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/3/ - 3DCG

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No QTDDTOTT so I thought I'd make one.

I'm using 2500 samples - why is my image still grainy in the shadows?
How is this different to the general questions thread which is currently on the front page?

Try the following to reduce noise:

Set maximum and minimum bounces to the same number, typically a fairly low one like 8.
Turn off reflective and refractive caustics.
Use the Filter Glossy function.
Use large light sources,
Make the surface shaders a little darker and use stronger lights.

But, looking at your image, I suspect what you really need is light portals:


I just started on a low poly game / 3d roguelike. Going to be working on a lot of the technology part of it for a while, but eventually I'll need some decent low poly modelers,

would /3/ be a good place to find artists to hire? I never see any low poly threads on here,
i haven't seen any lowpoly artists here.

if you want i can direct you to some people but remember that those are not hobbyists and will negotiate payment

Sure, negotiating payment is good.

It'll be a bit before I need to hire though, I'm working full time as a programmer at Visa, but business logic is so boring so I'm starting this project in my free time.

id assuming their price abit on the high end but you get what you pay for.

Awesome, I've seen some of the first guys work before. Emailing them now about prices and such.
my 2D is shit will i be able to make good stuff or should i just grind to improve it?

Keep practicing, post some of your work.
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>how is this different to the general questions thread
I didn't find one (there's SFM, Photogrammetry, and Animation - I don't really go here frequently but the boards I've been to usually have a thread by this same name, I just assumed it would be the same here.

Noted, thanks. I thought more bounces = better, for some reason.

>stronger lights
I've got a Sun set to 25, I thought that was excessive but will give it a go.

>light portals
I've only got one opening into the room, pic related, so I'm not sure where I'd put those in. Should I create additional artificial openings and stick them there? Or is there a better solution?
It's literally just called 'question thread'.

>I've only got one opening into the room, pic related, so I'm not sure where I'd put those in. Should I create additional artificial openings and stick them there?

No, put one on the window you have and scale it so that it matches the size of the opening. It basically acts like a guide for the rays which are traced, telling them where to find the light source.
my ripped model has like 6 parts for each body part. Some parts are totally black, others seem to have a sort of water pattern on them, and others are textured, although often with the wrong texture. Only one of these types moves a long with a bone metarig, the others do not respond to it.

Also when I do manually find and select the correct texture they are much brighter than they were in the game I ripped it from and making them darker in the textures > influence > RGB thing makes the color saturation go away.

What parts do I need to keep?
How do I get my colors to be normal?
Will post more example pics.
this is just the viewport.

but the rig seem to influence other things aside the character
Isnt it supposed to influence everything? Thats what I want at least.
I posted 2 more images in the larger questions thread because this one looked to be dying.

So I am at the point of choosing a new software to animating in.

Got plenty of experience animating but I want to develop further.

Maya, Blender, UE4.

Which is more focused on animation?
Maya by far
I've got a model in Maya that I mirrored using the whole "Scale (dimension): -1" thing and it displays perfectly fine normals inside of Maya itself, but any time I export it the normals become flipped, I guess because it factors in the scale property on the object when it does it. Is there any way I can unfuck it in Maya so that it's still flipped but all the properties are at their defaults?
In 3ds max
how do I display the rendered materials in the viewport?
i knew how to do it at one point but forgot.
Where can I find orthographic character/model sheets of characters with large breasts?
I've been through google images, deviant art and pinterest. pic almost related
Literally tumblr OCs and furry reference sheets.

show hardware map in viewport in the material editor. Hold it down for more options.
Any way for me to reset my maya 2016 trial license?
Try drawing them yourself. Making your own image planes allows you to guarantee that all the features line up, and that the character looks how you want.

And image planes really dont have to be drawn all that well. As long as you understand how it's supposed to look, and model it correctly, the actual image could be pretty shitty.
Im working in blender for about 2 years now trying to make game in ue4. If u want i can help you with your game
Where can I get porn bodies for daz? I want to make pornos,but can't with the default models
just getting into /3d/.
how important is to avoid trigs/ngons? I've been trying to keep only quads in my models, but i've seen artists (http://pyroxene.deviantart.com/art/Lowpoly-Liara-284773434) use only trigs.

how should i approach learning? should i try by myself and fail a lot? or watch some long videos of people talking while modeling?
Most of the bodies don't come with genitals unless you get the pro packs. There are nice third party versions from renderotica though for V4, G2 and G3. There are also plenty of morphs and shapes for the same. It's even posted in the daz general v2.
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i used the pull tool in sculpture mode in blender and I have these weird lines now. I dont see them in edit mode. only in object/sculp mode. anyone know how to remove them?
good point about the alignment. May help me keep a consistent design too.
Thats an example of going for bare minimum polys. Also, most of the models you encounter online will be tris because they were ripped from game engines.
Looks like a vertice or two got moved, you can manually move it back in edit mode and try to smooth things out from there.
Thank you so much for the help.
its not a verticale. it only appears in object or sculp mode
see where it goes in those modes then delete the polys in that area and recreate to see if it still happens
select each individual vertex ctrl + "+" -> w -> smooth
what you're doing is selecting a vertex, expanding the selection to its nearest vertices and then smoothing them to the average, a quick and painless fix for this type of shit.
after checking this suggestion out, it doesn't work very well, you should just delete this vertex along with its neighbours and rebuild it manually
how long does it take to learn to model human faces/bodies? to make them look decent. I've been using blender for about a year but still feel that it's way too hard for me
Is 25 too old to get into 3d modeling?
I got into it when I was 25 (last year) and I'm dead good at it now, so no, absolutely not.
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cool 3d world. what program do they use?
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Does anyone have any experience with online render farms for Blender?

I have a few still images that I need to render out pretty large (13500x11462), and to do that on my shitty laptop is pretty much suicide.
I can do it in small parts I guess, but it'd still take a shit ton of time, and I don't really have better options.

I've looked into the Sheep It render farm, and it looks like it could work. But the way it works is kind of like a p2p system. Where you send something off to render, and you render someone else's thing. Honestly I'd feel bad because my computer is shit at rendering my own projects, let alone trying to render someone else's.
It says it's distributed, so I'm probably thinking wrong. It seems like it spreads tasks out to multiple computers.

I'd rather not pay out the ass to render like 3 images, so I was wondering if any of you have any advice to share about the situation.
Thanks in advance.
sup niggas

im working on some terrain taken from height maps of real world places. i cant into 2d for shit, so i was thinking of just grabbing the textures from google earth or something.

i know that google would probablu fuck my ass if they find out I was using their textures for commervial products, but what are the chances they would find out? is there an other database that i can take satelite images from and use commercially?
idk try out render street and what they have to offer.
email them in advance about the situation
its not height maps im looking for ive already got those im literally looking for suitable satellite images that can be used as textures without getting sued by google
>Honestly I'd feel bad because my computer is shit at rendering my own projects, let alone trying to render someone else's.

You're only rendering a tiny piece of someone else's project, and it's scaled based on your computer (I think)

Do you have a laptop? You can remote to it and have it render while you do shit on your laptop.
If you regularly need a lot of render power and are willing to pay for it, check out Renderbot.net
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I signed up for the sheep it thing and put some projects on it. Nothing has rendered so far, still in queue. I also tried out the client, it's a resource hog (as expected), but overnight I apparently rendered like 500 frames or something.

