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New Question That Don't Deserve Their Own Thread

Got tired of scrolling in the old one
>>
When Creating depth to a background Image Does it count as 3d if the background elements are 3d even tho it's made up of many layers of 2d?

trying to make 2d background but I want the 3d touch in the background just wondering Thx
>>
>>550172
like this

the buildings are 3d and the birds

but particals and the HUD is in 2d?
still 3d system or a 2d with perspective?
>>
Correct me if I'm wrong:
Bump map simulates a more complex surface but is actually flat.
Displacement map actually deforms the surface (even if it's just a simple plane)

If so, why not exclusively use one or the other?

Clothes such as complex dresses eith multiple layers seem so realistic. Is Marvelous Designer used? Or is it sculpted in something like zbrush? If so, are there sotes which teach how to create the items realistically, i.e. like a real dress, with thickness and hollow inside?

In the same vein, how do people "simulate" hair? Do they sculpt and shape it? Or is there some way pf simulating?
>>
trying to inpoart .obj into UE4 but it crashes immediately after loading. any suggestions?
>>
Trying to get into Blender by watching tutorials but there's so much info I'm getting overwhelmed. Two questions:

1) If I rig and animate a model, can I change the geometry of the mesh afterwards or will it mess up the animations? In other words, should the rigging and animation be made when you are 100% you are done with the modelling?

2) One you have done an animation for a model (for example, a walk cycle), can you easily "port" it to a different model with different proportions, as long as the bones are the same?
>>
>>550182
You can use Displacement, Bump and Normal if you want to.
Bump/Normal is useful for very small details on the surface, displacement does fail when the resolution of the mesh is not dense enough and most times you don't want to have super-high dense mesh just for very small surface details.

>>550195
1) if you change the mesh afterwards you have to rebind the mesh to the rig. Your animations will be preserved since they are on the rig.

2) yes you can port animations to a different rig, with some methods/tricks even to ones having a different bone hierarchy
>>
>>550198
Cool. Thanks. I'm guessing using Displacement is more taxing.
>>
>>550198
Thanks.
>>
>>550205
Yeah, but Blender (of all programs) has a new adaptive per pixel displacement. Meaning the further away an object is from the camera the lesser it gets subdivided. That is super-useful for flying over landscapes and planets and stuff. Since no matter how close you get, the subdivision stays the same.
Use Displacement for big details which needs to change the contours of an object, Normal maps for medium details and you could use bump for micro details.
You could always bake small surface details into the normal map, but it stays more flexible if you have it in a different channel in case you want to change it.
>>
When creating a reference pic to work off in Blender, what is a must? Front view, side view, anything else? What should I watch out for?
>>
>>550513
>reference pic
depends on how complex the project is. Front and side are the most common for beginners. Only highly technical objects or objects that have strict specifications need more than that such as a car or airplane.
>>
>>550183
Does this happen with any .obj?
>>
>>550171
Creating A Film I want to use a 3d element in my movie, What is a good visual tool to just display cads and just show them ingeneral?
I am willing to put time into the matter I don't care about how advance or what level is nessasary, please state many :D cheers
>>
>>550528
Nothing too big either I can Have AUTODESK bc of its size feels bad man still want to know all recommendation no matter the size
>>
>>550528
Rephrase the question so I can understand you better. Are you asking for how to have a cad file show up in a movie?
>>
If I split my character up into diffrent objects, how do I get the weight painting to match up at the seams?
Using Maya.
>>
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Where would one go for information about pathfinding through Unity terrains with lots of rigid obstacles?
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How do I go about making metal panels like this in Blender? Specifically, what I'm trying to do is emulate sheet metal like on an airplane, where it's squares of metal with rivets on the edges rather than just overlapping plates. I can't figure out how to make the grooves without destroying geometry. I remember there was some tool that let me displace model geometry with a texture but I absolutely forgot what it is.
>>
Can someone explain about Maya UV sets, and/or maybe link me to somewhere that does? As in, their usage for mapping multiple meshes per scene like in Allegorithmic's Substance Painter Tutorial on the futuristic crate.

So far all of the tutorials I've found talks about using UV sets to apply different textures to the same mesh (tillable and non-tillable).
>>
>>550182
Marvelous Designer is used, but im not sure how common it is to be honest. Only game i know for sure that used it is MGS5. I use it myself often for creating Second Life clothing (inb4flames), and then i often touch it up inside Zbrush. Moving the folds a bit, maybe adding a few more folds that MD didnt. You can sculpt them, and it can be faster, but it takes many years of study and practice to have a good understanding of folds from various types of materials.

Regarding the question about thickness...you do need to start with a base, which is always 'hollow' by default. Like, a cylinder with its caps removed, for example, as a start within Zbrush, or some cut-up UV map looking things in MD. They all just wrap around your model, and do not have an interior set of faces until you add them.

