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General or stupid questions
Previous is auto saging
>>
I saw the models for this show have solid sculpted hair. How do they get it to look like this? Is it all normal maps?
>>
Where can I find some tutorials on creating realistic shaders with Arnold and 3DS Max? Please, I'm desperate, last 2 weeks were wasted. If there is something good on CGPeers, tell me, but I can't find anything.
>>
>>564029
thats not just solid. I see hair strands that means hair sim.

The trick to getting hair shading on solid meshes is Anisotropic shading

http://www.3drender.com/glossary/anisotropic.htm
>>
>>564089
Don't limit yourself to Arnold. Material creation works more or less the same in every engine. Some things might be different, but the underlying concepts are always the same. I started out using VRay and 99% of what I learned there transfered right over to other engines.

The people I admired and learned from used everything from VRay to Corona and Octane, and in almost all cases I was able to apply the knowledge I gained from their tips and tutorials to whatever engine I happened to be using at the time.

For a good introduction on how to approach realistic and physically correct shader creation I'd recommend Grant Warwick's Mastering VRay series. A lot of the VRay specific parts are pretty dated by now, but the overall concepts and methods he teaches will always be relevant.
>>
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>>564025

I'm using blender for reference.

How do games manage to get hard surface objects that are smoothed?

I'm using an ashtray as an example, my model is on the right, but sometimes I see objects in UE4 or unity games that have smooth shading but look flat and crisp.

Whereas the models I make, low poly or not, look really weird and don't have defined surfaces.

Are developers/game asset designers just using really high poly models? Are they baked in normals?

Or are objects flat shaded on surfaces and just smoothed in certain places?
>>
>>564115
You can do smoothing groups rather than smooth the entire model

And they are generally pretty high poly, depending on the dev
>>
>>564117

Huh, neat, as in, just smooth the top of the ashtray and the base for example or is there a more efficient way of doing this?

Thanks for answering
>>
>>564115

Just get through some quick smooth modifier tutorials, basically you shouldn't smooth out flat surfaces. In your picture you can see that sides are smooth, but the top ring isn't. It's not, because it's flat.
>>
>>564117
Blender doesn't have smoothing groups yet, does it?
>>
>>564121
Sure does, you can set individual faces to smooth shading and they'll export correctly
>>
>>564094
there are only a couple of hair strands. If you see the animation, the hair is always moving as a solid mass with maybe a few hair strands on top. I'm wondering how to make the solid parts look like hair strands though. good to know how the shading is done
>>
>>564136
untextured models https://vimeo.com/47746325#t=10s
>>
>>564108
I went through a part of that series but I'm still too nooby to figure out how to translate that knowledge to Arnold. Parameters are not the same - e.g. fresnel and refraction sliders are missing, while I have things like metalness. It's a different process and I need some hand-holding. I even tried following Arnold for Maya and Cinema4D and it's still problematic, and I can't find any Arnold + 3DS Max courses yet.

I can use Vray, but since I have 3DS Max 2018 now, I thought about really learning Arnold.

I downloaded some example libraries but they are extremely basic and don't help at all.
>>
>>564144
Oh btw, is it possible to make shaders with Vray but render with Arnold? Will that be bad if the standard material is not optimized for Arnold?
>>
>>564144
Generally, you can't create shadees in one engine, and then render them using another. Some engines like Corona and FStorm come with conversion tools (usually limited to just VRay as input, since that's the most popular choice), but in my experience the results tend to be rather rough and almost always require additional tweaking.
>>
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wtf do "better" graphics cards actually do for 3D software?
>>
>>564163
rendering i assume.
more cuda/opencl cores = faster rendering
>>
>>564163
depends on the software but in general they improve your rendering times dramatically. For me using GPU is 10x faster than cpu rendering in blender. other software like 3dcoat didnt even run for me until i got a decent gpu.
>>
how do i make low poly that doesn't look amateurish?
>>
I'm using UE4, when building skyscrapers, is it easy/better for optimizing to just model 1 floor, then copy paste instances until I have all the levels? Or is it better to make one building and just directly import and disable collisions.

(Assuming both have LODs)
>>
>>564311
A to-scale modular workflow is usually the go-to for repeating geometry, especially since you can make variations of pieces and kitbash to make new buildings without modeling the entire thing over.

But if it's a prominent setpiece that will only be used once then there's a case for having an entire model.
>>
Somebody please guide me to a good archviz tutorial for UE4 + 3ds max with Arnold, CGPeers is fine too.

I have my model and materials finished, but I don't know what to do next. How to export it properly, should I remove all the materials and use those from UE4 instead or what. YT tutorials are really basic.
>>
>rendering in UE4 vs 3ds max, maya or blender

What are pros and cons? It seems that UE4 is the only right way today. Why should I even learn Vray, Arnold or whatever else?
>>
>>564447
the only benefit is interactivity
but since most render engines can do panoramas. it doesn't matter.
if no one asks for real time, its best not doing it. you are only limiting yourself.
>but VR is getting popular
well no one asked for VR. but people keep pushing it
>>
>>564448
What seems great about it for me is real time rendering and that it doesn't crash every few minutes like 3ds max does to me when I try to place some furniture inside the building. I'm fucking SICK of 3ds max already and I started learning 3D with it like 2 months ago.
>>
>>564452
then use modo
im suprised 3ds have so many problems
>>
Why Can't I ever Get textures to properly import when using programs like make human?!?
>>
>>564483
Into Blender Specifically
>>
>>564455
3ds and maya are both crash happy. i tried blender last week and was fucking amazed that it doesn't crash at the slightest thing like that's something that you should be surprised about instead of basically take for granted.
>>
I'm building a curved bridge in Blender, is there any downside to making a segment of the bridge and then using an array and simple curve to create the rest of the bridge?
>>
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>>564025
In blender How can i deform the mouth and place it like this?
>>
>>564447
UE4 is great for render speed, like for animations where you don't have the time / budget for a slower but better renderer.

The reason to learn the others is based on your job or your personal preference or the personal preference of the person trying to valid their own investment in time / money by convincing you to follow them.

The other reason to use not-UE4 is that I don't know if UE4 can take advantage of render farms. Cycles actually has a "free" (you have to earn render credits by rendering other people's stuff) render farm called Sheep-it (I think).
>>564483
User error? Importing rarely makes a Material, so you often have to define a Material and then change the color node to Image Texture and then select the texture from a dropdown

the XPS import add-on for blender has a 'Convert materials to Cycles" button that I use a lot since it does exactly what I described

>>564488
>is there any downside
Mostly no, the only downside is when you make something out of segments that way, all the segments look identical

You can get around that though a couple of ways, like varying the texture used via the Object property (I think), or Position, or Rand, or you can project a decal onto an object via the "UV Modifier" (shit name but that's what it does)

"UV Modifier" is also a great way to have details be procedural

>>564489
You could use the Deform modifier along with a Matrix, or the Curve modifier, or you could Rig it (look up Rigging) so that you can animate it.
>>
How do i get into modeling, im looking for something to do this summer.
>>
>>564485
I'm also surprised how many good tutorials Blender has. Ok, for 3ds max there are 2 awesome guys (Arrimus and Warwick), but it is pain in the ass to find anything else that is good, and it seems most of it is for archviz.

