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/3/ - 3DCG


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772227 No.772227 [Reply] [Original]

Questions thread

prev >>760674

>> No.772436

Should I be this worried about telemetry? I just deleted all my pirated apps except my blender addons because I got the chills from being so scared, afraid that the corps would see my pirated activity even though it "installed cleanly". Now I am without my precious substance and will have to pay a monthly fee just to use it. Was I in the right?

>> No.772443

>>772436
of course not you paranoid idiot.

>> No.772447

Can someone tell me why my cloth sim textures are fucking up? If I give them a texture that has a pattern on them the pattern sort of mixes with itself when the cloth is draped on anything. Like if it's a checked pattern the checks will sort of merge with each other at certain points.
I don't think I've explained it very well, but I can provide pics if needed.

>> No.772477

>>772436
I'm in the same fear as you.

>> No.772479

>>772436
Yes. If you look into a mirror and say NUKE backwards 99 times the The Foundry Buttholemongers will appear and take you away.

>> No.772580

>>772447
Must be something to do with uvs.

>> No.773070

>>772580
Is there anyway I can unfuck it?

>> No.773115

Is it better to do one long project or 10 short ones?

>> No.773121

>>773115
There are good reasons for each. Do both (one long and one short at a time).

>> No.773187

As an upcoming texture artist do I need to know sculpting in zbrush to create the normal / displacement maps? Do I need to know this at all? Will blender sculpting be enough for this or should I get zbrush?

>> No.773196

>>773070
Post a picture and uvs to show us what it happening.

>> No.773209

Is it better to make your own concepts so you can take all the credit for what you did or work like you will in the industry, ie working from someone else's concept and having to do fanart

>> No.773266

When animating, should I be using references all of the time, or just some of the time? I've been using them some of the time - for textbook movements like bat swinging, but should I be using them all of the time? Would that help me learn better?

>>772436
I've been pirating adobe products since before a lot of people here were born (Adobe was founded in 1982, if anyone was wondering), if I'm fine, you'd have been fine. This is exactly what your firewall is for, if you use one, and if you're worried about this sort of thing. And if you're worried about that sort of thing, you were fucked the moment you downloaded and installed it, anyway.

>> No.773269

thoughts on Nomad for android?

>> No.773272
File: 139 KB, 1200x1200, lloyd-chidgzey-20k-lod-wireframe01.jpg [View same] [iqdb] [saucenao] [google]
773272

What should I expect to pay when requesting a 3D model of a character like this? I plan on texturing it myself. I only need the wireframe and topology for animation, and I already have a base-mesh for the to use. I just dont know what I should be expecting.

>> No.773435

>>773272
Fucking hell I need an answer

>> No.773446
File: 11 KB, 327x243, 238836293658.jpg [View same] [iqdb] [saucenao] [google]
773446

>>772227
Where can I find the cheapest talent for hire to make 3d assets for a demo video? I don't care if the topology is crap, I just need it cheap and for them to take some basic feedback.

Is there a site to find 3d pajeets?

>> No.773451

>>773446
fiverr

>> No.773463

>>772227
I think I must be a fucking idiot. I keep trying to model and animate a monster for my game using blender, but every time i try to model it myself, I end up running into issues with getting symmetry to work on the metaball mesh. But when I say fuck it and go ahead with the shitty model anyway, I run into issues actually getting animations on it. I just want to make a nice model with a couple animations in the fbx file like I've gotten from other people, but I can't figure out how to do that, and I can't find any tutorials documenting how to do such things

Why are simple fucking things so difficult?

>> No.773482

Can I get some advice on how to rig a 3 fingered hand so I can move all the fingers at once but also move each finger individually if needed?

>> No.773647

Do you guys consider using alpha brushes you didn't make cheating?
Why or why not?

>> No.773692

Is it true that if you have a large particle sim you often have to render it on CPU because it wont fit into GPU memory?

>> No.773715

>>773482
how about you hook it up so each finger joint rolls and unrolls with a zero to one range value 'bendAllJoints'
and ontop of it you run a modification value 'bendThisJoint' in the -1 to 1 range and then you clamp the output to zero to one?

pseudocode:

bendValue = clamp(0,1, bendAllJoints + bendThisJoint);
JointRotation = Lerp(-45degrees,+45degrees),bendValue);

>> No.773719

>>773647
Do you consider buying a brush to be cheating if you didn't raise the horse used for its bristles?

>> No.773759

>>773269
anyone?
alternatively, what's a decent sculpting software for android?

>> No.773778

>>773647
Nah I use them all the time. Think of yourself as a compositor bringing all the elements together. Industry people get tonnes of resources thrown at them to do their jobs.

>> No.773793

Why do people use eevee instead of cycles? Just because it's faster?

>> No.773834
File: 288 KB, 1920x889, shitty thing.png [View same] [iqdb] [saucenao] [google]
773834

maybe im retarded, but im practicing retopo and the in front view display keeps getting in the way when i try to topologize around the mesh, i can select verts and edges even behind the model. backface culling doesnt do anything, and ticking in front off just makes verts unseeable. is there anything i can do? google turned up with nothing

>> No.773852

>>773834
Select the mesh you don't want to see, and hide it with h.

>> No.773856

>>773793
That is the entire point of realtime rendering, yes.

>> No.773857

>>773852
Ah yes, blind retopology. Incredible.

>> No.773868

>>773857
I'm trying to help you but your question is too badly worded for me to come up with anything else. If you're new to Blender, do the donut

>> No.773870

>>773868
wasnt me who responded. my question is if theres anyway i can make vertices unselectable when viewing the mesh from behind, it gets in the way of retopology

>> No.773941
File: 308 KB, 1200x1499, 1601781585316.jpg [View same] [iqdb] [saucenao] [google]
773941

Is there a thread or site where people take requests? Pic related.

>> No.773943

>>773941
/beg/

>> No.773964
File: 60 KB, 625x468, ac5a606ae11e56f2458350b1198e77b7c1c1ff7f6854ea367800719b10e1727d.jpg [View same] [iqdb] [saucenao] [google]
773964

>>773943

>> No.773969

Are cloth brushes really that bad? They seem to get a bad rap

>> No.774024

why is polypainting looked down upon?

>> No.774044

>>772227
Are 3D girls actually better than 2D ones? Most say the opposite, but I want to hear from the other side.

>> No.774046

>>774044
Nah, if you can make 2D girls you should do that.
They're cuter desu

>> No.774075

>>773209
if you are bad at making concept art and have poor taste, dont show it and use concepts made by people that are good, or just use photographic refs.

>> No.774100

>>774024
It's not a 1-1 with texture resolution. You need to subdivide too much to get intricate detail.

>> No.774104

>>774100
imo polypainting is good for quick dailies like flippednormals says. Its not a replacement for substance because it doesnt have a layers system

>> No.774178

Is it true that on peers if some release is marked as xforce its actually a trojan or released by the fbi?

>> No.774613
File: 323 KB, 1920x1002, problem.png [View same] [iqdb] [saucenao] [google]
774613

Need help pls
Why are there random inverted faces sticking out?

>> No.774736

>>772227
How would I modify a sound baked to an f curve in blender? ie make the curve larger to have more effect? I'm using it for a displacement for a music video

>> No.774781 [DELETED] 

Can I do this if I only have a humble Ryzen 5 3400g? https://www.youtube.com/watch?v=k5uHfco1XDE I can do that in Zbrush but Zbrush's fibermesh looks like shit. Should I bother trying or rather wait for fur until I can get a better computer? I have 16gb in ram btw.

>> No.774782
File: 188 KB, 1817x1024, bun.jpg [View same] [iqdb] [saucenao] [google]
774782

Can I do this if I only have a humble Ryzen 5 3400g? https://www.youtube.com/watch?v=k5uHfco1XDE [Embed] I can do that in Zbrush but Zbrush's fibermesh looks like shit. Should I bother trying or rather wait for fur until I can get a better computer? I have 16gb in ram btw.
>inb4 just try it
I don't want to take a few days learning how to do this in Blender just so it ends in failure

>> No.774886

>>774782
I use a 6700k to do cloth sims so maybe. You could still learn and dial down the quality. The rendering part would take the longest.