I got impatient waiting for my own though. So I tried it myself. Luckily for me, I work as a monitor in my school's computer lab, so I have access to about 20 brand new Macs.
I just rendered out different sections in parallel on about 8 of them and it worked pretty good. Took maybe an hour to finish it all.

The reason I needed it that big was to sell some prints and other shit on Redbubble. The faq said to be safe, I needed something at 13500x11462 pixels to fit everything (a bed comforter set). I highly doubt I'll get anything like that sold, but in any case it might be some extra cash for steam games.

Pic related
also interested.
still pending the question: how important is to try and avoid trigs and ngons?
do most people in archviz build their own models or buy / download them? I'm in a few groups on facebook and I can't help but feel sometimes there is a discrepancy between the quality of the models and the rendering sometimes. Anyone with any experience know more about this?

>still pending the question: how important is to try and avoid trigs and ngons

Depends what and how you're modelling as I tend to find with box modeling / extruding, etc I never seem to gather much of anything but quads.

I work a lot with archviz and hard surface modeling, and whether it's just because I'm decent at modeling or I've got decent techniques, I don't seem to think about it whatsoever. I wouldn't worry about it at all if it's not effecting what you do.
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I downloaded a model(fbx) and when I open it, the entire body, except for the hair, is one mesh.
So I decide to look at the materials and sees that the model has several diffrent textures/materials applied to it, and when I open the UV editor, it looks like pic related, several of the materials have their UVs placed over each other, yet the model looks fine when textured.
How is this possible? There are no UV sets.

tldr: Are there other ways to apply diffrent materials to diffrent parts of the same mesh without using UV sets?
you can apply a separate material to any faces you want

no need for UV sets
So how do I see the relationship, and possibly edit it?
Select the part of the mesh that has overlapping UVs, i.e the head, and copy the UVs of the selection to a new UV set.
Idk what software you're using but you should be able to select by material to easily select any mesh with a mat that needs separate UVs.
Have you tried exporting the model and importing it into a new scene? Could be that you maya scene is broken, not the model
You could try to get a student license, they don't really ask for proof
Tris: try to use them rarely. Go and browse a bit through models and look at their topology (f.e. Sketchfab, you can turn on the grid on any model there) and you'll see how they're used. Sometimes a quad is so distorted that it's better to make tris out of it. Sometimes it fits better into the mesh

The game engine always transforms your quads into tris lateron, but its just more convenient to work with quads (modeling and animation)
No, not at all
Just started Blender but either I fucked up already or the tutorial im watching is outdated for this version (2.78)

How do I move the camera in 3D View? According to the tutorial, I should hold down the middle mouse button and drag but all that does is rapidly cycle through object mode and vertex paint mode.

Help Please?
yeah, mmb and drag to rotate. try clicking on file and reload factory settings to see if that helps.
I just tried that a few minutes ago actually and it stills cycles to vertex paint
im messing around in input now after a fresh reinstall and still no luck
do you have a logitech mouse or any software for your mouse? try checking the settings. maybe tick the "emulate 3-button mouse" option under the input tab.
emulating 3-button mouse works! Thanks man.

Hopefully middle mouse issues wont pop up again because I dont think I can fix that. I have a steel series mouse with software but the settings are never fucking responsive

anyway, cheers
how do I make a skybox from scratch? I don't mean stitching together/plugging in an already premade one. Is there software for this?

Is it a similar process for making a cubemap?
is sculpting recommended for beginners who just started out?

how will rigging affect the model though if I decide to sculpt?
Getting back into 3D after several years hiatus, what's the best GPU Renderer I can use with my AMD video card?

Is everything still on Nvidia?
For texturing/painting, 3Dcoat or susbtance painter? I already downloaded both some times ago, and I'm no sure which one I should focus on. Or do they have different stuffs that should be combined?
I use sketchup to do some very minimalistic animation using the Scenes function for my own purposes. I know in the animation settings I can change the duration from one scene to another as well as the delay but that affects every scene. Is there a way to change the time duration for each scene individually? So for example scene 1 will take 10 seconds to move to scene 2 and then 5 seconds from scene 2 to scene 3.
I made a 3D solid model of a valve system. If I wanted to see gas flow in this valve device, what program should I use?

This is more engineering/manufacture than 3D stuff for games and whatnot but maybe someone here has dabbled.
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If I want to do hard surface modeling, should I be using subdivision surfaces a lot? Most of the tutorials I can find (not many) seem to use them liberally - but doesn't that increase polycount to unmanageable levels? Or am I understanding something wrong?
Depends on what you're goal is. If it's for video games, you can make incredibly high res models and then bake normal maps from them onto lower res models. In film, it's common with extreme polycounts and render times of 30h for a single frame. For stills, it doesn't matter as long as it is manageable. Remember that you also can subdivide and then remove unnecessary loops manually.
Okay, thanks - making models for games. If I were to make highpoly normal maps for lowpoly models, would the lowpoly models be a decimated highpoly model? Or a completely new one?

Alternatively, what is meant by 'retopo'? Do I have to manually edit the highpoly model or are there tools to do this? The automatic ones I've seen lose detail in wrong/important parts.
Is there a chat/discord server for /3/? I can't seem to find any info about it.
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How do I get rid of these "ripples" on a subdivided surface? AFAIK they're caused by tris...
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...but there are none here. Adding more loops doesn't help.
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On a related note, why am I getting artifacting on these corners? All vertices/faces are connected.
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try this or collapsing the inner ring. you'll probably need to edge slide the vertices to form a more circular shape.
how do I get close edge loops with subsurf WITHOUT creasing? you usually add edge loops close together with subsurf for creases and such, but what if you need the geometry but don't want creases on certain parts?
thankee pal
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Still ripples.
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And I can't get much rounder than this, if at all.
Why the fuck are there no 'no bullshit' tutorials for Blender? I just want to model already
Unless it's showing up in a renderer then ignore it.
It has nothing to do with roundness. The only way to get rid of that is to make those faces planar.
Maybe try connecting those extra edges into the middle vert to create tris all around the center. Or add another edge ring closer to the center so that the faces are more square. Or scaling that inner-most edge ring down a lot. Or add a normal map.
so im doing an outdated tutorial on modeling in Blender. Tutorial shows a window where you can mess with normals but in my version (latest) that menu doesnt seem to exist anymore. It only has 2 buttons. Recalculate and Flip Direction.

Is there a way to do it as the tutorial wants me to? As in displaying Normals as lines?

Tutorial in question http://www.learningblender.com/tutorials/beginner/embed/98-intro-to-blender-3d-environment-modeling-part-1 at 4:27
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I've done similar topology before but have had trouble getting the shape right

What's the way non-retards build that mesh?
>add a normal map
That's why I'm making this model - to have a normal map to use for a lower-poly model. Adding another edge ring makes the area flatter.

This seems to be working, still flattens it out a bit but editing helps a little, thanks.

Space -> Grid Fill
Trying to find rigging tutorials for simple objects like a 3-point pivot robotic crane, never animated before.

I created a simple crane in 3ds max and sent it to Maya 2017 for animation familiarization and practice. Immediately realized after jumping in and clicking on everything that I might need some guidance. The problem with finding tutorials for this type of thing is almost all tutorials are for human/organic using the Quick Rig tool.