But my college uses 3ds max so I can't switch, but I might still try Blender. That was actually the first 3D program I tried to learn when I was a kid, although it was hard as fuck at that time.
>>
How can I render realistic grass with Arnold in 3ds max? Fucking hell, I literally can't find any tutorial for anything, switching to arnold was the biggest mistake as a beginner.
>>
>>564500
blender has a very driven community behind it so there is a wealth of tutorials and other resources. it is also much easier to get support in general if you get stuck. by all means grow familiar with max though, if you plan on working for a studio or company, it is more commonly used afaik
>>
>>564501
Please help.
>>
>>564310
Practice
>>
Currently i am working with Blender and i want to make "additive" or layered animations, but i have no idea how.
Basically, i want to use animations while other animations run, or turn off animations etc and blend them. Anyone knows a good tutorial?
>>
>>564527
here is an answer from blender forums:

>The NLA does have an Add mode. You can keep each animation in it's own strip and merge them or solo them.
>>
>>564532
and here is the tutorial

https://www.youtube.com/watch?v=zDOFg2spySg
>>
>>564532
>>564533
Nice, thanks mate
>>
>>564510
>>564501
bump
>>
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How to copy weight wrom one vertex group to another?
>>
Does anyone know where I can get x-particle for C4D? I'm just getting into using the program but seeing that a lot of the cool stuff people are making with it are using that plugin.
>>
>>564657
https://blender.stackexchange.com/questions/16272/how-do-i-copy-vertex-groups-from-one-object-to-another

>>564651
look into particle system and groups
>>
>>564136
Not that guy but possibly displacement map.
>>
>>564310
Do actually drawing on paper,learn the basics of sketching.
Keys to drawing should help you.
>>
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tl;dr;: I want to merge some bones weights in my already rigged mesh. What is the best way to do this in 3ds Max currently?

Long version: I'm adapting a rigged mesh to other similar skeleton, which is a bit simpler and has less bones. In the past I used this script
http://polycount.com/discussion/96670/3ds-max-2011-combining-rigged-weights
but I wonder if there is a smarter way to do this in 3ds Max 2017.
>>
>>564667
thanks!
>>
What are good modern tutorials for texturing for complete beginners? Also whats a good place for modeling terms?
>>
>>564448
>>564490
I'm trying UE4 right now and it almost feels like cheating. It makes things so much easier when I'm able to see everything in a real time while working on a scene and everything is so smooth. Maybe my CPU just can't handle Arnold and Vray, but I can't see why I would use those when I have to wait for 10 minutes for every tiny change. I wasted hours trying to work with those.

Enlighten me, maybe I'm doing something wrong with Arnold, but it is incredibly slow and my CPU is always at 100%. I can't work like that at all.
>>
I have four 1070's and a 750ti in my workstation. When I choose compute device in blender its geforce gtx 1070 (4x) + 750 ti. Anyway to make it only render on the 1070s?
>>
>>564707
cpu rendering is always slow and shitty
>>564706
there are 2 approaches to texturing. the first approach is by hand, like painting a picture and the second is with base materials (quixel etc).

i always suggest to study the first when you start. it gives you an idea of all the basic tools
>>
While texture painting on a 3D model in Blender, sometimes the colors won't reach the edges of the faces. Is there a way to fix this while still only painting on the model itself? Thanks for any help.
>>
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How do I get my model to deform good?
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>>564738
weight painting
>>
>>564735
go to options tab in paint mode and increase the bleed

next time, don't have the islands too close to each other
>>
>>564738
If you're going that low poly then you might want to look at the topology page on the polycount wiki.
>>
how do you typically bake a map? Like I get how to create a normal from a high poly mesh and apply to a low poly for example, but what do people mean when they talk about baking ao for example? In the past, I've rendered an AO map, put it on a layer on top of the diffuse texture in photoshop, colorized it, made it multiply blending mode and merged. This is now my diffuse map. Is this how you bake AO? What other tasks can you apply the term baking to and what do they entail?
>>
I got kind of a specific problem, I'm not sure if you guys can help me.

I was using Blender 2.76b on a separate hard drive, then I recently bought a new one and did a fresh install of windows on it. I redownloaded all my software including Blender 2.78c. I can access my old save files fine, but saving them in any way causes Blender to crash and my graphics drivers to fail.

What gives?
>>
I need an opinion, guys.

Basically, I'm using i5 6500 and GTX 960 4GB with 3ds max 2018. I used pirated Vray for a few weeks and then switched to Arnold. Now, since Arnold doesn't have GPU rendering yet, it is really slow for me, but working with it is so much better, compared to Vray. Should I:

>go back to Vray, although I don't like it's a pirated version
>stay with Arnold
>learn UE4?
>>
>>564755
usually you use xnormal to bake AO. just learn how to use it and you will get the hang of it

you can also bake AO without a highpoly model, but that's not as good, you need the highpoly data transferred to lowpoly model
>>
>>564760
ok, but does xnormal bake it into the diffuse map? or is AO its own map?
>>
>>564761
oh you want to combine your AO into a diffuse? AO is usually its own map but you can combine both maps in photoshop and maybe change blending mode to mix instead of add
>>
>>564025
Fgh
>>
>>564762
no i just wanted to know if it was its own thing. I'd rather use it properly than bake it into the diffuse. I'm still confused about texturing basics and don't know all the maps I should be producing for my models if i were to make a model for a game for example.
>>
>>564764
a material is usually comes with a shader output, this shader output usually have those options in them

diffuse - represents the color either through the material color, or a texture or vertex colors
specular - represents the highlights of how glossy your model will be, and where (specular maps exists too)
AO- usually defines where the crevices on a model are, and it gives them a dark tint which helps to define them better. usually combined with cavity map (altho not common)
emission - gives your model a glow if you need it to emit fake light
opacity map - usually used on things like fences to save some polygons, not very common because people just use alpha transparency instead

other properties -
metallic & roughness usually come to replace specular and look better

normal map and world space normals represents the highpoly detail from a highpoly model and the location of each polygroup
>>
>>564765
thanks for breaking it down for me! I'll look into these maps and how to make them.
>>
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Using Arnold, how come my light becomes grainy on some surfaces only when changing its position? The white cement on the side here becomes very grainy when I set the scene as a sunset.
>>
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>>564774
Here's the scene with the sunset. As you can see, the light becomes grainy on the cement.
>>
>>564774
>>564775
increase the diffuse samples.
>>
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Getting a bit weird lighting here. Is there something wrong with the model? Pls help, anon.
>>
>>564774
>>564775
Check if increasing the samples on the light source (whatever your sun is) affects it.
>>
>>564787
>>564781
I'll try both these things. Do you have any idea why it becomes grainier depending on the light's orientation, though?
>>
>>564751
Thanks very much.
>>
>>564784
What are you trying to achieve?
>>
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I've tried cutting out eye holes for this face but the geometry is screwy.
Can anyone tell me what the problem might be?
>>
>>564756
I solved it. It had to do with objects in the file using open subdiv which is disabled by default which explains why my video card kept crashing.
>>
>>564802
well it depends how you cut them
>>
>>564802
Try alt-selecting the inside ring and smoothing it a few times.
>>
>>564784
Looks like non planar geometry to me
>>
>>564817
Is it bad? Im new to modelling and dont know about good topology or geometry? Later ive made everything triangle but light in edges still abit weird.
>>
>>564115
Use "edge split" modifier.
>>
>>564738
You're welcome. https://youtu.be/ON3gsB5AxII
>>
>>564784
Check your normals orientation
>>
>>564802
Retopo that thing. Do it right.
>>
How can I show that rgb checkered background in material preview in 3ds max?
>>
I dont even work in Maya yet.

