be half the objects dimensions... Dimensions! Not its scale).

After that, set the rotation axis to cursor and set the cursor to world position 0,0,0. Select the smaller sphere and rotate it into position. It should, if everything went according to plan, skim along the surface of the sphere exactly how you need it to in order to place it correctly.

I've assumed that the larger sphere is at 0,0,0 world coordinates, but it'll need to either be at 0,0,0 or you'll have to offset everything by the coordinate of the larger sphere.

>> No.673142

>>673141
Just for clarification
I want to basically embed either type of sphere into the red object behind it so that half of the sphere is visible, and the other half is embedded in the red object.

I basically want hemispheres coming out of the red mesh.

>> No.673146

>>673142
My dude, don't make it harder than it need be. Either fake it with a properly aligned array modifier, or go down the rabbit hole starting from here: http://www.sidefx.com/docs/houdini/nodes/sop/copy.html

>> No.673174
File: 350 KB, 572x316, notblender.webm [View same] [iqdb] [saucenao] [google] [report]
673174

How do I do this in Blender?

>> No.673175

>>673174
an edge constraint? just hit g and g again

>> No.673177

I'm getting really desperate but is anyone know a good paper on spline IK solvers? I need algorithm

>> No.673178

>>673175
Edge constraint and then snapping the vertex to the X, Y or Z coordinate of another vertex.

>> No.673179

>>673178
thats just a normal vertex snap dude, just toggle it and make it vertex

>> No.673180

>>673179
But that doesn't move the vertex along the edge?

>> No.673181

>>673180
Press g twice to slide the vertex on an edge.

>> No.673182

>>673181
But that doesn't work with vertex snap...

>> No.673183

>>673180
dude its such a very specific thing that you will hardly use just fucking use the constraint with g it will snap incrementally for your autism.

>> No.673184

>>673183
I use it all the time in 3dsmax though? I mean, of course you don't if it doesn't work on your program. Guess I'll try Blender in another 10 years.

>> No.673187

>>673182
There is no direct way like that unless there is an addon. But you can do this in vanilla:
>change pivot center to 3d cursor
>select the vertex you want to move to, press ctrl+s and move the 3d cursor to the selected vertex
>select the vertex you want to move, scale it in the axis you want to move and press 0 and enter

>> No.673256

>>673146
Nvm I somehow solved it by accident. If you select many objects at once, with snap on, blender snaps them all individually.

>> No.673260
File: 66 KB, 635x393, part1.jpg [View same] [iqdb] [saucenao] [google] [report]
673260

I have "joined" these objects together, the large mesh and the spheres.

However the spheres still have geometry inside where the mesh and spheres intersect. How can I join these objects while only having surface geometry no internals.

Do I have to do Boolean one by one?

>> No.673274

>>673184
its like you dont know how to use your tools lol

>> No.673294
File: 2.03 MB, 1920x1160, 1533224541001.png [View same] [iqdb] [saucenao] [google] [report]
673294

trying to slice up a mesh so that it splits apart in the selected faces but im not sure how to go about that

>> No.673297

>>673294
Do you mean you want them to split at a specific point during an animation, but want the materials to appear seamless up until that point, or do you just want to split the mesh into separate objects.

The easiest solution to the first option is the squib technique from old video games... Just make two models. One with the splits and the other with just the original shell. At a specific frame toggle the visiblity of the two objects so the squibs are now rendered, but the shell is not.
>I think they are called squibs, anyways... Its basically just the blown off limbs and innards of a vidya game character that "magically" appear when you shoot them with an explosive.

If you wanted the second option, I believe ctrl+p seperates selected mesh faces into a different object while in edit mode, but I might be wrong... If you are using 2.8 hit F3 and search for it.

>> No.673298

>>673297
its all one solid object, its just supposed to unfold
and i just need to know what exactly to RIP it at the marked seams

>> No.673302

>>673298
Are the highlighted faces actually two faces at identical locations right now? Cuz you'll probably want to do that... Basically you'll want to make every section of the object into either a mesh island or its own separate object. From there you'll be able to manipulate them independently with an armature and weight maps, in the case of mesh islands, or empties used as rotational pivot points, if you split them into separate objects (you'd do this by with a parenting hierarchy)

>> No.673394

>Be brainlet
>Make very basic model
>Put cool logo on it from svg
>Extrude it etc so it looks cooler
>50k+ verts
>80k+ faces

I'm a brainlet, but even I know this is a lot. Is there a way to unfuck my shit that doesn't involve deleting things individually?

>> No.673395

>>673394
If the extrusion is not very strong, you may get away with a displacement or bump map based on the logo.

>> No.673396

>>673395
That was what I originally tried, but it looked garbage and I had no idea how to sort it out.
However, I've tried selecting everything and doing a limited dissolve (I had some other things that had upped the number too that I hadn't thought about so I did those afterwards) and now the verts are 568 and faces 433. I'm still not really that sure if those are too high, but they're a vast improvement. Assuming I haven't fucked something up with my general lack of knowledge, it seems alright.

>> No.673451

Blenderbeg here, how come both cycles and eevee seem to produce less rich results in terms of colour than the standard Look dev mode?

(cant upload files to 4channel cause third world enjoi)
https://imgur.com/a/A58nodl
>pic related, from left to right: Look dev, Cycles and Eeve

Is there a way to preserve the vivid results of look dev with the quality of cycles? I mean, all three of these were made with this scene at the same overall configuration.

>> No.673452

>>673451
2.80 uses a default colour management setting closer to filmic colour management. I've switched mine to RAW, but it still isn't quite the same as 2.79 IMO. I don't know if this is in effect for Eevee (I assume it is), but I know for a fact that the default profile is less saturated then RAW. However, RAW can make things a little too... Well, raw looking, for lack of a better word.

The default is nice so I'll probably be using it for final renders, but it doesn't help for texture production as it introduces a lot of difference between the image file's colours and the rendered results.

You might also want to set your light sources to pure white or colour them with a blackbody node to get a natural light colour. The default seems to be like .95 value and zero saturation which will darken colours slightly more then you'd expect from the light.

>> No.673459

>>673452
yeah filmic was on by default.
changed to raw and played around with colour curves. lighting and post processing for better visibility.
Thanks for the pointers.

>> No.673463

>>673459
No problem, if you end up using the blackbody node. Two easy numbers to remember are; 6500 is the colour of direct midday sunlight and 7500 is the colour of an overcast sky. I like to work with the world's emission set fairly high (like 0.333 to 0.5 which is a lot for such a large light source) and outputting the colour of an overcast sky. I also add a sun lamp and set it to a somewhat low emission (1.0 to 3.0) with its colour set to 6500 on a blackbody node. It makes everything nice and diffuse, but still has a directional highlight. Obviously you don't have to use this example, but I just wanted to illustrate what the blackbody node is used for. It really irks me every time I see someone guess a light source's colour in a blender tutorial when the blackbody node is so easy to use.