I usually add them by just duplicating the entire mesh, flipping its normals, pushing it inward a little bit, then using 'bridge' inside maya to connect the two.
>>
Copy skin weights tool. Just make sure the two models are stacked EXACTLY on top of one another before using it. The seams should line up perfectly, but its good to keep in mind that since there is a split in the mesh there, the lighting with certain rendering engines (mostly games) will make it obvious that theres a split in the mesh there.
>>
>>550669
MD feels very difficult to work with whenever there are tight spots (example would be between the legs or even fingers) where threading through a thin narrow cloth with the aim of clinging to the model makes everything spazz out. Is there any way to fix this? And how would you make multiple layers for clothes?
>>
>>550526
Yeah, I was originally trying a environment but that didn't work so I made a simple box with an extrude and saved it as an obj, that also crashed it. :/
>>
Is there any place I can go to get a basic selection of hairstyles that I can modify the textures for to apply to my models.
It seems pointless creating a fresh model for a very basic hairstyle for my character when chances are people have made that same hairstyle countless times before.
>>
How the heck do you stay focused for extended periods of time? I'm a NEET and I wana learn 3D but it's hard focusing for 10 hours straight on the same thing!!!
>>
>>550778
dmt nigga
>>
>>550780
i want to focus, anon. not experience 11 dimensional existence.
>>
>>550778
Find some good, calm-ish background music; maybe the ambient tracks from your favorite game or something. If it's something you enjoy, it helps you concentrate and keep on task.
>>
>>550778
focused on what?
tutorials make me sleepy but when im working i usually take a 10 min break or something and then come back
>>
>>550663
you can use procedural textures if you don't mind about just using it in blender alone
>>
>>550719
use .fbx my dude
>>
>>550786
No, see, that's the thing - I want to print this. I need the actual geometry.
>>
>>550785
solving the problems i'm having i guess. noticed productivity goes way down when i'm doing something new and have no idea what i'm doing. i eventually work though them, but it takes me way to long when i could just be solving.
>>
say your working on an environment for real time, but were dumb and did alot of destructive modeling. any good videos you could recommend for apologizing a low poly? i have zbrush and 3ds max.
>>
>>550798
well if i were being destructive towards my low poly, you better believe i would fucking apologize to it
>>
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>>550802
ill have to figure it out.
>>
Is texturing more of a "run before you walk" for 3d modelling? How is texturing done so realistically for human models that they look real? I'm interested in learning but does having non-existent artistic talent mean I should just just avoid texturing in general?
>>
>>550798
you pretty much make everything highpoly first then think about lowpoly later.

lowpoly to lowpoly workflow is subpar

>>550824
basically there a program that have procuderal textures so u can change the settings/seed until you get a desirable outcome.
its pretty much just drag and drop these days. you hardly use the brushes aside from final touches
>>
>>550663
in the object data u are supposed to see UV sets, you can add more.
i don't work with maya but that's usually how its done
>>
>>550793
you lose focus quickly so just do 10 mins at a time and come back
>>
>>550849
What's this program? And does it do human skin as well?
>>
Why isn't there a free model of a penis on the entirety of the internet?

Everyone wants $50 for their mediocre cock blocks.

I don't get it.

All I want to do is 3D print some dicks man.
>>
>>550778
coffee?
>>
Where do people get their plugins from? A lot of the tutorials I'm trying to start use proprietary ones like x-particles and shit.
>>
>>550957
Can't afford it senpai.
>>
why does c4d r18 keep crashing at startup when i install arnold. driving me crazy.
>>
I'm making a helmet with the aim of moving parts (like the visor moves, mouth piece etc). As such, it would be smarter to make different pieces for each part, I assume? It is OK for the parts to pass through each other right? Or is there a better alternative? If I were to make it into different seperate objs in blender (for example) is there a way to tie them together nicely (I'm assuming the best option is just to parent the objs)?
>>
>>551002
go crazy with the parts and the polygons.

you will need to bake ur object

1.have both highpoly and lowpoly in same world location (different layer is ok)
2.make sure the lowpoly is unwrapped and have a material
3. keep the highpoly separate in parts and export them both separately
4.bake in whatever software you want, i don't recommend using blender for baking. there are free alternatives like xnormal
>>
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How do I "flatten" this curve? I don't know how, but it twisted during extrusion and I can't rotate it manually. The one closer to the camera is perfect, it remains flat and the top faces outside the entire time, but the one father banks for some reason. What do?
>>
>>551045
use G (move) to manipulate it at camera angel, it will sort itself
>>
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>>551049
What do you mean by "at camera angle"? Any numpad orientation I use results in the same thing.

All's I want to do is have a spiral of a shape without it rotating weirdly and I don't know what I'm doing wrong to make it like this.
>>
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>>551059
>>551049
Never mind, figured out a different solution.
>>
Is there a conventional way to set up rotation order on rig controls, such as the pelvis is always y-x-z, or hands are always x-y-z, or whatever (these are probably not correct), to prevent gimbal lock?

Or is it adjusted every single time, according to the animation?
Because if it is, that's terrible and I hate it.
>>
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sup anons, using maya 2016

issue: I want the toilet to be smooth and crease-less (crease seen in pic 3) but I need that edgeloop causing the crease/bump (highlighted in pic 2) to support the hole, so it doesn't look like pic 4 when smoothed.

do I use creases? because I've tried every crease combination I can and it looks ugly each time.. is there something obvious I've just not learned?