>> No.774920

>>774886
>6700k
How many polys do your cloth sims have once you're done?

>> No.775006

Is there any free 3d modeling software for android? Even if its primitive, I just want something to idly toy with on my phone.

>> No.775062

I can't for the life of me model humans. I have no clue where to start and all guides on human modeling is fucking shit or just sculpting which I am not looking to get into yet. HOW THE FUCK DO I START MODELING HUMANS

>> No.775065

>>773834
there's an option to make the mesh unselectable

>> No.775107

>>774920
Level 1 on marvelous which would be close to a million.

>> No.775203

>>775107
Thank you

>> No.775212

How the fuck do I download Xismo? The site is down

>> No.775213

Is there just one fucking decent guide on human modeling that also covers topology for animation? I can model shitty objects already but when I try for humans I just get stuck and haven't been able to find a good resource.

>> No.775252
File: 402 KB, 1366x916, die inside.jpg [View same] [iqdb] [saucenao] [google]
775252

I've been stuck with this workflow for more than 10 months, how do i step up

>> No.775337

>>775252
Start sculpting.

>> No.775385

>>775337
The eternal sculptlet

>> No.775399

>>775337
Other than sculpt?

>> No.775406
File: 31 KB, 1024x540, low_poly_soldier_by_sameenibne_d70towk-fullview.jpg [View same] [iqdb] [saucenao] [google]
775406

I have a soldier similar to pic related but I can't figure out how to add accessories. I know how to *make* them, they're just beveled rectangles, but can't figure out how to attach them for animation. Do I just parent it to the bone, or what? I really need some help.

>> No.775407

>>775406
You have to either weight paint it to existing joint or make new joint (animations won't work).

>> No.775408

>>775407
Animations won't work if I use a new joint? I don't see the point in it then, guess I'll just try weight painting it to an existing joint. Thanks.

>> No.775409

>>775399
What do you mean.

>> No.775415

Im game student, but today i decided to get out of programming, im just too brainlet to think about all the possibilites that my code can go.
What is the basic curriculum for a 3D artist to get a first job?
I can model, animate, rigging, skining, uvmaping and texturing, but i think thats not enough to get a job.
Ill need an artstation full with my shit for a first job? Dont wanna be the art director of Santa Monica in my first job, just wanna to enter the industry to get experience with real projects**, and get the fuck out my country**.

>> No.775418

how make hair without sculpting

>> No.775420

How much worse is ue4 than unity for gamedev?

>> No.775486

>>772227
What board makes more money, /ic/ or /3/?

>> No.775488

>>775486
/3 doesn't make money this board is 50% pajeets and 50% western "i wanna make blender porn" users

>> No.775493

>>775488
In that case /ic/=/3/, both boards are full of faggots who want to make money out of furry futa shota dogshit in Twitter

>> No.775566

>>775415
It is enough to get a job. Yes you need an easily accessed portfolio. You could also apply at outsourcing companies making small assets.

>> No.775568

I have a shitload of substance textured objects that i need to hook up materials to in maya. How do i do this efficiently?

>> No.775780

what would be the smartest way to go about making low-poly terrain?
i considered starting with a plane, subdividing that and then playing with the elevation, which seems like it might be fine for just making hills or whatever, but if i later want to do something with roads, or an island that seems like it would be ridiculously vulnerable to distortion.

>> No.775795
File: 75 KB, 1144x466, Pirate.mb - Autodesk Maya 2020 - Student Version GDesktopProject 4Character_PiratePirate.mb --- Hand.jpg [View same] [iqdb] [saucenao] [google]
775795

When i rotate something in Maya using the channel box -> middle mouse drag the rotation axis also got rotated along, is there a way to fix/disable this? Thanks in advance

>> No.775947 [DELETED] 
File: 88 KB, 617x586, vbc.jpg [View same] [iqdb] [saucenao] [google]
775947

I hope I can explain this. Lets see :
>I have my model already sculpted from zbrush.
>I also made all the UVs, textured it. Now Im inside Maya and after all the work, I finished the rigging. Im a total noob in Maya, this took me months because I had to study everything from scratch.
>Sadly now I realized I need more definition on specific parts of the mesh. There are not enough polygons, and baking normal maps over it wont work well either as I need actual polygons.

What can I do? If I go back to zbrush and subdivide that area I will have a different topology, resulting in wrong UVs, wrong textures and the rig wont work anymore.
Can you give me a solution for this? Which would be the most "correct" workflow for this?

>> No.775949
File: 88 KB, 617x586, vbc.jpg [View same] [iqdb] [saucenao] [google]
775949

I hope I can explain this. Lets see :
>I have my model already sculpted from zbrush.
>I did the retopology to an acceptable amount of polygons, also made all the UVs and textured it. Now Im inside Maya and after all the work, I finished the rigging. Im a total noob in Maya, this took me months because I had to study everything from scratch.
>Sadly now I realized I need more definition on specific parts of the mesh. There are not enough polygons, and baking normal maps over it wont work well either as I need actual polygons.

What can I do? If I go back to zbrush and subdivide that area I will have a different topology, resulting in wrong UVs, wrong textures and the rig wont work anymore.
Can you give me a solution for this? Which would be the most "correct" workflow for this?

Pic not related but very similar to my work

>> No.775961

>>775949
Why are you asking something you can easily find in youtube?

>> No.775980

>>775252
Have ever considered modeling ears, eyes, clothes, etc.?

>> No.775982

>>775795
you are experiencing "gimbal lock"

>> No.775983

>>775795
There are plugins and scripts to prevent that.

>> No.775996

>>775949
Why do you need to go back to zbrush to add new topology? Just add more edge loops in Maya. It won't change the UV layout. Use Edit > delete by type > non-deformer history to remove the transform node for the mesh edit, and the skin weights should auto blend between adjacent verts to weigh the new verts.

>> No.776025
File: 725 KB, 1920x1080, 0001.png [View same] [iqdb] [saucenao] [google]
776025

Why does Eevee render at 3 seconds per frame, but Eevee can display the viewport at a fluid 30 fps? 8 hours for a 5 minute animation is still too long.

>> No.776041
File: 31 KB, 493x235, tert.jpg [View same] [iqdb] [saucenao] [google]
776041

>>775996
That seems like a good idea. I need to go back to zbrush because I want to use an specific brush and sculpt in such area (attached pic). Im not able to think of any other way to doing that inside Maya instead.

Maybe I could try to add the loops inside zbrush without changing topology (avoiding zremesher) and then reimporting the model to maya, binding skin, copying weights to the new one and in practice, everything should keep working correctly isnt it?

>> No.776054

>>776025
>8 hours for a 5 minute animation is still too long.
Haha, get a load of this guy

>> No.776071

In goZ to blender for hard surface an acceptable workflow? Is sculpting hard surface a bad idea - mushy results?

>> No.776225
File: 747 KB, 1242x1241, Screenshot 2020-10-15 at 6.48.12 PM.png [View same] [iqdb] [saucenao] [google]
776225

Why do I hate this faggot so much?every time I hear his betamale fake nice guy reddit my wife fucks me with a dildo nu male voice I get so mad. I don’t know why but both him and YanCuck fill me with absolute rage.

>> No.776226

>>776054
I was like, "what? that's accurate". Then I saw he wrote "5 minutes," not "5 seconds."

>> No.776230

>>776225
Something to do with your ego perhaps.

>> No.776237

>>776230
Nah, he instinctively despises weak omega males like every man with healthy T-levels should.

>> No.776450
File: 520 KB, 904x758, 1593637451881.png [View same] [iqdb] [saucenao] [google]
776450

Lets say you do a quick concept like pic rel in zbrush. I like the form / shapes, proportions but not the edges. The edges are mushy / wobbly. How do you refine this? Ive tried looking at Pavlovich tuts but he is on some other level. The "pinch" brush by itself isnt doing it

>> No.776452

>>776450
Retopo and move to the next stage of refinement.

>> No.776454

>>776452
whenever i retopo the retopo geo sticks to the underlying concept geo, resulting in the new mesh being bad as well. This happens with quad draw in maya. Not only that but it takes forever

>> No.776466

>>776454
What else CAN it stick to, Mr.Brainlet?
He said:
>next stage of refinement.
Do you need a translator for that?

