[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


View post   

File: 66 KB, 273x287, 1619057523276.png [View same] [iqdb] [saucenao] [google]
915587 No.915587 [Reply] [Original]

Questions that don't deserve their own thread thread

Previous thread: >>911073

>> No.915590

I downloaded this rig from the game anim book for Maya and whenever I open it, the view's way of rotationg is totally different from the default one? How can I revert back to the default settings?

>> No.915613

>>915587
With blender, I have about three scenes in order finished. Is there a way to sort of “group” everything in the timeline (ie:the camera, object, and grease pencil lines) in such a way that I can move everything further along in the timeline so I can work on the opening scene of the animation?

>> No.915632
File: 41 KB, 769x768, Model.jpg [View same] [iqdb] [saucenao] [google]
915632

How to turn pic rel model into

>> No.915633
File: 186 KB, 1920x1021, 1661022334484491.jpg [View same] [iqdb] [saucenao] [google]
915633

>>915632
>>915632
A base mesh like pic rel so i can start pumping out characters like pic rel

>> No.915643
File: 684 KB, 838x420, 574859345.webm [View same] [iqdb] [saucenao] [google]
915643

Why that shit happens on zbrush?

>> No.915644

>>915633
You would be getting much more useful advice if you can tell everyone what you CAN do, and what you're STRUGGLING to do

rn you're just asking 'how do i do 3d modelling', and the answer to that is always 'watch tuts' and 'practice moar'

>> No.915647

>>915644
I fuck up the arms and legs, always. Joints are hard and I have shit topology

>> No.915657
File: 45 KB, 976x770, Capture.jpg [View same] [iqdb] [saucenao] [google]
915657

Is there a blender plugin/method that would subdivide a mesh in only one direction or specifying the edges that I don't want affected?

>I know splines are a thing but their control sucks.
>Adding the loops manually isn't great because Edit-mode of subdivision doesn't smooth the same way as the modifier.

>> No.915661

>>915643
I dont have zbrush but i guess all the teeth are in a group but are not one object and they have individual origins/transform points.

>> No.915662

>>915661
But how exactly i can fix this?

>> No.915677

>>915643
In subtools put them in a folder, click the cog and transpose set.

>> No.915680
File: 1.31 MB, 2097x1000, SSSwoes.png [View same] [iqdb] [saucenao] [google]
915680

Anyone worked with subdermal/scatter color maps before? Getting this weird artifacting with my scatter radius in areas that have 0 or close to 0 green and blue on my subdermal map. My map is a 16bit png and I'm importing it in linear color space, do I need to go up to 32-bit?

>> No.915681
File: 26 KB, 500x456, 1638478657065.jpg [View same] [iqdb] [saucenao] [google]
915681

>>915680
>My map is a 16bit png and I'm importing it in linear color space

>> No.915682
File: 423 KB, 979x836, file.png [View same] [iqdb] [saucenao] [google]
915682

>>915681
I'm retarded so I don't know what to export as for things with color that aren't albedo. I know you're supposed to use high-bit-depth for important grayscales like height, and important "RGB" like normal maps, but I'm basically throwing stuff at the wall and seeing what sticks for maps like subdermal where there's about 2 tablespoons worth of information on the internet.
I'm currently working around the problem by adding in the smallest amount of yellow and blue so that there are no places where there's 0 g/b, but I'd like to hear what professionals do in regards to this.

>> No.915686
File: 118 KB, 1338x1069, 60A4769E-76F8-452B-BE2B-42D35C0B4AA1.jpg [View same] [iqdb] [saucenao] [google]
915686

>>915613
Anyone? It’s pretty much the last thing I need before I finish. I’ve just got too many moving elements to manually move everything down the timeline.

>> No.915799

>>915686
I don't understand what you mean? Don't you just need to move the camera and set some keyframes for it? Group every scenes and import them in the same project o you have 3 different groups in your panel that you can move separately. Move them apart and then do whatever you want with the camera. But again I'm not sure to understand what you want to do

>> No.915801

>>915587
How are Japanese studios still able to legally produce content with Softimage if the software is now defunct?

>> No.915849

>>915799
I animated an entire scene in Blender(which was the middle part of my animation), I basically need to take everything I animated and move it further down the timeline so that I can work on an earlier scene. The problem is that I don’t know how I can do that when the camera, various objects, and grease pencil animations are all on different “dope sheets”.

I could just click on each individual element, select all the “frames” on the dope sheet, and move them further along the timeline, but I figure there’s gotta be a way to just select everything in my scene, group it, then move it all further along so I can animate earlier in the scene.

As of now the best thing I can think of is rendering the animation I have, opening a new file, importing that rendered video file, then just moving it further down the timeline and animating the opening in the software. Still, I think there will be some quality loss there.

So basically, if I could just take the current animation I got, group it into a “scene” so that I can move it around the timeline, and do something new earlier in the timeline, I’d be good to go.

>> No.915850

>>915849
>As of now the best thing I can think of is rendering the animation I have, opening a new file, importing that rendered video file, then just moving it further down the timeline and animating the opening in the software. Still, I think there will be some quality loss there.
Any reason you can't just render it out and then put your sequence wherever you want in post? You don't think animations are one continuous animation, do you?

>> No.915851

>>915850
……………………….. now hear me out… I’ve been figuring out a new workflow and animation style in blender that has had me searching all these complex things to make certain aspects of it work…. so when it came to something as simple as what you just said I didn’t even think of that.

Not to mention in Flash/Animate and Toonboom you handle your scenes and moving them around a little differently.

Anyways, I really appreciate the answer. I’m a bit embarrassed at how stumped I was with this issue though, still, I’d have been stumped a lot longer without your help.

>> No.915857
File: 356 KB, 1786x1062, 1660856964178.jpg [View same] [iqdb] [saucenao] [google]
915857

Studying this trim sheet, I'm curious how they went about making the wood grain. I know they sculpted the bigger cracks in with ZBrush but is the wood grain texture itself just a basic Substance Painter smart material? Doesn't seem to be handpainted or anything.

>> No.915870
File: 954 KB, 1630x654, inset.png [View same] [iqdb] [saucenao] [google]
915870

how the fuck do I put these kinds of details on a complex mesh. I've modeled the thing on the left and I want to rip off kojima a bit with the little insets on the right. I tried tutorials, using insets etc but nothing works
im thinking of just boolean cutting them out but that really sounds like a shitty way of doing it

>> No.915880

>>915870
you can either use booleans and transfer the original normals back so it's not fucked up, or you can use decals.

>> No.915917
File: 298 KB, 1443x1543, 582.jpg [View same] [iqdb] [saucenao] [google]
915917

In marvelous designer How do I lock movement around an axis?

Like in blender using the key "Z" locks the movement of whatever you are moving around the Z axis; so the faces, edge etc that you selected only moves up and down.

Shift, alt, "Z, X, Y" don't seem to work on the 2D editor panel.

>> No.915918

>>915917
hold shift

>> No.915920
File: 76 KB, 1280x720, 583.jpg [View same] [iqdb] [saucenao] [google]
915920

>>915918

Nope, holding shift only fix it in place. But I figured out now, you have to hold shift, then ALT and you can snap to one of the axis that appear.

>> No.915926

What's the easiest texturing software to hack together textures for concepting ? Substance vs Marmoset vs 3d coat ?

I want to just quickly add material preset and paint over the albedo map. The models are gonna have shit topology and I have no clue about UV unwrapping not setting up nodes.

Something like this where the 3d is just there with some basic materials to paint over
https://www.artstation.com/artwork/mDalgY

>> No.915936

>>915926
Substance painter has an auto uv option. You can use tri planer to paint over seams. It's not as painterly as 3d coat though.

>> No.916041
File: 31 KB, 480x360, hqdefault (1).jpg [View same] [iqdb] [saucenao] [google]
916041

fuck the blender donut and the blender anvil
who else started with the blender rhino?

>> No.916071
File: 286 KB, 669x660, Screenshot_2022-08-31_19-28-15.png [View same] [iqdb] [saucenao] [google]
916071

>>915587
WHY DOES MY BAKE LOOK LIKE THIS WHY DOES IT HAVE THE STRONG LINE

>> No.916074

>>916071
check normals

>> No.916076

>>916074
what? theyre not flipped

>> No.916098

>>915590
did you figure it out by now?

can't go by much with the way you phrased it here mate...

>> No.916102

>>916098
Not really desu. I just reset the preferences and it got back to normal.
> can't go by much with the way you phrased it here mate...
Well you know how when you rotate your view by pressing alt + let click. Well the rotations were all messed up. It rotated on the wrong axis whenver I was moving the mouse on the vertical or horizontale axis.

>> No.916103

>>916071
Do you have uv splits there.

>> No.916167

>>916071
https://www.artstation.com/blogs/typhen/BDr6/this-is-normal-2-baking-normal-maps

>> No.916169

>>915917
>>915920
stop posting your anime porn screencaps on a blue board you gooner faggot

>> No.916170

>>915870
bumpmap?