But can you have a mesh change the properties of a fluid colliding with it?
>>
>>564841
With polygons yes that's very bad. With nurbs, curved surfaces are their specialty. You might want to use nurbs.
>>
>>564932
So you see someone apply a single smoothing group over some random low-poly geo and your first piece of advice is to have them learn nurbs instead?
>>
>>564933
Based on what it looks like he's trying to make, yes you fat bald faggot
>>
>>564933
Gas yourself faggot nigger loving bitch
>>
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>>564938
>>564939
>getting this defensive over being being called out on terrible advice
>>
>>564939
>>564938
>>564933
you guys are fucked
>>
Any good tutorials on how to properly unwrap and import objects from 3ds max to UE4?

I can't believe how low quality some paid courses on Pluralsight and Lynda are, I even regret torrenting them, that's how bad they are.
>>
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Hello guys. Why does blender deform shapes when I unwrap and how can I fix this?
>>
>>564978
Seems to be a problem with scaling. You need to apply scale to your object.
>>
Thoughts on zclassroom as a guide for zbrush? I'm trying to get into zbrush and blender, and the impression that I'm getting is that blender allows more precise control while zbrush is more "organic"
>>
>>564978
>>564983 's right. In general you should avoid non-uniform scales.

Or you changed the image aspect ratio after unwraping.
>>
>>564978
When you unwrap, tick or untick "correct aspect" in the unrwap window, or use "project from view" unwrapping.
>>
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Searching for this book,no luck on cgpeers,google,duckduckgo.

>Anatomy for 3D Artists: The Essential Guide for CG Professionals by Chris Legaspi

>why do you need it
Building contemporary reference stack of books on digital modeling that I plan to share here for future newcomers.
I already managed to find rare book only to find that is trash.
I dont want people to waste time on these books and especially dont like when information is locked behind paywall.
t.Medfag
>>
>>565006
I like how you just had to mention that you are a medfag.
>>
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>>565016
sci-hub biggest supporter.
Information should be free.
>>
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2 questions for Cinema 4D:

What's the best way to weight paint this polygonal hair to the character's head? There doesn't seem to be any appropriate tool to pull this off.

How can I get rid of the artifacts that show when two planes intersect? I've turned off AO and self shadowing, and I still get these nasty lines that aren't present in Substance Painter.
>>
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Can anyone tell me why only one of these gears has a floor reflection? Also why only the front part has a reflection in the bottom right of the image?
>>
>>565020
>why only one of these gears has a floor reflection?
either camera angel or distance
>>
>>565020
Is it because the other two gears are copies that we're combined into one object? Could that cause this? Also the reflections are only visible in the shadow.
>>
>>564755
'baking' in this sense means you render stuff onto a texture map instead of calculating it dynamically every frame.
'baking AO' simply means you rendered some ambient occlusion onto a fixed texture to be used to darken parts of your model instead of calculating it at run time.

You can bake anything to texture, like say render a complete map of all the specular/gloss/reflection etc hardcoded to a texture, but that wont make much sense since it's only gonna look right from one angle.

Baking stuff like global illumination or AO is popular because these will look good even on a moving animated object without being very obvious that they're not calculated properly.
Fixed occlusion or GI works since the occluding shadows tend to be very similar from pose to pose for say a character moving around straight up in a environment where the diffused light
is coming from all sides and mostly from above (Like in a room with a light in the ceiling and ambient bounced light from the surrounding walls, or outdoors with the sky making up the ambient and so on)
>>
How can i convert a normal mapped mesh to an AO map or normal-facing light map , or any kind of useful image that can help in texturing?
>>
>>564978
Like said before it's the scale. In object mode, select the object and press CTRL+A, then hit scale. Alternatively go to the object tab in the properties window and manually set all scale values to 1.0 under the transform tab.
>>
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Trying to simulate a photo tent environment in Maya but I'm stuck with the lighting.

What types of lights would you use?
>>
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I am planning to make pic related.
I could model everything with easy except the face of the boy. ( hairs would be ok, too).
So where would I find character models or heads ?
>>
>>565109
since you only have the front of the face use polygonal modeling and it should get you there with no sweat.
Its not like the kid is detailed in the first place.
>>
>>565111
>polygonal modeling
I could do that , exspecially with the almost diffuse colored faces in the back.
But I will invest way to much time into learning to texture actual faces, been struggling with this for years.I can only texture basics in photoshop, as most of the vases , flowers etc are.
>>
>>565115
I dont know what to tell you,maybe some veteran can help you out.
>>
Is using programs which generate vegation, mountains, seas and basic furniture "cheating"?

At what point do I become a glorified level designer? Just placing props around, feels like when I was a kid and was making my own tracks in modnation racers. Too easy.
>>
>>565139
vegetation*
>>
>>565139
What's your goal? You're using computer architecture and programs that took thousands of hours to create and don't feel like you're cheating there.
>>
>>565139
There is not cheating when designing a level lol.
High maps,quick placements its all game to get the result you want.
>>
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>>564802
I've got the eyes fixed but now the middle of the face is wonky.
Wat do?
I'm using the mirror modifier btw.
>>
As a noob, let me get something straight: when creating assets for a game with graphics based on realism, the workflow is high-poly -> low-poly -> creating a textures from the high-poly and using it on the low poly?
>>
Why can't I find a torrent for arnold? Also is it safe to use pirated renderers with the student edition of 3ds max?
>>
>>565175
yes
>>
>>564844
Holy shit thanks anon
>>
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What should I do to improve this lighting? I spent a few hours trying to tweak parameters in Vray, but it is hard as fuck for some reason.

>watch some archviz tutorial
>other guy shit some hdri image in his dome light
>perfect lighting

>I place my HDRI + sun and tweak it for hours
>piece of shit lighting

I think it needs to be brighter, but if I increase anything, it will burn my furniture.

God, I'm either completely incompetent for this or I'm doing something very wrong, but according to tutorials this shouldn't be THAT hard.
>>
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And here it is in Cycles (didn't even use filmic). Took me 10 minutes. Don't know how to get rid of the noise though, started with blender 2 days ago.
>>
>>565211
It shouldn't be but perhaps you just need a refreshing course. cgpeers is your friend anon.
>>
>>565237
I probably watched every Vray course there is. That's the problem. I can't get that contrast, still trying.

Am I wrong, or does Cycles render look better?

Actually, I can't get rid of default lights, even when everything is turned off, my scene is still illuminated. I think that's the problem.
>>
>>565211

1. Are the materials finished yet? Because I wouldn't advise tweaking the lighting until they are. Adjusting lighting because of how your whitebox looks is not a good move.

2. Remember photoshop is your friend. Don't be down on yourself because your immediate beauty render doesn't look bright / contrasty enough. That's what post-production is for. Just make sure you've got good stuff to work with in post.

What's the tutorial you're looking at? I've done em all. I may be able to help if I know which one you're following.
>>
>>565243

Don't worry too much about contrast prior to post.

If you really ARE worried about contrast in your GI, try putting a value of 0.75 inverse gamma on the HDRI you're using for IBL.
>>
>>565223
>>565211

Check this guide for interior lighting. I promise it will help out 100%

http://www.peterguthrie.net/blog/2014/7/hdr-sky-lighting-for-interiors
>>
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>>565262
It's this tutorial:
https://www.blenderguru.com/tutorials/interior-architecture/
I'm trying out Blender so I'm going through some tutorials. But I wanted to see how it would look like in Vray, so I imported a scene in Max and added some basic materials (they are not finished, only chrome is "done", and some objects don't even have anything on them yet).

I'm actually battling with lighting for a month. Started learning Vray (and lighting in general) with some exterior archviz and I still can't nail it at all. Went through mastering Vray and lighting by Warwick and tons of YT tutorials but if I'm not lighting one single object in a studio setting, it will always come up shitty.

I also watched this one, and I don't understand how is he able to get such a nice lighting in a matter of seconds:

https://www.youtube.com/watch?v=un_j0rX2Akc

I think I'm using correct parameters, ISO 100, 1/100, f/8 etc.