>> No.776481

>>776466
why bother posting this?

>> No.776532
File: 404 KB, 1111x753, Clip_38.jpg [View same] [iqdb] [saucenao] [google]
776532

How bad is to have this topology here?
I needed to increase the resolution in that area and this is the only method I found out, but its a bit awful. Will it give me problems in the future when texturing?

>> No.776537

What do you do when your old work is objectively better than your new work?

>> No.776551

I'm looking to learn how to do the modular level design. And while there's a ton of learning material out there, none of them explain how can I disable or remove/delete the outer faces of a modualr piece, especialy on a plane primitive.
Using blender btw.

>> No.776583

>>776532
Not with texturing but bad topology can cause issues with animation and deformation.
Why do you need more topology on the tits, anon?
The mesh density looks good enough without this patch of increased density.

>> No.776585
File: 43 KB, 729x632, Clip_39.jpg [View same] [iqdb] [saucenao] [google]
776585

>>776583
its the nipples area where I would like to have more definition. I can try to add more details by baking normal maps but I dont think that would be enough, take a look to attached picture. Without that topology the nipple only has around 15 polys. Do you think of any other solution?

>> No.776587

>>776585
You need a circular meshflow around the nipple.
Your topology is far from ideal and they density is to much - look at some examples from other artists.

>> No.776588

>>776587
My problem is I already have blendshapes in the whole mesh and modifying the topology or changing it would cause them to stop working correctly. Same for UVs. I dont really know other solutions inside Maya for doing this. Any tutorial or way for doing this?

>> No.776599
File: 433 KB, 1257x1113, 34545-1.jpg [View same] [iqdb] [saucenao] [google]
776599

Guys I'm working on a model for a client. It needs to be very clean as the texturing is very low resolution pixelarty, meaning any plane deformation distortion in the UV's will be very noticeable and ugly.

But how in gods green earth do I unwrap rings like this for clean pixelated textures cleanly??

Plz help

>> No.776602

>>776537
If it's like for like then you need to analyze why. You probably grinded more before.

>> No.776615

>>772227
are curved displays ok for 3D?

>> No.776635

i need to fix a sculpt that was all in one piece so i made a bunch of different polygroups (arms, legs, feet, shoulders, head, torso, etc) and split these into subtools so i could zremesh individually. I lowered the resolution differently for each piece then goZ to blender with the goB addon. there I adjusted edge loops to tighten things up. then I goz back to zbrush.

but, now my subtools have some gaps between them. Do i just merge all visible subtools and run a dynamesh to merge them? wont i lose details? is my workflow improved now ( was working on one giant "body" subtool before, now split it)

>> No.776655

Anyone using Nomad Sculpt know if there's a way to adjust the resolution used during a voxel merge? It seems to be using a super low resolution by default.

>> No.776662

>>776615
A few notable people use them like Pavlovich a zbrush guy. I dont see the appeal of them myself.

>> No.776681

>>776615
Yeah they're just like any regular display for all intent and purposes.

>>776662
It's a subtle thing but after you've used them for a while they feel more natural than flat ones.
Because of geometry the distance to the corner of a monitor is further away from your eye than the middle is.
If the monitor isn't curved it'll look like the corners of the screen is sloping away from you.
I run a 2 monitor setup with one so happens to be curved and the other one a flat, so I've had this side-by-side compare for a few years now.

It's not a gimmick but it's so subtle it borders on one. personally I would take curved over non curved everything else being the same
but I would not pay more than say < 5% extra for a curved over a flat.

>> No.777279
File: 154 KB, 894x894, fata_moony_spirito_guida_by_fatamoony_dade00a-pre.jpg [View same] [iqdb] [saucenao] [google]
777279

how do i make geocities-era-esque sexy fairy graphics like such... how do i emulate 2002 entirely?

>> No.777298

>>777279
blinn/phong shaders on everything. Make sure you don't understand how to light something properly. hit render.

>> No.777407

>>777279
You can't because you don't even know the basics of 3D

>> No.777434

okay how do i do lowpoly arms connected to a torso, my attempts to work it out myself are driving me crazy.
this was supposed to be like 4 loop cuts and a few extrusions and a little use of the scale tool followed by texturing and figuring out how to weight paint the resulting t-pose. turns out i'm not as smart as i thought i was.

>> No.777447

>>777279
man it's so crazy to think someone actually made that

>> No.777449

>>777447
You lack imagination and vision

>> No.777451

>>777407
>>777449
you should have a doctor take a look at that stick up your ass

>> No.777452

What's a good map course? I want to learn to make huge maps with different topography/geography, from a rain forest to a small city and a mountainous area. Where should I start?

>> No.777483

>>777452
People don't give courses on that stuff dude, how many people do you think would attend such an advanced course?
There is zero money in training the elite compared to training the ABC123 crowd, that is why all tutorials tend to cover beginner tier stuff.
Once your training wheels come off you are expected to teach yourself how to ride well by heading in whatever direction interest you.

Things like what you seek is addressed here and there in GDC' talks and such but it's something you as a team spitball and itterate on
and that you learn from coworkers who have done it before once you're on a team working on such a project.

In my experience you teach yourself how to do these things more than you're ever taught how by someone else.

>> No.777490
File: 20 KB, 473x473, lainfrens.jpg [View same] [iqdb] [saucenao] [google]
777490

How to do a Penetration in Unreal Engine? Basically what i wanna archive is following: As example we have an Vagina, how can i let the hole increase or decrease depending on the Object i put in, or the shape of the hole, if i push something in in a Oval shape?

>> No.777494

>>777490
Rig your membrane with a set of bones so it can open and close as you please.
Set up a series of raycasts that cast against a mesh collider being inserted into the membrane and move the bones out of the way based on the rays hit position.
That way it'll reshape itself to snugly fit whatever arbitrary geometry you wanna stick inside of it.

>> No.777498

>>777490
the hole size should be a variable that multiplies according to near by object.

thats two or three parameters.
but you could be math-blind so
it s hole size = something times hole size?

do the goddamn math returd

>> No.777516

>>777494
Thank you that helped and that is what i needed!

>>777498
That only works for circular objects, and what if we now wanna simulate 2 fingers, they are 2 circles under each other.

>> No.777590

Is there any plugin for Arnold/Maya to automatically set up shader noodles for standard maps?

>> No.777963
File: 2.42 MB, 2075x1124, wat_son.png [View same] [iqdb] [saucenao] [google]
777963

What'd be the best way to accomplish something like this in realtime?
https://youtu.be/jiYAY1WJ41M?t=132
Both on the art end and on shaders/lighting end. I've only ever done realistic texturing, mainly with Substance and stuff like that, and even just coming from a 2D art background Substance Painter doesn't seem up to scratch for, y'know, painting, so I'm not sure what to use. Just do it in zbrush?

>> No.777975
File: 99 KB, 500x500, gutssweat.jpg [View same] [iqdb] [saucenao] [google]
777975

guys got any tips on rigging ass and deformations i want to to start getting into 3d printing figures

>> No.778076
File: 456 KB, 1811x606, diff.jpg [View same] [iqdb] [saucenao] [google]
778076

One of the things I found better in realtime rendering workflow is how the textures always look as sharp as they should, because in offline renders I'll always have to use some amount of denoising. Some materials especially suffer, like e.g. this asphalt with lots of tiny bumps, especially if it's wet like in this example.

You can see how in an offline render it kinda creates a smearing effect across the surface.

Is there anything I could do to improve things like this without just making my render times jump through the roof? I've already maxed the amount of samples I want to have in a shot, and I don't want to go above that.

>> No.778176

I want to use substance painter but I dont understand one thing. Do I need to group meshes by type of material and have one uv map for each material or can they be mixed? I cant find a definitive answer to that

>> No.778194

>>778176
No, group things together and make a single UV, then create an ID mask so you can easily apply different materials to different pieces of an object.

But it depends on what you want to do, you may want to separate the object in mutiple UV sets as well.

>> No.778203

>>778194
If Im working on blender I just assign the materials to whatever part of the mesh and give each a color right?