>> No.916184

>>916170
I dont want it to be just a texture, I need it to actually be part of the model because its going to be 3d printed

>> No.916209

>>916169
Black Lagoon isn't porn
but it should be

>> No.916213

>>915917
I think you need to change the gizmo to global instead of local

>> No.916285
File: 335 KB, 1047x782, Illustration.jpg [View same] [iqdb] [saucenao] [google]
916285

>>915657
I'll change gears and try this instead:
Is there a reason the subdivision is so different between the modifier and edit mode?

I would love to just throw on edge loops to a sub-d model without them changing the edgeflow but instead they send them all over the place. Is there some setting I'm not using right?

>> No.916315

>>916285
edit mode subdivision uses simple interpolation, modifier at default parameters uses catmull-clark. the modifier has a simple option if you don't want to change the actual shape.

>> No.916328
File: 77 KB, 1236x844, Capture.jpg [View same] [iqdb] [saucenao] [google]
916328

>>916315
Simple has no smoothing though?

>> No.916364
File: 273 KB, 998x766, file.png [View same] [iqdb] [saucenao] [google]
916364

>>916328
that you're getting smoothing when you subdivide in edit mode probably means you have smoothness turned up, or your object transforms are out of wack.

>> No.916370

Does Trimble go after people using cracked SketchUp?

>> No.916373

>>916370
Yes, they broke my cousin's legs

>> No.916374

>>916370
How are they gonna know? Just don't release the project files publicly. An OBJ made in Sketchup looks exactly the same as an OBJ made in Blender.

>> No.916380

>>916374
The foundry knows, why wouldn't Trimble know?

>> No.916381

>>916380
If you take even the most basic of precautions, Foundry doesn't know either. Block the executable with your firewall so it can't phone home, strip metadata from anything you export, never share project files or say that you use Sketchup/Modo.

>> No.916451
File: 830 KB, 669x689, Untitled.png [View same] [iqdb] [saucenao] [google]
916451

Why does my model look like this in Unreal?

>> No.916473

test

>> No.916487

>>916451
Does it have uvs.

>> No.916490

>>916364
What I want is to model in sub-d and add edges without changing the shape of the result. For example >>915657 I want to add loops to the belt without losing the smooth bend it has.

I remember Modo having that and even 3D Max having a 'sub-d cut' function, so I wondered if it's hidden anywhere in Blender or some plugin.

>> No.916491

>>916490
Does Blender have edge creasing.

>> No.916492

>>916491
Yes and that's missing the point again. I'm not talking about edge loops for making sharp corners. I want to even out the mesh.

>> No.916530

How the fuck do I remove the "shell" from the solidify modifier. If I want to thicken my whole model it just creates a shell around it.

>> No.916533

>>916530
That's the purpose of it. If you just want to inflate a model, you could try the Displace modifier instead.

>> No.916535

>>916533
Ok thanks. I was using it wrong. I ended up just making the under model a vertex group then deleting it after I inflated it

>> No.916549

please don't make fun of me when I say this, but am I a bad 3D artist if I can't model as well without references? i feel like they're starting to become a crutch but at the same time, it seems unreasonable to model something off the top of your head and capture all the little intricacies without one

>> No.916565

I often find myself working with unhealthy amounts of geometry and I don't really have time to optimize it all. Would clarisse be worth it or is unreal with nanite good enough?

>> No.916566
File: 168 KB, 1800x778, file.jpg [View same] [iqdb] [saucenao] [google]
916566

I want to 3d print this to reference from different angles when drawing and sculpting.

But is the anatomy good?
Is it a good reference?

inb4
>drawing on /3/

>> No.916567

>>916566
Forgot link...

Artstation (dot goes here) com/marketplace/wishlist

>> No.916588

>>916487
Oh shit, you're right. It doesn't.

>> No.916599
File: 438 KB, 1868x1224, y.png [View same] [iqdb] [saucenao] [google]
916599

teaching myself marvelousdesigner
what's up with this gap between garment & avatar, and how do I get rid of it?

>> No.916600

How do Jap companies still use outdated software like Softimage?

>> No.916615

>>916599
Change the weft value I guess

>> No.916618

>>916599
click on the avatar
settigns on the right
skin offset default is 3 mm
for better collision calculation and shit

>> No.916621

>>916600
It works.

>> No.916628
File: 3.85 MB, 918x753, 1657547582637.gif [View same] [iqdb] [saucenao] [google]
916628

Anyone know where I can get a free simply rigged character to train animation with in Maya? Not overcomplicated controls but just the basic stuff. Everything I find is overcomplicated and has too much things to deal with for a beginner. Or you need to pay for it.

>> No.916669

>>916628
Have you tried Mixamo?

>> No.916724

how can i learn to model vehicles and buildings without a blueprint for reference?
is it better to approach it like drawing (where you have to directly work out the shape of the object), or like modelling from a blueprint but at weird angles (i.e. lining the camera angle of photos up with the camera, then trying to model the object so it aligns with the photo in that angle)

>> No.916757
File: 717 KB, 600x600, generator.png [View same] [iqdb] [saucenao] [google]
916757

Should i learn unity or unreal or both? I'm interested in assets, maybe enviro and animation.

>> No.916778

>>916757
Just for presentation? Unreal is better for real-time rendering and is even seeing frequent use in the film industry, however you will die of old age waiting for shaders to load. Unity is easier to use but it keeps shooting itself in the foot with retarded business decisions, I'd go with Marmoset or something else instead if you decide against Unreal.

>> No.916836
File: 71 KB, 480x479, A6FFB8A8-43CD-4D06-BDE2-A0102B3290DC.jpg [View same] [iqdb] [saucenao] [google]
916836

Are there any good plugins or programs to rig Blender models that aren’t Adobe related? That’s probably the most tedious part of the process for me and the joints always seem to have one issue or another.

>> No.916840
File: 975 KB, 474x360, 1587632364406.gif [View same] [iqdb] [saucenao] [google]
916840

I'm so so used to Blender for making my videogame models, but I'm now in a 3D modelling course that forces us to learn Maya.

How the fuck do I make my controls similar to Blender in this? I cannot fucking stand this camera movement. But I don't think I can edit how Maya's camera moves, and its driving me FUCKING INSANE

>> No.916856

>>916840
you'll get used to it, especially because you'll have to use a lot of other programs in your /3/ journey with maya controls.

You understand blender is the only one with middle click to move camera right, fusion 360 is the only other program I've found with this.

>> No.916861

>>916778
How would you work with vegetation inside of marmoset?

>> No.916965

Blender render result turns out looking barely wet in Cycles
Meanwhile Evee turns out wet

How do I make rendered skin look wet in Cycles??

>> No.916968
File: 989 KB, 1100x1000, Untitled.png [View same] [iqdb] [saucenao] [google]
916968

What is the right topology for this cat ear thing? The bottom looks smoother, but the one on top has fewer faces. Is either of these right, or do I need something else?

>> No.916971

>>916968
The top one is a crime against humanity.

>> No.917001
File: 75 KB, 999x858, theyre for a girl right.jpg [View same] [iqdb] [saucenao] [google]
917001

>>916968
bottom one is alright
If you want more detail and avoid problems with deforming/shading make sure you have a loop that "flows" along the edges (already present in bot pic)

>> No.917012

Is there a /3/ archive site like archived.moe but with a working search?

>> No.917126

I have this model I imported in Maya and of course the textures are broken. I tried to set the texture in the lambert materials as usual. But this time, they eyes have their material, the shield, the body, etc...
When I try to set the texture of each material, all the other get the same one. What should I do to set every part of the mesh with its own different texture?

>> No.917140

>>917012
>>/3/

>> No.917150
File: 18 KB, 554x554, images (67).jpg [View same] [iqdb] [saucenao] [google]
917150

Has anyone used a spacemouse? Is it a meme or worth it?

>> No.917151

>>915587
I'm stuck w\ 3dsmax2017 scale-line render & want a free textureBake plugin that automates my workflow

currently I set 5 lights around my object & a skylight in case it's too dark & a fixed camera at front position looking diagonally down at the baked objects & adjust to get a CompleteMap texture for use in 2002 game engine that doesnt support filter mapping.

>> No.917171
File: 651 KB, 3429x1149, Screenshot (507).jpg [View same] [iqdb] [saucenao] [google]
917171

Can someone explain how I can paint that texture properly?
Or at least point me out to the right tutorial?

>> No.917180
File: 1.30 MB, 2892x2380, Screenshot (510).jpg [View same] [iqdb] [saucenao] [google]
917180

>>917171
Decided to extract the textured uv map and add my own texture but when choosing it does not apply the result on the right view monitor

>> No.917204
File: 27 KB, 320x320, 1643658864311.jpg [View same] [iqdb] [saucenao] [google]
917204

>>917126
Nevermind. A day after, I just booted my computer and it just works. I hate when that shit happens.

>> No.917205

How do I make a geosphere? Im trying to make one with the icosphere but I just can't,

>> No.917207

>>917205
forgot to mention on blender.

>> No.917590

Are there any modelling apps for ipads that aren't CAD or sculpting shit? Something that would let me make low poly stuff would be great.

>> No.917611

Need some portfolio advice
I got a job almost straight outta HS into an architectural Company (nepotism), no degree and iv had almost 8 years of work experience/training and self teaching
I do have lots of shit to show but I have never needed a portfolio until now.