Now I'm trying to figure out why is my scene still illuminated when all Vray lights are off. I think that's what is ruining my render here.

>>565263
>>565264
Thanks for the tips and I'll check the tutorial, didn't read that one yet.

>pic is the latest render of my exterior, not really related, but it seems something is still wrong here
>>
>>564963
Which tutorials? Let me know so I can avoid them too.
>>
>>565161
Complete noob answering you but I remember seeing a fix for this and how to avoid it in The Gnomon Workshop - Introduction to Maya 2017 sculpting section. Too lazy to check what the video said right now.
>>
>>565270

If that's the scene you're working on - you don't need a VRay sun on that. A good quality peter guthrie HDRI sky by itself will suffice.
>>
>>565306
That's another project, I'm still using both HDRi and a sun, though, yes. I have some higher quality ones, I think I have one from Peter too, and I'm sometimes using NoEmotion HDRIs. They do make a difference, but it still doesn't look right to me... Is the problem with materials maybe? I watched multiple tutorials for everything, they should be good enough now, idk.

Or the render IS good, but I just need to go through a post now.

Btw, I'd appreciate a link to some good grayish HDRi which is free (if it exists). I want some neutral light but don't have any.
>>
>>565308

viz people have a good set of mid-res free HDRI skies for non-commercial use.

https://www.viz-people.com/product-category/hdri-skies/?sidebar=no-sidebar
>>
>>565309

wrong link sorry

https://www.viz-people.com/portfolio/free-hdri-maps/
>>
>>564025
I want to make character models in Zbrush that'll be in a pose for eventual 3d printing.

Should I:

A: Make the character in a t-pose (or whatever the one is they use now that isn't literal t-pose) and sculpt them with symmetry then pose them and clean up anything that goes off during posing.

B: Make a mannequin, pose it, start sculpting on top of the mannequin asymmetrically except for the head which is done separately with symmetry on and then applied later on to the mannequin.

Would like to understand the pros and cons and also if either is the generally accepted method for making static posed character models.
>>
>>565314
I sculpt in A pose then pose. Would be a huge headache to do it any other way.
>>
>>565316
although I would make an exception for super cartoony designs where they deform to fit a 2D aesthetic, resulting in a heavily assymetric sculpt.

Say the character has an arm resting at a neutral position along the body - this is going to be pretty much "glued" to the body and it will be a pain in the ass to sculpt it in that position, so i sculpt it stretched out slightly, then move it to its proper position when its done.
>>
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>>565309
>>565311

Thanks, I actually have that pack, I've used it in this render.

I've tried everything and followed this tutorial >>565264

And pic related is the latest result. It was still too washed out so I had to do some post, but I'm trying to achieve a good render without post.

Do you think this image went through post?
https://s3.amazonaws.com/blenderguru.com/uploads/2016/12/bathroom_filmic9.jpg

Btw, inverse gamma actually reduced my contrast, so I had to put it on default 1.0 in the end.

Would appreciate the feedback now. I'm still not satisfied at all, and I don't think this looks photorealistic, but I'm pissed with the fact that I spent a whole day just trying to achieve a render which I got in 10 minutes with Cycles.

Best thing would be if somebody just took my file and fixed the lighting, then showed me how retarded I am.
>>
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>>565356
I won't bother anymore, just want to post the same same scene rendered in Cycles. Vray is hard.
>>
>>565381
the secret is to artificially boost the lightning then lower it through composition or something like that.
i don't know why get too technical about it, its really all that is
>>
>>565381
i dont know ifyo uwere posting for critique but the lack of finishes on the shower glass is bothering me a lot, it really stands out imo
>>
>>565418
Oh yeah, the materials are definitely basic, I'm just following tutorial. I know this is not a right place for critique, so I was just asking for some help with my lighting, because I can't achieve the same quality of it with Vray like I can with Cycles.
>>
Couple of Qs.
1. Is Marvelous Designer really that great to make clothes? Saw a bunch of vids (MGS iirc) that talked about creating clothing with it. How is it vs blender?

2. An example: People are able to replicate Nier 2B's dress pattern when making zbrush models. How do they do that? I don't see anything which points to a clear design of the dress itself. Is there something I'm missing?

3. I tried to recreate a face via blender and zbrush. However, what I thought it would look like vs what rendered was very different. Is the trick to constantly re-render while overlaying the reference?

4. How are human skin textures done? I see people mention zbrush or a procedural texture generator but the answers are kinda vague. Was hoping for some more detailed answers if possible.
>>
>>565430
bump for no. 4
>>
>>565176
Please halp
>>
>>565176
I don't know about pirated Arnold, but I'm using Vray with a legit student version of Max 2017 and it works fine. I guess just don't login with your 3ds max, then.

I'm also using Max 2018 with Arnold, you can always download that too, you can have multiple versions of 3ds max installed and 2018 comes with Arnold.
>>
>>565430
1. You can sculpt cloth, or you can sim it. MD gives good results way faster then sculpting. Its therefore the best program for cloth...
Blender is a shitty sculpting program and you can forget cloth sim (like ANY simulations in Blender).
MD - good
Blender - shit
>>
As I get more and more into digital modeling and no have intermediate level of understanding I have a question.

Example working on a game,how much is required for a professional modeler in a job environment?
Do they pump out certain number of props per day?
How is it all regulated,does complexity allows bigger deadlines?
>>
>>565447
>and now*
my acer keyboard is failing.
>>
>>564025
I need to know if I could render an archicad proyecto on unreal engine? does it accept a .pln (archicad file) or sketchup files? Thanks
>>
>>565447
You have to pump every single prop every day and the bigger it is, the more you have to pump it. It's a cruel industry.
>>
>>565470
I doubt that unreal can directly load sketchup files or the like, you'll probably have to export to FBX or something.
>>
>>565443
Is there anyway for MD to work with solid/rigid objects as part of the sculpt? I mean things like hoops or plate which form part of the clothes that should not deform.
>>
>>565419
by finishes i meant the actual metal fittings that hold glass to the wall etc
>>
Are there any series that take you through absolute beginner to pro?

I'd like something that leans more towards a sculptor work flow. I spent a long time learning art for animation only to find the work is to tedious. I figure being able to make and keep my resources would lighten that load considerably and I figure CG looks better than the models I rig up in flash.
>>
would anyone use blender if it, max and maya cost the same?
>>
of cinema 4d and modo, which has a better particle system and which has better realtime physics/dynamics? has anyone used both?
>>
What exactly is meant with "workflow"? I've seen it thrown around here a lot but don't really know what it means in this context
>>
>>565519
The best order to go about things that is efficient yet delivers quality. Usually there are no rules, only tools, but for most things their a tried and true method for various approaches. That would be the workflow.
>>
>>565520
There's a*

Sleepyposting
>>
>>565507
you probably mean if people would still use blender if it had a price.

well c4d is very unpopular but people keep buying it alot, so you can't really make these type of comparisons
>>
What's the best software to get accustomed to if you want to start painting clothes? Cloths, leathers, metals, etc
>>
>>565473
Epic XXDDDDDD
>>
Do you guys create every shader from scratch every time, or do you use preexisting ones?

Take for example some steel handle or whatever, would you just download some steel shader and work on details or would you remake that steel material for every single project? Since those materials always have same values, I don't really see the point why I wouldn't just download some library for them and just work on dust/dirt/whatever when applying them.
>>
>>565504
No amount tutorials makes you a pro only doing it (but even this is not granted.)

>>565507
For me they cost IS the same (nothing) and i use Blender and Max, when i get to animations i will probably use Maya too.