>> No.778204

>>778203
Go through some tutorials for ID masks in Blender, yeah you would apply different mats, but only temporary while you're creating an ID mask. Before export however just apply 1 material to the object. You will still be able to apply different textures to different pieces of the mesh based on an ID mask.

>> No.778208

>>778204
Thanks man

>> No.778286

>>773941
Feelance sites where u slave for pennies.

>> No.778287

>>776599
That thing can be cylindrical unwarped, just make the right seams.

>> No.778314

Is there anyway to round or bevel the edges of a plane in blender? Every time I try it just sort of extrudes the whole plane with bevels on the corners, it's strange. I just want to keep it as a plane but round the corners of it.

>> No.778339

in blender with the principled volume shader, what parameter should i set to be the second input attribute, "temperature" i think for a bifrost vdb?

>> No.778409
File: 864 KB, 1143x1600, 1536512297384.jpg [View same] [iqdb] [saucenao] [google]
778409

since i cant find any comission thread or anything here, how much would a decent 3d artist be expected to recieve for making a 3d model based on a Model sheet?

>> No.778410

>>778409
$500 to $1500 typically.

>> No.778411

>>778410
How much does the level of detail come into play? I can see a bing bang wahoo plumber straight from a wii game being less time consuming than a photorealistic fully equipped soldier

>> No.778796
File: 193 KB, 1317x750, bakeproblem.jpg [View same] [iqdb] [saucenao] [google]
778796

fuck why does my 3dCOAT bake look like this?

>> No.778811

>>778796
the worst part is that I can get perfect normals in substance painter, but I really need to get them to work in 3Dcoat. why the hell is this so hard

>> No.778813

>>778796
>fuck why does my 3dCOAT bake look like this?
Because you aren't worthy. Repent and confess your sins, then bake normals again.

>> No.778816

Gonna start tooling with Blender on my Macbook. Any reccs for a good mouse?

>> No.778863

>>778816
mx master

>> No.778959
File: 88 KB, 1338x570, paddingfixed.jpg [View same] [iqdb] [saucenao] [google]
778959

>>778796
okay in case you dipsticks have the same problem in the future: check your "realtime padding mode" in preferences, and set it to "naive padding". mine was set to "interpolated color" which was causing color bleed from other islands

>> No.778974

>>778816
G604.

>> No.779082
File: 956 KB, 2560x1400, c9Rfs2p.png [View same] [iqdb] [saucenao] [google]
779082

So Im making this stupid plane to try my hand at game asset creation and ran into a couple of problems I cant solve.
First I have these awful shading issues on the sides of the wings, probably because of the weirdly shaped face right next to it but I cant figure out how to fix without redoing everything.
Secondly, It seems like its lacking detail of some sort. I thought of adding nuts and bolts where the metal sheets would meet but I dont really know if its best to put those on the texture or should I just model those.

>> No.779128

>>778959
wtf are these terms

goddamn christian warriors

>> No.779129

>>779082
you model them to create a texture.

You need to get used to baking in order to do game textures, you can just model a rivet or a screw, copy and paste it over the entire model then bake the normal and AO to it later.

Do yourself a favor and pirate marmoset toolbag for this, blender baking just sucks don't let anyone tell you otherwise. Everyone bakes in either marmo or substance no matter what DCC they use.

https://youtu.be/9_2LlmbFBbc

>> No.779133

>>777279
Modern ray tracers are probably not your friend here. Model in what ever program you want, but render it with a real-time engine like Eevee, Unity, Godot, Unreal etc... you can probably more closely approximate the flatter looking lighting in the picture you posted with those. Make sure you disable fancy features like SSAO, Bloom, SSS etc... Then all you need to do is pay attention to the techniques used to make things. Keep in mind that most computers in 2002 had a fraction of the power of our modern day computers, so be economical with your polygons. Somethings you can do achieve the look:
>The water is probably just a plane with a normal map
>All the clusters of leaves, and the tops of flowers are a singe texture mapped to some very basic shapes that only approximate the shapes of these things in real life.
>The hair appears to be made of textured polys, rather than individual strands
>The sky appears to just be just an image

>> No.779138

I'm looking for a new mouse since the scroll on the one I bought 7 years ago at best buy no longer works. What mouse would /3/ recommend getting? I don't want a generic mouse, am looking to buy a more 3d dedicated one, preferably not over $200

>> No.779140

>>779133
You can achieve the same in every modern renderer if you're no a complete idiot.
Do you people even understand your tools? Jesus...

>> No.779141

>>779140
Do you even have to ask?

>> No.779228
File: 41 KB, 474x355, sfd.jpg [View same] [iqdb] [saucenao] [google]
779228

Does anyone know where I can find a download for posable male and female medical anatomy models? I mean the fully detailed ones with all the organ systems etc. There are some free online viewers, but the actual downloadable models are all hundreds or thousands of dollars. I'd love to check CGPeers, but I don't have access.

>> No.779255
File: 2.96 MB, 300x225, 1473261633490.gif [View same] [iqdb] [saucenao] [google]
779255

What programs should I learn if I just want to start animating right away and already have fully rigged models I can use?

I understand that I'll have to learn how to model, texture, and rig from scratch at some point, but would like to focus on animation in the long term.

>> No.779257

>>779255
Maya. There really is no question. Ignore blendlets who will surely try to convince you to use their program.

>> No.779268

>>779255
Blender/Maya/Houdini user here.
Listen to what he >>779257 said.

>> No.779286

>>779257
>>779268
Fair enough. Is there a generally recommended course for learning animation?

>> No.779299
File: 522 KB, 1600x1200, 5ozfw3.jpg [View same] [iqdb] [saucenao] [google]
779299

>>774178
Back to /b/ with ya

>> No.779302

>>779299
t. FBI

>> No.779303

When do I use displacement map ? I have a bust that I made, I use painter for baking. Can I simply rely on curvature/height/normal/cavity? Is displacement for stuff like rocks ?
I'm having trouble pulling the displacement from zbrush, that's why i'm asking if it's worth it. For stuff like veins, pores, 'not really deep' holes, i shouldn't need it ?

>> No.779306
File: 57 KB, 1191x670, 4f97dac1ed9f2f9843f59fafe433b9dc-d5gewgv.jpg [View same] [iqdb] [saucenao] [google]
779306

>>777279
*Buy Daz Studio lol
*Use only 3DLight renderer
*Use only Genesis or Genesis 2
*Use only assets from ShareCG
*Never use a light rig or HDRI
*ONLY use auto headlamp
*Never render larger than 640x480
*BONUS POINTS: run the finished render through an online GIF glitter engine
*GOD MODE: post it on MySpace
...and voila! You've just time-traveled to 2002!

>> No.779318

>>776225
because seeing people that your gay ideology insists deserve to be failures being far more successful than you upsets your delusions about yourself.

>> No.779319

which specific version of zbrush on cgpeers works the best? i don't mind if it's a bit old, i just want it to be stable.

>> No.779321

Can someone tell me why my box select isn't working properly in blender?

>Add cube
>Change to wireframe
>Change view (I'm not sure what the view is called, it's when you press 3 and get that straight on view)
>Go into edit mode
>Box select righthand edges
>Can move them no problem
>Put them in place
>Box select any other edges
>Doesn't work
>Try to box select righthand edges again
>Now it won't select them

What the fuck is up with this? It worked without any kind of issue not even 10 minutes before. I've tried closing blender and reopening it. I've tried deleting the mesh and adding a new one but it still persists. I can still select edges if I do it individually, but it will not work with a box select.

>> No.779322

>>777483
There's plenty of tuts and courses available for making huge maps, they're largely expositions on rough planning and asset management via instancing. Try "Google", it's this handy new tool I hear...

>> No.779324
File: 94 KB, 450x401, blackbeard_old.jpg [View same] [iqdb] [saucenao] [google]
779324

>>779319
Depends if you want Keyshot bridge and network render working stable... 2018 or before is A-OK, I think 2021 still has issues.
Then again, I've only read the threads and I don't Keyshot, my 2021 came from Shadowcore. Probably is from Peers anyway, but it works just fine.