Where do I even start? Is a portfolio on artistation gonna look weird if everything is uploaded in the same day? Is artistation even the way to go for more architectural renders?

Need any tips honestly now I'm moved and job hunting. Have no idea where to begin.

>> No.917634
File: 70 KB, 900x506, 534837006.jpg [View same] [iqdb] [saucenao] [google]
917634

I am trying to use smutbase models for a non-smut modding project, as such I am merely trying to get the meshes and textures. Problem is there is so much bullshit attached to those models that everything goes haywire when I try to extract or bisect meshes, such as the armature, scripts, etc.

Is there a proper way to separate these things from the model? Here's an example:
>https://smutba.se/project/431/
Hell I don't even need the head of the model, just a t-posing muscular feminine body mesh with abs and good proportions is all that's required.

>> No.917644

>>917634
why not use daz instead if you dont actually care for the specific model? thats what its for

>> No.917667

Whats a free alternative to Substance Painter

>> No.917672

>>917667
The torrent for it.

>> No.917706

>>917634
>>muscular feminine body mesh with abs and good proportions
>90% of the models on there are just headhacks attached to this body
>>https://smutba.se/project/21/

>> No.917708

>>917706
>https://smutba.se/project/21/
With modifications yeah, or they get them from Daz.
>Skeleton/Armature
This is exactly what is fucking me, I need to remove this shit from the mesh.

>> No.917710

>>917708
I'm not a blenderfag so I don't know my way around the UI or its functions

I export bodies in fbx & import into something else where I can just click + delete the skeleton and any relevant tags, bake the shapekeys, and just have a clean mesh object to work with.

Then if I need a quick rig I'll just upload the mesh into Mixamo or AccuRIG

T-pose base models always have fucked up shoulders though

>> No.917711
File: 17 KB, 408x292, 46535.png [View same] [iqdb] [saucenao] [google]
917711

>>917710
Noted, what is your goto program? Trying to get Daz installed, but they can't get their fucking website in order, pic related.

>> No.917712
File: 382 KB, 908x1468, 98A6EBA1-0295-4792-A43A-18826554193C.jpg [View same] [iqdb] [saucenao] [google]
917712

For the shoulders should I sculpt them straight from the arms or would it be easier and/or faster to create a couple of spheres and mould them into shoulders before merging both objects?

>> No.917716
File: 446 KB, 4720x1400, c4d tutorial 500dollars.png [View same] [iqdb] [saucenao] [google]
917716

>>917711
I'm one of the rare folks on here who work mostly in C4D.
I learned that back on R9.5, and the UI/workflows for Maya/Max feel wrong to me now & neither offer me a reason to switch. I'm sure they each have a way to do what you need, but I don't know what they are.

This is the process in Cinema

>> No.917760
File: 326 KB, 1948x960, 1639549661171.png [View same] [iqdb] [saucenao] [google]
917760

why

>> No.917806

>>917760
properties editor > materials context > settings panel > blend mode and shadow mode

>> No.917852
File: 402 KB, 1363x897, Untitled.png [View same] [iqdb] [saucenao] [google]
917852

Trying to model this part of the guitar neck. The shape is correct, but how to get rid of the artifacts? I had all quads and 1 triangle on each side (couldn't get rid of it), but decided to triangulate everything non-planar with an angle threshold of 7.9 degrees. Didn't fix the artifacts. How to make this smooth smooth smooth like the real thing?

>> No.917859

>>917852
more polygons
or a normal map from a higher poly model if it needs to be low poly
or change which direction you're slicing your quads into tris, that matters
or shade from the verts, not the polys

>> No.917870

>>917852
heh looks like a penis

>> No.917879

>>917870
I realized after posting it but was hoping nobody would bring it up.

>> No.917890

>>917611
Please

>> No.917908

>>917611
>iv had almost 8 years of work experience/training and self teaching
>I do have lots of shit to show
That's your portfolio then. It doesn't matter if you don't like it or if it's not enough, that's your portfolio.
>Is a portfolio on artistation gonna look weird if everything is uploaded in the same day?
I don't know, but it's not like you can travel in time and start uploading it 3 years ago. Once again, no choice, this is what you have, upload it.
>Is artistation even the way to go for more architectural renders?
I think what matters about portfolios is not that they are where all the others, but that they look like a thing that generates value and explains what you've been up to all these years. For example, your portfolio could be a bunch of models in an asset store, or stuff used in a course you sell, or assets you model and release with a free license, and so on. Then you would make a website or something and index all your stuff in there so it looks like a portfolio. If I see it I understand that you've been selling houses for people to use in games or whatever. If I ask you why you picked artstation and you don't say something that communicates some sort of value, then you're a bad candidate in my mind.

>> No.917924

I'm about to start a project with a lot of vegetation, would it be a good idea to make it in unreal instead of rendering it with corona in 3ds max?
Corona generally works pretty well, but max really starts to struggle with vegetation.

>> No.917934

>>917908
Yeh the thing is I thought artistation just because I have no idea where else. My mentor/employer passed away suddenly which is why I'm now looking for work, otherwise I had no need to a portfolio and that's why I'm kinda scrambling to get one together now and have no idea how to go about it.
I got plenty of renders and stuff dating back years from the studio, idk anything about website creation though, that's why I was considering artistation. My work was arch vis renders used for clients and billboards etc. Ty for the reply anon.

>> No.917967

>>917908
Also to add, not for use in games, actual arch renders for large urban developments and hotels/resorts

>> No.918040

Using Blender. How does "marking edge as sharp" even work? I'm downloading models to study their topology and I realized a lot of edges are marked as sharp. I have never done that. Should I be marking a bunch of them as sharp on every model? I tried it and it didn't seem to do anything.

>> No.918054
File: 39 KB, 1050x818, edgy.jpg [View same] [iqdb] [saucenao] [google]
918054

>>918040
Looked it up and it's for the Auto Smooth option in [object data properties > normals] Rather than topology, it affects the smooth shading.

>> No.918078

>>917611
It's not gonna look weird, but I think there's more archviz portfolios on Behance.

>> No.918085

>>918040
Under the hood it actually doubles the vertices on the edge and unwelds them so the normals don't average over it giving you a hard shaded edge.

>> No.918088

>>918085
which breaks modifiers like surface deform that need consistent polycount fuckin' retarded devs

>> No.918117

>>918085
>>918088
Maybe 'under the hood' but on statistic, the edge count remains the same.

>> No.918171
File: 179 KB, 1035x673, split.png [View same] [iqdb] [saucenao] [google]
918171

whats a good way of splitting an object into two without getting this sharp raised up edge along the split
Im trying to make a mask and then split it into two so you can actually put it on but I cant get over this shitty ridge you get along the edge
I just want the two parts to come together as it was before the split

>> No.918175

>>918171
transfer normals with a data transfer modifier set to edge corner data, you may have to duplicate a non-split mesh to use as a transfer target.

>> No.918189
File: 186 KB, 1225x849, split2.png [View same] [iqdb] [saucenao] [google]
918189

>>918175
im fairly new to blender, I tried following you as much as possible, crease is still there
how do you specifically transfer the normals themselves, I just added the modifier to the object and used a backup of the backup of the mask I have that isnt split as the source

>> No.918191

What's the best rigged mesh / character creation tool out there? I'm a game developer and I want to create a large crowd scene with a lot of variation in clothing / age / sex / race / body fat distribution.

>> No.918196

>>918189
face corner data, not edge corner data, my slip-up.
there should be an option for Normal under it.

>> No.918243

I want to move a sphere with some magnetic force fields in blender, but I want the simulation to happen in 0 gravity. When gravity is off, the force fields stop working and the object just stays still. What can I do about this?

>> No.918248

>>918243
nevermind, I fixed it but now the simulation is being retarded. will post a webm or gif later to ask for a fix

>> No.918677
File: 39 KB, 408x436, potato.png [View same] [iqdb] [saucenao] [google]
918677

I have twenty 3D character model files I want to compare to learn as much as I can about their proportions and topology, but I want to do it more systematically, if possible.
Right now, it just feels like I'm staring at them and don't know what to look for that is important about how they were made.

Are there any suggested workflows or tools for comparing two (or many more) models?

>> No.918680
File: 555 KB, 600x334, 4-example.gif [View same] [iqdb] [saucenao] [google]
918680

blender newbie here, also not too knowledgeable on electromagnetism so forgive me if I use the wrong words here. working on a video and I'm trying to replicate some electric field lines (see https://commons.wikimedia.org/wiki/File:VFPt_charged-wires_dipole.svg)) to make an animated diagram where they radiate outward from a central straight line between two charges. So far, I've tried using the wave texture node in a procedural shader, but haven't been able to get precisely the effect I want. my next idea, which is less efficient, is to simply trace the lines with a physics simulation, since I've read you can convert the path of motion of a physics object into a curve? so I have two forces, one with a strength of 10 and one with a strength of -10. They represent the vector clouds emanating from the charges seen here https://www.youtube.com/watch?v=LB8Rhcb4eQM
Basically, my thinking was that the particle will trace the same paths shown in the video, because the principle is the same, namely a force outward from one point and inward from the other. Then I'll just rotate the particle 1 degree about the positive charge and repeat the simulation, taking new curves until I have a 180 frame animation.
I know Blenders physics engine isn't the best, but I think it should work for this simple task. So I'm wondering where I went wrong here. Attached is a gif of a test of my setup. As you can see, the particle isn't tracing the intended path. Why is that?
Also, if anyone has a better idea of how to create these electric field lines, please let me know. Sorry for the long post and if anyone wants to help, thank you!