Since this request will have an obvious answer, and I'll feel really stupid, what tutorials and guides have helped you with rigging/animation in Maya?
yea, hit space button, and type 'Grid fill'

Then on the tool tab, just adjust accordingly how ever you want it. Keep it as a even number or it wont work.
The new Wacom tablets are out (well the i5 version is). Thing is it comes with a weak m600m. Could that be replaced with an m2000m from ebay?
I've read you could upgrade the SSD and ram in the older Companion tablets.

Worth it or is the hardware to outdated?
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If I create a smooth sphere in blender and then want to make the surface bumpy so it looks like jawbreakers/candy is there a way to do it without going into sculpt mode and sculpting in all the bumps myself?

I'd rather the bumps be physically on the model instead of represented solely through texture.
get an intuos
Displacement maps
Thanks anon, that's exactly what I needed. I'm pretty new to blender so I had no idea this existed.
Anyone have ideas why my area lights are not showing up in Maya 2017?
Need something portable. I have a 20" 1080 tablet already and it's to heavy to move anywhere.
What are the cons to UV unwrapping when you have a mirror modifier?
ur normals can get screwed up, as well as mirrored textures look shit
Thanks. So I seeing no huge down fall. I'll try and if I come across a huge issue while rigging n shit I'll come back to this. Becuase My textures look like shit either way.
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what is the best character creator tool with an actual community?

Skyrim is the only software i can find that has huge selection of clothes and hairstyles.
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In 3Dsmax, I have two objects sharing the same skeleton, with skin modifier.

Is there a way, I can join these two meshes, without a skin modifier overlapping on the other?

I mean I join them, into one object but they keep the same rigging for each?
Can you copy skin weights in Max? Like duplicate the two meshes, combine them, skin them to the same rig, copy the weights from each of the original pieces onto the whole mesh, then delete the old two?
I'm asking how I could do that.
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Begginer here, what is this dumb color change and how do i fix it? its also fucking with my uv maps.
Inverted normals. Ctrl+N in edit mode will recalculate the. If it can't then there's some crap geometry in there, like faces inside. or edges that define more than two face. (never do that)
That did the trick, thanks man
I want to get into 3D to produce cute low poly models, is it like drawing where it's better in the long run to try to capture life as accurately as possible in the beginning or should I immediately begin doing stylized things?
Fine arts degree broke-fuck here. Yes, it's like drawing in that regard. The more you invest in learning the medium, the more it will pay off in all of your efforts. It's easy to pull off cute low-poly stuff, but if you have some more advanced knowledge going in you'll really be able to breathe some life into your characters.
What's a good place to ask about 3D studio max things?

This board is obviously slow and ignorant.
I forgot how to drag a tools center pivot in maya, i'm trying to scale something towards the center of a human model while it's a mirrored half but I cant bring the scale tool to the center of the actual human rather than the center of the half.

I'm having trouble googling the problem because I'm just getting back into 3d and have forgotten a lot of the lingo.
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Hey, I've been working on some simple animation shit to show off some models i've made in the past on my portfolio.

I was working in an old version of Maya and thought it was too slow, so I updated to Maya 2017.

How the fuck do I Arnold?
I keep trying to change settings and shit, but nothing seems to be making it faster.
Pic related took over 3 minutes, and the only slightly heavy thing in it should be the demon in the middle since it has a bump map.
Everything else is flat with just colors and really low poly.

What could I be doing wrong to make this shit take so long?
Or is Arnold just slow and I should go back to the old version of Maya with mental ray?
3ds max
2 Bones, child and parent
I want to child could move free and parent would stretch to reach it.
I think it worked like this older maxes.
Nevermind, found "Freeze length".
Why I always find solution just after asking on web.
because you are lazy and ask too early.
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Drawing will help.

Doesn't hurt having a fuckload of references to look at either

Arnold is shit, welcome to hell
In blender my file got corrupted.
just says 'Missing DNA' block
-I tried to append
-i tried to recover it but only receive 'File format is not supported in file'
any suggestions.
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How bad a habit is it to model in smoothed view in maya?

I like to model low poly in smoothed while cycling back and forth between unsmoothed and once everything looks how I want it in smoothed view I subdivide it and it holds the smoothed look

Seems like it could be bad because if I ever wanted to do low poly work I would not have much practice

Does anyone else do this?

Pic is an example of something I did like this
It means you're not seeing polygons how you're really modelling them. What you model in smoothed view looks fine, then when unsmoothed you'll find there are stretched and distorted faces everywhere. Just model in normal polygon mode and smooth preview occasionally.
is there a way to render an animation in blender in webm ?
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I have 2 things seperated in this object.
One is the head the other is this ear thing.

Is it recommended that I merge these As best as I can. Or could I leave it with little no problems later?
Through blender? Short answer no.
Long answer: possibly. You'd need to look for a plugin.
but I found it easier to make a avi from blender and then convert through another app.
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Does anyone have an idea how to recreate this glass look in C4D?
I need to recreate this heart and I am using C4D for that. Shape itself was pretty easy but making a material that looks like this one seems to be extremely tricky.
Is there something beyond reflectance/transparency that I need to pay attention to?
It looks like it's refracting/reflecting something red at the top and blue at the bottom, or there's a red to blue ramp in the material. Otherwise it looks just like an ordinary glass material. I don't know how to do it in C4D exactly, but turn off the diffuse or make it black, add reflection with fresnel on and make the IOR 1.517 or whatever the glass IOR is. Then add refraction and set the IOR to the same value.
I had a similar issue recently by adjusting the ambient occlusion in world tab it got rid of a lot of it
of course you should merge the ears with the rest of the head
I've heard that Blender has its own game engine. I've also heard (years ago, mind you) that it's shit. How is it shit? Just that it's a little less intuitive?
A beginner here.

Is maya arnold rendering cpu only?

I wanted to test which of my gpu or cpu rendered the fastest, but didn't find any setting for it.
Alright, even though i did.
For future reference, Why shouldn't I do this?
Anyone know that (I think) Youtube channel where the guy reviews people's 3d renders and critiques them? Videos are around 40 minutes long and he goes through several scenes created by viewers.
is it good to rig a model completely on pmd/pmx editor ?
i don't want to use it in mmd, but i like the way physics works on clothes and hair
I'm about to off myself for something so small and stupid. How can I make 3ds max join two different objects without having to actually physically connect them? Like in blender I can have two cubes separate from each other and just press "join object" and bam, they're treated as one object.
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How do I get rid of this kind of shit in ZBrush?
inflate + dynamesh
Huh, that was simple
I tried to go over it with claybuildup but that only made the hole bigger. Thank you
I don't know. I use blender.
But try this friend.
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>How is it shit?
mostly because of the rendering engine, it is shared with the default render so don't expect building fancy pbr games

also shit because you will mostly use blueprints for making your games and the rest program with python, which isn't too bad but id imagine there aren't alot of resources for that and with building a big game you can get stuck.

the upside that its really easy to make games, easy to link camera to player and have controls,glide,slide. its fucking fun.

speaking of the logic editor, its really well built.
a problem i run into is making doors open with switches that are located in different area's. so its not that complex... but that was like 3 versions ago so it might be fixed by now.
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How would you guys do a wind-up key model? This is actually proving itself to be deceptively difficult for me.

I thought it would be as simple as two rings bridged together and extruded out, but then when I apply Smooth shading it looks like garbage. I feel like I'm doing this completely wrong.
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So I did make the key and it doesn't look like complete garbage due to utilizing the Boolean modifier, but it still looks stupid when I toggle on smooth shading. This topology doesn't seem right to me.
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You're using way too much geometry. If you're gonna subdivide the, always try to go as low-poly as possible on the base mesh.