I'm the one who is making the ue4 archviz scene posted in the WIP thread, so I'm hardly a straight noob, but this sort of problem has been giving me hassle since I started 3d.
>>
>>550798
retopo?
here, I searched for you.

https://www.youtube.com/watch?v=ycBPwwQVBHI&t=237s
>>
>>551386
you should watch tutorials on modelling d00d
>>
>>551386
this dudes the man, he's using 3ds max but what he's teaching should translate over to maya no problem.

https://www.youtube.com/watch?v=cHbOCSkqmo8&t=161s
>>
>>551390
watched around 200 hours worth, somehow never come across this

>>551391
nice one, this looks great, appreciate it.
>>
How do I export 2D images into Unity-ready height maps without Adobe Photoshop?

>gimp
Which backwoods web 1.0 site do I have to slog through to find the correct plugin then? Gimp does jack shit out of the box.
>>
>>551394
"Google it" is the answer of people who don't have answers, but want to look important anyway.

Google should egg these people's cars for polluting search results.
>>
>>550658
youtube
>>
where can I get brushes for painting normals in substance painter?

I want stuff like zbrush dam standard but all the default brushes are useless for anything except normal strokes
>>
>>551435
why not make them?
do a pattern in highpoly and bake it to a flat plane in 512x512
or you can do an alpha in photoshop, i use vector shapes and polygonal lasso tool
>>
>>550787
Thank you, this worked!
>>
What's the difference between ram and vram, technically? Why can't we make GPU with 64GB vram?
>>
If I want to learn the 3d boogaloo using Blender, am I best off getting a Nvidia card, or is AMD fine?
>>
>>551555
No AMD is not fine, maybe for (lowbudget) gaming, but in the 3D world CUDA is (still) king, OpenGL just a lowly peasant.
The general rule is to go Nvidia or go home.
But be more specific, what do you want to do?
Some disciplines might work without touching CUDA.
>>
>>551555
i have amd card and im doing just fine
you can still use openCL, just make sure its listend in the cycles documentation
>>
>>551557
I just want to learn how to model stuff and animate it. Maybe create 3d environments to look at in VR at some point.

>>551558
Alright.
>>
>>551555
When buying new, there is literally no reason to buy AMD as long as the nividia 10xX series exists. For learning, it probably doesn't matter.
By the time you're at the point where it might make a difference, you'll know what to get.
>>
>>551003
Neato. Thanks. But what about intersections? Is that ok?
>>
>>551572
what about intersections?
sorry im not very versed on animation, you could ask again in blenderartists.net
>>
>>551572
>But what about intersections?
whoops sorry thought u were someone else.

anyways. when you export the highpoly model with separate parts the program automatically detect those parts and bake them separately to the lowpoly model.
just like when people used to explode models for baking, you don't have to do that
>>
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Nee to hard surface modelling, how can I make this work while keeping the surface smooth?
>>
>>551594
errytime
>>
>>551596
that's not gonna help with a topology issue, genius
>>
>>551596
Just add support edges around each hole.
>>
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i'm trying to model a hole saw in fusion 360. what's the best way to model the teeth?
>>
>>551605
that will help the holes, but not the large curving surface they're punched in. These irregularities happen because you've got a pole on a non-flat surface, as well as edges on a curve that aren't parallel to the flow of the curve.
>>
>>551604
there is nothing wrong with his topology
i see gun bits that have this holes all the time
>>
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>>551613
If there was nothing wrong with it then anon wouldn't need autosmooth on the highpoly for such a simple shape. If the topology was good then it would look smooth when it's smoothed and it wouldn't need to ignore sharp angles when interpolating normals.

That's fine on the lowpoly though.

>>551594
You could cut the holes down to 8 vertices to make this easier since you're subdividing and do pic related, or put a relaxed square of 16 vertices around the holes to better transition into some edge loops at the area.
>>
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>>551594
Eh?
>>
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>>551616
Thanks dude, getting there.

>>551623
Thanks but the hole is meant to be partially on the curve.
>>
>>551623
>>
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What is the "best" pose to rig a model? It used to be the T-pose but now its more of an A. Is there any other poses to consider?
>>
>>551649
X
>>
Hey autodick anons. I need some help.
I'm using maya 2016, and I have a character that I received, which has two normal eyes that need rigging.

I want to link them to a control, and make them rotate to always face the direction of that control.
I'd normally just slap on an aim constraint and everything would be alright.

This should be extremely simple, but the problem I've run into is that the eyes aren't actually modeled to be rotated.
The eyes work by translating the textures left+right, or up+down, but I have absolutely no idea how to rig something like this.

How do I go about rigging texture translations to work as if I have an aim constraint on them?
I want to be able to maintain control, making the eyes point where I place the control, but I don't really know how, and don't really know what to google, either.

I could always just make two sliders to control the individual horizontal and vertical positions, but that's kinda shitty.
>>
I guess this is rushing things, but I'm interested in creating games but am also kinda interested in stuff like ArchViz. Is this a problem? Do they have different approaches to things? It seems that 3d focused on games involve aiming for low poly and done via Unity or Unreal whereas ArchViz seems to aim for details and use vray or something as the engine.

Also, are skin textures painted with something like zbrush or photoshop? Or is there a procedural method to do this? Is it possible to make a skin texture to blend with a pre-existing texture (e.g. face texture)?
>>
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>>550171
Have you guys ever considered the possibility of making a videogame?