>> No.918681
File: 181 KB, 1200x1200, ffmpeglogo.png [View same] [iqdb] [saucenao] [google]
918681

I am trying to make a 3d model of the ffmpeg logo, and while I did find an svg that I could build off in blender, trying to add any sort of mesh to it fucks it up
im dubm pls help

>> No.918682
File: 91 KB, 591x488, ffmpegpath.png [View same] [iqdb] [saucenao] [google]
918682

>>918681
Here's the path I have, but adding a square path as a geometry object just doesn't work

>> No.918683
File: 237 KB, 688x645, ffmpegsmelly.png [View same] [iqdb] [saucenao] [google]
918683

>>918682
Here it is adding a square path

>> No.918691
File: 19 KB, 1097x422, text.png [View same] [iqdb] [saucenao] [google]
918691

How the fuck do you cut text onto a surface in maya
Like to punch a hole through a plane with text, and not have it linked to the original text-object

I managed to boolean > Differeance (A - B) but now I have this stupid ass lingering 3D shadow that I can't get rid of
I don't even know how to combine the attributes/boolean permanently and make them a singular thing, it treats the hole as an object connected to the text and I can't edit the plane further

>> No.918721
File: 187 KB, 1211x1073, ffmpegLogo.png [View same] [iqdb] [saucenao] [google]
918721

>>918683
switch to 2d mode

>> No.918757

>>918721
I thank you. Also figured out that the smooth shading made it look worse than it actually is, especially considering what I'll be using the model in doesn't render like that.

>> No.918889

How difficult is Python to learn for Blender. Geonodes isn't cutting it for what I need to do but the idea of doing vector math with code is honestly a little intimidating.

>> No.918897

>>918889
pretty easy, the api documentation is good

>> No.918943

Do you guys pack your textures? What can you do when the texel density isn't in the same ballpark? For example, in the same park I have a wall that's 30 x 15 meters, and a door that's 2 x .9 meters. The UVs of the wall are half of the UV space, and the door is about a 1/12. Obviously, the wall looks blurry and the door looks great; the image is 1024 x 1024 and the textures are 512 x 512. Any neat tricks to improve my texel density?

>> No.918949

>>918677
I don't know but do you mind sharing that folder with a fellow beginner?

>> No.919282
File: 187 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
919282

is there a good tutorial series or book breaking down gothic architecture and how to properly design around the idea?

>> No.919371

How do I get into the business of scamming people by making a series of low quality nfts?

>> No.919372

>>919371
>>>/biz/

>> No.919406
File: 792 KB, 960x720, AZRI.ma_ - Autodesk Maya 2020_ C__Users_mouji_Downloads_AZRI_AZRI_AZRI.ma --- CTL_C_World1 2022-09-24 05-11-37.webm [View same] [iqdb] [saucenao] [google]
919406

I have several questions regarding Maya if a kind soul can answer them:

1/ Why is pic related happening? I opened a scene with an imported rig and I can't move my window the right way. Moving the mouse up and down works but doing the same left and right rotate the view in the wrong axis (want to rotate the view in the y axis (up)). When I create a scene from scratch, this problem disappears. Also the grid is showing on the wrong plane axis too. Front view is telling me that my mesh is in the correct position but I don't know...

2/ How do I control the strength of the move/scale/roation tool? I tought it was supposed to be that blue half circle thing on the top right of the channel box but it doesn't change anything? Same problem when sliding a specific channel, it moves the thing in round numbers and never less than that so I can't move precisely anithing.

3/ When animating, is there a native way to put the rigged character in its original position or do I need to use a script (can't believe they don't have this option built-in but I can't find the option on Google if it even exists)?

>> No.919409

>>919406
Did you tried to learn the basics of Maya?

>> No.919424
File: 666 KB, 1297x930, buh.png [View same] [iqdb] [saucenao] [google]
919424

Blendlet here. Still trying to figure out the right way to approaching modeling this cow kaiju thing. I've tried making the limbs and torso but I'm not really sure how to tackle the head. Everything I attempt to make feels wrong or I'm setting myself up for failure down the road because I have no real grasp of 'fundamentals' that I would assume someone should have before attempting things. A lot of the tutorials I'm finding are fairly basic stuff which just involve extruding, beveling, and just a few cut loops but nothing actually intricate. The videos I find are either super beginner or someone just speeding through some kind of project at 10x speed so I can't learn anything except for slowing it down and trying to make sense of what I'm looking at.

>> No.919442

>>919406
1. Import - will cahnge the settings into the environment of that file - that is probably how the guy who made azri rig navigates.

Grid is set up for Z axis in (settings -> display) for UNreal engine/game engine export. instead of usual Y, just change it if it bothers You there.

Use reference editor to reference rig into Your files, this will prevent You duplicating rig all over the files.

2. That is only for Channel box specific. If You want more precision/slowdown change the tool settings (the hammer icon top right) and use J key for snapping to certian numeric value increments

the slowness of viewport may be due to pivot lock - select your model and click F to re-focus on it and it should allow You to rotate much better

3. Depends on how rig is set up, Advanced skelton comes with its own biped picked that lets you zero in.
In general You can do Your own script by echo all commands in script editor, selecting all controllers and zero-ing in the settings using channel box.
overall, Maya does not have same reset as Blenderlets have.


>>919409
you are unhelpful faggot and your mother does not love you, that is what he is doing retard.

>> No.919444

Just want to repeat this question here: >>/3/thread/S760674#p773230
>https://www.youtube.com/watch?v=D6UY0zH_AC8
>I'm looking to create some environments like Killer7, how would I set up the strange gradient environment textures that are always facing the camera?

>> No.919469

>>919424
The thing about faces is that the edge loops gotta have the right topology. You can't do that while you're worrying about the shape though, so you need to retopologize afterwards. Can you make that head with only the basic operations you mentioned and the retopo it? I guess; people used to do it in the past, so it's not impossible. The pro way is to sculpt it though. Sculpt the head and then retopologize it and stitch it to the body.

>> No.919498

Are you able to tell if a model in Maya was edited or made with Blender first, in any possible way?
I hate this college course forcing us to use Maya when I can finish assignments literally 10x quicker with Blender, and I just want to port over the object into Maya and call it a day.

It doesn't help that Maya crashes every 10 minutes for some fucking ridiculous reason.

>> No.919507

>>919442
Thanks a lot man.

>> No.919513

>>919498
>maya crashes every 10 minutes
gonna call You a BS on that one but okay;

there are some ways to see the file authorship, but it shouldn't be possible to define if the file was made in specific software since You import that data set into Maya by either OBJ or FBX. or w/e.

that being said;
stop being a bitch and learn Maya.

>> No.919514

>>919513
Yeah I just turned it into an obj file and sent it into maya, then exported it from maya as its own maya binary file
I should be fine
>learn maya
FUCK YOU

>> No.919515

>>919514
sorry for helping you faggot.

enjoy being unemployable in most studios.

>> No.919516

>>919515
Its just an elective class fortunately lol
I'm doing software engineering but learning to make a game in my spare time, I don't want to work in any big gamedev studio either which is why I'm content with blender

>> No.919517

>>919516
>does software engineering
>does not know how file transfer works#

checks out. go fuck a goat.

>> No.919518

>>919517
Hey cmon
Its my first year of college and I'm doing pre-requisites first and doing a little modellin' on the side

>> No.919556

>>919515
>enjoy being unemployable in most studios.
As if having a job were a good thing. Those Autodesk assholes really did a number on you, kid. Using Blender and getting lewd Patreonbux is the way to go.

>> No.919559
File: 269 KB, 529x900, 466bb459ee3a3a59a40888eddc005325.jpg [View same] [iqdb] [saucenao] [google]
919559

I guess this is kind of asking to be spoonfeeded, but better than make a useless thread.
Basically i just want to be able to model/sculpt characters of character and maybe 3D printing, is there any tutorial or series you recommend that focuses on that kind goal?

>> No.919563

Do people still make their own rigs in 2022 for human characters? I learned the basics of rigging and creating controls but I'm wondering if it's worth it practicing more with all these auto rigging options out there.

>> No.919565

>>919556
>he thinks he can get 1000+ a month doing lewd animations on Patreon
The Blenderlets assholes really did a number on you, kid. Using Maya and getting studio gigs is the way to go.

See, its easy to be a retard, I can do this too.

also, You can use whatever software You want to do Patreon, not everyone is a blenderlet.

>> No.919566

>>919556
>Having a stable job is bad
also
>You need to just be top creator to even remotley get close to studio earnings,so (You) are brainwashed!

swear to god this board is more retarded than /b/

>> No.919593

>>919566
How many months of notice do they give before firing you at these stable jobs?

>> No.919599

>>919593
3 months in advance, depending on seniority and job requirements.

how can You guarantee Patreon income to be over poverty line for Yourself?