An overcast sky is probably the closest natural light colour to pure white.

>> No.673516

3D or 2D? I've been trying to decide what I want to do for the past few years but can't decide. I don't know what's my end goal.
Make game props or animations etc. With 3D
Design stuff or animations etc. With 2D
Both seem kinda nice to do but I just don't know what I should do.

>> No.673519

>>673516
It's a matter of opinion and taste, nobody can really answer that for you. Fuck around with both until you figure out which one you like more.

I'd say a key benefit of 2D is that once you're experienced, you can control things much faster and more "directly" (quickly sketching a character in 5 different poses is way easier than quickly modeling or sculpting that, for instance - there's a reason even 3D studios start with 2D concept art) whereas 3D lets you produce much more content with the same amount of effort at the end of the day, since everything is "procedural", reusable and editable (if you make a 3D animation and decide that you didn't like the camera angle or the character's proportions, all you have to do is make a single change instead of redrawing the whole thing from scratch). A lot of this also applies to Flash, but whatever.

Another thing to consider would be the style you're going for (heavily stylized vs. photorealistic/"painterly") and what you actually want to make (environments and static props vs. characters). You can also combine the two at any point, or just learn both.

>> No.673628

>>673187
jesus, so much unnecesseraly work for basic and pretty straight forward tool
but yea keep shilling your blender garbage

>> No.673685

What's the best way to generate a normal map from a high-poly character mesh to put on a low-poly version?

The high-poly is just the UV'd low-poly placed under a few iterations of subdivisions, so they share the same UV.

I have C4D, Maya, and Blender installed, but if there's a better program for it I'll just pirate it.

>> No.673689
File: 522 KB, 480x556, 16840693-0e1d-4b7c-9ab9-82e3174632d2.png [View same] [iqdb] [saucenao] [google] [report]
673689

I'm trying to make a bronze mirror just like the image reference, but it looks weird. Can somebody help me to do it, i'm using vray 3ds max

>> No.673707

>>673685
Substance Designer. Since they share UV maps you can use different topology on the high-poly and a derived cage, if needed. Plus you have lots of nodes to clean and build on your bakes. It uses the GPU and supports MikkTspace, which means faster bakes and better interop with other software.

>> No.673715

>>673689
I can't see what issue you're trying to point out, turn the render samples up to get a clearer image.

>> No.673716

>>673118
>most of the threads made today will die in a week with 8 replies for people posting a new thread about a stupid question or their wip
>a week later the cycle will continue

>> No.673718

>>673685
If you're on Windows, XNormal is old school but still pretty great

>> No.673720

/po/oper here, should I use freecad or designspark mechanical. If you have used any other open source cad software I'd appreciate recommendations

>> No.673805

>>673689
looks fine to me mate, do you want some more contrast? lower reflection value. maybe post again with ness noise if its something else.

>> No.673816
File: 97 KB, 960x622, aaaaaaaaaaaaaaa.jpg [View same] [iqdb] [saucenao] [google] [report]
673816

WHAT THE FUCK IS THIS SHIT
(substance painter)

>> No.673818

>>673816
lolz

>> No.673905

How do I add a gaussian blur to the edges of a moving object without effecting other objects in my render in Blender's compositer?

>> No.673910

>>673720
After some research I think either metasequoia or blender will suit my needs so I will choose between those

>> No.673911

>>673816
this usually happens to me if my computer sleeps. Try re-opening the file its likely a GPU issue

>> No.673920
File: 124 KB, 859x861, 00009.jpg [View same] [iqdb] [saucenao] [google] [report]
673920

Uh guys, why do some faces have the dot in their center, and some don't ? They're obviously facing in the same direction... so why is this?

>> No.673926

>>673920
these dots are pretty universal in every software
they depict polygon center that's where they should be
if you don't see it in one of your polys it indicates problem, usually laminas(shares all edges) and other non-manifolds. also it will be pushed away from center if it's n-gon.
these guys can be instantly pointed out if you subd the mesh
other than that use cleaning tools

>> No.673946

>>673926

ah i see, sweet. thanks anon!

>> No.673951

>>673920
5 bucks it is a flipped normal

>> No.673959

>>672375
No issue if it's a static object, no.
Do make sure to delete faces that aren't being seen/won't ever be seen for the sake of optimization, though.

>> No.673987

>>673959
How about unconnected edges, and verticies?

Are they an actual issue for a static mesh, or am I just sperging out and it's nothing?

>> No.673992

I need to design a bunch of assets and characters. I usually use blender but the clay tool is ehh and hate coloring in blender. Should I switch to zbrush? How much easier is it to model characters and texture them with zbrush?

>> No.673996

>>673987
Mostly to do with causing rendering/UV issues.
Preferably, edges that can be connected should be, but you could eyeball it yourself.

>> No.673998

>>673992
Don't use ZBrush for painting myself, so I can't comment on that.
But ZBrush is a bit of a hurdle due to its user interferce and hotkeys. It's worth it, but it takes some getting used to. For some longer than others.
Once you get the hang of using it, though, it's a pretty smooth and laid-back process, in my opinion.

>> No.673999

>>673998
interface*

>> No.674000

>>673992
Definitely switch to Zbrush. It's so much more comfortable and fluid you will be stunned.

>> No.674006
File: 90 KB, 1093x925, 12211334873415.png [View same] [iqdb] [saucenao] [google] [report]
674006

Is either of these low poly topologies right?

>> No.674008

>>674006
2 more so than 1, but try to kind of keep in mind the muscle and bone structures when dealing with the edge flow. Try to avoid tris where you can.

>> No.674009

>>673998
>>674000
Bet. I've had such a hard time with detailing in blender. Once I make a model, if I use the sculpt tool my geometry is destroyed and impossible to manually manage. Fine details always require me to move each vertex. And sometimes sculpting just goes nuts and thinks collapsing all my vertices into a single point is what I want. If zbrush would help make it feel like I'm working with a program and not against it I'd be happy

>> No.674010

>>674009
Once you get used to ZBrush and its little rituals, yes.
But I would suggest watching a video or two just on the basic work process, some of the hotkeys, etc.
Then fiddling with it for a day, just to get used to it.
Once you get the hang of how it works, it's a great program.