I always wanted to make the spiritual successor of Golden Sun.
>Djinn + Psynergy system
>Turn-based Combat style
>Same camera, but using real 3D cel-shading instead of 2.5D sprites
>Better storyline
>Better characters
>Not exaggerately big. Smaller, but with more quality.
>Using a 2017 engine, like Unreal Engine 4

The problem here is that I only have notions of programming, and I don't really have experience with game engines. I'm more into game design, desu.
>>
>>551665
you can transfer details to a lowpoly models in a process called baking.

honestly iv seen more impressive stuff from UE4 than vray
>>
>>551659
no maya user, but i had the same problem in C4d.
Make 3 sliders, one for each eye and one who controls both sliders.
>>
>>551659

There was a tutorial about this on Lynda.
https://www.lynda.com/Maya-tutorials/Character-Rigging-in-Maya/92564-2.html

I can't remember exactly how it is done. I think it involved using Place3dTexture nodes. (Or maybe Spherical UV Projection nodes)
>>
>>551671
Is there a difference in choosing unreal or vray? Can I just stick with unreal for most things? Is there a reason why vray is used, or rather, what does vray do better than unreal?
>>
>>551696
Vray is a cpu render engine, Unreal is a realtime game engine. The workflow in Vray might be a bit faster, because you don't have to worry about optimization and can have some ridiculous high poly stuff done with subdivided modeling, while Unreal will require a bit of optimization (not as much as in games, but you'll still want to be a bit smarter with your textures and polycount). The downside to Vray, obviously, is that you have to render your images, which is time consuming.

Vray will always have the potential of looking better than Unreal, because we're far from achieving absolute photorealism in realtime with current tech, although Unreal is pretty damn good at making pleasant-looking scenes. From my experience having used a little bit of both, I'd also say vray is easier to get into because there's lots of archviz documentation focused around it and its settings are perfect for archviz right out of the box. Unreal has a steeper learning curve, as well as little to no archviz-specific documentation currently.

Honestly, the reason why vray is the industry standard probably has simply to do with the existence of realtime engines powerful enough for photorealistic archviz being a brand new thing. If you think about it, though, each solution has distinct advantages and specific uses:

Unreal: Providing a realtime walk-through of a scene for a client.

Vray: Rendering perfect pictures where interactivity isn't a concern (i.e. catalogs), setting up good-looking demos on a tighter time constraint.
>>
>>551696
honestly if you are thinking of what to learn in terms of long-term benefit i wouldn't know what to tell you.

figuring out unreal is tough because you also have to make lots of realtime assets and knowing how to texture in substance, which is not hard at all, but if you want your texture to compliment your model it takes alot of work.

there is alot going on in the archviz industry, you can find work there if you have good interior designs and can keep up with sceudel. however there isn't much going for the game industry. unless you are living in western europe,united states or canada i would say realtime is a waste of time (little pun there). the real estate industry is everywhere. the game industry is not, you can probably find some guy that want to venture and take a risk for paying you money but if you want an actual steady career in gaming/movies you would want to be in the western world to begin with.
>>
>>551697
> vray is the industry standard
actually, its not. If anything, it died in 2012;
>>
>>551707
I'm not necessarily here to disagree with you, but perhaps you can at least back up that claim by naming a few programs that replaced it, then.
>>
>>551707
people keep using vray because it makes pretty things. if it works there is no need to replace it.

i gotta say tho, corona look slick as fuck. and im looking forward to buy/pirate it or whatever ill decide depending how much its supported in my 3d program
>>
>>551714
Arnold, Manuka
>>
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>>551717
>Manuka
l o l
>>
>>551722
>doesnt freelance for weta / the foundry, building big cities for the BIG SCREEN
stick with your commercialized tools.
>>
Is there any particular YouTube tutorial for Blender that explains rigging and animation really well from a beginner/low-intermediate viewpoint? Thanks!
>>
>>551734
andrew price
>>
>>551707
>Vray
>dead
yeah sure
>>551715
Corona is sick as fuck. Get it now since its still in Alpha/Beta and free. At least for C4d and there is even a version for Blender. Max version costs money but is cracked. Price is fair. Renders are awesomely fast for an CPU render, their lighcache system is solid even for animation and the denoiser is a dream.
>>551717
Arnold, Vray, Redshift, Manuka and Clarisse are all used in the industry. Did i forget a one?

>>551734
Try this.
https://www.youtube.com/watch?v=Q9f-WVs3ghI
https://www.youtube.com/watch?v=TPEmonfLo94
https://www.youtube.com/watch?v=DuUWxUitJos
https://www.youtube.com/watch?v=_YdA-J27YPU
>>
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>>551735
That's Blender Guru, right? Just got through his beginner's tutorial, here's my cup and donut.