>> No.779325

>>779286
books+5 years minimum of dedicated practice

>> No.779366

>>779303
It can be good for eyes, but as far as skin details I dont think it adds much.

>> No.779412
File: 288 KB, 1500x1332, moco moco friends.jpg [View same] [iqdb] [saucenao] [google]
779412

How do you take a model out of a .3ds or .cia file and then put in on Blender?
What would you even you for that?

pic related

>> No.779413

>>779412
*even use for that

>> No.779425

>>779412
FBX ideally, but if it doesn't work, OBJ. You can also look into using USD, but I don't know what the support is like in 3ds.

>> No.779428

>>779412
Use QuickBMS

>> No.779432

Hi. I'm just using FBX Review to look at an FBX model. Does anyone know how to rotate the camera / spin the model (as in the function you'd do to turn the camera upside-down)? This program and Autodesk's webpage for it are bare bones, so I couldn't figure it out by searching.

>> No.779440

>>779432
ended up using blender

>> No.779442
File: 71 KB, 870x616, 1598366236285.png [View same] [iqdb] [saucenao] [google]
779442

Do Chinese hatch from eggs?

>> No.779483

>>775006
there is. they all suck more or less the same in different ways, so find them and then stick with the one that annoys you less than the others

>> No.779516
File: 342 KB, 1522x1126, fCG5hBD.png [View same] [iqdb] [saucenao] [google]
779516

Is it possible to cleanly make a square hole in a curved surface?

>> No.779523

>>779516
yes, its possible to create a hole with any possible shape on a curved surface.

>> No.779525

>>779523
The question is, will it look good, without any pinching?

>> No.779546

>>779525
The amount of pinching is inverse proportional to your ability as an modeller.

>> No.779548

>>779546
So it never goes away?

>> No.779555

>>779523
Sure, but do you have any advice as to how can I make the hole without pinching?

>> No.779573

Is it possible I can sculpt a base mesh in zbrush to stylized? I haven't seen anyone do this, but I've been thinking of learning from where people do full body sculpts and then fine tune them later.

>> No.779588

Do I need to be able to make my own 3d models if I want to be a 3d animator or can I just use any I find online?

>> No.779590

>>779588
no, yes

>> No.779592

>>779590
wtf this is nothing like 2d animation

>> No.779594

>>779592
Yeah separation of concerns. You'll be doing your own thing, animating. Others will do their thing, modeling. It's the beauty and the curse of 3d production.

>> No.779646

>>779516
Lern 2 bool.

If not, then use BoxCutter.

>> No.779693

>>775062
Modeling for animation by Dikko on youtube
Thank me later

>> No.779701

>>775780
ANT landscape add-on on blender

>> No.779705
File: 107 KB, 800x800, cylHole.jpg [View same] [iqdb] [saucenao] [google]
779705

>>779516
Inset+Extrude are your friend when making holes or extrusions on subdiv-surfaces.
Still, you might want to use more vertices for the cylinder base

>> No.779731

I want to design and potentially model a fairly standard 2-floor home. Any resources/ideas of where to start with that?

>> No.779740

is the 3090 worth it for cg? i hear it can be used for particle sims, but only the first frames because it will run out of memory

>> No.779743

>>779731
Check out floor plans on google images, how to read them on youtube, and learn about home construction processes from youtube from construction/manager youtubers. I guess you might want to learn a bit about architecture, soils and their movement, materials, basic site planning, and local laws and ordinances on govenment websites. Shit bro, i just learned all of my shit from free sources scattered around the internet.

>> No.779753

>>779705
That explains it pretty well. Thanks!

>> No.779829
File: 133 KB, 1600x617, unwrapped_2495.jpg [View same] [iqdb] [saucenao] [google]
779829

I have a model and i want it to unwrap like the image bellow. bot for the texture but the model it self

>> No.779876
File: 190 KB, 1081x831, Clip.jpg [View same] [iqdb] [saucenao] [google]
779876

I have this cloth model inside zbrush. It consists of 3 parts, the main mesh and 2 curves surrounding the borders.
My problem is the curves are not attached, so, right now Im in Maya rigging and posing the character and the curves get separated when I pose him.

What can I do to fix this?

>> No.779882

>>779876
Delete them and model them again as part of the main mesh. I don't think you can merge them with the main mesh due to the topology, but they need to be one piece with seamless topology.

>> No.779883

>>779882
Do you think is there any way to use the CurveTool Brush while keeping the curves part of the main mesh? I dont know any other way to model this inside zbrush without using the curvetool and selecting borders.

>> No.779885

>>779883
Î would just do it in Maya. I hate precise poly-modelling in ZBrush and I am not good with it.

>> No.779890

>>773266
if you have time, all the time is best. think of it like research and planning. But remember that reference can mean many things and be used in many ways.
1) to learn
2) to get inspiration
3) to save time
Lets say you have to animate a walk. Looking at walking reference is important for you to understand the mechanics, the physics, and just how to make something that you can recognise as believable looking to others. You can also find different examples to find unique walks, something that stands out and is more interesting and uncommon. And finally, if you're doing something realistic, you can literally rotoscope the motion 1:1 in order to save time, and then edit it to your liking. This can be anything too, you could have a full acting animation done and then film reference for a bit of idle face motion noise, or say just a punch or arm dangling physics
.

>> No.779912

How good is Affinity photo for texturing?

>> No.779917

Where the heck do I get blender rigs that don't look like absolute trash?

>> No.780099
File: 298 KB, 643x302, 1595268598110.png [View same] [iqdb] [saucenao] [google]
780099

What is better, node graphs or regular up and down text editor scripting?

>> No.780102

thoughts on Karma rendering? Is it beta for a raison?

>> No.780114

>>780099
for shader? node graphs
>>780102
>a raison?
yes

>> No.780120
File: 30 KB, 378x602, Screenshot 2020-11-03 121144.png [View same] [iqdb] [saucenao] [google]
780120

what the best way to rig and weight paint this arm? I'm new to rigging and weight painting in blender

>> No.780128

Guys, do you know some useful techniques that can help me render animated shots faster, like this one?

https://www.youtube.com/watch?v=cabSoB28aOM

This looks like a life saver, but the problem is I'll have rain and foliage animated by wind in my scene. I think I could still use this method for some shots, but do you think I can still use it if some things are animated? My camera movements are really simple, they generally just slightly go forward. I thought that maybe I really should do rain in compositing, but I'm not sure if that's the proper way of doing it, because I won't get correct reflections in rain particles, right?

The worst shots I have will probably take like 15 hours to render, and only things moving in them are camera (only slightly), rain and rain puddles on the ground. I really hope there's a way to render that shot once and do everything in compositing if possible.

>> No.780166
File: 41 KB, 1280x720, image1-11.png [View same] [iqdb] [saucenao] [google]
780166

What's the biggest thing holding you back from linux? This isn't a troll question.

>> No.780167

>>780166
substance painter

>> No.780172

>>780166
Comfort.

This isn't a troll answer. I use Linux on my storage server (ZFS on CentOS), but Windows on my workstation.

>> No.780181
File: 108 KB, 567x1024, 1602527726126.jpg [View same] [iqdb] [saucenao] [google]
780181

I just want to make cool environments and maybe eventually get into level/world design. Where do I start? Would blender be a good tool for this?

>> No.780201

>>780181
Just do it. Yeah, Blender is fine. Add Unreal Engine 4, Substance Painter and Megascans in the mix and you're good to go for a while. Plenty of tutorials on YouTube, we can't handhold you, unless you ask for something specific.

>> No.780202

>>780181
>>780201
Oh, and also, start browsing this website, now!

https://80.lv/

Plenty of environment breakdowns and you can learn a ton.

>> No.780522

How the fuck do you create a proper rain without wasting days? Do I composite it in, or render as geo in a scene? I can't get it looking good if it's a part of the scene, but I don't know how to do it in comp.

>> No.780531
File: 17 KB, 266x266, 154984654657.jpg [View same] [iqdb] [saucenao] [google]
780531

>>772227
Maya+Arnoldfag here. Is there a way to control the density of aiAtmosphere based on it's world-space location? I can't find shit on this topic.