>> No.919604

>>919599
$100 in my country is enough to survive a month. If they donate $1000 I'm already almost set for a year. I don't have to guarantee Patreon income; I have the money already and everything else that comes is just to buy a second car or something.

>> No.919610

>>919604
>1000 USD is enough for a year
pajeet it is.
no wonder you have no skills or future.

>> No.919611

i understand nothing of rigging and animation but does rigify in blender make a good enough rig for a video game character?

>> No.919612

>>919604
holy shit where the fuck do you live

>> No.919621

>>919610
>no wonder you have no skills or future.
I don't need skills. With what I do I can already guarantee a high standard of living. On the other hand, an american 3D wagie has to give most of his time to his boss and is living paycheck to paycheck without basic stuff such as medical care and whatnot. Why are you guys so proud of being wagies, when you could be free instead? You say I have no future, but you barely have a present. They did a number on you buddy.

>> No.919641
File: 10 KB, 275x183, high-level-healthcare.jpg [View same] [iqdb] [saucenao] [google]
919641

>>919621
>don't need skills
>I can guarantee myself high standard of living

I saw your high standard of living, pic related

seems to me the only person who did a number on You is whoever made Your mindset.
you seem to be projecting too much.

>> No.919647

>>919641
You didn't address any of his points though. You only said the equivalent to "we both have low standard of living then" but with a strawman.

>> No.919649

>>919647
Adressing someone's delusional illusion of grandeur is a waste of time,

instead, I like to see him try to cope.

>> No.919689

>>919556
being a (((pornographer)))? if you want to sell your soul, sure, go for it. Tell your daughter to make an OnlyFans while you're at it.

>> No.919690

Anyone care to give some guesses as to how the curves in this video were created? https://www.youtube.com/watch?v=jwHx53feXYA
Relevant to this post: >>918680

>> No.919763
File: 581 KB, 2907x1894, robutt~2.png [View same] [iqdb] [saucenao] [google]
919763

Started modeling Saturday night. Made this in a couple hours the next day and it's a bit farther a long than pic.
My issue is with what program I should import my models into?

>> No.919764

>>919444
For the sake of completeness, I finally got an answer here: >>>/wsr/1264267

>> No.919801

How hard are 3d mechs to model/animate compared to say people?
Whats the pricing difference and maybe time frame look like comparatively?
How many mechs could a team of 20 pump out in a month?

>> No.919802

>>919689
Oh my boy. And they even convinced you of having children! Imagine giving your best years to raise future taxpayers on your dime and believing that it's even remotely a good thing. What an idea! They did a number on you too.

>> No.919803

(((>>919802)))
do you guys really expect us to buy this shit or do you just say it for the hell of it?

>> No.919859

>>919763
what did you want to use your models for? probably blender just because it's free and has a wealth of tutorials, but if you have a specific usecase in mind there might be other programs you should use instead

>> No.919909

Where do I get free brushes for Blender? Need dirty, splatter, torn textile brushes

>> No.919956

can anyone recommend me some scultping tutorials that cover just some basic designs?

i mainly wanna get used to my graphics tablet, i have never used one before

>> No.919982
File: 1.16 MB, 1920x1336, ben-erdt-vcomp-11[1].jpg [View same] [iqdb] [saucenao] [google]
919982

>>919801
everything in 3d can be as easy or as hard as you want, I don't think you're ready for whatever endeavor you're planning if this is a question you're asking.

>> No.919991
File: 843 KB, 3423x1277, Screenshot (522).jpg [View same] [iqdb] [saucenao] [google]
919991

Anyone familiar with Fluent Materializer
Looking at this tutorial and he has the library available I have some bake settings that don't do anything!
https://www.youtube.com/watch?v=HFyQ7N3nw_8
https://www.terabox.com/sharing/link?surl=WSNkbxRVq-o8rLWBoALOBQ

>> No.920118
File: 301 KB, 840x481, wa7nHfZ.png [View same] [iqdb] [saucenao] [google]
920118

What software is being used in this image? I'm trying to open a "3d object" (.fbx) file but blender and unity will not open it, but this guy seems to be able to open it just fine

>> No.920119

>>920118
In the image, that's unity

>> No.920120

is there any benefit to learn anatomy if you know how to make human without knowing about anatomy before?

>> No.920122

>>920118
That's Unity, and you need to use the import functions in Blender/Unity instead.

>> No.920124

so i started making random places on sketchup. its really fun...if i wanted to make more intricate models, should i start dabbling into blender? or some sculpting program?

>> No.920129

>>920124
Well you don't sculpt houses so what do you wanna do
Speaking from experience I find skp a lot better to generate buildings from cad files than blender.

>> No.920130

>>920129
for me its more about skulpting little every day things, from sinks, taps, to all useless shit. i feel very zen

>> No.920134

>>920130
iktf
can spend hours in blender building and dressing a background scene, modeling props and furniture on the fly using a lot of modifiers (and now geonodes)

>> No.920240
File: 301 KB, 704x512, 1626951174345.png [View same] [iqdb] [saucenao] [google]
920240

/beg/ here, how hard would it be to "remaster" models extracted from old videogames, say PS2-PS3 old? Something like making more realistic hair and skin/clothing materials.
I assume messing with the textures would be a huge pain in the ass because they're very compressed, so you'd have to basically redraw them from scratch or try your luck with AI upscaling.
Anyone here tried that?

>> No.920253

Any good 3d related books worth reading?
Been spending a lot of time reading this year but I'm out of fantasy to read, figured I should try read something useful

>> No.920271

Can you fucking niggers actually answer one of my questions for once? Otherwise every time I have a question I'm just going to make my own thread.

>> No.920272

>>920271
>inb4 "yes, just did"
I thought of it first

>> No.920323

>>919982
noooooooooooooo shit
thanks for the none answer and projection
pseuds are insufferable

>> No.920324

>>920271
you dont deserve any answers, go fuck a goat.

>> No.920325

>>920324
I wasn't looking for answers from ESLs though so your reply is kinda irrelevant

>> No.920337

>>920323
He gave a great answer though. Are you the poster who asked? Imagine that you want to draw a person. You could do anything from a stick figure to a portrait. You could do a chibi, a cartoon, etc. If you come and ask "how long does it take for a team of 5 to draw 100 characters?" the answer is that it depends on your style. It could take an hour or it could take 40 weeks. 3D modelling is the same. And
>I don't think you're ready for whatever endeavor you're planning if this is a question you're asking.
Was a brilliant observation. The question reveals lack of experience.

>> No.920463

>>920325
you only lasted >4 minutes with a goat.

>> No.920475
File: 1.11 MB, 1500x549, 111.png [View same] [iqdb] [saucenao] [google]
920475

Anybody know an in-depth course/tutorial series , free or paid that goes through stylized hand-painted architecture like this ?
Best if it covers low poly, high-poly , material painting stuff in the workflow

>> No.920514

>>915587
how do you lower 3dsmax2023 bake to texture dimension to less than 512?
render to texture has it but cuts the output image if dimensions are unequal.

>> No.920515

>>915587
Is there any point in sculpting surface details? Like hammering on the metal or patterns on the wood? I've seen some do it but seems a bit overzealous to me as you can easily do that while texturing? Am I wrong, anon?

>> No.920587

>>920515
if You can do it with normal stamp in texturing software, then yes its retarded.
but if you need specific pattern/grain you will need it to bake it.

>> No.920588

>>920587
I see, thanks!

>> No.920591
File: 129 KB, 420x472, 888.jpg [View same] [iqdb] [saucenao] [google]
920591

is there a way to get the subD modifier effect without adding geometry in a non destructible way

>> No.920607

>>920515
ultimately it depends on too many factors to say, like are you working with normal maps or displacements, what method your studio uses, what surface is receiving the treatment and like the other anon said the specificity of the surfacing.

Hammered metal is an interesting example because on a flat surface I'd rather do it in texturing but on a sphere or complex surface I'd rather sculpt it. You can also put in your initial displacement in mari then bring it into zbrush to work it up more so really like all 3d stuff the only answer I can give is find what works for you.

>>920591
edge creasing?

>> No.920681

>>920607
Nigga it doesnt depend on that many factors.

>> No.920835
File: 1.31 MB, 2217x1153, Untitled.png [View same] [iqdb] [saucenao] [google]
920835

I have these two poles.
I want to turn them into back dimples.
I want them geometry based, not just made with normal maps.
Any idea on how to separate the vertex into a convincing back dimple?

>> No.920845

>>920835
try creasing the vertex, but the topo is so sparse you're probably going to have to add an edge loop around the pole

>> No.920852
File: 77 KB, 1482x1100, Capture.jpg [View same] [iqdb] [saucenao] [google]
920852

>>920835
cont...
I'm using pricrel (a CG Cookie topology guide) as a reference for most of my topology. Is it generally good? Or am I going down a path of nightmares?
>>920845
>crease the vertex
Is that like marking an edge as sharp? Sorry, new to all this and don't know the terminology yet.