>> No.674011
File: 50 KB, 932x231, pinchenzo.png [View same] [iqdb] [saucenao] [google] [report]
674011

Any way to stop this shit? In Blender, whenver I use the pinch/magnify brush anything I "pinch" just gets smaller. Here in Zbrush, the feature is made smaller but the whole radius of the brush has this annoying inflation, what the heck do I do to make this brush behave?

pic related, right blender, left zbrush

>> No.674013

>>674008
Really? I thought 1 would be better. It has a better ass. In what ways is 2 better?
Also how do I make the shoulders? I tried extruding but even though I don't know about deformation, the T pose looked like it'd deform poorly.

>> No.674014

>>674011
Just to clarify, in Zbrush I'm using the 'pinch' brush

>> No.674015

>>674013
You can just extrude and then fix the edge flow later on.
Or you can model the arm apart from a bit and then connect it later on.

>> No.674016
File: 2.51 MB, 320x227, 1551767023904.gif [View same] [iqdb] [saucenao] [google] [report]
674016

If Im modelling a static environment and I want to use a multi/sub-object material combined with a tiled texture, I don't need to UV the model do I? Just reset some X-forms export and away we go?

>mfw asking this question

>> No.674017

>>674016
Not something I'd do, but if the tiled texture on it is as it should be, then it should be fine.

>> No.674018

>>674017
yeah it looks fine in tests ive done, it just feels so wrong

>> No.674019

>>674018
It's kind of unorthodox I guess, but it really just depends on what result you want.
What are you doing, exactly, if you don't mind showing?

>> No.674021
File: 91 KB, 1187x653, superWIP.png [View same] [iqdb] [saucenao] [google] [report]
674021

>>674019
Making a sort of blacksmiths workshop, mostly just whiteboxed at this stage. Since time is getting slim for the deadline I was planning on using this on the larger simpler surfaces like the walls and floors. All the smaller assets i'll just do the regular way.

>> No.674023

>>674021
I see. In that case, good luck with chugging on to make the deadline.
But yeah, basic uv mapping wherever you use tiling textures, flat colors can just be left as is.
It won't look like the fanciest thing, but I'm assuming that was not the intention anyway.
Most engines and external software can handle multi-sub objects just fine.
As for being ashamed- there's no need to be. Most of this stuff you learn through experience or guess based on your instincts as a 3D artist, which in turn are also based on your experience and knowledge.

>> No.674024

>>674023
thanks for the help, felt like I was asking a stupid question because not UVing stuff feels so odd

>> No.674025

>>674024
I don't think there's really stupid questions in 3D, unless we get really pedantic and it's questions like "How do I pan in the viewport."
I do know that sometimes there can be errors with saying there are no UVs assigned.
In that case, detach and give whatever has a flat color an uv modifier, then attach it again, So as to avoid having to redo it for the parts that use an actual texture. Otherwise, you can also just go into subobject mode and select the elements that would have lacked that UV info and put a simple UV map modifier on them as well.
It feels superfluous, but sometimes it can be an issue.

>> No.674039

>>674024
>not UVing stuff feels so odd
Think of UV mapping as just one out of many projections -- planar, spherical, UV aka custom or manual, etc. No UVs? Well then, you are just using some other projection method; no big deal as long as you get the look you want.

>> No.674139
File: 131 KB, 1450x692, Capture.jpg [View same] [iqdb] [saucenao] [google] [report]
674139

>>673818
>>673911
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
that's it that's all I'm fucking
DONE I'm TOTALLY DONE

I get it isn't supported and all but boy this is nightmare

>> No.674153

How important is it to have a BFA if you want to get hired for 3D projects?

>> No.674159

If I wanted to make a canopy heart bed with no prior experience what tutorials should I start with (have blender and unity installed)

>> No.674160

>>673987
They are implicitly connected anyway. If you're max user and don't need edgeflow at this point do ProOptimizer modifier and you won't have to connect them manually (or use TurnToPoly If you need to remove mid edge verticies which don't affect your mesh form). If you're doing stuff for environments you shouldn't be bothered with perfect topology as long as you don't have shading issues.

>> No.674195

Anyone know how to do physics on blender between two meshes? I tried to make a penis penetrate a vagina in a loop, they're rigged and animated just fine but the interaction between them whether I did cloth physics, soft body or rigid body never quite looked right at all. I wanna make sfm type of stuff but I can't get it right. Does anyone know the workflow for that on blender I'd appreciate it a lot. Thanks!

>> No.674196

>>672976
>>672989
torso in general, is there anything like this for that area?

>> No.674207

>>674195
Take a look at this anon https://www.youtube.com/watch?v=YPC-T9l1wE8

There you can see the process used to configure and bake cloth. I'm sure you can adapt that to whatever flappy, fleshy thing you are animating.

>> No.674211

>>674207
I appreciate the response, I did try cloth physics though and no matter what i did it was never rigid enough to keep its shape and only slightly deform, it always fell apart like tissue. Though maybe I did something wrong.

>> No.674213

>>674195
You'd probably have an easier time with deformation modifiers and proxy mesh physics. Running physics on two 44k vert meshes takes forever and 99.9% of the time you'll end up just to finding out that your physics settings were off.

>> No.674266

need assistance with pillow creation in blender 2.8
im learnin
https://youtu.be/eUf9VltV4Cc?t=502
so anyway im following this tutorial and overall, great, very easy to follow along

but then he gets to the pillow thing
now he sculpts the pillow
in the past i have used MD and i would just sew it, i thought blender could simulate that too so i youtubed it and yep, heaps of people sewing their pillows with simulation making it really quick and good lookin
however in 2.8 sewing seems to be missing, or its not anywhere near where people in older versions are finding it in videos
main reason i need help with this is that i am shit at sculpting and i have no idea how he manages to get his even pillow shaped looking, mine looks lke garbage and i have wasted a lot of time on them

iv actually finished the tutorial otherwise and the room looks sick but theres just this empty spot at the head of the bed where the pillows should be and its pissing me off

so basically

can you sew in 2.8?

if not, any tips for sculpting a pillow? ? ?

>> No.674268

>>674213
Thanks yeah I guess I'll check my settings again. Though I did try mesh deform modifiers already

>> No.674312

>>674266
just use MD it's a lot easier. Also post room

>> No.674330

What GPU do you guys use? Is a vega 56 a good investment for blender or is nvidia a better choice?

>> No.674355

>>674330
Nowadays, for CG, NVIDIA is always a better choice.

>> No.674361
File: 547 KB, 871x265, 2ce3dfb07bab3e1f3bfef462bff46cfc.png [View same] [iqdb] [saucenao] [google] [report]
674361

I'm having problems with my sss material. Right now I'm using no maps except a ramp for the eye, and there's a problem with the sclera of the eyes. When it's white, it's bleeding through the pupils pretty hard. Is it a matter of SSS scale or is there another workaround?

>> No.674383

>>674211
These things are a lot of trial and error. You will eventually find the right configuration after enough bashing your head against the wall. Another thing you can do is find someone who animated the same thing as you and ask privately for advice.