>> No.780675
File: 605 KB, 2560x1400, 8PlRov5.png [View same] [iqdb] [saucenao] [google]
780675

Im trying to do proper topology here but Im lost as all fuck. Can anyone tell me what would be the apropriate way to do this weird shape?

>> No.781064

So basically I know fucking nothing about making a shader, and I’m making a video game. Do I create the shader in Blender or in the game engine? I would presume the game engine, but not sure if there’s a way to “transfer” a shader between programs.

>> No.781067

>>781064
Shaders are basically programs that do calculations on units. Could be a fragment(pixel shader), a vertex, a point, a triangle, etc. You're probably talking about vertex or pixel shading.
Either way, your shading algorithm is language and program agnostic in modern times. It doesn't matter where you create the shader as long as you have an interface and the data that the algorithm requires. If you want to transfer between programs, you have to transfer the algorithm(unless your program already has importing support).
Proprietary 3D editor shit like Redshift shaders and Arnold shaders are pretty much impossible to transfer unless the devs give you tools to do so. You can try and replicate them though. Still, it's pretty easy if it's something custom, like a flat shader with logic to extend it.
If you want 1:1 engine to 3D editor shading, then you'll have to decide on the shader specs and implement them in both Blender and the game engine. Since Blender, to my knowledge, doesn't have anything that replicates any engine's shaders.

>> No.781075

>>780522
are you doing animation? If not, i've had good results just modeling a super low poly teardrop and using particle system. You're not gonna get great lighting effects doing any rain in post imo

>> No.781107 [DELETED] 
File: 626 KB, 2560x1400, BtkLbov.png [View same] [iqdb] [saucenao] [google]
781107

Why do my maps look like all jagged? It cant be resolution because I baked both in 2k and 4k and it looks exactly the same

>> No.781108
File: 626 KB, 2560x1400, BtkLbov.png [View same] [iqdb] [saucenao] [google]
781108

>>781075
Why do my maps look all jagged? It cant be resolution because I baked both in 2k and 4k and it looks exactly the same

>> No.781156

>>781067
Got it, thanks.

>> No.781173

>>781108
>>781075
Didnt mean to reply

>> No.781428

How do you create textures?

>> No.781429

>>781108
I dont know how your mesh is, but you might try to snap the uvs to follow the pixel grid.

>> No.781434

>>781428
MS paint. Have you even bothered trying to look it up?

>> No.781542

>>779705
No love for booleans?

>> No.781563
File: 127 KB, 1147x791, 01.png [View same] [iqdb] [saucenao] [google]
781563

>>781108
there's no apparent reason why you can't snap the uvs of that mesh to follow the orthogonallity of the pixel grid

>> No.781585

How comfy is redshift and a 3090?

>> No.781587

>>781585
Have you tried a renderfarm?

>> No.781589

>>781587
no, this is for lookviz

>> No.781645

>>781563
How do you bake something other than straight lines? I have a couple of curved ridges that I want to bake but come out all jagged apparently because they are not perfectly straight in the uv map. How do you deal with that? Ive been fighting this issue for a while now and I cant get past this

>> No.781647
File: 244 KB, 2560x1400, ZlM9nsQ.jpg [View same] [iqdb] [saucenao] [google]
781647

>>781645
This is how it looks

>> No.781650

How BIG will big navi be for us?

>> No.781658

>>781650
For you.

>> No.781660

>>781647
Bigger texture map. More padding.

>> No.781669
File: 426 KB, 1920x1080, Screenshot (6).png [View same] [iqdb] [saucenao] [google]
781669

I'm trying to convert a Kagamine Rin (among with the rest of the vocaloids) .pmx file from MMD to a .dmx file for usage in Source and Garry's mod. I was able to export the .pmx file to blender just fine, HOWEVER the problem arises when exporting it to to .dmx with the Source Tools. It gives me warnings about unicode characters in the object name and the model and texture comes out distorted like in the picture! How the hell do I resolve this issue?

>> No.781687
File: 182 KB, 1826x882, cylinders.jpg [View same] [iqdb] [saucenao] [google]
781687

>>781645
>>781647
you can't really get a perfect solution for curved edges, but what you showed there doesn't have to be curved in the UVs. Unwrap those parts like cylinders.

>> No.781743
File: 472 KB, 1459x951, K1n2w7D.png [View same] [iqdb] [saucenao] [google]
781743

>>781660
>>781687
I made one map just for the part with the most details and straightened what I could. It looks much better now! Thanks bros.
Still, Ive seen videogame models that have EVERYTHING in one texture yet in game it looks fine and they arent using super high resoulution. How come?

>> No.781806

In UE4 I have a fluid sim running and I'm trying to render an animated shot of it. The problem is that I have a ton of noise which I could probably get rid of if I enable a pause between frames during rendering, but the fluid itself keeps playing during the pause. The end result is just chopped up fluid sim which is still noisy. Wtf can I do?

>implying literally anyone has had this problem before, I'm out of luck...

>> No.781810

Is it necessary to texture your model I'm new to blender

>> No.781818

>>781810
Depends on what you want to do

>> No.781877

Houdini workflow question: how important are digital assets? Do you always bundle something up into a digital asset to reuse?

>> No.781879

>>781743
All depends on how it's unwrapped.

>> No.781887

What are your options for particle effects in games? Basically just render an animation and turn it into sprites from your DCC of choice OR use unity embedded particles which look blocky and bad since they wont be able to solve fast enough to get real time results?

>> No.781917
File: 93 KB, 2633x1528, 125206417_3261487793974141_3115821463355274402_n.png [View same] [iqdb] [saucenao] [google]
781917

I was hoping I could get some help on how I should go about conjoining the shapes here to fill the gap in the center? I'm trying to model a Starfruit and my logic was to create a star shape with planes, then join them at the center (not sure how), and then extrude to build up the form. Also, this is Autodesk Maya. Thank you!!!

>> No.781971

>>781917
Does Maya come with primitive shapes like stars. Perhaps you could start with one of them to see how the topology is arranged.

>> No.782038

>>781917
Connect the corners, select the "hole" and use a grid fill.

>> No.782196

Trying to instance some volumes in houdini + arnold. Everything works great but I can't edit the instance material. Arnold website says

>You can assign material to instances with the shop_materialpath string attribute on the instance points.

But I can't get it to work

>> No.782463
File: 338 KB, 796x865, righairVRoid.png [View same] [iqdb] [saucenao] [google]
782463

So, anyone has a reliable method for rigging hair in Blender? my main problem comes if I use automatic weights, most of my "strands" get attached to the hair bone chains but they seem to almost never get weighted enough at the root of the head/wig which causes them to move too much from those points.

>> No.782464

>>781647
why is the elevator on front of the stabilizer ?

>> No.782468

>>782464
It's using inverted controls.

>> No.782505

How do you change the default solid color in Blender 2.77? It's been a while and I can't remember where the damn option is (Google's not giving me a straight answer and I looked at my older projects to confirm it was actually a thing and I wasn't going crazy.

>> No.782506

>>782505
Why aren't you using 2.79 at least?

>> No.782507

>>782506
Apparently I installed it 4 years ago and never bothered to update.

>> No.782508

>>782507
Not gonna tell you to go 2.8x or later but people who stuck with the old design prefer 2.79, only a few niche tools for some stuff like TK17 require an earlier version, I think you can also just append the scene you were working on to avoid data loss.

>> No.782545

I'm finally taking the plunge and learning rigging. Need some good resources for learning rigging (blender) and good topology for animation. The topolgy side is what really stumped me on my first attempt... I was like "OK this model looks good lets follow the video, set up a bone, ohhh gonna see how the neck rot-OH MY GOD WHAT THE FUCK"

>> No.782590

How do I make sure that the copy of substance painter that I got from piratebay isn't infecting me with malware? Is downloading from trusted users only and scanning the file with an antivirus/malwarebytes enough?
inb4 cgpeers

>> No.782596

>>782590
Run it in a virtual macine and run it through something like virus total.

>> No.782604

I need to get 3DS Max for free. How do I do it? Do I just use TPB and risk malware from a crack? I'm not making a fucking account just to trial some software for a month. I'm so sick of proprietary software.

>> No.782611

>>782604
Just get an educational version.

