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>>
(You)
>>
>having to re-route edgeflows ..only to realize the new flow is shit and have to do it again in a different way
>eternally tempting quick triangles ghettofixes but you have to stay STRONK and resist
>render crashes shortly before finishing
>low vram
>>
>it's an Andrew Price sips from his fucking coffee mug Blender tutorial again
>>
>"Quick tutorial"
>Tutorial doesn't show quick clip of what the actual end result is
>Watch entire thing
>Ends up not being what you need
>>
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>editing and fixing some vertices
>after being done notice you must have accidentally selected some vertices somewhere in the process on the other side or inside of the object that therefore also got edited and hence are majorly fucked up now
>>
>butthurt dummies that hate blender because it's blender
so far nothing else itt is talking about the /3/ board.
you all get a 0 on the exam.
>>
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>Start creating face
>in the middle of the process realize my reference images i took weren't fucking drawn in proper proportions
>>
>>577369
>having to re-route edgeflows ..only to realize the new flow is shit and have to do it again in a different way
>eternally tempting quick triangles ghettofixes but you have to stay STRONK and resist
Ayyy, these two I can feel you on, I always switch between mechanical and smooth surfaces not to get burnt out on quads and edge flow.

>>577371
>torrent zbrush video lesson so I can stop being a sculptless scrub
>voice-over of dude with video at 1.5x speed all the time, doesn't say anything specific about anything he does
>10 minutes in he puts on music
>delet immediately
People actually pay money for this shit?
I also hate that 95% of ZBrush tutorials already expect you to know how to use it.

>>577373
You can generally avoid this with combined use of symmetry (can't select opposite side), ignore backfacing, and detaching your selections from the main mesh. Also, keep at least one other view open at all times so you can see an overview of your model even when you're zoomed in perspective/ortho, so that you don't have to perform viewport gymnastics all the time.
>>
>>577379
I think I pretty much /thread with the first post.
>>577368
>>
People spreading 3D memes.
>You can't use tris or n-gons, you can only have quads.
>You should avoid booleans.
>You need to be a proficient 2D artist to do 3D.
>Topology on your low poly is important.
>"It looks fine, you don't need to put more work into it."
>PBR isn't a fad and will soon be used by every game studio.
>>
>>577423

-2/10

I hope nobody bites and you learn your lesson, young man.
>>
>>577367
>Watch tutorials
>Alright guys, let's make some realistic grass
>First step is to download grass essentials
>Close immediately
>>
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>get halfway finished with a project
>lose all motivation
>>
>>577423
2/6 isn't a very good score anon.
There will be a makeup test on monday, see you there.
>>
>>577423
are you trolling? if not, we need to talk m8
>>
>>577392
good advice and I do use masking a lot now or as you already mentioned temporarily detaching parts. not working at 3am helps too.
>>
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>>577495
>>First step is to download grass essentials
This happens more and more, it's disgusting.
Everyone is just schilling for their pay shit and clickbaiting.
>>
just fucking heard this in a tutorial:
>I know some still prefer to box model their characters
>haha, I don't know how they do it but oh man
>c'mon! it's 2017, learn to sculpt!
>>
>>577904
>Making mobile trash
>200-400 tri limit per character
>Sculpt
What the actual fuck?
>>
>>577906
>200-400 tri limit per character
Are you making a game for a fucking Nokia 3310?
>>
>>577912
Extreme example, but people do still model characters for some things with similar limits.
I'd love to see a Nokia run those graphics, though.
>>
>>577423
>Topology on your low poly is important.
Topology is always important, especially if you want to animate the mesh.
>"It looks fine, you don't need to put more work into it."
This is a trap a lot of people fall into, in a lot of different fields. Stop being a perfectionist, at some point you do need to say "this is good enough" and move on.
>PBR isn't a fad and will soon be used by every game studio.
PBR is becoming the standard now. What's wrong with PBR?
>>
>fuck up somewhere
>didn't realize it for a long time
>model almost done
>find flaw
>have to redo a lot of the mesh and the texturing again
>>
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>>577423
I love how this post makes sense if you turn it 180°
>>
>you spend lots of time learning and perfecting a skill
>some new faggot software does it in a press of a button
>>
>>577370
this
"It's done like this *drops in premade shit* Buy my textures :^)"
>>
>>581129
examples?
>>
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>>577367
>modelling normally
>everything going fine
>suddenly a face is broken in some arcane way
>try to fix it
>random mesh parts break
>scramble to fix those too
>mesh literally falls apart into an eldritch monstrosity of vertices and flickering faces
>>
>>581144
>learn cycles, how to deal with the noise
>arnold is included in maya
>no noise
>ryzen is cheap
I feel like I wasted 2 years bros
>>
>>581154
>I feel like I wasted 2 years bros
doodling in Blender when you could have learned Maya is indeed a waste of time
>>
>>581143
I get why he do0es it, but he doesn't need to do it in every DAMN video.

We get it Andrew, we can download your textures off your site. We don't need you to remind us every time you can.