>> No.674386

>>674361
Are the eyes closed mesh islands?

>> No.674388

>>674383
Yeah you're right thanks!

>> No.674394
File: 721 KB, 737x425, 2ce3dfb07bab3e1f3bfef462bff46cfc.png [View same] [iqdb] [saucenao] [google] [report]
674394

>>674386
The eyes are a separate geometry with a separate shader. There's the inner sclera and another glass like shader around it.

I fixed it by deleting the radial geometry inside the pupils. They don't extrude outward, but simply end before the eye start.

>> No.674407

>>674394
>>674361
this is why curvature and depth maps exist.

>> No.674427
File: 128 KB, 1197x616, Clip_2.jpg [View same] [iqdb] [saucenao] [google] [report]
674427

Hi guys Im learning Zmodeler inside Zbrush, but Im unable to do this.
I want to create a border like image related around the whole helmet, do you know a way for doing this with the same width? Any tutorials? Hints?
Thanks in advance

>> No.674434

>>674427
Use a different program. Even if anyone here knew how to help with zmodeler it likely doesn't have what you need

>> No.674444

>>674427
Up the subdivides and bake a normal map.

>> No.674457

>>674434
In other software its easier, but after seeing so many hard surfaces, vehicles and armors created in zmodeler I also wanted to try.

>>674444
Thats useful, Im going to try to use an alpha map with enough resolution on the mesh. Trying to use extrude/qmesh its a complete pain.

>> No.674461
File: 58 KB, 739x685, ouch.jpg [View same] [iqdb] [saucenao] [google] [report]
674461

Made some pretty cool stuff(I think) in substance. It even has some cool normal\height offset which makes it into subtle "flow" when I rotate light
The problem is I'm not sure how to cut this brown-ish underside into opacity without breaking the rest. Any suggestions?

>> No.674479
File: 82 KB, 925x613, Clip.jpg [View same] [iqdb] [saucenao] [google] [report]
674479

>>674427
>>674457

Same anon here, I actually found a better and quicker solution as you can see in pic related, if anyone is interested :

>Select the curve or custom IMM brush
>Cut the polygroup where you want the border
>Stroke/Curve functions/Border

Done.

>> No.674486

>>674461
i don't understand? you want to key out the dark brown?

>> No.674488

>>674486
Basically yes, is there a way to do that there?

>> No.674490

>>674488
just do a color selection and delete it

>> No.674495
File: 2.62 MB, 668x466, 2143.webm [View same] [iqdb] [saucenao] [google] [report]
674495

>>674490
Huh that *almost* did the trick, thanks, cleaning this thing afterwards shouldn't be a huge problem I think.
I exported the base color and piped it in as id map. Still needs tweaking and it quite frankly prohibitively time consuming to make but I think I got the idea. Maybe there's faster workflow...

>> No.674496

>>674495
depends how you did it. ideally you'd just paint the fur on its own layer

>> No.674498

>>674495
I don't know what program you are using to color select, but GIMP's "magic wand" allows you to set the selection attribute to composite, saturation, hue, value, red, green, blue, etc. Maybe try changing that setting (if you have one) until you find a selection type that gets you where you want. Based on your before pictures, it looks like saturation might be the way to go.

>> No.674505
File: 828 KB, 1365x910, shit.png [View same] [iqdb] [saucenao] [google] [report]
674505

Learning about ripping shit from vidya. What are these textures I've ripped?
First two are obviously color and normal maps.
Not sure about the far right or bottom left; bottom right is AO?

Any idea why the bottom two came out squashed, as well?

>> No.674517

>>674407
Could you explain how you'd use that to fix that problem?

Use curvature map as a mask to the SSS somehow?

>> No.674518

>>674505
Third looks like roughness, bottom right looks like AO.

Not sure about the fourth one, it could be a sheen/coat map.

>> No.674533

>>674518
Bottom right is definitely AO.
Fourth could be sheen, yeah. Makes sense.

>> No.674535

What kind of set up do you need to try out real deal photogrammetry?
I don't own any camera equipment.

>> No.674536

>>674535
Any DSLR should to the trick. Some people even got usable results with phone cameras.

>> No.674591
File: 83 KB, 467x332, 1549020255771.jpg [View same] [iqdb] [saucenao] [google] [report]
674591

>>673174
https://www.youtube.com/watch?v=aaL05JYEP9o&feature=

>> No.674595

>>674505
first is a normal color texture
2nd is a radiosity normal map
3rd is a roughness
4th is specular
5th is ambient occlusion

>> No.674603

im getting into eevee, its fun

but i have never used a realtime renderer before

how often am i supposed to be baking the lighting? everytime i add a new material?

anyone have vid link somewhere that actually explains what baking does so i know when i gotta do i? i had it on auto for a while but my cumputor isnt amazing so i think it was slowing me down a bit much

>> No.674700
File: 25 KB, 250x250, pP0HAGUS9F8X1.jpg [View same] [iqdb] [saucenao] [google] [report]
674700

How can I make my textures stay sharp even at distance so that I can see Moire effect instead of blurred textures?

>> No.674704

>>674700
I found out that I should use negative MipBias. Sorry for being stupid.

>> No.674725

So I opened a new tab, intending to go into DeviantArt to see if there are new 3D lewds, but I unconsciously wrote the wrong address, autodesk.com. What could this mean?

>> No.674734

anyone familiar with renpy? whats a good program to make modeled girls for erotic games

>> No.674735

>>674704

>> No.674736

>>674735

>> No.674741

>>674736

>> No.674743

>>674734
Just give DAZ Studio some of your beta bucks.

>> No.674840
File: 8 KB, 935x492, blend.png [View same] [iqdb] [saucenao] [google] [report]
674840

I have started trying blender and encountered strange problem. I made a basic table model and exported it to maya. When i open it there it looks like this. It's not material, it just looks black no matter what i do.

>> No.674875

>>674840
this is what happens whenever you try to use maya. it's a buggy POS software

why don't you just continue making your model in blender instead?

>> No.674878

>>674840
reversed normals?

>> No.674881

>>674875
more likely typical blender filmbox export being broke
t. maya\blender\houdini gigachad

>> No.674885

>>674878
That was exactly it! But how could that even happen? Honestly it's first time i ever saw something like that.

>> No.674886

>>674875
>blendlet delusions

:^)

>> No.674887

>>674885
I don't know how it happened to you, but it happens to me sometimes swapping from program to program. If I had to guess, different applications vary on how they orient them.

>> No.674892

>>674885
>>674887
Yup, if it happens to the whole mesh on exchange, it most probably has to do with different winding order/handedness across software. No big deal, just a matter of reversing the object.