>> No.920853

>>920852
sort of, but it's a scalar from 0.0 to 1.0 as opposed to just on off like mark sharp
use the operator search thing, there's edge crease and vertex crease. and there's a checkbox in the subsurf modifier to use creases (on by default) which sharpens the mesh at those edges. to remove crease use the same operator and slide the mouse to the left or type in a negative number. handy for subsurf modeling

>> No.920854

I'm really considering trying adobe after effects and jumping into that sector of visual effects with videos. I can't determine what version of AE to pirate, can anyone recommend one? Also, is it unrealistic to think that I can use AE at a decent level without having a background in art or design?

>> No.920856

>>920853
Thanks, I'll give that a try.

>> No.920898
File: 597 KB, 1280x934, Stone_wheel_engraved_in_the_13th_century_built_Konark_Sun_Temple_in_Orissa,_India.jpg [View same] [iqdb] [saucenao] [google]
920898

I'm trying to make a relief in ZBrush - basically a stone wheel with ornaments engraved in it. I've created a low-poly base mesh, keeping the poly count as low as possible in Blender, imported it into ZBrush, creased edges, divided, used ZRemesher and started sculpting on it.

Am I doing anything wrong so far? I am not planning on using it in animation, so do I need to unwrap it, create maps or is it better to just use triplanar mapping? What should I use to render - is blender fine or should I use something like KeyShot?

Pic related, I wanna do something like that.

>> No.920939

>>920854
Learn nuke if you wanna go into vfx

>> No.920940

>>920898
personally, I would UV it, use decimation on the high poly down to a few million triangles (with keep UV on) then just texture it in substance painter, the painter viewport can handle up to 20 million ish triangles.

Then you can render it wherever you like and have complete control over the surface.

>> No.920978

>>920854
>>920939
when using nuke, use their non-commercial version.

or use a Pc that isnt connected to internet,
they do not fuck about with pirates.

>> No.920991

>>920978
>they do not fuck about with pirates.
Say more.

>> No.921058
File: 244 KB, 531x464, doggus.png [View same] [iqdb] [saucenao] [google]
921058

uuuh, bros.
If I use a 3D asset that is behind a paywall as reference (just the image of it).
Can I upload that in my portfolio (artstation)?
It's not a 1:1 copy by any means, but it's still sorta similar to the point where I don't feel comfortable posting it.
I'd cite the ref and call it a day but it's behind a paywall so

>> No.921088

>>920991
fuck about and find out, anon

>> No.921089

>>921058

have following thought come through Your mind?

contact/ask the rights holder/person who did the initial work.

>> No.921189
File: 674 KB, 2602x2856, BOiQrva.jpg [View same] [iqdb] [saucenao] [google]
921189

Good photography software? I've used zephyr and it's fine, but don't know if I'm missing out on something better

>> No.921190

*photogrammetry

>> No.921206

Is it worth giving maya a try if I can get it for free?
Is it significantly better than blender?

>> No.921207

if i create 700 ps1 assets in 2 weeks and then try to sell them will a single person buy it?

>> No.921210

>>921207
Why the time limit? I'd start with 1 asset in two weeks, quality over quantity as there is no limit on how many times you can sell information.
>>921206
"Better" is hard to quantify, "used more" and "industry standard" are better words I'd use to describe Maya. You're not going to get hired just because you know maya, but it might help.

>> No.921211

>>921210
because with ps1 assets its inherently quntity over quality, 2 weeks is arbitrary but i want to create one at a rate of 1 every 20-30 minutes, build up a massive pile of them, completely unfocused and then sell 700 for 7.99, just for the fun of it, i have mania phases where shit like this is something i would do in the space of 2 weeks.

>> No.921229

>>921207
>will a single person
yes

>> No.921230

>>921229
>you mean there's a chance?
that's literally all i needed to hear hahahahaha oh boy

>> No.921309
File: 168 KB, 238x466, ridges.png [View same] [iqdb] [saucenao] [google]
921309

What's the easiest way to add nice even ridges like these to a cylinder? It's meant for 3d printing, so even if the topology isn't the best, it won't matter that much.

>> No.921321

What are human body topology pitfalls?
Specifically pertaining to face/edge loops.

>> No.921322

>>921309
Entirely depends on your software. Shapemege, boolean, edge loop chamfer. None of these will help you unless your program can do them.

>> No.921342

>>921322

I use Blender; I tried using using knife and then chamfering the created geometry, so that seems to be working fine with some adjustements. Thanks!

>> No.921368
File: 9 KB, 348x51, the fuck.png [View same] [iqdb] [saucenao] [google]
921368

>>915587
>join pic rel precisely to look for support
>go to the support section
>can't make a thread
What degree of bullshittery is this, that was the entire reason why I wanted to make an account in the first place.
How do I gain clearance to post support threads? I've seen there's "Trust Level" tiers. Cringe. Listen assholes I ain't got time for that bullshit, I literally just want to post support posts, to ask and give answers. Please tell me I get support threads clearance after some time without me having to engage in unwanted crap

>> No.921393

>>921368
Me again, scratch that it was just a temporary thing, probably a bot/spam prevention thing

>> No.921395

what does "no conversion possible; baked texture used" mean on the curve map in 3dsmax2023?

for some reason curves (color correction) map doesnt have that error
e: it does have it too but the map render is coming out non-grey but the full 3d render had some artifacts until I rotated the camera

is it because my GPU isnt supported?

also what's the ideal way of adding a grease layer over metals for texture baking in arnold?

>> No.921400

Why does no one talk about cinema 4d?

>> No.921404

>>921400
Only people still using it exclusively post gifs on Instagram.

>> No.921406

>>921395
Post a pic of the node editor.

For grease use a gradient ramp set to fresnel with the classic reds purple ect in the ramp

>> No.921429
File: 305 KB, 1600x860, file.png [View same] [iqdb] [saucenao] [google]
921429

>>921406
I'll test your grease method right now

>> No.921431

>>921406
>classic reds purple
can't find any presets for Gradient Ramp map mentioning this

>> No.921462
File: 83 KB, 1083x608, mat1.jpg [View same] [iqdb] [saucenao] [google]
921462

>>921431
Like pic related 1/2, only ignore the corona stuff and use the standard. Granted set to mapped and using the fallout as the input.
>>921429
Sorry man, I don't know, I don't fuck with osl too much. What about just using a color_correction or an output to do the same thing?

>> No.921463
File: 131 KB, 1132x831, irid.jpg [View same] [iqdb] [saucenao] [google]
921463

>>921462
2/2

>> No.921494
File: 367 KB, 1600x900, file.png [View same] [iqdb] [saucenao] [google]
921494

>>921462
I dont really know what that pic means but here is what I got so far w\ falloff

it's about what I wanted, just burshes\swatches of grease. I think the bump-map also contributes to what brushes appear

also bump 3d doesnt work without a normal map but bump 2d can work just w\ a bump map?

>> No.921546

Best places to find freelance work?
(Archvis/enviro/graphic design)
I know about polygon

>> No.921555
File: 908 KB, 1280x720, digimon-world-2-12_orig.png [View same] [iqdb] [saucenao] [google]
921555

for making psx/n64-style models of organic characters, when should you use segmented pieces like pic related instead of a solid deforming mesh?
is it just up to the developer's preference? was one method more efficient in performance or creation than the other?

>> No.921620

>>921555
Resident Evil 2 used them on the arms then RE3 used deform\skinwarp or whatever you call them
so I guess it's a matter of undeveloped software in RE2's case \hardware limitation

>> No.921691
File: 6 KB, 114x139, selection-center.jpg [View same] [iqdb] [saucenao] [google]
921691

>>915587
in 3ds max how do i set a shortcut on toogle between those 3?

>> No.921808

UV wrapping mapping first or Rigging?

>> No.921809
File: 143 KB, 848x378, shaun.png [View same] [iqdb] [saucenao] [google]
921809

how do i open this stuff in blender?

I thought the cube represented Unreal Engine so I went through a tutorial for importing unreal stuff, but actually it's not that, I think it just means '3d object' but the folder appears empty when I try open it with blender.

>> No.921811

>>921809
>Open blender
>File > import > obj or fbx, I can't see what filetype that is
>Go to the shader tab at the top
>Plug in the textures

That too much for you? Try learning donuts first retard

>> No.921812
File: 50 KB, 460x612, istockphoto-874054490-612x612.jpg [View same] [iqdb] [saucenao] [google]
921812

>>921811
Redditors have been telling me the donut nigga is racist so I think I might go back and do his tutorial now.

Anyway, guys, can someone point me to a tutorial for muscle fibers or at least for raw meat/flesh? Can't find anything but assets for sale online and I'd rather make the whole thing myself if I can, but the only related tutorials I've found are for skin. I'm doing an animated cross section of an organism and this is the only part I'm struggling with.
Pic semi-related, I'm going for something like this but I'll be doing thinner/longer muscles for this project (almost like tentacles).
Anything you can tell me about adding veins would be cool too. Or wrapping randomized tendrils to a surface like strips of flesh wrapped on bones, veins along on flesh, or even plants/vines growing along a pole (geonodes/ nondestructive preferred). Any of this would be a help, the more info the better.

>> No.921910

>>921812
>the donut nigga is racist
What did he do?

>> No.921977

What is the best way to turn shrink-wrapped decals into textures?

>> No.921984

>>921691
b-bump?