>>551736
Thanks. Will check out this guy and BornCG and Blender Guru.
>>
>>551738
horrible render
>>
>>551736
can't get the standalone build anywhere, just the plugin.

i was looking at luxrender the other day. the gallery looks shady, people only use it for daz3d bimbo dolls and basic interior.
yafaray seems more suited for interiors
>>
What is the easiest way to model something like this?

i've tried doing it with cube and cylinder tool but i am not achieving what i'm looking for

is there any modeling practice where it's possible to just draw points and have them connect as a solid line?

i know blender has a wireframe feature but i am looking to make a faux wireframe
>>
>>551752
still a noob so there might be a faster way, but my guess would be to model it normally, then draw renderable splines over it with vertex snap on
>>
>>551752
Wireframe modifier in Blender, probably similar things exist in other programs.
>>
>>551754
actually i suppose you couldn't weld all the vertices together neatly, could you?
never mind
>>
>>551754
>>551755

i am not looking for actual wireframe, unless there's a way in blender to render triangles instead of quads
>>
>>551757
i know, but in max at least you can make splines have some thickness so they render out like >>551752
>>
>>550171
How possible is it to make a quality game with quality graphics using unity?
>>
>>551757
wireframe modifier does exactly pic related
>>
>>551768
physically based rendering
don't be a talentless retard

Seriously, Unity is more limited than engines like Unreal, but even so, the reason why so many Unity games still look like garbage at this point is because people who use it are garbage. It's the Blender effect.
>>
>>551697
So from what I understand, vray means more Sub Ds but static images. Unreal allows interactivity? I guess Unreal has the benefit of having simulation as well?

>>551705
But I'm doing this ArchViz and/or gaming as more of a hobby. I doubt I have the talent for actual professional work.
>>
How do I install this for blender?

Do I install them like an addon?
http://zbyg.deviantart.com/art/HDRi-Pack-2-103458406
>>
>>551791
You load the images as a texture for the world. In the texture tab click the tab for the world instead of the material.
>>
>>551789
You have to understand the difference between a render engine (v-ray) and a complete game engine (unreal). V-ray is basically a plug-in for other software packages that allows you to create more fancy renders. If the software package can do simulations, v-ray will render simulations.
V-ray and other render engines are basically a "camera" making a pretty picture of what your software is doing.

Unreal Engine is a game engine. Naturally, that means it will render stuff, but it's capable of much more, ie. creating entire video games. You can't really compare the two.

The great advantage of UE4 and other realtime rendering applications, is that you can view your project in realtime, even interact with it. That is obviously a big plus for Archviz, because instead of looking at a picture or a video (passive renderers like v-ray), you can walk around your project and make changes as you go. Incredibly useful for design.
The problem with real time rendering is that it is much more hardware hungry, since realtime means literally rendering 30+ pictures per second. Thus, your scenes will have to be much more optimized and you will have to pay more attention to polycount, lighting, materials, effects etc. This will almost always mean that in the end, your project will not look as realistic as if it was done with a passive renderer like v-ray. Sometimes it's coming pretty damn close tho, and improvements in hardware and software will continue to reduce that gap.

The disadvantage of passive renderers is that you have to set everything up, hit render, wait a bunch (depending on your scene and hardware, renders can take from a few seconds to multiple hours) and then see how it looks. If you have a strong GPU, passive renders can also show you a realtime preview to get an idea of what the rendered scene will look like, but the finished render will always look way better.
The advantage is that you can render much larger and more detailed scenes.
>>
>>551795
In conclusion, what tool you use totally depends on what you want to achieve.

If you're doing Archviz and the client wants to walk around the project, possibly even in VR, you're obviously going to use a realtime solution like UE4. If you're doing Archviz for a real estate company that wants to print shiny ads or realistic pics for their website, you'd achieve better results with a passive renderer.
All that is provided you know what you're doing.

If you're doing games, you're going to want to use a game engine (duh). If you're doing art, a passive renderer will probably suit you better.

If you ever want to work in any of these fields, you should probably know a bit of both. Whats more important tho is to know about modeling, lighting, mapping and materials. The best render engine won't do you no good if you have ugly models with fucked up UVs, millions of polys and no idea how to make a proper material.

Seriously, I saw a guy in an UE4 archviz forum complaining that UE4 took 15 hours to load his relatively simple scene. It was just a few rooms basically. Well, turns out the scene had like 50 million polys and verts. God knows what the hell that guy did...
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>>551796
Thank you very much for the indepth answer!
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>>551797
Also, both UE4 and passive renderers don't work to create things, only to display them. You will still need a modeling software to actually create what you want to render in the first place.

UE4 has a large marketplace to buy assets so if you want to make a game you could just buy those, but it will probably look very generic if you don't do your own models.
For Archviz it's obvious that you will have to model the buildings. You can use bought assets for furniture tho. But not that god damned chair everyone uses..
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>>551798
I'm getting comfortable with zBrush and blender at the moment. Am able to do some rudimentary models, but I hope to improve soon! Thanks for the advice.
>>
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Is there a better/more up to date face rigging tutorial for maya than this one?
http://www.digitaltutors.com/tutorial/27-Rigging-the-Human-Face-in-Maya
>>
i use a very stupid and unorthodox lighting method in Cinema 4d to achieve a specific look. Unfortunately this means I have to light objects on a per-object basis. Or, I don't have to, but it looks much better if I do.

I could light and render each model separately, then composite them in post, but holy fuck would that take forever. I'd also have to do a shadow pass and composite that for any live shadows in every scene. fuck all that.

Is there a way of "baking" lighting into an object in cinema 4d? Not normals. I need to bake the diffuse.
The goal is to be able to set up lights for each individual object, bake the lighting down into something(textures, a tag? idk), and then load them into a scene with 100% ambient illumination.
Still not sure how I'd do shadows, but I could probably figure it out. Maybe I will actually be forced to do a shadow pass.
>>
as I was googling to find inspiration for body topology I saw a picture of the genesis 2 geometry and I couldn't help but notice that compared to genesis 3, it's a lot more topologically pleasant, with much better muscle definition etc

I googled to find out why this is and I found this response by some guy at daz

>A lot of the decisions I made with this mesh are about balancing and getting away from old ideas.