And I don't think he's the only one. Anyone else able to confirm this?
>>
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>Some anon posts some work in progress Blender garbage, tries to impress
>People tell him it's shit. Reasons why are sometimes provided.
>Butthurt OP tells everyone to fuck off, they're just bashing on Blender for keks

Every single fucking day..
Blenderfags are like feminazis: any criticism will be seen as unfair and as an attack on the whole community just for the sake of superiority, even when a legit point is being made
>>
>>581154
i get rid of the noise but its simply a matter of having a gpu + right settings
>>
>>581174
you can never get rid of it with cycles. Its garbage, sadly. Arnold is the future and once the gpu version comes out its game over, permanently.
>>
>>581173
point made, but there is literally only 1 person here that make anything close to triple A, the rest have subpar renders just like the blender fags. no point in mentioning blender if that's the case
>>
>>581177
>point made, but there is literally only 1 person here that make anything close to triple A
pls, Tor literally posts here.
>>
>>581176
well i got rid of noise entirely, i just stuck with the renderer and made it work.
but i do agree that your first renders in cycles will most likely have noise due to lack of understanding on how to optimize a scene
>>
>>581178
>pls, Tor literally posts here.
and why should i give a shit about your e-celeb?
plus, he isn't a bum trying to sell some shit like autodesk ppl in this board
>>
>>581180
>Tor Frick
>e-celeb
top lel
>>
>>581173
I'd argue it's more an issue with anyone really. It's a matter of people shocasing their (lack of) skill and getting all butthurt when people tell them that the word 'bad' is looking mighty positive.

It's just that Blendfags are the most vocal of them all.
>>
>>581182
Yeah that sounds fair
>>
>>581182
i don't think iv ever seen anyone being openly vocal about using blender.
it might be one guy saying "use blender its free lol" when there is a topic coming up, and its probably the same guy that tries to incite and mik responses from people that use blender
>>
>>581184
this kind of stuff m8 >>577613
>>
>>581185
yeah it was a bait, but thread was mostly people trying to gun down the model and blender
>>
>>581186
if the model wasnt shit it wouldnt have felt the wrath
>>
>>581188
then you have different concept of what is considered shit, i mean sure it wasn't up to par with what it tried to accomplish but its better than 99% of everything that is posted here, saying its outright shit isn't going to work
>>
Over the years I've watched a bunch of videos on character rigging and ALWAYS I see people in these tutorials just eyeballing and freehanding placement of armature bones.

It fucking blows my mind that nobody is taking the time to align bones perfectly. I demand perfection with my models, so what I'll do is select the face at the far end of a model, use the "move 3D cursor to selected" command and then snap the ends of bones to the 3D cursor so that it's aligned 100% perfectly within the joint that I want to control, then I repeat for the other side. I'll sometimes offset the bone from the middle if I need to for a realistic character deform, but I always start with a centered bone as a basis.

This is what you all should be doing.
>>
>>581143
even worse when he's like
>here's a nineteen hour long video on rendering and ill explain the basics slowly and repeat myself for 18 hours. now for the last hour which is the most crucial step, make sure to buy this sponsored hundred dollar plugin and also fuck you
>>
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Modding & porting community shit:
>People who cannot model for the life of them but followed that one shitty tutorial on rigging from like 2009 from someone who barley understands shit, so now they go on a mass porting spree of broken models
>Those "HD" textures which are just upscaling a picture to 4K and slapping a sharpen filter + a bunch of badly tiled overlays
>big normalmaps with no real detail at all
>empty alpha channels on said textures
>A handful of gun models made from 2004~2007 by a few talented modellers that are being ported/decompiled/recompiled 1754839 times with tacked on shit showing up on gamebanana
>those fucking idiots who directly export multiple subdivided models with no optimization so you have a simple prop with a bajillion polys and for playermodels, then bitch about framerates
>people who port CSGO models directly into older games
>people who do ports of badly optimized models from gmod or MMD into an older engine like GoldSrc
>same people who bitch about why they can't have 4k textures & normalmaps in an older engine
>cartoon or flat color models with little or no detail that has to use multiple massive textures
>people who have no clue what law of diminishing returns means
>people who make playermodels where they just tack on ported guns onto it so they have like 2 spas-12's on the back and 3 deagles and some shades and like a giant cigarette because wow such cool OC
>putting glowing shit on everything
>that guy who runs a server where you must download for an hour of thier super kewl playermodels or other unoptimized shit just so you can look at their cool admin skinz wow
>>
>>577495
Now here we have the essential pack of tools that YOU need to create (insert object here) and all you have to do is sign up on the website and follow the directions on there
>>
>>577423
>using n-gons
>at all
nigger you are retarded
nothing wrong with tris, tho
>>
>>581407

Tris are wrong because they make selection a bitch.
>>
>>581409
u wot
>>
>>581300
They are usually kids and dont know any better.
>>
>>581407
You can't really subd tris, so they aren't good on high poly models. They're fine on low-poly assets though especially in nondeforming areas.
>>
>>581300
Porting in general is fucking gay imo.
>>
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>get course for a renderer
>50 fucking dollars
>bitch is reading from the manual at X1.5 speed with thick British accent
>>
I cannot believe how inherently shitty and full of bugs most software is.
>>
>>581673
Where did half of my nodes go? I didn't hide anything. I just made a new node and the rest poofed away. I wasn't even building a complicated material, but with AAA software like this, surely you would think basic functions and interfaces would be more reliable?
>>
>>581675
reload the shader dumbfuck. its that easy
>>
>>581678
Shit shouldn't even happen
>>
>>581678
lol @ unreal. Proving once again that unity is better
>>
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>>577501
This.
>>
>>581682

Make a game like Hellblade, Agony and Visage on Unity with a good framerate and then I'll stop taking shit about the embarassement of an engine tunity is.
>>
>>581714
those games are virtual unknowns m8
>>
>>581714

Oh and I forgot about days gone, the tomb raider 2 remake, the FFVII remake, KH3.