>>565511
Cinema with Plugins (X-particles, Krakatoa, Realflow) smokes Modo in the pipe.
You can play physics in realtime but no DCC is made for that.

>>565548
>c4d is very unpopular but people keep buying it alot

Either its unpopular OR people buying it a lot.
Is it always this confusing inside your head?

>>565562
You answered your own question.
>>
>>565598
Yeah, that was poorly worded. I was just wanting something that took you through the proper steps of sculpting a model that would later be rigged for use, though it would be nice if whoever put out that series also would mention things like design and other tips to make the model look nice.
>>
>>565601
You won't get that from one tutorial, just watch a shit-ton of them. Also the meme of learning the basics applies very much even if people who don't learn classic art basics will tell you otherwise.
If you can draw a character with good anatomy you'll have it easier when sculpting one.
Same applies for nearly everything. You want to know more about design, then learn design.
Don't expect people to feed you this knowledge go out and find it.
Get an account of CGpersia/CGpeers and regularly raid the tutorial section.
Skip watching boring Blockbuster movies and watch a shit-ton of tutorials and practice. Do that for a year and you'll see yourself advancing. The beginning is the hardest, just don't give up.
>>
>>565598
>Either its unpopular OR people buying it a lot.
im just implying that autodesk is full of piss and think that only their software is viable
>>565562
no i have some premade shaders
>>
>>565644
Maxon is full of piss too, they price their product similar to Autodesk while C4d is only good for fast and cheap jingles, advertising and motion graphics, anything serious or complex and C4d shits the bed.
If you want to do some more complex stuff you need to buy a fuckton of plugins which make the whole affair even more expensive, but not necessarily successful.

For certain things Autodesk IS the only viable option, that is the reason for their arrogance and why they can milk their customers so much.
>>
>>564029
What you may have seen were proxy meshes of the hair volume. They're used to represent the form of the hair during animation and the FX hair is used when everything is ready to rendering.
>>
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How can I make stainless steel more realistic? I try to keep it simple and use falloff map in the reflection slot with custom rgb curves taken from refractiveindex.info.
>>
>>565754
roughness texture
>>
Can somebody explain differences between sculpting a character from scratch with something like zbrush, and modeling it with polygons with the help of a reference image?

What to use when? So, basically this:

https://www.youtube.com/watch?v=kJsf4DNdK4c

Opposed to this:

https://www.youtube.com/watch?v=Tv0tjldopzY

Also, a different topic, but when you see that first sculpture made in blender, it seems pretty great to me, how is this inferior to other programs?
>>
I want to create some exterior scene in the nature. What's the usual process here? Model the grass, flowers, rocks and trees by myself or do artists usually use some premade assets or plugins which proceduraly generate stuff like that today? If so, is there anything free, or at least somehwere I can "download it for free"?

I've seen a lot of tutorials on YT, but they all kinda lack quality, so I'm not sure which one to follow. I want it to be as realistic as possible.
>>
>>565770
you make about 4 different type of glass blades and about 4 different type of stones then you put them in groups then use the particle system to raise them on the ground.
for trees i just recommend making 1 tree and use alpha planes as grass blades
>>
anyone have any experience finding an indie game dev team to work with? i need more shit for my portfolio because i doubt i'd land a job with what i have right now.

any red flags to watch out for?
i don't really want to have to spend the time applying for a team, only to realize it's just 9 idea guys jerking themselves off over some shitty design documents.

what websites are good for this stuff?
>>
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I ripped these textures from Overwatch, what are the bottom two textures for and how do I use them?
>>
>>565815
If I was to take a guess, spec and mask maps.
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>>565817
I've only seen those in greyscale, does the red & blue serve a purpose that grey can't?
>>
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easiest way in blender to model the "X" shaped indentation on the center of the can?
>>
>>565818
It is a method to combine multiple grayscale maps into one texture image. One value in the material reads the red channel, another reads the blue channel. It doesn't matter what the image looks like as long as each individual channel looks correct by itself

>>565819
It is entirely pointless to model an indent. You will likely never see it on an angle such that the lack of an indent in the geometry looks wrong. Just use a normal map.
>>
>>565815
I'm pretty sure the bottom right one is a material ID mask
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>>565815
diffuse,normal,ID(?) and emission
>>
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why should i even bother to learn rigging if i can just use an auto rigger?
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>>565821
Yeah the point is to model the indent on a high poly in order to bake the normal onto a low poly
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>>565845
you can do an alpha of this shape in photoshop and stamp it in zbrush.
>>
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Are there any laptops that are good for 3D modeling?
I've heard some people say that desktops are the only way to go.
I'm only able to get one or the other so I'm conflicted.
>>
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What do I need to do to make a burnt texture like this?
>>
Are all polygonal boolean tools garbage and can't handle anything more than stacks of cubes?
>>
>>565847
You can get laptops with decent specs for 3D but its going to cost you about twice as much as just building a desktop, and laptops typically don't allow you to exchange parts, so once its outdated then its worthless.
>>
>>565847
>>565914
This + unless you really, actually, honest to god, need the mobility you should go with a desktop every time.
>>
Is there a "best" program for UVs and unwrapping and such?
>>
What program do toy makers use?

For vehicles and robots I imagine some CAD software but what about those waifu figures and statues? How do they cut joints and holes while maintaining smooth, probably high-poly surfaces?
>>
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>>565934
>What program do toy makers use?
Any 3D modeling application.
There are few guidelines you must obey so you can create sample and 3D print it,then its up to the factory in china to manufacture the thing they create molds and everything.
>>
>>565936
How would you create the insides of that torso after cutting it in half? You'd just have two complex planes.
>>
>>565936
>cutting it in half
Who said anything about cutting?
they are pre-modeled to be attached/detached together in the 3D application,with basic 3D printing program the whole thing is sliced first including the holes and everything and you get accurate print of the model.
visit /diy/ 3D printing general they have ton of info on the whole process.
>>
>>565938
for
>>565937
>>
>>565938
>they are pre-modeled to be attached/detached together in the 3D application
I know that. I'm saying how the hell do you model those holes and pegs after you're done with your model and it's like 200 million polys.
>>
>>565940
You retopo your model.
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>>565941
But then you lose all the detail. I have a 3D printer. It spits stuff out exactly as defined by the model's geometry.
>>
>>565942
then you are doing something wrong.
again diy has all the info on prepping your 3d model
>>
>>565943
You're not making any sense. The stl can't magically turn shader info into slicing paths because the geometry info literally doesn't exist.
>>
>>564025
Why is mudbox literally just hot trash? Tried a hundred times and I can't get it to import .fbx generated by Max at the proper scale or with UVs even though I tried everything on autodesk's knowledge center or w/e. Did those lazy kikes really try to compete with zbrush with this shit?
>>
>>565949
While I'm at it what's the cheapest legal store for Zbrush? I'm noticing some of their retail partners sell for a bit cheaper than the full price on pixologic's site.
>>
This is a long shot, but does anyone have a download link for that 11 hour maya 2017 tutorial that's listen on pluralsight?
I don't have $300 to subscribe to that shit right now. I just got my damn wisdom teeth removed for $2000.
>>
If I'm rendering 3D models onto 2D sprite sheets for a mobile game, can I use models that are as high poly as possible?
>>
>>565980
yes.
but you have to take into consideration rendering times, if its a problem
>>
I am interested if anyone here has some grass renders they created, either with Max, Blender, Maya or any other software. I can't really make it really photorealistic, nor are there any tutorials that I have followed that really nailed it either.