Some background: https://cmichel.io/understanding-front-faces-winding-order-and-normals

>> No.674913
File: 220 KB, 1386x762, 2019-03-31 22_03_01-MainWindow.png [View same] [iqdb] [saucenao] [google] [report]
674913

Need some quick help for Maya, looking for the best way to alter the mesh AFTER paint weights, rigging, etc

I'm currently making modifications to a model that I made and rigged and painted weights on, and I'm wondering, let's say I want to go in and delete or add some edge loops, something simple like that, what would be the simplest way to do this? I think I did this once already, but I think it was a fluke and I can't figure out how to do it again.

I would keep trying to figure it out through trial and error but my Maya keeps crashing when it gets confused with the skin weights, even if I unbind the mesh first, and then rebind. can anybody offer some tips on how to do this?

...btw, is 4chan the best place to post questions like this? I posted this exact thing on Polycount last night and I've got 0 replies and 20 views. There's no way fucking 4chan is the best place to get answers, right?

>> No.674915

>>674913
People on 4chan have superiority complexes, and looove knowing answers and showing off their big brains. 4chan is fantastic for knowledge if you know how to word your questions right.

Not a mayafag, sorry

>> No.674940

>>674913
>>674915
I asked this in a separate thread, and I was berated by an anon who said that I was dumb, this was easy, and then handed me a .py script which should have been an easy find on google (it wasn't). I can't try it from where I am but here were the instructions he gave for anyone else interested. If 4chan really is the best way to get 3D help I suppose I can put up with personal attacks.
___________________

"...When you rig, you need to consider your topology absolutely and completely final. If you want to add edges, verts, or anything like that, you should recreate the skincluster.

Duplicate your mesh, make your changes to the new version. Select the skinned mesh, then the new one, then run this python script"

import pymel.core as pm
sel = pm.selected()
pm.select(pm.skinCluster(sel[0], q=1, inf=1), r=1)
pm.select(sel[1], add=1)
pm.skinCluster(tsb=1)
pm.select(sel)
pm.copySkinWeights(noMirror=1, surfaceAssociation= "closestPoint", influenceAssociation="oneToOne")

>> No.674955

>>674913
sifth through 80lv, cultofrig, riggingdojo, tech-artists org
these are valuable piles of info
if you haven't already install ngskintools
it will make your maya painting a bit unstable so save more often.
but layers, good smoothing algorithm and very good mirror are absolutely worth the tradeoff.
>>674940
>When you rig, you need to consider your topology absolutely and completely final
that statement is dumb
in real world, topology is never set in stone
it may work only if the modeller and rigger is the same person but even then you never know when you come up with better solution, if there is one rule it's there ALWAYS will be better layout
make and keep backups, proxies that sorta work okay on their own, lowpoly broad proxies, highpoly detail proxies
so if whenever you work with different people, you sync and you get unexpected changes and verts that are all fucked, you just simply copy weights from proxies and don't redo the whole thing
likewise, when you come up with better topo.
it will happen more often than some people think

>> No.674967

Is it okay to leave my character, it's clothes and hair as seperate objects, or should I join them all together as one full mesh for texturing?
I want to have a model with clothes that can be shown and hidden as I like.

>> No.674971

>>674967
its fine but keep in mind it can make skinning a bit harder

>> No.674998
File: 1.96 MB, 1430x1080, 2019-04-02 12-41-29.webm [View same] [iqdb] [saucenao] [google] [report]
674998

When I press Cztl Z or like ungrouping an object it seems to want to go back to this spot for whatever reason.

An idea what im doing wrong?

>> No.674999
File: 1.25 MB, 960x627, Screenshot_49.png [View same] [iqdb] [saucenao] [google] [report]
674999

I'm learning Blender right now.
I want to mix my renders with real life - let's say put my walking robot onto a video I took earlier. Which software is best for this purpose? I have no idea when it comes to video/FX editing.

>> No.675044

>>674999
After Effects, Fusion, Nuke ... they all get the job done.

For more sophisticated stuff you should look into sophisticated software or plugins for camera tracking/match moving.

I was trained on Boujou and PFTrack and these got me through some tough projects. Mocha will also do the job if you look for a more integrated solution.

>> No.675048

>>674999
Google compositing. Buy a good camera or source good video footage.

>> No.675054
File: 366 KB, 500x300, joint.gif [View same] [iqdb] [saucenao] [google] [report]
675054

Which one of these is correct? Some anon keeps telling me the middle one is wrong.

>> No.675057
File: 44 KB, 725x503, 1324401266954.gif [View same] [iqdb] [saucenao] [google] [report]
675057

>>675054

>> No.675064

>>674743
whats beta about creating beautiful women

>> No.675079

Hey, I'm retarded and need help.

I am a modeler, who does just does this for a hobby. I for the life of me, cannot do textures. I hand paint them, and they looks pretty dog shit in the end. I was suggested Substance painter, I gave it a go for 2 months. I just ended up hand painting in that as well, I don't know.... the flow. And people just expect me to open the software to know exactly what to do.

Like, all I know is, my hand paint really lacks depth... and When I try to add painted detail of any sortment, it looks like extra shit.

I normally do Organic characters... but I mean if there is any help, tutorial... anything that shows better flow. or what ever. I dont know what I'm looking for. i just know my textures look like shit and I need help.

>> No.675097

>>675079
handpainting in hard anon
>and they looks pretty dog shit in the end
you gotta slam the examples in the thread buddy there are so many ways you can (not)do to make your textures look like dogshit

>> No.675107

>>675097
There isnt really a need for examples...

all they are just solid colors with a hand painted AO. a very... Minimalistic one at that. .

>> No.675120
File: 216 KB, 1039x449, Broken_Skeleton.png [View same] [iqdb] [saucenao] [google] [report]
675120

Does anyone here have any experience with rigging in unity? The two models on the inside are what I'm trying to get to, the two models on the outside are what I have right now. This is for a mod for a game, I don't know if model/rig modding is acceptable here so sorry beforehand.

>> No.675121
File: 212 KB, 800x800, 800px_COLOURBOX18408852.jpg [View same] [iqdb] [saucenao] [google] [report]
675121

How 2 do: generating patterns like this?

>> No.675124

>>675121
Trigonometry.

>> No.675126

>>674998
if any one is curious what was wrong a friend looked at my file and found that I accidentally created a keyframes for the objects location

>> No.675133

>>675120
looks like scale being fucked

>> No.675134

>>675121
>model the pattern
>create a particles flow
>emit from mesh

Done.