Start by blocking out the rough shapes, then add supporting geometry.
Anything I can think of that you would need is definitely in the "3d stuff" category;

Not that "3d stuff" has no engineering/manufacturing aspects in its current state or anything...
If you were doing something like >>541797 it wouldn't matter, but it'd be obvious down the line on a model like what you have, where the connection is visible and you have a significant amount of polygons
In Blender, is there some quick way to get soft bevels in the normals of edge?

I mean in the same way you have smooth or flat shading (i.e. not by using a UV normal map), having it so that the edges are soft but the largest part of the planes are still flat.
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Do I have to use this stupid elbow target? I've just been modeling and now I have to rig something, can't remember how to set up skeletons without them. Here's basically what I want to do though;

-the the shoulder, elbow, and wrist form a triangle (three points make a triangle, duh)
-the forearm and upper arm have specified lengths (because they aren't growing, so this is still obvious)
-the position of the shoulder and wrist are set by the user via manipulators, and therefore the distance between them is specified
-since all three lengths are specified, all of the angles are known (trig)

so just from the one wrist IK and the shoulder blender should know all of the triangles dimensions and the positions of two out of three points (wrist and elbow). That means I've got a triangle in space and one of its lines is in a fixed position, with an ambiguous elbow point location that could lie anywhere on a ring around the shoulder-wrist line. What I want to do is be able to set its rotation about that ring.

Instead of a simple rotation tool they just give me a shitty elbow target instead to specify the plane the triangle lies in, which is completely extraneous. I hope the image helps describe how I want to set the elbow position.
-and whenever I google "rigging without pole targets" I get a bunch of people saying their pole targets are deforming their mesh upon being enabled even though they didn't weight the mesh to the targets. If anyone has that problem, what you did wrong was rig the armature to the mesh before making the pole targets, thus causing your bones to move from their original rest position upon being attached to the skin, thus causing the mesh to deform. from it's pre-attached shape.
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here's an easier way to see what I'm trying to do
Welp, kinda figured it out.

I just made the ik target the parent of the pole target, so I can spin the ik bone around to move the target, then I just hid the target.

I tried making the ik target always point its Z axis towards the shoulder (from the elbow of course), but for some reason it didn't let me rotate it along its Z axis after doing so. Close enough I guess.
I'm making a mobile 3D game with large terrain meshes. I want to use unique textures for each piece of terrain, rather than the terrain painting in Unreal. My problem is that I want similar pixel density for each terrain piece. Not all meshes are similiar size, though. From my understanding, most mobile devices can't handle textures over 2048×2048, and I don't want poor resolution rextures. So if ive got one terrain piece thats five times smaller than another (but still pretty large), what are my solutions so i dont end up with the large one being 2048x2048, and the smaller at something like 256x256? Can i use larger textures than 2048x2048 if the mesh is very large?
Why the fuck does Maya's "Unfold Selected UVs" tool randomly rotate the UV when it processes and is there any way to stop it from doing that?
Why is Maya taking so much space compared to Blender??
Maya ~ 7Go
Blender ~ 300 Mo
Is Substance better than Quixel?

I'm planning to buy one of them, but confused on which one.
>buying 3d software when cgp exists
If it's for use on a personal PC you'll want to test them before buying because each can be pretty harsh on certain hardware configurations. I love using Substance, but Painter disagrees so much with my personal gaming PC that it becomes unstable if I try to run anything even slightly demanding, like Maya or Photoshop, alongside it, and I'd probably be pretty pissed off about that if it was the only PC I had access to.

I can't say for sure whether or not Substance is the better software. I think both will probably suit whatever purposes you have in mind and it comes down to figuring out which one suits your set-up and workflow the best. Try out the trial versions and check out texturing process and breakdown videos on Youtube.
How do I make my IMM brush to bend and snap in ZBrush? For example - created a panel, I want it to bend around a leg.

I tried using curve mode but as the name suggests it creates curves - many copies of the same brush around that curve, which isn't what I need. I'm sure I'm missing something silly from the menus, because the option exists. Any help?
can anyone explain the difference between marmoset parallax and ue4 bump offset?

it looks perfect in marmoset but no matter what values I put into height ratio in unreal it looks wrong
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Somebody please help me rig this skirt so that the skirt joints don't move until the legs reach them. Skirt joints are parented into an nCloth but also manually adjustable.
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how can I get my mesh to not have these blueish gradients when I bake to my lowpoly?

>I just sculpted the highpoly on zbrush
>decimated it to around 800k from a few million so its my new high poly
>export high.obj
>decimated again to get my low poly
>export low.obj
>brought the low to max and fixed it up a little bit, added 1 smoothing group to it, unwraped and re-export.
>bake with a cage

is this normal? with the normals applied, it looks great on Max and Unreal Engine but when I want to use a texturing software I can really see these gradients even with normals applied
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here is the normal
why you don't dilate when you bake?

btw when you bake from highpoly not just the detail transfers but the shading too.
this is why you have light blue areas. because if you didn't add loops in those
the problem is not arnold its rather your shaders or scene that is not optimized
and arnold gives better result than mental ray
mental ray is now obsolete.
What is the purpose of end joints?
Meaning, joints at the end of chains that have no weights.
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Can I Model a character where there is clipping?
Yes, people do it all the time.
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what's a good tutorial for getting started in softimage
Thanks, But will this cause issues in the rig in the future?
visual guide
Why would you want to learn discontinued software?
Anyone who got acess to 3dcadbrowser DOT com and could download a file for me? i would really appreciate it, maybe can make some kind of a deal but i would rather not spend 150 bucks for 5 downloads i only use one of.
because ice looks so fun
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How do get better at room rendering?
Looks like the three things you need to work on the most are materials, lighting, and scale.

Materials cause a lot of yours look off. Wood textures with uninspiring patterns, a couple materials with crisp clean reflections when they shouldn't be (fridge), and a general lack of material "identity" (the range looks good, but it's not quite clear what the other materials are intended to be compared to their real-life counterparts).

Lighting because, I don't know what you're rendering in, but the way it's set up is garbage. Use HDRis, GI, something. All your shadows are perfectly hard, somehow. Your cabinets and fridge are casting some weird double shadows (without an obvious source) over the walls. The light levels across the scene are really, really flat, but this is seems to be really due to how abysmal your render settings are. This is the area where I have the least advice to give, cause learning *anything* would be an improvement. Look up some lighting tutorials on your renderer of choice, buy/torrent some if you want.

And I mention scale, because the scale of a lot of your objects are off, which is gonna lead to empty and/or unnatural-looking scenes. Your fridge is too big, you have huge-ass cabinets the size of your oven with nothing in them, and the space overall seems poorly utilized (you have all of your kitchen counters and appliances concentrated in roughly one quarter of an otherwise almost empty room). Use a reference dummy, don't be afraid to google standard measurements for things like countertop, table or window heights, and use dimensions of real life appliances (which you can easily find on furniture websites).

By the way, I mention these three points not only because I think you need to improve on them, but also because they are some of the main cornerstones of architectural rendering, and very important to keep in mind as a whole.
this is good advice

and, you need to change the camera lens, it makes the fridge look big
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>Could someone draw this up for me really quick?
I need to print it off 1:1 and I don't have any of my software with me
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How the hell do i avoid whatever happened on the neck? or how do i add polygons to make it smoother?