>Anatomy being baked into the poly flow was good for when we had more limits. Moving forward, it was better to have a lower count, an even spread better for sculpting, and a flow more suited to animation.

>Bear in mind that almost every expression you see, has been done using the facial rigging alone. People not liking expressions is something that has been floating around for a long time; people are very subjective about such things. Now, if you don't quite like an expression - you can simply tweak it however you want.

>She bends so well, because she has around 130 custom sculpted corrections shaping her. Somewhere along the line 'JCM' became a bad word. It's very common to use sculpted corrections in higher-end programs. When you bend an arm in a 3D program, using only weights, you are essentially folding it half. That's not how your arm works. Muscles shift, bones change alignment - ultimately the shape changes. You have to express that shape changing to get realism and accuracy, and the most control for doing so is sculpting.

what is he even saying here? why would more anatomically correct topology be dated? how is simplifying the geometry more suitable for animation?
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problem, Want to make a line across the "y" or the "z" Plane to split the model in half to 3d print easier, what tool can i use in Maya?
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>>551809
>img is mfw someone mentions digital tutors
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>>551839
im sure there is someone that can explain it than me but ill try

lowpoly mesh deforms smoothly, there are no sudden normals flipping or creases to worry about during animation. when the topology is very simple so is the less chance of things going south.

now, this is not saying that ALL game models should be lowpoly by default. sometimes its better to have mid-poly iteration from highpoly for beauty shots or when making promotional content you really want to get rid of these jagged edges that are typical for lowpoly models
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>>551893
shift+right click and hold for the marking menu, select multi cut. You can then just drag from empty space to another point in empty space across the model and it will intersect the geometry and slice it. If you need to cut it on a specific angle, open the tool settings and set the snap to that angle.
>>
Can someone break down exactly what makes Maya the "industry standard" over Blender? I know how most sociological inertia is based upon training (if you train a bunch of Maya users, then moving people over to Blender is more difficult), but I cannot see anything from my perspective that demonstrates that Maya has anything better to offer.
>>
>>551752
Stick a model into an atom array in C4D.
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>>551954
>It's taught everywhere
>It's used everywhere
>autodesk bought out all the competition
>it's of tolerable quality
>it isn't free

Regardless of if blender is better than maya or not, freeware is usually always looked down upon as inferior.
Even if the industry does shift to blender, I'd expect it to be over a very long period of time due to the "free software is shit" stigma.
>>
>>551954
basically all the schools are teaching maya/3ds/vray so by default that's what employers ask for.

local school here still teaching lightwave for modeling and maya for animating. which shows how old-fashioned the industry really is
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>>551954
short version: the majority of people working in the 3D industry have decided its the best tool for several jobs, and they use it, and it works, and they all make money with it. So far, they didn't found a better tool for these jobs.
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>>551970
dude, employers don't ask for what schools are teaching its the other way around.
And your local school is old-fashioned for still teaching Lightwave.
That software is dead.
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>>551978
the whole industry is old fashioned.
if people really cared they would use modo/substance/houdini/nuke for everything. but sometimes its best not to interfere with the order of things
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>>551979
modo is shit for rigging, substance is shit, not FLOSS, houdini is just a spaghetti mess
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>>551979
Modo is a good modeller but sucks at animation.
The rest of the tools are in most pipelines.
>>551980
>substance is shit
>Houdini is just...
You just lost all credibility.
>>
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How do i remove those fucking spots all around the wall paint, some parts at the furniture and the floor carpet?
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>>552010

forgot, i'm using 3ds max + vray
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>>552010
that's global illumination noise
a general tip, though: break your render into separate render passes, then you can look at each individually to see where the noise is coming from (in this case it's GI, I'm telling you, but with fireflies you can't always tell so it's good to know)
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>>552018

Thanks m80, i'll make differente scenes
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>>552020
be careful, what you want is different render passes, finding a guide on how to do this should be pretty easy but I'm almost sure it's a tab in your vray/render settings
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Maya 2016, accidently held space and left clicked and dragged. tried zooming in and out, cant find the model in any View other than perspective. And viewcube never works.
Is there a "home" on object key? or what have i done?
p.s. closed the program and reopened it already
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>>552131
select your thing, make sure you're hovering over whichever view is fucked, and press F
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>>552134
F didnt work, (space clicked and hovered over "View"... Alt+Home is Default View -worked
>>
What's the workflow for texturing a model? Do people really draw on the model? I just can't fathom how you would do it without knowing how the edges all fit together.
>>
>>552265
>use fill color on wanted faces to make base colors
>after base colors do the linework
>highlights and shadows
>detailing

and its in 3d so some things are automated, you can use layer blend modes to speed up the process
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Can anyone tell me why the arms seem disconnected from the body in most ps1 games?
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>>552325
They're different models that intersect.

Don't know why for sure, but given it's PS1 it's bound to be related to processing power. Maybe it was easier to rotate some cylinders than it was to do an armature deform that affected more than a few vertices at the elbow.
>>
is there a non proprietary version of clonetoquad or something similar?

https://vimeo.com/166291982
>>
Looking for a new monitor, general use ..web, lots of games, etc, but want it to also be conducive to 3d and some other work.