>> No.675135
File: 232 KB, 1027x521, Broken_Skeleton.png [View same] [iqdb] [saucenao] [google] [report]
675135

>>675133
Think it has something to do with the armature I have opposed to the model? In order to get them roughly the same size in the same prefab-rig thing I had to scale my model roughly 100x. I'm kind of at a loss at what to do.

>> No.675138

I just want too look at high poly models I downloaded like in sketchfab. What are my options to learn how to do this?

>> No.675139

>>675138
Ninja Ripper?

>> No.675140

>>675139
I don't want to rip, just want to look at models I already downloaded like in sketchfab. I want to do this for drawing purposes, having a fully rotatable high poly model has heavy advantages, especially when it comes to learning to draw textures and such.

>> No.675141

>>675135
>armature
I assume it's blender
make sure your stuff is at origin and identity, both mesh and armature
also try this little gem:
https://github.com/unity3d-jp/MeshSync

>> No.675143

>>675141
Holy shit, this looks like something I've been needing. Thanks.

>> No.675147

>>675140
Just use Blender, no? With EEVEE, or even Cycles plus a bit of patience, you can get fully shaded, rotatable references. No need to add constraints like you'll have to with a game engine.

>> No.675148

>>675147
How can I learn this? I feel like I need learn a lot just to be able to do a relatively simple thing but since I'm interested in 3D it won't hurt to learn a thing or two.

Since there doesn't exist a specific guide for the thing I want to do shall I just pick up any common blender guide and learn the software?

>> No.675149
File: 450 KB, 1487x1350, Broken_Skeleton.png [View same] [iqdb] [saucenao] [google] [report]
675149

I thought that getting my skeleton in would manage to fix things, and to an extent it has. I have model scaled correctly, but I think the problem now is that maybe my model's origin isn't where the armature I'm adapting's origin is. Does anyone have any advice for this? Kind of a quicker way to find the sweet spot other than brute forcing? Hell, even techniques on how to brute force it properly would be greatly appreciated.

>> No.675150

>>675149
Oh yeah, on the bottom of the image, the right is the model I am trying to import, the left is the pose that I'm trying to emulate, and the center is what happens when I adapt my model to the unity-asset armature.

>> No.675158

How on earth do you animate clothing that's over a rigged body?

>> No.675169

>>675158
High Budget proyect = naked character + marvelous.
Poor proyect = rigged clothes

>> No.675170

>>675169
Why does it have to be high budget when you can get Marvelous for free?

>> No.675171

>>675170
Because you need to invest more time:
-create seams.
-Running a lot of simulations
-Do collision tests
-bake the final simulation.
-import to 3d sofware.
-If any change occurs during production you must do all of this again.

>> No.675174
File: 1.10 MB, 1915x1200, img-2019-04-03-195317.png [View same] [iqdb] [saucenao] [google] [report]
675174

Doing the meme anvil, have this weird tiling visible when I bake my normals, is this expected?

>> No.675197

>>675134
based and blenderpilled

>> No.675324

bois i wanna learn a new render engine.
arnold's beautiful (and will continue to be my main for most things), but interior scene render times are a nightmare because of its unbiased nature.

thinking of moving over to vray because it supports maya. corona is tempting as well, but i'd have to learn a bit of max to use it. should i just grab vray and save myself the headache of having to learn my way around another DCC or is corona worth the extra effort?

>> No.675349

>>675107
I think there is anon.

I mean we could literally point you in a good direction. I tend to paint in AO in my textures to some degree, but that's generally a good thing to do for some stuff. Skin is a good example of this, most stuff you need to paint to make realistic skin is just different levels of cavity maps layered one after the other in different colors. pic related is a shitty example, you just need to paint certain details on top and under (since skin would need at least 2 maps) and you're set.

>> No.675351
File: 112 KB, 1800x1404, Untitled-1.jpg [View same] [iqdb] [saucenao] [google] [report]
675351

>>675349
>>675107

my b

>> No.675388
File: 382 KB, 960x540, thejewsdidthis.png [View same] [iqdb] [saucenao] [google] [report]
675388

>>672337
I volunteer as an interesting op image provinder.

>> No.675418

>>675324
Redshift. They're releasing RS 3.0 this April and it's going to be massive.

>> No.675485
File: 253 KB, 1000x566, 1553082542845.png [View same] [iqdb] [saucenao] [google] [report]
675485

Absolute newbie and retard here. What are the steps I need to take to go from zero to being able to sculpt and animate and produce at a professional level? I don't even know the path, I'd appreciate it if someone can give me a detailed road map. Give me a road map to excellence and I will follow it. I want to...dig myself out of this hole in life.

>> No.675486

>>675485
lol

>> No.675487

>>675485
1- Learn to model hard surfaces
2- Learn to UV unwrap hard surfaces
3- Learn to texture said hard surfaces
4- Learn to sculpt organic surfaces
5- Learn to retopo said organic surfaces
6- Learn to unwrap said organic surfaces
7- Learn PBR shading
8- Learn rigging basics
9- Learn skinning
10- Learn animation
11- Learn rendering

This should all take you a year to understand. You will definitely not be good at all at the end of the year, but having all of those concepts nailed down is the basics. Just look up tutorials on youtube and once you feel like you can progress to the next step, do just that.

Most people don't make it after a year because getting good looking results is near impossible when you begin, so I hope for you that you really want to dig yourself out.

>> No.675489

>>675487
Thank you, anon. I'll either get out of this hole or it'll be my grave. I don't know where I'll be in a year, but it'll be the damn furthest I could push it and I'll keep going beyond that. Now I at least have some direction.

>> No.675498

I've been told this was made in 3D:
https://twitter.com/paint002/status/916984184035360768
Can someone clue me in on how they so accurately stuck to the 2D style even while in motion?
Or am I mistaken and only the mechanical parts are 3D?

>> No.675499
File: 65 KB, 720x392, chrome_2019.04.06_01.08.47.jpg [View same] [iqdb] [saucenao] [google] [report]
675499

>>675498
Limited framerate, motion blur, NPR, tons of post-processing effects, the same duplicated outline gimmick every anime model uses.

https://sketchfab.com/3d-models/gits-motoko-kusanagi-fba9b4572cf446e59e5a474ad222bc33
https://sketchfab.com/3d-models/railgun-mikoto-misaka-2d30d474405b407fb5645e391606063c

You can tell because it looks like shit from certain angles and there's tons of clipping.

>> No.675500
File: 208 KB, 1200x854, Little_Witch_Academia_Run_Cycle_20170923185653.jpg [View same] [iqdb] [saucenao] [google] [report]
675500

>>675499
>Limited framerate

No, don't.