Use move tool and im lacking polygons to make it orderly.
Add a CurveTube\Cylinder and they dont weld with the sphere
Dynamesh the whole thing and the sphere looses the neat polygon structure (become wablything)
Dynamesh the neck which is then kinda normal(polygons to small compared to what i want them) and theres a hole between the selection and the sphere, which i use close holes on and back to not being clean.

last one is kindof a solution but i belive its a bad one, overall the topology looks like a mess and i know theres a better solution but i cant find it.

please help
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What the fuck is this mess!
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How do I go about bridging the gaps between the hands here and the beginning of the wrist area? (ZBrush) Can't figure it out.

I was having trouble building the hands from the main mesh so the hands are a separate subtool.
Just wondering if anyone's heard of a photoshop plugin to create a tiling canvas or any software that can do it that doesn't also have an awful brush engine? I've tried a two that were capable of a repeating canvas but painting anything worthwhile with them was difficult because their brush engines were so shitty and being able to tile was the only gimmick they had going for them.
Not a zBrush expert but why not add a new mesh piece in between and combine?
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I like to make models of cities/villages in Sketchup, but they always feel so empty because there are no people, what's the best way to populate a Sketchup model?

I've tried downloading some 3d characters but I would like to make my own with custom clothing and poses, what's the best way to make some low loly characters to export to sketchup?
You need to tone that nose down
I get that it's Disney meme style but there's a difference between exaggerated and over the top.

Move them over and dynamesh.
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Is there a way to automatically transfer the bones from the model on the right, to the model on the left if they're both the same base mesh?
Anyone know that Youtube channel where the guy reviews people's 3d renders and critiques them? Videos are around 40 minutes long and he goes through several scenes created by viewers. I saw it on here a few months ago but can't find it for the life of me.
I know it's possible in C4D so it must be possible in whatever that software you're using it.
i'm using blender, but finding what you need in blender or it's documentation is like trying to cure cancer and world hunger at the same time.
Who /3dCAD/ here
first duplicate the armature and then copy over the weights to the second mesh
google it
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How do butts work?

How can I make a butt without crossing vertexes?
You know, I've always thought about this.
I usally just have a small gap, and then with a shape key I just close it. So its much easier for me to deal with and looks pretty decent. I'm really curious other strats.
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I ended up getting a butt that I was pleased with. I kept a "open legged" stance so the cheeks are apart.

This is still a major work in progress. What do you guys think about this? Where can I improve upon the shape?
well depends on what youre going for. if your going to go for anatomical correctness then you have a long way to go. for those matters sculpting is highly recommended.
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I may sculpt it, but right now I'm just winging it.
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How do you make hair that looks good, /3/? All I find is garbage that looks like helmets or animu hair.

I don't know much about hair, but I know that 'Pure Hair' is becoming sort of the industry standard hair engine.

Check it out:
Let me rephrase this, since it isn't being answered: Does the 4096x4096 texture cap for mobile devices apply for terrain meshes, or can it be larger?
Marie Rose is my waifu
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So, one day I found out that my time slider window is gone. I brought it back, but for some reason it takes half of the screen and I can't resize it.
click on the dotted line and drag it down where it belongs.
Or go to Windows> Workspace> Reset Maya Classic to factory default.
just stop
I know mods don't really frequent this place, but the top thread with the resources is horribly outdated and a bunch of the links are dead anyway. How do we get a mod to clean that one up?
Gather the outdated info, update it.
Organize it.
Then make a new topic. let it die and then a 2 weeks later the mod will have it up as a sticky.
Is there any place I can reapologizes peoples sculpts for them? Either free or payed.
I'm a starter at Blender. I really enjoy retolpolgizing sculpts, How ever my skills are pretty limited and I might mess up.
Not the guy with the key, but what's with the numerous "extra" edge loops on flat areas? Mostly around the holes, but also where the cylindrical part meets the flat part.
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What is an acceptable polycount with modern (game) engines? I'm an intern at a place where my "boss" tells me 1000 tris is "way too much, you should try to bring it down" but I'm kind of dubious about that. 1000 tris for a character is obviously much too little (hell, even in 2007 they were 15k+) but what about regular old objects like scenery? Barrels, lamp posts, streetlights, garbage bins, bottles, worktools, etc.?
depends on the artsyle
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Way too vague and way too obvious. How about some examples? I know I'm not going to get a realistic effect if I try to make round objects with 6 sides, but what's the number I should be aiming for if it's leaning towards realism?
1000 tris is fine.
what is your boss drinking? not saying its impossible to go under 1000 tris for each asset but at this point you gonna have too many beveled and jagged edges and its gonna affect the visuals
not even call of duty optimization artists are that conservative and cod is known for its good optimization

for plants, coffee cups,barrels,books its okay to set it at 1k but setting everything to 1k ceiling is pretty ridicules
He acts half his age and pretends he knows everything, yet gets mad when things don't go his way, and I usually can fix it with 5 minutes and Google, if that says anything about his personality. "But there's going to be 10-15 of the same object in the scene!" he says. In a simple outdoor scene with mostly square shapes.

Unfortunately, he's the only person I know who has worked "in the industry", so he's the only resource I have for "professional" information.

I think he's full of shit most of the time, though.
So basically I'm developing a game.
I need to create, rig and animate a simple character. Are there any tutorials for beginners that cover that all? (For MAYA)
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How in hell do I make an equilateral pyramid? I swear this is easier than I'm trying to make it but I have no clue how I'm supposed to do it. I just can't figure out the angles.
>make a cube
>make loops side and across
>merge all the vertices to the top vertex
oh you can also make a cone with and set 4 sides
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support loops, they make the edges harder. these are both cubes that are subdivided.
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You need those to add hardness to the edges, if you don't use them you will end up with something that looks way too soft and organic.
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How do I achieve sculpting fur like this.
I'm not getting it all.

Does it add to the silhouette no?
Then delete it.
I want to animate a character with a mouth like this in Maya and I don't know how to go about it. I'd like to be able to control it like a NURBS circle but I need it to have some volume. Any tips?
To clarify, I'm only talking about the lips here. I would like something like sweep nurbs in Cinema 4D, and the closest I've got is the surface extrude but I can't quite get it to work the way I want.
looks like snakehook and rake brush or just an alpha
That's not the issue - if you looked at my image, there are multiple objects, not just a single solid. U need to "build" the shape like I would out of say toothpicks or rebar, not just create a solid approximating it.
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I think I should just give it up. I can't handle sculpting really well and I feel this is a bit more advanced than I thought.
wire frame modifier
How do you artsy types construct your models? Extrusion features, sculpting, or surfacing? In engineering design I've mostly used extrusions and a lot of surfacing. It isn't fun
3D isn't fun when you reach a certain level
I've seen some shit man
Models from '02 with 5,000 features in them
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Alright, I'm going to try this again. I have six SEPARATE OBJECTS which I need to put in the shape of an equilateral pyramid. I can't have it be one object. I can't have it be /made/ from one object, either, unless I can align them exactly.