Would a ultrawide be any more useful, or a 4k?
I could see those extra few inches of space being useful. Yet I'm told constantly 4k is, "so much more clarity" than anything else, and ultrawide is "just a fad."
Anyone got any experience, or input with the 2?

I use a lot of blender, solidworks, fusion, photoshop, occasionally teach sketchup classes or do work for people that want sketchup.

Been using a 24" 1080p monitor. Just got a steady job, and some extra side-jobs, so I'm long due for a good upgrade.
>>
>>552325
>>552327
Pretty much. http://www.neogaf.com/forum/showthread.php?t=879176&page=8

Also:
>TF2 models have little under 500 tris while MGS1's Solid Snake had 690 tris
I'm having a hard time believing it, then again the world is just planes and who knows how many tris the NPCs have
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>>552380
Turns out the lowest LOD models have between 500 and 700, except Pyro at 294. Highest LOD models are about 10x that.
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>>552325
because armatures didn't exist back then so they had to animate different limbs seperately
>>
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>Best program for mechanical objects
I've got the urge to design an engine but I want to be able to turn a shaft, have it turn sets of gears and move pistons. Without having to animate it by hand.
>>
>>552406
sw, inventor
but you can't design an engine, engines are far more than a few pistons and whatnot
>>
Program for making stuff like fur and hair or plants, preferably with conversion to STL files
>>
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any idea why exporting this obj is taking an exceptionally long time? exporting obj's has never taken this long before. just going to let it do it's thing but i'm curious what may be causing this to happen.

i've exported this same file before, and it only took around a min?

only difference right now is i created the uv map on the low poly.
>>
>>552422
I don't want to design it with the intent to produce it.
I just want to model something that looks like an engine and moves like one. Thank you though.
>>
>>552428
idk man. try exporting it as a different file type?
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>>550171
I have my model skinned with Biped and Skin modifier in 3ds max. Is it possible to attach 2nd model to the Biped and make it collide with the 1st model when I move bones? 2nd model would be static and 1st model would be the one deforming when collision happens.
>>
>>552423

Houdini 16
>>
Is it worth getting UE4 for rendering character animation loops? I'm not looking for amazingly realistic accuracy. was trying to make do with VP2.0 in maya but it lacks some features and has shitty shadows. I don't want to use Arnold. what are the alternatives that support animation?
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>>552520
ya fuck objs fbx ftw.
>>
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>>550171

Hi anons, got an easy I guess but why my model is being cut like that ? Is there a way to connect the faces so it doesn't look "empty" ?
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>>552685
why not make a new cube isntead?
select 2 edges and click f
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>>552687

Sorry the cube was a bad example. I'm facing the issue with more complex structures with more edges.
>>
>>552690
then why not post a relevant example?
>>
Why is UV mapping even a thing?
Can't a texture simply read the normal of a face and be applied accordingly?
Why unwrap something when we know the normals? I don't get it
>>
how many "layers deep" do constraints go in maya rigging?

From my understanding, constraints only go 2 constraints deep.

So if I constrain a control to a bone, constrain that bone to another bone, and then constrain the original control to a null object, I can't move the null and have it affect everything.
I'd have to group the first bone, and then constrain that new group to the null, to have the null affect everything.

Or am I mistaken?

Fuck. I hate rigging.
This may very well be the most autistic OCD part of 3D, and 3D is already pretty autistic.
>>
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>>552711
>Can't a texture simply read the normal of a face and be applied accordingly?

Can't a texture simply read the normal of a face and be applied accordingly?
actually it can. you can make a texture wrap around the object from a camera angel or have it controlled through coordinates. it only works with render engines that have this feature however.
you can't use it for games, but you can use it for rendering and movies
>>
>>552722
Why isn't this done more or improved more?

Shouldn't the process of mapping at least be very easy to automate? Every 3d object consists of faces with normals, why can't it project a texture onto itself?
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>>552728
because old habits stick like shit, and the industry follows.

it works well if you know how to use the mapping node
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>>552718
What exactly are you trying to do?
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>>552728
Actually it is easy if you know what you are doing and use the right tools.
>>
>>552711
ptex is a thing.
>>
So I've been working on manual retopology, it's been very slow and I'm pretty unsure of my quality, anyone have any good tutorials?

Like a problem right now is faces have met up to form an edge loop with an odd number of vertexes, I cant make it all quads to fill it, and I dont see a decent place to add another edge loop to even it out, most of them would loop back on the other side and make it 2 more vertexes instead of 1 anyway.
>>
>>551666
vg's /agdg/ is what you're looking for.
It's either a blessing or a curse - it's constant, almost non-stop shitposting but sometimes you'll get a useful answer to your questions.

UE4 is easy to use: Learn to use the Blueprint visual script and it's a piece of cake. There's tons of official tutorials and even more unofficial ones. Take it one step at a time and you'll do fine.
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>>552743
post picture?

when retopologizing always start with the topology-sensitive areas

figure out the loops, poles etc and then just fill the geometry out
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>>552746
been workin on this wing. the top selected part is an edge loop with 7 vertexes.
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>>552749
just put a triangle there
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>>552750
probably. just dunno if I'm missing some topology technique to avoid this stuff.
>>
>>552685
First, with the quasi-X-ray view (all edges visible) it's hard to tell what orientation that is.