Instead learn how to animate/keyframe properly on Ones, Twos, and Threes, like traditional 2D animators. Interpolation is often your enemy when you want to achieve that style.

https://www.youtube.com/watch?v=5_MDprx3tOU

>> No.675501

>>675500
I was about to clarify, yeah. By "limited framerate" I meant exactly that, everything is tweaked manually frame by frame. This thing is effectively a stop motion slideshow with 8 poses per second.

http://webmshare.com/play/y9OP1

Kinda hard to judge with a six second Twitter loop that's been compressed to hell, but it looks like it uses basically no inbetween/interpolated frames whatsoever.

>> No.675548

Should my glossy shader be set to perfect white. I've noticed that blender's defaults are a value of .906. Doesn't that mean that it only reflects 90% of the light that hits it? Is this just an attempt to help slightly reduce light bounces without affecting end results noticeably? Or is it actually how glossy surfaces work?

>> No.675553

What is the best program to add anime outline?

>> No.675554

>>675553
Blender's Freestyle render engine is actually pretty nice, but kind of confusing, and also needs python knowledge to unlock its full potential. That said, it can do the basics of line work with just a couple mouse clicks... If your model is set up correctly. Most 3D models aren't designed for use with freestyle(or any line rendering engine); or rather, they work just fine, but the lines they produce aren't appealingly positioned or shaped.

>> No.675555

>>675554
I see, thanks anon.

>> No.675557

>>675553
I always use the mental ray, it has a lot of options.

>> No.675571

>>675553
Pencil+ render engine is pretty high quality and there's a demo version out now.

>> No.675576

>>675170
It's the time involved. You have you check every animation with every peice of clothing. Sure low budget it's no prob if you are only really worrying about it for a main character or something but it really takes time. It's also the kind of thing that is multiplied by how worse your computer is.

>> No.675579

>>675174
He actually covers exactly this in the video you doolie. In the sculpting part. Skip ahead or just wait it out you will get to it.

>> No.675582

>>675548
There isn't a single material in the universe that reflects 100% of light that touches it.

Use your brain.

>> No.675586
File: 3.42 MB, 1920x3240, ImpFleet2.png [View same] [iqdb] [saucenao] [google] [report]
675586

>>675553
>>675554
Blendlet here, I've been using Freestyle and Eevee for some anime style spaceships recently. Still learning how to do this stuff but I can confirm it works pretty well.

>> No.675588

>>675553
A lot of studios do that in post by exporting mask and line passes.

I have good experiences with Pencil+ and Maneki Toon, the later only being sold to studios, not individuals.

>> No.675606

Hey !
I've done a lot of modification for already model but i wanted to make my own models from scratch.
I'm having a lot of trouble even starting to make some and i usually give up fairly quickly since it look trash and i got no idea where i'm going to.
Is there a place where i can download some model sheets ?
Thanks !

>> No.675612 [DELETED] 

>>675606

>651845

>> No.675613

>>675606

>>651845

>> No.675614

>>675586
That actually looks pretty good.

>> No.675615

>>675613
thanks !

>> No.675633

>>675586
in 2.7 it was very unstable when animated
blog?

>> No.675691

>>675586
How are you doing a freestyle pass with EEVEE?

>> No.675694

>>675148
What format are your models? Blender should be able to open just about everything
Just import and Google how to pan and rotate

>> No.675695

>>675633
I've only done a few short animations so far, mostly turntables of a single ship. Haven't had any crashes but I did notice that freestyle eats ram like crazy so that might cause an issue with larger scenes.
>>675691
I use eevee for the shaders, freestyle is done with cycles. Newer 2.8 releases do have freestyle support for eevee but i find it easier to keep the two seperate.

>> No.675747

Lads, more of a workplace question than 3D, but I find myself getting exponentially tired and unmotivated when I sit at my desk at home. It's strange because I have a workplace where this does not happen, I sit at the desk there and I can comfortably plug away at something for 6-8 hours straight.

Have you ever had something similar happen to you, where you caught and remedied it somehow?

>> No.675751

>>675747
no solution but im a software developer and I don't feel like doing shit when I get home either

>> No.675753

>>675747
The tasks you do at home, are they similar to the ones you do at work? Personally, I only feel "fresh" enough if what I choose to do at home is very different from what I do because of work. But still, depending on the time of the day, there's only so much energy to draw from.

>> No.675819

For learning animation rigging. Should I just move to Maya from Blender. Or should I just stay on Blender. Is it worth moving

>> No.675823
File: 229 KB, 1160x672, wuhtahfuh.png [View same] [iqdb] [saucenao] [google] [report]
675823

I'm at a complete loss at how to finish merging the topology here. Pls help, I'm retarded.

>> No.675825

>>675819
From what I understand Maya is better for "normal" animation tasks, but if you're trying to animate some weird model, blenders the way to go. Basically, if you want to rig and animate human characters or an everyday object, go with maya... If you want to rig and animate an eight armed cyborg squid monster with rocket launchers and internal mechanical pieces, go with blender. Essentially, blender trades usability for a wider range of applicability. Maya will be better for most tasks.

>> No.675835
File: 14 KB, 1280x480, tumblr_otxcsvhafX1ub7tgwo1_r2_1280.png [View same] [iqdb] [saucenao] [google] [report]
675835

>>675823
Im guessing here, but you have to match 8 loops to 6, so you can make a 3-1 reduction with the first 3 loops and then match the rest 1 by 1.

>> No.675851

>>675825
> Being this naive
Let me guess: you've never rigged your own character before in any software.

Blender isn't "better" than Maya at anything when it comes to rigging, except that it is better at slamming brick walls in your face when you try to venture out past basic featureless bipeds.

>> No.675930

>>675835
Is there a way to do a 2-1 without making a tri?

>> No.675935
File: 40 KB, 680x458, 55a.jpg [View same] [iqdb] [saucenao] [google] [report]
675935

>>672378
>>672429
>i'll have to censor some bits
>>672431
>its that one sonic character.
Lol. Is that the back and those two massive round balls in the back tits?
You fucking degenerate

>> No.675936
File: 140 KB, 892x524, mmmmmm.png [View same] [iqdb] [saucenao] [google] [report]
675936

>>675835
This is the best I was able to come up with. It's mostly okay, but these 5 and 3-poles really jack it up under smoothing.

>> No.675944

>>675851
>your own character
No characters, but I rigged a shitty haunted house model in blender so I could control all the doors and windows, and "jump scare" locations/events with custom widgets and some sliders. I had an easier time doing that then I did with the figure I tried to rig afterwards (hence why I never finished). Like I so obviously said, Maya appears better for normal tasks (never used it, but watched some tutorials), but there was never a point in the limited amount of time that I did spend rigging were I felt like I simply couldn't do something. Blender always had a solution if you wanted to dig deep enough to find it.

>> No.675952

Are there any good active 3dcg forums? 4chan seems pretty dead.