What are the keys to making a REALLY photorealistic grass? Take this for example, it's a bit stylized I guess, but looks really nice, how could I achieve this?

https://www.youtube.com/watch?v=PI-1KTy0pOA

Also, I've seen some amazing shit created with UE4, and I could follow those tutorials, but I'd like to be able to do it in Max and Blender. E.g. here are some grass scenes created with UE4 and it looks insane.

https://forums.unrealengine.com/showthread.php?102319-Striving-for-Photorealism-in-UE4/page7
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>>566064
i did it about a year ago, people here probably remember.

used this
https://www.youtube.com/watch?v=3q0c2zzdNKA
>>
>>566065
Nice lisp.
Good tutorial too.
>>
If I want some seamless texture on my ground, and if I want it to be smaller, is it bad if I just scale the UV up? Why does it have to stay inside of the grid? I can't see the difference between that and resizing a texture inside of a node (that even doesn't work sometimes). I also don't see any seams on the texture, but that depends on a texture I'm using.
>>
>>566064
unreal means its real time rendering only? Or does it do normal renders as well? never worked with game engine stuff
>>
anyone got some cool reference material for 3d practice or know a neat place i can get some?
just tryin to hammer out some practice since the project i'm working on isn't all that challenging.
>>
A question about gamedev modelling. Say I've got a game character with animal ears. Lets say cat ears. Or dog ears. Whatever
What would go into making the ears floppy i.e. kind of bounce up and down a bit when the character runs? Is that something that would be handled by the game engine, like applying physics to that part of the model?
>>
>>566189
have it part of your walking cycle
if you implement it as physics based its just gonna cause unwanted problems
>>
I want to start learning how to paint terrain, what's the modern way to do it? Can you just load your terrain into Mari and just paint textures directly onto it via projection? Is that weird?
>>
>>566291
its okay.
but substance designer is probably the way to go.
textures from photos are not tiled well tho.
you need something to be repeated
>>
Let's say I am modeling some table. Is it wrong if I create it from literally 5 boxes, i.e. create each leg and just place it somewhere inside the main mesh, or should I extrude those from the table itself? Or e.g. when I'm creating some knobs on some old TV - is it wrong if I just, like, put them a bit inside of the parent object?

I've seen people do both and I don't know what is the right way to do it. Obviously, creating separate objects is easier, but would that create problems down the pipeline?
>>
>>566340
the correct way is to extrude everything
think of a real life object like a screw driver. it would make sense that the tool would have 2 parts
>>
>>566292
do people typically use procedurally generated textures to texture terrain?
>>
>>566357
well yeah.
but it dosen't mean people use substance designer all the time. there is a good chunk of artists that still make procedurals with photoshop
>>
What are some good courses about environment design?
>>
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how are eyelashes made in cartoons?
especially animu sculpts
>>
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Greetings everyone. I'm a beginner and I want to make low poly human characters. I know I should make elbows and knees like this so they won't look terrible when bent, but that's pretty much all I know about joint topology. What should I know about how a mesh deforms as a character moves and poses? And how do I model the shoulders and hip joints?
>>
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This is unity

Trying to play around in unity but coming across what I would think is a stpid problem.

How come I can't navmesh this custom obj? I have tried putting a terrain and terrain collider component on it but it just doesn't bake, it just does this with the ground terrain.

No bully just trying unity for some fun
>>
>>564025
Lets say I have 3d assets I want to sell and made them in max with a commercial license.
If I used zbrush for the process of making details for, lets say, a rock, and import back into max and baked out the normal information will I be ok or get B&?
>>
>>566467
yeah.
i think it would stupid to upload zpr files online. same thing applies for 3ds files
>>
>>566470
Im not talking about uploading the zpr files or max files. I wondering the legal consequence with using a pirated version of zbrush by simply using it for highpoly detail to bake.
>>
>>566472
legal consequence? you could get sued for lost profits, possibly more. but probably no one would ever find out. not a risk i would personally take though, especially if you already can afford 3ds...
>>
>>566421
You need a convex (there is a checkbox to make it convex) mesh collider on your custom mesh.
>>
How exactly do you texture lowpoly game assets? Texture the high poly first and then bake the diffuse?
>>
>>566492
the high poly is for baking normals, which make a low poly surface appear to have more details than it physically does have. The other textures like color and metalness/specular are independent of the highpoly-lowpoly relationship.
>>
>>566494
Ahh, so the diffuse is done directly onto the lowpoly object?
>>
>>566496
>>566494
Also, can substance painter be used on these lowpoly objects?
>>
>>566496
yes, the diffuse is made for the lowpoly object.

>>566497
substance painter can be used with whatever model is put into it.
>>
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>>566384
pls respond
>>
>>566513
looks like its part of the sculpt
alpha planes (alpha transparency) at worst which will require an additional texture map
>>
>>566384
Textures.
>>
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>>566476
Thanks, I did try this but it didn't change anything. I tried both giving the collider to the meshes or the parent group or then both, but none worked.

The backgroud is what I'm trying to recreate this for, but made the simple stair mesh thing to test if it worked. I mean, there must be ways for people to make houses they can walk around in in unity right, but I can't find a workflow for something like that online anywhere.
>>
>>566542
have you looked through the doc?
https://docs.unity3d.com/Manual/nav-BuildingNavMesh.html
>>
>>566547
Hey thanks anon its working now.

Still a bit messy gotta clean up the details but thats a big step for me, thanks.
>>
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How would I add detail to a scene like this? I created a terrain with World Machine, but those always look nice from afar, but not from a close-up.

Would I have to sculpt a detail with a zbrush, and apply custom made textures to everything or is there some different method?
>>
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>>566691
Actually, I just went and tried that, I have no idea what I'm doing since I never sculpted before, but this could work, right? I can even sculpt directly from a camera view.

I'm still looking forward to some help on how to approach this, though.
>>
I have a completed joint set with maya muscle attached between the joints

how do I link its influence into my mesh? it asks for a muscle system? how do I make all these muscles into one system?

is there any maya muscle tutorial that can walkthrough me into fully rigging with muscle systems? I can only find bits and pieces around
>>
>>566695
>ow.
>Still a bit messy gotta clean up the details but thats a big step for me, thanks.
>>>
> Anonymous 05/31/17(Wed)18:00:21 No.566691▶>>566693
>File: wm_test.jpg (256 KB, 800x450)
>How would I add detail to a scene like this? I created a terrain with World Machine, but those always look nice from afar, but not from a close-up.
>Would I have to sculpt a detail with a zbrush, and apply custom made textures to everything or is there some different method?
>>>
> Anonymous 05/31/17(Wed)18:16:45 No.566693▶
>File: sculpting.jpg (448 KB, 813x675)
>>>566691
>Actually, I just went and tried that, I have no idea what I'm doing since I never sculpted before, but this could work, right? I can even sculpt directly from a camera view.
>I'm still looking forward to some help on how to approach this, though.
>>>
> Esoba 05/31/17(Wed)18:17:52 No.566694▶
>https://youtu.be/1qeiiClGnPk [Embed]
>>>
> Anonymous 05/31/17(Wed)18:47:42 No.566695▶
>I have a completed joint set with maya muscle attached between the joints
>how do I link its influence into my mesh? it asks for a muscle system? how do I make all these muscles into one system?
>is there any maya muscle tutorial that can walkthrough me into fully rigging with muscle systems? I can only find bits and pieces around

Took me a second to get the joke. When I did, I must admit, I had myself a good chuckle.I typically don't find 'nigger humor' especially amusing or relatable. Nonetheless, in today's bitter political climate, I find solace in a little bit of an injection of humor into this crazy world. Anyways, good job, hope to see more of this in the future.......
>>
>>566698
somebody explain this post
>>
>>566700
stroke, maybe?
>>
>>566693
first you need decimate the entire landscape or just punch it in dynamesh and get a better low res model.
then approach texturing and detailing, your blockout is pretty much done. i recommend baking as well
>>
Question regarding Maya 2016 / Vray:

I want to have an animated smoke effect coming from a chimney, but not have to render the whole scene every frame - only the areas of the render which change as the smoke moves.