Next:
-Are you sure your normals are facing correctly? That may cause unexpected issues.
-Are you using boolean operations or the Bisect tool? Bools may not perform how you expect, while the Bisect tool has an option for fill/no fill.
-Have you tried "fill holes"?
>>
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Can anyone convert this to an OBJ or STL file for me?

I've only been able to find this as a MAX file.

http://tf3dm.com/3d-model/ferrari-testarossa-1984-1303.html
>>
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what is this low poly style called, where they make the topology really shit on purpose?
>>
>>552757
decimated?
>>
>>552757
Shit. It's just a meme and it looks terrible.
>>
Blender cycles is killing me, how do I bake normals to a mesh with multiple uvs? It's simple as hell in maya but takes forever.
>>
>>552753

I was using the Bisect Tool but I had the same issue sometimes with booleans. I haven't tried your tips. I will, thanks anon
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>>552757
If they have identical textures on both sides, why don't they overlap UVs?
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>>550171
>Simple Stupid Questions

Next thread should be
>Simple Stupid Questions You Never Get Answer To
>>
>>552789
Isn't it due to something related to shading? I remember reading about it once but I don't do much UV work that requires "advanced" knowledge so I'm not really sure.
>>
>>552777
you mean multiple objects? i already answered this
>>
Just discovered how ridiculously expensive Maya and 3DS are for someone doing amateur work. Blender is free so is that considered a more pragmatic option? Will everything I learn from Maya (trial version) be transferable elsewhere?
>>
>>552819
Do you mean amateur work or freelance work? No one gives a shit if you do free work on pirated software. For freelance, I'm not sure what the consensus is but there's nothing wrong with wanting to stay on the safe side (using free programs or valid licenses).

Anyway, in my personal experience learning 3D from nothing takes a lot of time (and learning a new program once you know 3D takes a couple weeks).You're good starting in Blender or Maya, the only thing that should really affect your decision is your end goal. If you're planning to work in the industry, Maya would be better to learn in (it's way more used than Blender), and if you're planning to freelance you might as well learn Blender first.

But keep in mind both have good documentations and switching from one to another isn't terribly difficult down the line.
>>
>>552821
Doing it for fun (game mods being the motivator) but would be interested to get into commercial work when I get better at it.

Thanks for the answer.
>>
>>552797
This
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>>552755
Anybody?

I don't need materials or anything like that preserved, just the mesh.
>>
>>552819
>>552824
CONCEPTS will stay the same (topography, modeling techniques) while PROCESS will change. The interface between Maya, Blender, 3DS is different so it won't be a 100% transfer but you'll still learn how to model no matter what you start with.
>>
I have installed Blender and it lags whenever I move the viewport view like a son of a bitch. No other 3D program lags at all on my machine but Blender runs slow as fuck.

Is there a "don't suck" setting for Blender that lets it operate at a normal speed? Is it possible to load just the modelling part of Blender without having it being encumbered with all the other Blender modules?
>>
>>552853
uninstall blender. Learn Modo.
>>
>>550171
hey 3ros ) can anyone tell me or link some tutorials how to make lowpolly water in maya
kinda like this
https://www.youtube.com/watch?v=EPujZkk7Sfc
>>
>>552860
or better any kind of easy way water tutorial will be great
I've tried to search but whay I find kinda .. IDK I need something

thank you all for being this kind )
>>
i'm shit at math, will I ever be limited by that in 3D?

will I hit a roadblock ever due to how shit my math skills are? I'm assuming rigger dudes have to deal with a lot of math, so probably don't include rigging.
>>
>>552866
no
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>>552856
Eat shit.

>>552853
It might be a driver issue, from what I'm seeing. Are you using Win10?
>>
>>552869

Yes. I'm using Windows 10.
>>
>>552870
Well, damn. I'm still using 7 so I can't really help much, unfortunately.

"Try going to File > User Preferences > System > Window Draw Method and change it to something else other than the default value" is something I'm seeing - also check if you're running with integrated graphics or not (if it is, turn it off, if not, turn it on).

Rolling back the graphics driver might help.
>>
Good blender tutorials? I need to make characters. Free or paid.
>>
Beginner here. So when I finish painting the diffuse layer I can create any other layer I need with Photoshop or any other texturing software right? Like when I need a normal map I can use Photoshop or something to generate a normal map out of my diffuse map? The only thing you mostly "paint" is the diffuse map right, along with any other maps you might need like an emmisive map? And if I were painting characters (relatively to today's standards), what are maps you would always need? Diffuse and some sort of bump map? Anything else is just extra to achieve a certain aesthetic?

Final question, what's the hype around Substance painter? I keep hearing about being able to paint over all the maps at once or something, why is this such a big deal? Does it save a lot of time?
>>
>>552916
Cgcookie is pretty good.
>>
>>552916
darine lile is the bomb
>>552918
you don't create other maps if you use diffuse only workflow.
if you wish to use other maps you will need to bake them from sculpts or use substance painter to generate them.
there is a way to work with photoshop but its pretty outdated.
>>
how create level model A technique??
>>
you smart??




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