Does anyone have any other suggestions? Any alignment methods they use or something?
whats the deal with separating the faces and creating separate objects?

are you fucking toying with me right now?
Okay, one of us isn't getting what the other is saying. How would separating faces help me to align those bars? AFAIK, I would have to manually rotate them into the same position the faces are at. Am I missing something, or is there some feature I'm unaware of?
give me an exact description or an image of what you are trying to create and ill try replicating it.

i can't guess when you say "4 sided pyramid"
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This. A pyramid with 4 sides total and each side is a triangle. Not made out of planes, and with the edges being objects instead of lines.
okay so i tried doing it and it wasn't easy so this thing has some complexity to it.
ill try to give a breakdown of what i did and maybe attempt to make the pyramid myself.
i started with the part i figured would the hardest to make which is the adapter.

>select 3 faces
>searchbar "extrude individual and move"
>add loops and increase subdivision to give it form
>insert number values when extruding if you want to keep it accurate
>select the 3 faces
>do extrude individual and move again

im still trying to figure out how deep each support beam will be. the most accurate way is to extrude from that very position again with extrude individual and move.
meant to say insert faces on the last bit*
can't you make an equilateral triangle then make 6 cylinders with a vertex in the center of each cap and just snap the center vertices to the triangles edges?
That's actually not a bad idea. I'd have to snap both ends, though, and I don't think that's possible.
you can essentially do it like this with some subdivision and inflate (alt +s)

seperate a part with loops can work too but the result might be weird if you don't apply rotation and scale first
or you can break it down to even smaller bits.
take a sphere, and have 3 cylinders attached to it to make your adapter and tube then rotate it on z axis

its the best way i think if you don't care about freefloat geometry
why not? I think you can snap both faces of the cylinder at the triangles edges, extrude and bridge two adjoining faces, rotate the center face so it's properly aligned, then cut a circle to join the third face to make the end caps of the pyramid then thicken them(assuming you're trying to exactly replicate >>543618).
I think I'll try the loops thing, might work.

The rotation is the thing. I don't want to eye it, I want to get the angle as close as possible.
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What is wrong with you people?
create a tetrahedron
add a vert to the middle of each edge
Create your 'bars' or whatever the objects are, create an edge loop around the centre so that you can enable mirroring
snap the bar to a centre edge vert
aim constrain it to one of the corner verts
with mirroring enabled move the end verts of the bar along the axis to the appropriate length
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Fantastic. This is exactly what I needed, thanks for the help. Pic related is what I got; I don't think I calculated the height of the tetrahedron (cone with 3 faces) properly so the angle is a bit off but this is so much easier than what I was doing or any of the above methods.

Much appreciated.
i don't understand why all this complexion is for.
you could simply use a pyramid for ref and place them
What are the exact angles of the edges of that 'pyramid'? Why would you bother to find out when you can simply constrain it with perfect accuracy. What part of this simple procedure is complex? More likely you just "don't understand" full stop.
How do you "just place them"? If you mean eyeball the angle and manually rotate it; you're an idiot.

Those rods aren't even following the edges.
>What are the exact angles
>How do you "just place them"? If you mean eyeball the angle and manually rotate it; you're an idiot

>rods aren't even following the edges
I think I messed up the height of the cone vs. the diameter, as the two are separate settings. How'd you generate your tetrahedron and set the origin to the exact center? No amount of maths is doing it for me, for some reason, and halfway up isn't the center.
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Maya can create platonic solids.


possible answer for Blender.
And "Track To" seems to be the Blender equivalent of Maya's Aim Constraint.

The origin doesn't need to be in the centre; I didn't use its centre point for anything.
centre the origin/pivot for the rod.
cut each edge of the tetrahedron at the mid point.
snap the rod to that mid point vert you just cut on the tetrahedron's edge.
pic related
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Oh, huh. I thought you were doing this in blender. Yeah, I used Track To; the origin needs to be in the center for Blender or otherwise I'd have 4 empty objects to point at (for each of the points); this way I can have it point perpendicular (orthogonal?) to the center of the object and work fine. Pic related is how I have it set up - the tetrahedron is split like yours, but I have a vertex I made by extruding each of those new points and collapsing it to approximate center.
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Anyone have any idea how to get rid of these prominent edges? I'm using an Array and a Curve modifier to simulate a bent I-beam but the edges are really showing through. Reducing the height of the object doesn't really help.
well you still don't have a solid adapter, if i knew that's what needed to be done id show him but since he figured out i guess its alright
If you can be arsed to whip something up that'd be nice, but it's not really necessary I guess. Probably more trouble than it's worth at this point.
you can smooth the object go to vertex data and check "auto smooth" set angel for 60 degrees
If you need the corners as well it shouldn't be too difficult.
My first try would be cut a sphere in half, extrude the open edge, keep the pivot where the sphere centre was, snap to a corner, aim at opposite corner, duplicate for all 3 edges, then add edge loops where the meshes intersect, delete the faces that intersect, merge the meshes, merge the verts along the along edges you cut.
I tend to manually bool meshes like this since most boolean merge operations are dogshit and more hassle to clean up than to do it all manually.

Smooth the normals
Speaking of, any other low-poly people I could look into for inspiration and stuff? Bonus points if it's not mostly chibis. (pic related)

Also, anyone knows any resources for ripped models and textures from the PS1 era? Mostly interested in old survival horrors: Resident Evils, Dino Crises etc. There is models-resource, but they don't seem to have anything out of those.
Kind of a beginner with maya which is going to be my main platform for animating.

What I'd also like to explore is fluids, being able to create anything from water to smoke, consistency(sticky) and able to control the projection and animating it in a way.

What would the most optimal software to work with fluids in conjunction with animations and models in maya?
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Just started messing around with rendering in Blender recently. Why does the Cycles rendering engine do pic related to hair? How do I stop it? It looks fine under the normal blender engine, but it constantly breaks cycles somehow.
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Is there any way to make this material brighter without making it emit more light? I want it to be a very contrasting colour with the rest of the scene but not emit much light, kind of like a phone screen or something.

Also, should I even be worrying about texturing/material-ing when I'm not finished building the scene? It feels like I shouldn't, but at the same time I'd like to get a rough feel for how things will look.
you wanna make cum don't you

This site is the best compilation of older games that I know of. They don't have much for the PS1 though.


Its sister site does have textures for some of the PS1 RE's though.
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Don't bother looking at western garbage artist.

You need to look at Chinese artist.



This is probably the best person alive in terms of low poly hand painting style

Thats just one guy? I thought people uploaded stuff there. Ya he probably is the best then.
change the color to a brighter color
I'm not looking for exactly hand-painted style (whatever goes, including unfiltered pixelated textures a la 90s PC software rendering), but thanks. I'll take a look.
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5 seconds in OpenSCAD
great resource. thanks for this
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Depends on the platform you're gonna be rendering them on too. Sounds like he's optimising for mobile devices or such.

You can get away with hiding low-tris with a decent texture, but it depends on the style you're going for as well.
M-maybe. But you know, i want to be able to test out everything liquid. I love simulations.
let's say you want to slice or tear/fracture a model on c4d how will you go about leaving the texture intact?
3dsMax won't save my project. When I press save or save as, nothing happens. Anyone got an idea what's wrong? I'm a beginner
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Is there a way to add text on a model like pic related?

using maya
and I mean the "hero" part, extruded out.
For hard surface? create text, convert to mesh.
with MASH you can now simply copy paste text or vector graphics from illustrator.
just look under the tab create and look at tutorials
How would you go about merging it with the mesh, for baking curvature maps and such? Would simply using booleans work, or is there a better way?
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Hey, I've been out of the loop for a while.

Is Zbrush still king of high poly efficiency or have other programs like 3D Coat closed the gap? In general did other products gain ground?