Is this possible?
>>
>>566711
render layers
>>
>>565765
I forgot about this question. Somebody explain, please. Bump.
>>
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>>566716
the difference is the baking process. when you create a character in zbrush you can go wild with the polygons and then bake it to a clean mesh similar to the one in the second video.
the second video is how they made characters in the early 2000's. just raw polygons and a texture ontop
>>
>>566716
the two are used for different things.
sculpting is
>more intuitive
>don't have to worry about polycount
>much more detail in much shorter amount of time
polygon modeling has a completely different workflow. With sculpting you just kind of put in detail whenever and wherever you want it, while with polygon modelling you generally have to continuously iterate and drag points floating is space.

The modern workflow usually combines the two.
>block out with polygon modelling
>put in detail
>retopologize the highly detailed sculpt
>bake the surface detail from the sculpt into the retopologized model


>Also, a different topic, but when you see that first sculpture made in blender, it seems pretty great to me, how is this inferior to other programs?
the artist is what matters. different programs just give you different ways to accomplish the same thing. Some may be more efficient, but it doesn't really matter if the artist knows what they are doing.
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>>566718
>put in detail
read as >sculpt in detail
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>>566717
>>566718
Aha, so I can start with a workflow from that second tutorial and then export my basic face to zbrush (or use blender, but I just started playing with zbrush) where I'll refine it, and then back to blender. Thanks.
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>>566721
yep. that's one way to do it. it really depends what you find yourself more comfortable with. some do the whole blocking out in scultping and others use a generic mesh to modify.
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alright so I must be missing something fundamental with normal map baking and need some help

I made a high poly hydrant as well as a lowpoly, baked the normals, but im getting some funky results

here are the models side by side. ill dump a few more pics
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>>566729
heres the rendered result, i circled the problem areas

im getting these uneven marks where it should be perfectly circular indentation
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>>566730
heres the lowpoly with the normal map for more clarity
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>>566731
heres the position of the two models as i baked them, red is low poly, blue is high... used pretty basic settings and messed with them a few times to try different stuff but none of them were bueno
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>>566729
your lowpoly model is retarded. please give it proper silhouette
also there is no need to use smoothing groups on a highpoly mode. you have edge crease
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>>566729
>>566730
look up what smoothing groups and bake cages are
your smoothing groups are shit and limit your normal range
your cage dosnt match the high poly position and leads to high poly model being projected into wrong places
also for your hard poly
never ever have such hard edges, bevel them up

you will never bake onto such a simple low poly mesh without a cage or proper smoothing group set up
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>>566467
>>566472
Highly unlikely, the final file won't even contain any information from ZBrush at that point surely.
>>
Quick generalized zbrush/sculpting question:
How often do people start their models entirely in zbrush/any other sculpting program versus modeling a basemesh in a regular modeling program and working from there? Are the "From scratch" options in zbrush all they're cracked up to be?
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>>566758
everything is done in zbrush, almost always.
i even seen people make the character and then the gun + gear in zbrush
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>>566756
i want to correct what you said, you don't need a cage these days anymore. you just need to export your polygroups information when importing to substance painter or xnormal.

in his case, he needs to do traditional retopology + shrinkwrap. shrinkwrap modifier makes sure the mesh dosen't get warped and the polygons always stay ontop of the model.
>>
What is the best YT series for learning Substance Painter?
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>>566769
Allegoritmhic's own channel/site for the basics, further than that I'm not sure.
Sharpstance does material breakdowns that are cool and varying degrees of useful, since it's mostly just learning how to use a bunch of generators at its core you can get a lot of info out of the material breakdowns and he goes through his workflow a bit.
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>>566758
depends
in production you almost start with a base, today often with 3d scans,marvelous mesh or blockout made by others in your team
no time to fuck around with zbrush idiotic interface

for yourself? depends what you make, zbrush can be good for some random sketching in 3d but a lot of artists still do this even in standard 3d packages
overall it dosnt matter as the end result is what is important
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>>564025
how do i make this menu larger?
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>>566756
>>566749
>>566761
So one of the things I'm getting from this is that my lowpoly needs more definition? If im doing this for a mobile game, and everything needs to be very lowpoly, then what do I do?
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>>566783
you should have said its for a model game then, jeez.
but i suspect that you simply baked by lowering the subd levels rather than retopology
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>>566784
Not the case, but I guess I dont know how to properly retop. Any tuts?
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>>566785
https://www.youtube.com/watch?v=2hEHtKH55Us
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>>566776
This is the answer that I wanted to hear so I'm going with this one, thanks.
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>>566783
how the fuck did you get that?
what you should have gotten is that you have no clue how baking works
did you use a cage? or did you just used an automatic one
also your low poly mesh dosnt match your high poly one in position

look up how baking projection works, how smoothing groups influence it and what is the ray casting distance
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>>566800
*ONE* of the things I got from that. The other is, yes, I don't know shit about baking.

Any links would be appreciated
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what is pbr? how is it different/better than no pbr? where is it used? someome help me understand textures
>>
also how do you split 1 model to have several sets of textures for more detail?
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>>566806
i seriously can't find a single tutorial that teaches you how to bake without this crappy multires modifier or just baking onto a plane but i REALLY don't recommend using blender for baking.
yeah you can get a hold of it, but every time i learned how to do it i forgot after 2 days since its so archaic and shitty.
just use xnormal
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>>566807
https://www.youtube.com/watch?v=PjGCtnEDDeU
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>>566763
>i want to correct what you said, you don't need a cage these days anymore. you just need to export your polygroups information when importing to substance painter or xnormal.
are you fucking retarded?
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>>566816
i have perfect bakes with multipart objects. but i can't blame you for not finding out
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Is it better to :
- render an animation directly with motion blur
- or add motion blur in post-process ?
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>>566808
its called uv sets
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>>566818
do you have access to a supercomputer? If so post-process will usually always be more efficient. motion blur at render time takes a shit ton of time as well as dof
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>>566820
if not*
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I need to make a film strip model for my animatin.
Is there any reasons not to use planes for that (i.e. discard Y dimension) other than that it might look not good?
Also, what's the fastest way to cut an object like this in C4D?
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>>566820
Thanks
I'm using Redshift : a frame takes around 3 min without motion blur and around 5 min with really good motion blur
And I think the right workflow for animation is to add dof and motion blur in post process, it's more versatile.
What process is recommended ? I've seen ReelSmart Motion Blur plugin on aftereffect. Also I've read that you can apply motion blur to the depth pass, but I can't find a good tutorial
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>>566827
Just a plane with texture is perfectly fine. It's not like there's any depth in a strip of film.
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>>566849
depth pass is used to do your depth of field. The map itself is just black to white based on the distance from the camera. If you have motion blur on your main pass, then the same motion blur should be on the depth pass for the two to match up properly. can't really help you with motion blur plugins and shhit since I've always just used the one that comes with after effects.
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I need to rotate this finger joint around Z ONLY so that it's parallel to the wrist joint.

I would normally orient constrain it so that -X points towards the wrist, but the problem is that that creates Y rotation as the joint location is not aligned to the wrist.

Anyone have any ideas?
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>>566857
I said parallel but i think a better word would be planar. Anyway this is what I want
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>>566704
Forgot to reply to you, thanks, but I'll probably need some more help with this.