>> No.922001

Is retopology the hardest part in making 3d models? I sculpted some amor piece but struggle to turn them into work-ready model for some games.

>> No.922006

>>922001
Probably one of the easiest parts

>> No.922007

>>922001
What's your retopo workflow? That part is easy.

>> No.922012

>>922006
>>922007
i sculpted some armor pieces then tried to retopology it.
What should I do, just decimate the sculpt, then use some shrinkwrap modifier to retopology?
Or just vertex modelling from the start, then sub-d it and use the high polygon model to bake details?
you guys said its the easiest part, but is it time consuming?
Iam just a hobbyist who like to make some games's mods, i would rather not spend 6 hours retopology some meshes.

>> No.922014
File: 48 KB, 621x390, Untitled.jpg [View same] [iqdb] [saucenao] [google]
922014

>>922012
it was just some silly neck armor. I mean, look at this, how could you make this with vertex modelling without a lot of vertex?

>> No.922019

>>922012
>>922014
Jesus you fucking retard. Watch a video before you even attempt stuff. To retopologize you:
>make a plane
>toggle snap vertex to face
>snap the tiny plane to your model
>extrude an edge to make a new plane of the same size
>again
>again
>again
>everything snaps to the model and the shape is 95% the same but with fewer faces
If your thing has purposeful edge loops, then retopo those first and then grid fill the empty space between them; be conscious of when and where a pole must exist to make the grid match. That picture takes like a couple minutes to retopologize.

>> No.922029

>>921691
>>921984

This is actually a pretty good question. Expert level.

Never tried to assign a hotkey to those but they seem not to be accesible from the hotkey editor, let alone a toggle.

I can write a simple script that toggles between them and then you can assign a hotkey to that macroscrip. Just wait a sec.

>> No.922030

>>922029
Here you go anon. Cool topic. Never wondered.

macroScript ToggleCenterPivot
category:"ChairNerdTools"
(
fn centloc = (toolMode.transformCenter())
fn centsel = (toolMode.selectionCenter())
fn centpiv = (toolMode.pivotCenter())

if (getcoordcenter()) == #Local then
(
centloc()
)
else
(
if (getcoordcenter()) == #selection then
(
centpiv()
)
else
(
if (getcoordcenter()) == #system then
(
centsel()
)
)

)
)

>> No.922042

>>922030
Based maxscript writer

>> No.922045

>>922042
print "Thx"

>> No.922050

how do you make blender tools add to a sculpt without treating your POV like a painting, resulting a lumpy misshapen mess. I want it to follow the curve of the existing surface, not the flat plane of the viewing window (who the fuck designed it like this)

>> No.922076
File: 129 KB, 506x1649, Screenshot_20221015-131327_Discord.jpg [View same] [iqdb] [saucenao] [google]
922076

>>915587
Hey guys sorry if this is a dumb question I'm really new to modelling, how do I retopologize overlaps on fat characters? Or just overlapping things in general, I can easily retopologize characters whose legs don't overlap like the first example in pic related but im baffled as to how im supposed to deal with separate overlaps, any insights or help? Thanks.

>> No.922080

this board seems a lot more livelier than it was 6 months ago. What happened was it AI art coomer shit?

>> No.922091

>>922076
Model them in a way they don't overlap. The classic A legs and tpose work well

>> No.922131

>>922091
Thanks bro, so for things that generally overlap you have to first sculpt/model them spread apart? Makes sense

>> No.922202

how legendary do you have to be to make 70 dollars a month? i have a lovely village but it needs a village toilet

>> No.922206

>>922202
Have you considered a minimum-wage job? You'll get more than $700 a month easily doing t1 tech support

>> No.922307

>>921910
Most I found is that he said something like soon white writers will get called racist for writing nonwhite characters. So not exactly redpilled but I guess that was enough for the reddit crowd.
Oh and he said he misses being allowed to say fag. And he likes Jordan Peterson, who they think is a fascist lol

>> No.922338

>>922030
this works great, thank you

>> No.922342

>>922030
>>922338
by any chance can please you make another that would switch between two vieports (front and left) with 1 shotcut (similar to how alt+W for maximize/minimize viewport works) if its already 1 viewport it switches to the other
i have the quad viewport set as 1 for top,1 for perspective, 1 for cam view and the 4th have to change it manually when i want ot switch, so if i could bind it to 1 shortcut it would be super helpful

>> No.922350

what's the difference between parallax maps and noraml maps??

>> No.922426

>>916041
the what

>> No.922468

>>922342
Sure why not.

macroScript ToggleActViewportLeftRight
category:"ChairNerdTools"
(
fn toggelLeftRight = (if viewport.getType() == #view_front then (viewport.setType #view_left) else (viewport.setType #view_front))
if viewport.numViews == 2 then (
viewport.activeviewport=2
)
if viewport.numViews == 3 then (
viewport.activeviewport=3
)
if viewport.numViews == 4 then (
viewport.activeviewport=4
)
if viewport.numViews == 1 then (
viewport.activeviewport=1
)
toggelLeftRight()
)

--You can change the viewport that toggles by changing the active viewport on each viewport layout. THis takes the last viewport depending on the number of viewports.

>> No.922469

>>922350
This is the short version.
Normal maps are 2d representations of the orientation of the surface and they can be stored in an image format.
Paralax maps are a 3d representation of the position of each point of that surface and they cannot be stored in a single image format. THey are stored normally in a cube and metadata that contains the 3d offest of each pixel in that cube's faces.

It's not rocket science its basic maths.

For more see this vid.

http://www.cgchannel.com/2021/03/download-six-free-parallax-maps/

>> No.922527

>>922468
this works perfectly, it does exactly what i needed
thank you so much

>> No.922546

>>922527
I'm here to help... and hate jews and niggers.

>> No.922548

Thinking about making a cooking game where I can cop carrots and lettuce and such. I'd like it if I could chop at any point in the vegetable but it's not a must. How would I go about doing this?

>> No.922553

>>922548
A technique called assumed surface uv mapping. A little insight can be looked here.

If you are making a game I assume you know a game engine, that shader should be done in-engine not in the model. If you are simulating the behavior inside a cad program you should try connecting an uv node to the surface resulting of a slice node. I know how to do it in 3ds max but again that shouls be done in-game.

>> No.922554

>>922553
Forgot link https://twitter.com/ushadersbible/status/1470635412754509825?s=20&t=tMv0QD9_CCKLETE3fB1frw

>> No.922556

Dumb question before I ask for help, is talk about MikuMikuDance allowed here? Only because that's what I'm using to fix a model.

>> No.922559

any good courses or tutorials for making good looking ocean waves like in sea of thieves, arkham knight, assassin's creed black flag and so on?

>> No.922563

>>922556
>MikuMikuDance
Why not. It's cg software. And remember everyone in 4chan is some kind of coomer. Some more some less.

>> No.922565

>>922563
True, I'm using it because of prior knowledge and a friend's help. Don't suppose you know anything about the bone/skeleton system it uses?

>> No.922566

>>922565
Nope not in the slightest but there is https://learnmmd.com/StartHere/

>> No.922568

>>922566
Thank you, I've tried that link earlier but hasn't helped me with the issue I got going though.

>> No.922721
File: 135 KB, 850x1000, doa3-render-ayane.jpg [View same] [iqdb] [saucenao] [google]
922721

Anyone here who would happen to know / be so nice to tell me about if it's possible to achieve exactly this style within Blender or other current software?
I can't help but notice that the character models used in, for example, a lot PS1 FMVs (Silent Hill, RE3, Parasite Eve, etc.) and on the cover of some early-00s video game magazines, all share an extremely similar style that I've always found very endearing.

I don't really know anything yet about 3DCG, but I've always wanted to be able to make models in this style (I mean with the same old shading and everything) and I'm wondering if it's as simple as just keeping things lower poly and unticking a couple boxes to achieve it, or if it would still look "too good" even at that point and the only way would be to use old software. And if so, which one would that even be?
I apologize for the lack of pre-existing knowledge, I really need to figure this out.

>> No.922742
File: 248 KB, 840x819, 1653563933322.jpg [View same] [iqdb] [saucenao] [google]
922742

>>915587
Are these basically the same now that they are part of Adobe? I get them for free because I'm a student but, most resources for learning them are when they were standalone. Will the industry shift to use the new adobe versions, or will they continue to use the old versions until they find something else? Yeah I'm sure the standalone ones were better and lacked all the retarded cloud/licensing malware, but I'm just trying to figure out which version to learn with.

>> No.922746

>>922721
It would be 100% diffuse colors.

>>922742

Anything from 2020+ is best to start with. The programs will be just itterative from now on.

>> No.922928

whut are some easy cars to model?

>> No.922930

>>922928
On the top of my mind
Cybertruck
Catherham Super 7
Ariel Atom
Ford Model A
Lamborghini Spyder
Shelby Cobra

>> No.922944
File: 3.16 MB, 1280x1810, red_seraphim_suit_teaser_by_ruris01_df1fkys-fullview.png [View same] [iqdb] [saucenao] [google]
922944

Anyone know what DAZ model this is?

>> No.922945

>>922944
Think those raised bits on the leg are displacement or geometry?