>> No.675954

>>675952

Polycount but it has hardly any beginners there now just people pating themselves on the back.

>> No.675957

>>675954
>Polycount but it has hardly any beginners there now just people pating themselves on the back.
Damn. I'm sure for the more advanced all the criticism and tips would come in handy. I'm starting out as a hobby really to see how it takes. Hoping to find beginner info itself. Good free sources and links.

>> No.675992

I always hear Maya is the best for animating, but never why that is.
What specifically does it do that other programs don't?

>> No.675998

>>675992
Because it is fast. It is the only program that gives you full CPU parallelism when evaluating rigs and playing your animation. Maya also has best in class scripting, plugin development and animation curve editing.

As a beginner the power of this stuff isn't as obvious. What will be obvious is that because all the pros use Maya, the best rigging and animation tutorials are for Maya.

>> No.676027
File: 27 KB, 619x417, MotionTrails.jpg [View same] [iqdb] [saucenao] [google] [report]
676027

Is there anyway for blender to give me the controls ON motion trails, so that I can use bevels/Handles on the key frames and that doesn't crash or make it impossible to work with.

Or is there a Tutorial where I;m taught something with blender animation. I'm having issues with arcs

>> No.676030

>>675998
Also the best plugins and third party software integration. Whatever the next revolutionary flavor of the month tech is going to be, you can bet money it will start as a Max/Maya plugin and a vague promise of "we might make a Blender version someday".

>> No.676187
File: 255 KB, 1440x810, BOLTMAN.jpg [View same] [iqdb] [saucenao] [google] [report]
676187

help
how bad is this so far? Trying to make the old boltman IT BEGINS face, in lowpoly because it's a good excuse to avoid touching blenders sculpt tools and I'm a brainlet

>> No.676197

>>676187
>not baking from high poly to low...
You may just be lazy, but you're also doing it wrong.

>> No.676200

>>676187
>avoid touching blenders sculpt tools
They're much simpler than you think, honestly. It's really only UIs that plague sculpting platforms (lookin' at you zbrush), otherwise quite a lot of the brushes and all that are very intuitive.

>> No.676202
File: 2.10 MB, 1581x1157, 1526974001898.png [View same] [iqdb] [saucenao] [google] [report]
676202

Is Quixel Mixer a meme? I can't even find out how to import my own textures

>> No.676240

Anyone got any info on correcting discoloration of SSS from intersecting or internal mesh? I've been trying to bake a thickness map, and it kind of works, but only seems to be getting me half way.

>> No.676255

>>676197
Would hipoly in this case just be doing more and more of the mesh? Everything I see just tells me to SMASH THAT SUBDIVISION SURFACE BUTTON

>> No.676281
File: 42 KB, 660x411, Image002.png [View same] [iqdb] [saucenao] [google] [report]
676281

>>676202

>> No.676313
File: 94 KB, 1093x845, Spline Body.jpg [View same] [iqdb] [saucenao] [google] [report]
676313

I'm trying to convert an STL into a spline body in Fusion and I'm getting strange results (conversion results in too many bodies which are not connected). Any idea what I'm doing wrong here? The model is initially from Fusion itself, but I want to modify some edges which isn't possible with just the parametric modeling, so I am trying to convert it into a spline body and edit it from there.

>> No.676350

>>675487
this seems super useful, i'll start to focus on this, thanks anon

>> No.676353

>>675936
>10 poles
Fuck. I feel sorry for you. This also shows me how little I know about topology. Someone with experience could have solved this in less than 2 minutes.

>> No.676358

>>676240
Nevermind, I seem to have solved it. It looks like I need a different thickness map for each of the RGB channel radius's of blender's SSS shader. Some hand painted corrections need to be done to get the glow through of thin section of mesh (like ears and nose), but at least the eye sockets and mouth area aren't tinted blue anymore.

>>676255
It would honestly depend on what kind of shader you plan on using. It you want a totally NPR look then just go with whatever you think looks good. However, photoreal shading really benefits from having bevels in mesh normal maps to catch specular reflection on edges. You could just use the bevel node in your material, but it adds a ludicrous amount of time to renders.

>> No.676399

How do I learn to make good surfaces for texturing? Everything I attempt to make in ZBrush turns out looking like crap. Maybe you know good tutorial or something?

>> No.676423
File: 155 KB, 1024x982, image271.jpg [View same] [iqdb] [saucenao] [google] [report]
676423

Deploying overseas in a civilian position, don't want to deal with trying to get my desktop through customs.

What laptop should I get to do all my /3/-shit on? Or, what specs should I prioritize? No real upper limit to budget, as long it hasn't reached a point of diminishing returns.

>> No.676424
File: 103 KB, 840x397, lups.png [View same] [iqdb] [saucenao] [google] [report]
676424

>>676353
I ended up just making a bunch of new edge loops to make it work.

>> No.676425

What's the best way to go about modeling shoes?

>> No.676428

>>672337
how can I make something like this in blender, or is there a software that is made for it. it's a 2d image with a depth map made with http://wigglemaker.ugocapeto.com/ also is this similar to how dragon's crown was animated? I'm trying https://www21.atwiki.jp/xxcake/pages/21.html but it's in Japanese

>> No.676429
File: 732 KB, 528x708, 1551862074614.gif [View same] [iqdb] [saucenao] [google] [report]
676429

>>676428
forgot image

>> No.676448

>>672337
making character models for a multiplayer shooter. How detailed usually are the faces? For instance, do they normally model out closable eyes and mouths that can move for any sort of talking and adjustable eyebrows? Obviously, they would if the characters have any speaking/acting scenes, but for models solely for gameplay just how complex are the face rigs set up? I'm aiming more towards the simple side, I would prefer to not have to model out a mouth and eyes with the thought of having to rig it for "acting". Basically what is the least amount of detail that I can get away with or corners I can cut but still have the character not be stone faced and robotic.

>> No.676469

>>676429
Live2D. But there's a steep learning curve + not free software

https://www.youtube.com/watch?v=Voq5_TMSoI4

>> No.676472
File: 24 KB, 400x277, Cinema4Da.jpg [View same] [iqdb] [saucenao] [google] [report]
676472

What are the best free and or paid c4d tutorials for a beginner?

>> No.676473

>>676469
thanks, is it on cgpeers?

>> No.676477

>>676476
>>676476
>>676476

Slight delay, sorry for that.

>> No.676487

>>676423
I'm currently working on a Dell Inspiron 7786, which is good enough to play games and render, though it's not the best at either. The high amount of RAM and i7 is what sold me.

>> No.677607

Why is the yotsuba in the sticky so creepy

>> No.677813

Is modo better for a zbrush to 3d program then to substance painter workflow? what about blender?

thanks

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