I've imported World Machine heightmap in Zbrush and displaced a plane with it. I subdivided it a couple of times and clicked dynamesh button, then added some details and now I don't know how to properly export it to Blender. I followed some tutorial on exporting a displacement map, but it doesn't work properly at all. I feel this is not even the right way to do it lol, so can anyone help with this? Should I export it as obj, or some map or something else?

This is going a bit over my head, I know the polycount is probably way too high, but I don't know how to bake it or whatever that is. How can I keep this level of detail in Blender? I want to put a camera close to the ground and it has to have more details than it has when I export it from World Machine.
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>>566862
well shit man. if you have a height/displacement map to begin with you can just hook it up in cycles.
if its the mesh that worries you. you need to make a lower resolution mesh with dynamesh,export the obj. as _low and then export the high res mesh as _high
when you have both punch it in xnormal. it might not work because it needs to be in same world position (it probably is, unless you used transpose or just moved it around)
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>>566863
Yeah, I would just create a (more detailed) displacement map from this, if that is the possibility. World Machine creates it's own displacement map and it looks like pic related when I use it in Blender, so I just thought of importing it into zbrush, adding more details to small areas and getting a better displacement map from that which I can use in Blender. Is that even possible?

The other option is to just sculpt it directly in Blender. I mean, I have no clue how is it done, I just can't find any tutorial on that, it seems that people just use World Machine for mountains in the background, or if they use it in some game engine, the surface remains really basic.

Basically, I want to create a scene similar to this:

https://www.artstation.com/artwork/9QDbQ
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>>566864
>adding more details to small areas and getting a better displacement map from that which I can use in Blender.

well you can bake a displacement map from a highresolution mesh if you want. i already explained to you the baking process. you can bake displacement maps in addition to normals

>The other option is to just sculpt it directly in Blender. I mean, I have no clue how is it done

well usually its done with height maps made in photoshop or just data scan. i like to use the ocean modifier for this sort of thing. but i sort of forgot how to use it and refresh my memory.

>Basically, I want to create a scene similar to this:
that's completely different from large scale terrain. in this work he made individual rocks in zbrush and sort of put them together.
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>>566868
i want to breifly add. if you do highpoly to lowpoly you only need the normal map and perhaps the ambient occlusion.
displacement only works if you use it on a flat plane
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>>566858
I figured it out. Set a rotation limit on the X and Y of the finger joint (min and max of 0) then just aim constrain from the finger to the wrist.
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>>566868
>>566870
Thank you, I'll save this and google everything, I downloaded Zbrush a few days ago and still have to figure this out.

It doesn't want to export a displacement map properly and I get unrecognizable terrain in blender, so I tried that other method, exporting high and low poly objects and importing them to xnormal and got pic related inside of a blender. Yeah, it's still fucked, but I probably already made some mistake while in zbrush, because I have these terraces now.

I'll have to watch more tutorials first, I'll maybe try sculpting it inside of blender for testing purposes and try again when I learn more. Can't make it work atm.
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>>566872
well your terrain have more ridges than normal. i look at it several times since you posted it and it doesn't look right in certain places. it looks like it has been remeshed in a bad way


https://www.youtube.com/watch?v=f9OxD3qbSiM

from my own experience its best to do stuff with 1 program as much as you possibly can.
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>>566873
i want to add another something

if you want to mess with height maps and such it might get you frustrated because height maps are not a 100% and you have to know lots of mumbo jumbo related to the displacement modifier and the math node in cycles, and in general there is alot of bullshit you don't want to deal with. use the ANT terrain plugin like i showed you in the video. its not world machine but it does the job
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Does somebody know a plugin that manages morphs for max, working on a model with many morphs and only using the channel list in the morpher modifier is way too confusing. Max has such an awesome scene explorer but small things like that are missing.
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>>564025
HOW THE HECK do I remember the selection order in maya for parenting and constraints. I always mix it up and then my rigs get broken
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>>566695

Maya muscle help pls
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Is there a program where you can input a plain drawing and have it output a 2D curve path of it?

Something plain like this for example. I realize that for this shape in particular I could recreate in a minute or two, but it would be neat if I could doodle something really fast in paint and turn it into a curve instantly.
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>>566954
http://autotrace.sourceforge.net/
Also does nice stuff like regularizing hand drawings in a similar way that the Flash editor does if I remember right.
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>>566918
you don't. I've been using it since 2009 and still do that shit backwards
>>
What rigging tool in Maya do you use for export to game engines like UE4 and Unity?

ART is most suggested, but it doesn't include things for quadruped characters, or for characters with long ears, or wings, or tail.

So what do you use if you're making something that isn't straight up a human character?
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>>566919
http://download.autodesk.com/us/support/files/muscle.pdf
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can textures be animated? what is the general process to accomplish this?
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>>567062
yes. what program?
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>>566810
so pbr is just a term for texturing based on these specific maps?
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>>567151
It's a term for that kind of rendering style. It's becoming the norm for most realtime engines, compared to the diff/normal/spec the big visual difference (aside from generally being a more versatile set of maps) is that engines generate reflectivity data, similar to a cubemap, that it uses to inform the shading and make the light and reflective elements look a bit more natural. Sort of a hackjob attempt at GI. It's not super accurate but probably the best rendering style available right now for pseudo-realism and just generally making a visual style where everything looks grounded in the environment.

Pic is a frame from an Unreal demo with just the reflectivity showing.
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>>567155
that makes sense, thanks for the explanation!
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I'm interested how can I achieve this look (game - Rime). My guess are hand painted textures, and what else? I'd appreciate some links to good tutorials, if you have any.
>>
bump
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>>564738
>How do I get my model to deform good?

You don't.

You get your model to deform WELL.
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Why is this edge loop not going completely straight? Is it because there is a triangle right next to it?
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>>567120
lets say blender
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>>567224
probably a plugin since blender. sorry only have maya experience
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>>567231
maya is fine too. its what im most used to, im just trying to transition to blender cos licensing
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>>567232
https://youtu.be/ZQw380ff6SQ?t=211
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Anybody know if you can use microfibre and sss on the same shader in Toolbag 3?
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Torrented a tutorial. The author makes a lot of extra faces/edges (pic on the right). Are these required for anything special like texturing or something? Mine's on the left.
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>>567254
yes. a polygon should never have more than 4 vertices on it.
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>>567254
you should start with a more introductory tutorial if you don't understand topology fundamentals and the tutorial's not explaining it.
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>>567353
Just watched one on hard surfaces and also studied weapon models from Battlefield and Borderlands. Thanks for the tip!
Though unless I'm doing Perfect Dark Maian weapons, I don't think I'll need to deform my magazine unless I'm doing drastic wear and tear.
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Trying to texture paint in blender 2.78c, but i'm getting these weird projection issues, anyone know a solution? I'm not talking about the edge of the circle, just the fact that it's completely ignoring part of it.

>>564115
In games specifically, they use a combination of normal, specular, and diffuse maps to create that effect. It's mostly the normal map that does the heavy lifting. Most engines don't support things like edge splitting.
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>>567435
Oh my fucking christ are you kidding me. I changed the image that I was painting on from DDS to PNG and that fixed it.
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>>567420
Great. Keep in mind good topology isn't just for good deformation though, it's also important for good subdivision. So while there is little point avoiding poles and tris in areas that won't deform it's still a good idea to ensure good edgeflow throughout. And never have polys with more than 4 verts.
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How do I take a 3dm file from Rhino 5 and put it in Rhino 4??
>>
Can anybody remind me the name of the torrent site for 3dcg software and anything artist related?
>>
>>568001
pears




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