>> No.782614

>>772227
I ripped a model with animations from unity and brought the fbx into blender. In the outliner I can see a list of animation actions. How the fuck do I play them? I'm a blender noob so I need some help.

>> No.782635

Any resources for learning how to make drawn still backgrounds for games? like in FF7.
I figure its as easy as dropping your character in a scene with the image as the background and placing a few lights here and there to make it convincing but just seeing if there's anything more to it.

>> No.782644

>>772227
is there a site dedicated to models taken from games?

>> No.782651

>>782644
https://p3dm.ru/

>> No.782652

Does anyone know if UE4 can output direct and indirect light render passes? It has a lot of them, but not these ones for some reason.

>> No.782664

>>782635
Just be good at art.

>> No.782941
File: 338 KB, 645x757, mushroom.png [View same] [iqdb] [saucenao] [google]
782941

is this bad topology and if so what's the easiest way of fixing it?

>> No.782950

>>782941
It's fine. I'm sure someone will shit all over it for no reason, but yeah.

>> No.783046

Do you have to know how to draw if you want to make textures

>> No.783055

>>783046
What kind of textures do you want to make?
Painted textures like WoW and stuff? I'd say drawing and art fundamentals would benefit greatly.
PBR stuff? Less so, but an understanding of composition and color theory can go a long way, but it's not needed.

>> No.783060

>>783055
Things like character models like n64 style megaman legends ect

>> No.783119
File: 139 KB, 1119x672, indent.png [View same] [iqdb] [saucenao] [google]
783119

What's the best way to create this kind of detail? Is there a way to avoid triangles? And how can I get it to subdivide nicely. Next post will show how I handle it.

>> No.783120
File: 292 KB, 1301x801, indent topo.png [View same] [iqdb] [saucenao] [google]
783120

>>783119
I used loop cuts to add edges inside and outside the indentation, and then used the knife tool to cut across the indentation. The loop cut tool doesn't work because of the triangles on the side. However, where the indentation meets the surface, there are still triangles after cutting it. It seems to subdivide nicely, with no visible shading problems, but is there another way? Just feels like this isn't the best method of this kind of thing. Pic related is the result.

>> No.783130
File: 7 KB, 179x56, Clip_45.jpg [View same] [iqdb] [saucenao] [google]
783130

Help me /3/
>I have my 300mb file in Maya. It is a rigged character.
>I import a variation of the same model, same number of polygons, same density, it only has a couple of new morphtargets.
>Skin / Bind Skin and copy the weights from the old model to the new one.
>Saved file is now 3.9GB.

I deleted history, used the Optimize scene file option and deleted references. I dont know what else to do, please give me any hints or ideas of what happened.

>> No.783133
File: 77 KB, 1493x849, topo.png [View same] [iqdb] [saucenao] [google]
783133

>>783119
>>783120
I've highlighted the quad that's important to get right

>> No.783150

>>783060
Then yes. You should probably learn some art bro.

>> No.783154

i was really hardcore into creasing subd modelling and getting almost all quads. Unfortunately my models took forever to make and couldnt go into a game engine. Now ive gotten into hardops and have the pleasure of dealing with bevels/booleans/triangles/awful topology. I can get into unity quickly but i cant help but feel like my results are so destructive and the topology so messy it will get me laughed out of potential jobs. My question is what do i do with my hardops output - use it as is like i have been doinh? retopo it in maya with quaddraw? this is for prop modelling like guns, structures, cars

>> No.783159

Any way for arnold in houdini to skip existing rendered frames?

>> No.783165

>>783133
>That Diamond shape.
Very clever. I'm going to give this a go right now. Thank you for replying. Also checked.

>> No.783166

>>783150
okay thanks

>> No.783184

>>783154
Put your subd all quad models in your folio and showcase the topology.
Put the game models in your folio too, but don't emphasize the topology.
The most important thing is if the model looks good in engine and shades well.
Also go to Polycount and take a look at the work of other game artists there. You may find out that your topology isn't that bad in comparison.
I would still recommend to put more effort into the gun models and cars since these are hero assets in most cases.

>> No.783188

>>783133
>>783165
Works really well. What's the easiest way to make that quad? I was able to do it with the knife tool, but it was very tedious.

>> No.783604

Ok, I'm ready to throw my PC through the window right now.

I'm rendering something in Unreal's sequencer - 300 frames. For some fucking stupid reason the camera always repositions to a random location (which I assume might be the world center) at around frame 100 and stays there for the rest of the shot. It's supposed to smoothly animate from one keyframe to the other, with linear interpolation, but it keeps resetting / repositioning or whatever and I can't do anything about it. I get first 100 frames and the rest is just fixed camera staring at the scene from distance. Wtf is going on and how can I fix it? Please anyone, help if you can. I can't stand all these bugs in Unreal anymore...

>> No.783639

>>783604
I am not familiar with the stuff but I have tampered with UE4 every now and then, are we talking about the same thing?

>> No.783688

>>772227
How do I block maya from checking its license?

>> No.783691

>>783688
Nvm, got it. Blocked every fucking app that is installed besides just maya.exe
Every app found in programfiles(x86) autodesk\autodeskdesktopapp folder. Blocked from access to the outside world. Sleep maya, you're home now.

Ban me, I've already won.

>> No.783693

>>773187
Knowing how to unwrap a model is necesary. So understanding how to sculpt helps. Just choose one and get really proficient at it. Yes, need to know how to do bumps/normals/displacements/etc.

>> No.783709

>>773187
Material creation is going more towards procedural so you would create your texture maps in tools like Substance Designer. But you can still sculpt the height info by hand and bake it down to normal and displacement. In that case use whatever gets the job done.

>> No.783728

One of my levels in UE4 keeps crashing and I can't do anything about it. At first I thought it was because I increased ray tracing sample count on some effects, because it only started crashing at that point, so I disabled ray tracing and tried to open it again. It worked for a short period of time but then crashed and now I can't even open it with ray tracing disabled. I have no clue wtf is happening. Imagine if that happened to every level, might as well throw a whole project in trash. Wtf, man...

Same thing was happening to me when I fucked up the code, the project didn't want to even open while there was a problem in some script. Unity might be shit, but at least it doesn't do retarded stuff like this where you can lose a project in an instant.

I'm sure there's a way to fix this, but I don't know of it, so effectively I just lost that level.

>> No.783749
File: 35 KB, 600x600, carlos.jpg [View same] [iqdb] [saucenao] [google]
783749

>>783728
Guess it's game over for you.

>> No.783905

How do I even get started with FreeCAD? I keep hearing it's one of the best tools for modeling, but every time I open it I seem to either break it or barely even make a line before getting lost. I'm not trying to make an engine block or program a CAM .gcode or anything, I just want to model some basic components for a 3D printer.

If there's another program I should be using, I'm open to that too. It just feels downright impossible to learn FreeCAD even with youtube tutorials and the documentation, it's so clunky and confusing.

>> No.783913

>>780166
photoshop, after effects

>> No.783982

how do you make a rigged character model wrap around geometry? like deforming a cartoon character to colliding objects? softbody dynamics? is it possible to make it so that their rigs will still be animatable when they collide and whatever?

Think like someone getting flattened by an anvil and you wanted them to be flat but still walk around. is that a matter of making a whole other rig with different weight maps? what's the best way here? i can use either maya or houdini. i'd like to use houdini to learn the FEM solvers but maya obviously has better options for animation, unless i can use both seamlessly which i think is doable with fbx or the houdini asset manager, but i don't know how much information on the rig i can transfer and still have it in a usable, animator-friendly format, or if i have to break up the sequence for houdini solving, and maya keyframing.

>> No.783988

>>783749
https://www.youtube.com/watch?v=jYa1eI1hpDE

>> No.784011

How be AMD gpu render speed in blender current builds compared to Nvidia?

>> No.784015

Who here uses blender sculpting and gets good results without zbrush?

>> No.784048

>>784015
nobody.

>> No.784049

how do i get gud at 3d animation?

>> No.784055

>>784049
By practicing and getting gud. There's no shortcuts, for any skill.
Did you think there was a magic pill you could take like you do to help your erections?
3deynol?