Another thing: did any sculpting program develop a solid accuracy for handling primitives like in 3ds Max? I like to do all my modeling in one toilet, so to speak and the inability to easily measure inorganic shit and line it up was really frustrating in ZBrush back in the day.
not only zbrush is still the king of highpoly, no problem is even close on closing the gap.

if you are like me and like to combine sculpting with quick hardsurface additions then use a conventional 3D software.
no program*
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I'm working with Poser right now and I keep getting all these wobbles that I'm not sure how to iron out. In this one, it's the elbows especially that I'm having trouble with, and
i'm pretty sure Inverse Kinematics are to blame, but I don't know how I can fix it. Is there an easy trick, or am I just gonna have to fiddle around with it for days?
i found this a ballache coming from traditional animation. Your elbows are freaking out cause the distance between his palm anchors, and his shoulder joint are bigger than the length of the arm. So at the point theyre equal, it tried to zero out all your shit, and then does translation and and just catches up. Keep his shoulders lower, he already needs to absorb more power in the sense of motion.

I dont do terminology, my job is just to get stuff done in 3d, but if you havent already; look into the curve editor for your app. As soon as i could set my curves to linear for that simple tween, it made life easier.
Hmmm, I've been trying to bring his shoulders lower, and give more slack to the feet and hands, but it's starting to look even weirder.
Do you mean the Graph Editor? I'm kind of just starting out in Poser, and just looking at the graph editor is kind of terrifying.
In Blender, I want a bone to be repelled by an object. So if Cylinder gets near LeftBoobMain, LeftBoobMain will move out of the way. "Limit Distance" appears to do the opposite of what I want.
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So when I was doin the base model for this thing, I modeled the wing webbing as completely flat, so the back of the wings have reversed normals. Didn't know if it was gonna be much issue, but I started sculpting and that area doesn't really play well where the webbing meets the bones. Anyone know an easy way to give these faces a little thickness while still connected to the surrounding faces?
Mask them
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Any way to get rid of this stretching effect when I use heightmaps? Or at least make decent looking coastal cliffs?
Even if the mesh is pretty dense, I still get a lot of this stretching.

All I'm trying to do is make some coastal cliffs. I guess heightmaps kind of fail when it comes to sheer faces, but I thought it was worth a try.
If anyone has any other methods of trying to get realistic cliffs, I'm open to hearing them.

There's loads of ways of doing this better than you are.

1. World Machine.
2. Terragen.
3. Vue.
4. Bryce.
5. Zbrush (and Xnormal).
6. The terrain modifier in 3DS Max.

Except none of those I have access to.
Terragen I have tried and it worked alright, but I cant export geometry.

I don't feel like pirating a shit ton of programs for something I should be able to do in program.
I just figured there was something I was doing wrong with the height map.

1 and 3:


6: (Definitely the easiest solution)


>>I just figured there was something I was doing wrong with the height map.

Well yeah, the height map sucks and/or is to low a resolution. You need at least an 8k map with as high a bit-depth as your software can handle otherwise it will look... like it does right now.

>>something I should be able to do in program.

Terrain generation is a pretty serious discipline by itself. It's not something you can just dip into and expect to produce a good result, you need to spend time at it in a somewhat more specialized application or don't bother.
Where would I even go about finding an 8k map from real sources?
Everything I've found are pretty low res.

I mean, I'm not going for a realism based scene, but I just wanted the cliffs to be somewhat detailed.

Thanks for the help though, I'll try something else.

Depending on your settings for whatever you're using to generate the height geometry (what is that software btw?), the contrast of the map is too high and the depth of grayscale detail is too shallow: That is to say there are simply not enough different grays between black and white points.

So, your solution:

1. Reduce the steepness / scale of the height being generated in order to not expose the limitations in your grayscale bit-depth. But this probably won't look like cliffs anymore. More like some gentle rolling hills.

2. Get hold of a much bigger, deeper height-map. If whatever you're using can handle 32bit grayscale TIFF images - then that's what you want to get hold of.

3. Model it yourself using splines to generate contours (look at a USGS map and copy the flow of contour topography) and then perform whatever sort of loft/surface generating process over the contours your application supports. Then detail it with a good normal map.

There is no quick afterthought way of making a dramatic landscape. If you try to do it quick, it will look shit.

The USGS gives out height data of the entire united states. You can piece it together in photoshop to create a huge single map.
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Why do people model so many FUCKING CORRIDORS?

>>>Terragen I have tried and it worked alright, but I cant export geometry.

Then export a height map, fucktard.
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There is a disproportionate amount of just passageways in this style. They're not even a very remarkable scene, 90% of the time it's a white tube with wires along the edges and WAY too much lighting. There's nothing interesting about them.
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Good fucking question. I think it's the lasting influence of the first couple 'Alien' movies, early FPS games and a couple scenes in '2001 A Space Odyssey'.

There was a guy who got spotlighted on the Quixel Suite site a couple weeks ago for doing a sci-fi corridor and even he kind of made light of it.

Referred to it as something like 'the ubiquitous hi-tech corridor which everyone feels compelled to model, for some reason.'

This article looks at the trope in slightly more detail...

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I'm getting frustrated because I want to model a spaceship interior, but most of the art I'm finding is two things: either corridors, or the ridiculously overcomplicated bridges with glowy shit all over the place which everybody seems to think are the only option.

In Deus Ex Human Revolution - I lolled at a part where I'm scrambling through these tight service shafts, surrounded by all these huge pipes and conduits and cables and stuff...

You see all these heavy industrial pipes and utilities leading through a wall and then you go round to the other side of that wall and there's... nothing. The pipework and cables just stopped on the other side of the wall. Fucking stupid.
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Yeah. It seems sci-fi set design seems to either feel like it's referring to the interior of a nuclear sub-marine or like the Apple store or something.

The reality of the former situation would be, frankly, hell. How could you put actual astronauts in an environment for months or years that has the ambiance of a steel-fabrication workshop and expect them to not go fucking postal?

It all comes down to the atmosphere you're trying to convey in the scene and the characters in it.

Are they tough, militaristic? Then pipes and machinery and shit.
Are they scientific and intellectual? Then bright lights and clean white surfaces everywhere.

The mood of the story has to drive the feel of the set, so, modelling a set that has no story and trying to make it feel original is probably a wrong way to about it.

Syd Mead, by the way, was the dude who pretty much invented the hyper-macho industrial sci-fi look.
(Pic related)
Firstly, I totally hear you and I do agree, but I think a lot of people just enjoy doing it. Personally when I'm modeling, I get the same feeling I do when playing a game, I feel like I'm in the environment I'm creating, might sound lame but I like it, and there's definitely a specific feeling relating to these sort of sci-fi environments which is a big draw for me.. I kinda feel like I'm playing Alien Isolation all over again.

Ok so think of other parts of a ship, and then translate those into a space-ship equivalent:

1. Engine room.
2. Cargo bay
3. Communications nerve-center
4. Captain's quarters
5. Mess hall
6. Recreation area
7. Munitions storage
8. Engineering department / workshop
9. Meditation / quiet zone
10. Observation deck
11, Interiors and mechanisms driving steerage mechanisms - rudders, wings etc.

Not the dude you're replying to, but... why corridors though? It shows a distinct lack of imagination.
A corridor is simply a passageway between two other more important places where far more important and interesting things happen.