>> No.922947

>>922945
"Each clothing item has multi surfaces for easy customization" - part of description from store page

So probably geometry idk

>> No.922952

newfag here, what is the difference for making new faces between using the extrude region tool on a face, slide it a bit, then right click it to cancel then S compared to just selecting a face and using the I key for inset faces

>> No.922953

What's the best site to grab video game character models from? I'm specifically looking for various ones from the PS1 and 2 era to use for reference.
The best one I've found so far is models-resource, but it's lacking a LOT of IPs and I can't imagine there not being something better out there.

>> No.922977
File: 462 KB, 1364x712, Screenshot212_9.png [View same] [iqdb] [saucenao] [google]
922977

ive been having an issue with bone heat in blender when trying to assign automatic weights. ive figured out the vertices that cause the issue by going to edit mode and selecting non-manifold. but what's next? deleting it assigns the weights, but at the cost of losing details in the model. i've tried decimate, and it worked after basically the entire model became 1/5th it's polygon size. any ideas?
>>922953
there aren't any, atleast not categorized with PS2. model resources are also extremely slow, submissions get approved atleast within 8 weeks because of the massive influx of rigs being uploaded, and only few siteadmins to approve. your best bet is searching through deviantart and hope to find XNAlara ports, or scour through 3D websites and hope to score

>> No.922996

I want to make GD similar to this video which is y2k aesthetics

https://www.youtube.com/watch?v=Lmax1EaIz9w

I have no experience in anything other than editing software that I've made title slides for. I just want that look of super crisp 60fps+ motion that the video has but I have no idea where to start. Any tips?

>> No.923111
File: 379 KB, 1920x1200, Lum.full.3116141.jpg [View same] [iqdb] [saucenao] [google]
923111

I'm trying to export a .blend file to use in DAZ. However the object has hair which when exported as an OBJ and imported into DAZ becomes solid. I assumed it was done with a transparency map, but looking at the image files in the UV editor there doesn't seem to be one. It also exports a MTL file to the same folder as the OBJ but it doesn't seem to contain the information, I've tried ticking all options when exporting the OBJ but no dice. I also tried FBX format instead but that just became an abomination when imported.

Is it possible that blender handles the transparency in such as a way as it can't be exported? I don't know much about blender except using it to import/export different file formats.

>> No.923152

I have some models and renders for a portfolio but no idea how to present them. How do I go on about it without a website of my own?

>> No.923157
File: 588 KB, 1911x1176, asdasds.png [View same] [iqdb] [saucenao] [google]
923157

Trying to boolean difference a sole pattern to a shoe. It however doesn't cut the grooves, and just creates parts of the operand there.
Why would it do this?

>> No.923169

>>923157
Generally this happens because you're applying the boolean to a non-manifold surface. I had exactly the same problem a while back trying to cut a window into a wall because the wall was a plane. Make sure the geometry of the sole is manifold (i.e. it's a slod object and there's no holes in it)

>> No.923170

>>923169
>slod
*solid

>> No.923173
File: 248 KB, 1920x1080, soldier-boots-14.jpg [View same] [iqdb] [saucenao] [google]
923173

>>923157
>>923169
I dunno in blender but in max sometimes even with the two objects being manifold the boolean doesn't happen because the resulting surfaces result in crossed tris, solving this is a nifhtmare because you must take into account the "poly density" of the two objects before a boolean and the result is non subdividablecand/ or smoothable The best advice in my book is model the sole using poly modelling.

>> No.923206

>>923157
>Trying to boolean difference a sole pattern to a shoe.
Just don't.
Using Booleans to archive that kind of result - you trying to be clever and use a "shortcut"?
It's an dead end, stop wasting your time with this kind of half-assed shit and learn how to model properly.

>> No.923222

Do you know where I can find high quality 3D scenes to study for reference? Everything included (lights, textures etc.).

>> No.923245

>>915587
Ask an Autodesk engineer anything

>> No.923275

>>923245
In max, why is the bridge edit poly button that can't be shortcutted with the repeated action button?
Why does it still crash 4 times a day.
Why can't you view layers in true view?
Why are you the adobe of 3d?

>> No.923286

>>923206
Why not, it's a tool just like the rest?
Elaborate?

>> No.923322
File: 292 KB, 640x480, file.png [View same] [iqdb] [saucenao] [google]
923322

What's the best software to render massive scenes? Clarisse? Unreal?
By massive I'm talking about 30 or so detailed buildings with interiors and lots of vegetation.

>> No.923366

>>923322
I think Clarisse would be a good shout there though unreal might be a real option with nanite foliage now being a thing.

Clarisse indie is 2x the cost of Houdini indie though, and if you wanna make 30 buildings with interiors covered in foliage Houdini is gonna help

>> No.923373

>>923275
Don;t work on 3dsmax, but I can tell you from listening to comany meetings that they are trying very hard to be just like Adobe

>> No.923378

>>923366
I don't know much about Houdini, but if it handles big scenes well I could just use it instead.

>> No.923562

How the fuck do you deal with motivation.
Literally starting back retail after the company I worked for doing actual 3d shit for 5+ years fell apart.
I have no motivation to work on a portfolio and iv had literally 3 months of paid free time in which I haven't been able to bring myself to do so.
What the fuck is wrong with me, starting next week I'm gonna have much less free time to actually work on my portfolio to show off what I know and the longer I wait the more employers are gonna be like err well wtf can you do

>> No.923693

Is it possible to retopo hands without getting weird face loops that kind of go everywhere?

>> No.923714

>>923562
do you watch porn or play videogames? those destroy motivation, so cut them completely. also try improving your diet. more meat and vegetables, less carbs. raw milk if you can get it. get on a good workout schedule too.

>> No.923719

>>923322
metasequoia

>> No.923776

>>923693
What face loops are you talking about? I hope you don't mean what I think...

>> No.923777

>>923562
https://www.healthygamer.gg/collections/motivation
>>923714
Where did you study medicine dude?

>> No.923812

How exactly does one model a braid like the one on the sticky? I am honestly stumped.

https://i.4cdn.org/3/1493151651531.jpg

>> No.923821

>>916184
then why do you give a flying fuck about topo just boolean it and then --> export --> .stl and toss it into cura or whatever the shit

>> No.924050
File: 48 KB, 510x603, 1639813678420.jpg [View same] [iqdb] [saucenao] [google]
924050

I want to make a rocking chair from a 3D cad file I found online, however, I lack the technical knowledge needed to get accurate measurements. I already watched a bunch of pajeet tutorials to try and figure it out but it's not happening. Where do I find people that are willing to help me with this?

>> No.924227
File: 761 KB, 2962x1195, Screenshot (578).jpg [View same] [iqdb] [saucenao] [google]
924227

Why does this fence reflect the hdri? How do I fix?

>> No.924243

>>923373
What do you work on anon?

>> No.924248
File: 262 KB, 1437x807, Untitled1.png [View same] [iqdb] [saucenao] [google]
924248

Guys how do I get rid of these artifacts? This is the base of a TV, where it meets the stand thingy.

>> No.924249
File: 254 KB, 1245x767, Untitled2.png [View same] [iqdb] [saucenao] [google]
924249

>>924248
And these are the vertexes. That triangle has to exist for the bevel to work right? But then how do I achieve this without artifacts? All vertexes are on the same level, so the faces are planar.

>> No.924428

>>924243
fusion 360

>> No.924476
File: 1.12 MB, 3275x1091, Screenshot (583).jpg [View same] [iqdb] [saucenao] [google]
924476

How can I add the procedural mud onto the selected legs while keeping the skin as it is for the rest of the skin?

>> No.925159

>>915587
What is a good pentablet for sculpting under $50-$60.
Wacom is expensive in my country. I have Huion - HS610, HS611. Gaomon M1230, M10K Pro. Which should I get. I am going to be doing sculpting.

>> No.925396
File: 675 KB, 1000x815, 1638452666443.png [View same] [iqdb] [saucenao] [google]
925396

is python programming in blender similar to node editing?
like does it have all the features of geometry/shader nodes??
usually in other software the nodes are built ontop of the programming language so that code illiterates can do stuff
i was just wondering because i wanna get into it but i dont wanna miss out on all the features....

>> No.925999

Textures are missing when i export an FBJX file from maya.
I clicked embed media, but its doesnt work. Mesh is black.

>> No.926002

Why doesnt this thread bump?

>> No.926020

>>925999
Welp, baking it got the textures exported with it.

>> No.926064
File: 661 KB, 3363x1296, Screenshot (618) copy.jpg [View same] [iqdb] [saucenao] [google]
926064

Why does the dds appear blue in Substance Painter?

>> No.926103

>>925396
yeah, but the app handlers needed to make python code live/realtime are finicky compared to nodes

>> No.926124
File: 419 KB, 2774x621, Screenshot (620).jpg [View same] [iqdb] [saucenao] [google]
926124

Why are the original dds textures marked red?
I've exported the dds as 8 bit 16 and 32 bit but they all are blue tinted

>> No.926221
File: 490 KB, 1965x1196, Screenshot (621).jpg [View same] [iqdb] [saucenao] [google]
926221

How do I make the hair flow nicely on her shoulders?
some cloth addon that allows collision or?