>> No.784152

Give me one reason I should learn how to build a rig from scratch when I can just use the premade rigify rigs

>> No.784159

>>784152
Probably if you want to do that part of the pipeline professionally and if premade results aren't good enough for you. Otherwise, just do whatever looks good bro.

>> No.784221

I'm new to blender is there any guides on topology for beginners

>> No.784226
File: 142 KB, 8000x3000, 163679954765_0.png [View same] [iqdb] [saucenao] [google]
784226

>>784221
This is not a bad place to start:
https://topologyguides.com/
you might find this useful:
https://blender.stackexchange.com/questions/2995/are-there-more-standard-patterns-besides-diamonds-which-will-preserve-quad-only
You may also consider the "Mesh Modelling Bootcamp" course on CG Cookie. Arrimus 3D, a Youtuber, is a good source of info once your intermediate.

>> No.784234

>>784152
Can you use rigify for a vagene?

>> No.784247
File: 455 KB, 1281x441, afafaf.png [View same] [iqdb] [saucenao] [google]
784247

How to edgeflow? I have a fuselage mesh - it has a rounded top, a flat middle and a rounded bottom. I want the middle to flow into the top and bottom seamlessly but I keep getting artefacts no matter what I do to my topology. The part I've circled is the part that's giving me trouble.

>> No.784287

>>784247
Can you zoom in with some other angles? just take a picture of a split viewport.

>> No.784296

>>772227
Okay boys, need some help. How do I rig my joints to deform nicely on a denser mesh and not collapse like shit? Good weight distribution seems to be only part of the story. Point me in the right direction and I will do my homework, but I can't seem to find any good sources, everything is about super low poly, where you can get away with removing half a loop at the back of a joint and it's done.

>> No.784298

>>784296
the more bones you have, the less automatic weights has to guess. Make hip bones and position your clavicle bones lower so that it takes priority over your upperarms trying to take influence over the chest/armpit area.

Also, as much as I'm sure you hate it. Sometimes you gotta manually weight paint to get things perfect.

>> No.784301

>>784298
>>784298
>Sometimes you gotta manually weight paint to get things perfect.

Oh I am doing that. The problem is, with a denser mesh vertices start to collapse inwards, especially at the back of the joint. I can manually weight them for eternity, but they still follow the bone that moves, so they just collapse more smoothly instead of sliding along the vector of the other bone.
Take elbow joint as an example- if I bend it, the vertices attached to the forearm bone that are at the joint will either go inwards and collapse the bicep (if I weigh them too much), or collapse the forearm (if I give them low weights). The middleground is a weird flat-ish indentation at the joint itself, when in reality the bicep pulls back up the arm and makes room for the full volume of the forearm . I came up with the idea of making an extra bone to control the bicep that shrinks with the forearm rotation and pulls the vertices up the arm. This "works" to some extent, but has problems of it's own and seems a bit low-tech. It also doesn't really solve the same problem with hip flexion. So now I'm just trying to find out how it's done properly.

>> No.784307

>>772227
is there an archive of tutorials somewhere of how textures were created during the 5th and 6th consoe generations?

>> No.784315

>>784301
Not the best but try this too.
https://www.youtube.com/watch?v=rG82fogtuCg

>> No.784355 [DELETED] 
File: 174 KB, 1080x593, big.jpg [View same] [iqdb] [saucenao] [google]
784355

https://youtu.be/AppcEXhB8aY
What program is this?
But more importantly what do i need to learn to make those kind of characters .I don't mean the modeling there's already alot of tutorials on that but how do you get real time hair physics and that tail movement and those shaders. I'm guessing it's all in unity? what good resources are there to teach you about doing this kinda stuff.getting a finished usable charchter

>> No.784396

>>784296
>How do I rig my joints to deform nicely on a denser mesh and not collapse like shit?
>Good weight distribution seems to be only part of the story.

Correct. There are 4 main ways good deformation is achived.

In videogames it is either simplifyed joint geometry like the 'removing half a loop at the back of a joint' trick you describe
or using several extra bones to bend each joint loop smoothly as curves to avoid the mesh collapsing.

In movies it is either by using morhps/blendshapes that restructures your geometry depending on the angle of the control bones
or muscle/tendon simulation systems that translate your geometry both rotationally and positionally to have the surface translate the same way it
would in a real limb where the internal structure determines where the surface tissue ends up as the joint articulate.

>Point me in the right direction and I will do my homework, but I can't seem to find any good sources.
>everything is about super low poly, where you can get away with removing half a loop at the back of a joint and it's done.

Rigging is a dark art and I've never came across anything very interesting on the internet, hippydrome set most people on the correct path but that is gone now.
What I know I've learnt disecting other people models and copied what I've seen senior artists do in the studious I've worked.
Your best bet is to start doing archive searches on cgsociety and polycount to intercept threads where artist talks to one another about this sort of stuff.

>> No.784397
File: 458 KB, 1938x960, rigSystem.jpg [View same] [iqdb] [saucenao] [google]
784397

>>784298
>>784396
The method I personally use is something I've arrived at by studying how articulation was solved at the peak of articulated body armor.
The way you have to place the joints to enable someone to wear a skintight suit of steel is very similar to what we need to preserve volume in an articulated mesh.
I run this system only on my protagonist characters since it's a bit heavy and unsuitable for large numbers of actors.

>> No.784543

>>784397
Those hips look great. Im assuming each loop corresponds to a bone, correct?
>>784396
A model to dissect would really be enough for me. Maybe thats what I should start looking for.

>> No.784559

bump limit reached someone make a new thread i dont know how to

>> No.784763
File: 93 KB, 513x720, lies.png [View same] [iqdb] [saucenao] [google]
784763

>>779442
only fellow (((Chinese)))
>>781669
replace moonrunes
>>781806
look if there is an option to bake the sim, if not you are fucked
>>782463
don't use automatic weights for hair handpaint it

>> No.784770

>>784763
Shit... that means I will have to painfully do manual painting.

>> No.784774

>>784770
you might be able to use automatic weights and then correct it manually

>> No.784776

>>784774
I do that sometimes but depending on the hairstyle it can be a nightmare because I have to separate each strand.

>> No.785009

any good 3d artist to follow to get inspiration?

>> No.785040

>>785009
Anyone who dares to mention anyone is doomed to get shit on by people who disagree.

>> No.785043

Any good tutorials for making human shape models for beginners

>> No.785051

>>785043
Tons, but what is the approach you want to go for?

>> No.785056

>>785051
Low poly then work my way up later to bigger poly model humans

>> No.785057

>>785056
This may be a bad advice but what about using makehuman to have an outline and make your own template, then you can (if you want) integrate said model into makehuman to see how it works without the need to do too much in terms of rigging.

>> No.785476
File: 3.64 MB, 1920x1080, GCRndr1_WingB_F1_ShotA_stairs.png [View same] [iqdb] [saucenao] [google]
785476

I have a video editing and production style that I'm starting to develop through projects, and have learned the hard way to do light baking, rendering isolation of animated objects/shadows, and compositing to improve my rendering.
My problem is that scenes where I can use this method require the camera be still, and use zooming/parallax transforms on the footage in my editor.
What kind of filming styles or genres should I replicate? Is this a question for a film direction/production thread?

>> No.785480

I need some help, how do I setup nodes in Blender so I can use an RGB mask to partially modify the color on a material, basically so I can "paint" the clothes of a character without having to make a new texture/material? I already have the texture mask but I completely forgot how I was supposed to set up the nodes.

>> No.786599
File: 37 KB, 660x719, 1.jpg [View same] [iqdb] [saucenao] [google]
786599

Is it correct topology?

>> No.786712

>>786599
What for?

>> No.786754

>>786712
I can't certainwhy this topology removed pinching

https://www.youtube.com/watch?v=CpSAG85Rsk0&t=0

>> No.786794

>>786754
Oh, I see.

>> No.786830
File: 1.55 MB, 3904x1040, wtfpawn.png [View same] [iqdb] [saucenao] [google]
786830

Why is my plane intersecting my object in the render but not in the viewport?

>> No.786835

>>786830
nevermind fixed it by right-clicking on object in the outliner and clearing the animation data.