Think about the things that happen in the spaces i listed above, in this post:


and think how the intended usage of those spaces could be the basis to arrive at an interesting art direction:

Now think what happens in a corridor. People walk through it. Wow. How imaginative. That's why they all look the fucking same: grid floors, trapezoid doorways and massive primary-colored pipework everywhere =



Let us make this the basis of NEVER doing a corridor as a personal project.

It really just signals that the dude who made it has NO fucking imagination and just wanted to make something that looked 'a bit sci-fi' but couldn't come up with any actual original thoughts.

Let us make a promise to ourselves that if we ever do a sci-fi interior as a personal project it will be to create fantasy space that has:

1. A sense of purpose greater than 'to be walked through'
2. A sense of atmosphere greater than 'claustrophobic and hot.'
This reminds me of the "why does everyone just make guns?" discussion here some time ago.

Yup. Fair question but there is a bit more rationale for a gun as a opposed to a corridor:

Different types of guns = different purposes (shotgun vs sniper) = different looks and feels.

If i had an elegant female aristocratic character who was very beautiful and smart and I want her to carry a sidearm - without too much effort you're already imagining a very different weapon to the kind of weapon a space marine would carry right?

But with the sci-fi corridor? Nope. Same shit, every time.
Pipes? Check. Mesh floor? Check.


Put it in the normal map. This is what Quixel Suite is for.

Normal map, or Maya i believe has a 3d text pipeline now? I know you can add Adobe Illustrator curves directly through the create menu....

So I've been watching this tutorial, and I can't figure out for the life of me why the fuck I'm doing these steps.


Are there any tutorials about modeling a face that tell you WHY you're putting verts in these places? I won't be able to replicate it if I can't understand it.

Sorry for my bad english.
For animations and rigging.
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this stuff's giving me so much trouble
I'm sure I'm being dumb, I've spent all night duplicating the faces and connecting them to the corresponding vertexes below. But the edges around these faces still don't play well with sculpting, they're essentially disconnected, no amount of smoothing or adding material connects. I suppose something to do with it being the edges that connected to the flat planes.

so I'm imagining a tool that I dont know exists, similar to extrude but different, that takes selected vertexes and splits them into two, but still connected to neighboring vertexes.
How much does is cost for someone to make a facial Rig for a model?
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why the FUCK is my xgen primitive cluster so huge?

I want a thin layer of hair and no matter what setting I change I'm stuck with this massive fucking mop
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why is this taking so long?
It's a shitty render but it takes, like, 1 hour for a single frame. halp
vamp this
Well, there's not enough info for us to answer.

Is this unusual? Does your hardware usually render faster? Basically, what are your benchmarks?

If you usually have fast renders, it must be one of your settings. We can't tell your render settings from the screenshot. Mess around with them and see if it goes faster.
In Blender I'm trying to constrain a light to the camera so it's the same rotation and location, except it's in front of the camera a little. So far I can manage making it right on the camera and right on the camera but offset using global coords, and as far as I can tell want to copy the global rotation and location and then offset it local so it moves forward using its own rotation as the direction. Going for an on-axis flash look.
Alright my current solution is an object to work as a faux camera, an armature with a bone that holds the faux camera and a bone titled Flash, and the faux camera is constrained to copy the location of the actual camera, and the spotlight is constrained to the location of the Flash bone, and the spotlight is constrained to the rotation of the camera since there was some issue with copying the rotation of the Flash bone.

There has to be a better way.
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Why not just parent the dang thing? That way you can do any rotation and translation you can want. Ctrl-P.
Because I'm a fucking idiot dude.

Sure. I know the feeling when there's just the one small thing that's stopping you from progressing but you're going nuts over how to fix it, it sucks.

I've got two armatures, the bones have the same names and they're in the same general shape, but one's warped to a slightly different body shape. Is there a fast way to snap one to the other? I've got a few to do and vertex snap isn't gong to be fun.
How do 2-sided faces work with Blender and eventually Unity? I wanted to try making something in a low-poly style and some elements feel like they would be a waste to be anything more than 2-sided polygons, like pistol sights.

Except that with backface culling either everything is 2-sided, or nothing is. Can I have this effect only on some parts of the model?
>How do 2-sided faces work with Blender
They don't. One side is rendered, the other is not. AFAIK you can't disable it because that's just how faces work - they have a front and a back (normal directions), and game engines only render the front. If it's a viewmodel (which it should be, to save on render), nobody's going to see the back so might as well just make it a plane instead of a solid object.
That's what I guessed. Oh well, faked it with Solidify modifier with all settings on 0, since it was supposed to be viewable from different angles. Thought it glitched out while rotating the camera around them in Blender when I tested it first time, but it might be fine since it doesn't show now neither in Blender, nor in Unity.
In Blender how do I hide an object from the z-buffer?

Currently I just put the object on a different layer and then use a different render layer that doesn't include the layer the object's on, but the z-depth is different aside from just the one missing object and it's fucking up my nodes output.
Anyone here know about rendering those fire sprite sheets? I would like to know how to make my own.

It has been awhile between my last upload and the one before it but I have enough time on my hands now to catch up (am working on another upload for today actually) but I'm hoping to make some vids that are "no bullshit".

Check it out and let me know if you'd like to see something in particular so I can put a vid together.
I'm currently working on a game in UE4 with a few friends. The art style will be cartoony, simplistic. Think Zelda for DS, low poly, and very semi colour.

At first I just assigned different materials to different faces in blender, and corrected the materials as soon as I got them imported into UE4. What do you think about? Is this a good way, or are there drawbacks?

I can create simple textures as well, but I'm having trouble assigning different materials to different faces and blend them with the texture (making a pair of sunglasses more reflective than the rest of the model for example) without screwing up everything.

And when I'm in the topic even though I probably won't use normal maps for this game, last time I did, I had problems matching the texture to the normal map. I made a high-poly character from a low poly, baked it, and assigned it to the low-poly model, BUT when I exported the UV's for texturing, the colours I painted on myself had trouble matching crevices from the normal map.

Being pretty new to fully create models with colour and everything, I would love to hear about your methods and workflow, materials, textures, whatever. What do you find convenient when working?
I've been curious to know the reasoning behind weird hair physics. If you've ever watched a MMD, you've noticed that Miku's hair tends to freak the fuck out and clips all over the place madly.
What's the cause of this? Lack of joints/bones/whatever on her hair? If so, is the limitation hardware (to properly model her hair would require ridiculously high end rigs), software (the program wouldn't work properly with it) or just user-based (nobody wants to waste hundreds of hours rigging up Miku's hair when everyone is fine with how it is now)?
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How important is gpu for zbrush or substance painter? What is the most crucial piece of hardware for those programs performance-wise?

I'm asking because I might have to buy a low end pc to replace a failing one in the near future.
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So when baking normals in blender I get a few bugged out parts. Im workin on cleaning it up in an image editor, but this seems really slow and imperfect for normals, anyone got better experience with normals? Is blender just bad for em? Are my settings off somewhere?
how to make physics bones on blender ?
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Are you fucking braindead?
>jiggle bone
t-thank you, and how to make jiggly bones ?
i really can't find the right way to do it
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how is the hair made ? are those all singular stands or did they use alpha ?
did they use another material just for the lips ?
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Just threw this together, never really did anything with 3d before, but im preparing myself for a class im about to take by getting some practice in.

When I switch to object mode from edit mode, why do these lines stay there? I don't think I have any duplicate vertices or lines there. Did I do something wrong?

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