In the meantime Unity is used to make crappy fidget simulator games.
>>
>>581716
mate, those games have incredibly huge budgets and huge staffs. You cant expect one anon in the basement to match those japs
>>
>>581717

And? The point is that big devs all choose UE4 over unity.
>>
>>581718
And they were mistaken. Its like making a gas powered car in 2017 instead of electric. You are in the wrong.
>>
> WHERE DO I BIRATE THIS THAT OTHER THING /THREE/ I AM POORNIG THIS IS WHERE YOU GO TO ASK FOR CRACKS AND TORRENTS IS IT NOT

> IMBLYING MY BROGRAM > YOUR BROGRAM

> CAN I BOST MY DAZ GOBLINS HERE

> DIS IZ MY FIRST EVER PIC WITH BROGRAM WAT YOU THINK

> HOW DO I GET BROFICIENT AND STUDIOS SUGG MY COCK FOR BIG BUX WITH MINIMAL EFFORT, /THREE/

> WHY DID NO ONE TELL ME THIS WAS WORK

> IZ IT OGAY TO BIRATE ASSETS

> HOW DO I MAGE GOOD GUNZ FUGG MODELING ANYTHING ORGANIK RIGHT
>>
>>581719
> it's MUCH better to use a bloated .NET runtime with shit 3D rendering for everything because you can write your games in JavaScript and C#
get laid
>>
>the program doesn't do what i want! it must be shit
>lets compare different types of software despite it would take years of independent research to compare them neck to neck
>ill engage in low quality baiting in a board with 10 active posters
>that's not a perfect pro work! you must be shit huh
>i don't need credibility to argue on things i don't understand
>triple A is soulless! i only buy indie games with GPL license
>the industry is the only thing that matters, no group of people ever produced quality work for fun
>is my anime character good guys?
>daz posters arent allowed here, they don't produce any artwork, but modders are welcome
>>
>>581724
It would be so much easier if the board blocked anyone who'd been to /v/ in the last 3 months
But then so would most boards
>>
>>581722
Unity has full vulkan support since March. If you still can't write a fast game just shoot yourself in the head.
>>
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>>581724
all of this, a zillion times this
>>
>>581724
>>the program doesn't do what i want! it must be shit
>the program actually does it but I shouldn't have to learn the interface to find that out
>>
>>581736
> a mobile game should have a 500Mb footprint and use the largest possible graphics engine because platform optimization is for FAGS
>>
>>581744
>writes off vulkan completely
>uses ancient, deprecated APIs
>complains
lmfao. Get out, troll.
>>
>>581762
I bet you're the kind of person who is salivating for eventual Vulkan support in Blender.

In reality, moving to Vulkan is extremely minor for users. The changes between OpenGL 4 and Vulkan are essentially the same as the changes between DirectX11 and DirectX 12.

For graphics engine developers Vulkan is certainly a huge change. But someone like you making a shitty furry dating sim should stop wasting your mental energy thinking about Vulkan.
>>
>>581762
>ignores point repeatedly that Unity is a joke engine aimed at script toddlers
>"n-no look at Vulkan TALK ABOUT VULKAN"
>>
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>>581773
>In reality, moving to Vulkan is extremely minor for users. The changes between OpenGL 4 and Vulkan are essentially the same as the changes between DirectX11 and DirectX 12.
you what? The "user" gets huge perf boosts on the same hardware. Not my fault that you're clearly unable to adapt. Hell, you must be on a fucking mac lmao.

>>581777
>damage control
>>
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>people who don't bother to learn the basics of how 3d rendering works

the amount of people who completely don't understand really basic concepts like what UVs actually are, what they're used for, and how shading algorithms use UVs to shade their models is honestly sad, but that's tutorialitis for you.

you don't need to understand the mathematical algorithms for how various stages of rendering are performed, but you should understand the parameters involved in rendering, shading, and lighting a 3d shape/scene and how different techniques and models differ
>>
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>>581821
agreed, though you expect way too much of /3/
hell, being 3D waifu material is more important than basic knowledge here
>>
>>581820
> discuss bloatware
>BUT VULKAN!!!!111
nice goalpost moving
>>
>>581821
>but you should understand the parameters involved in rendering, shading, and lighting a 3d shape/scene and how different techniques and models differ
NUHHH SPUUNFEED ME IRAY KITS 3 POINT LITING TOOOO HARRRRRRRRD
>>
>>581855
you were the one who brought up bloatware.

nobody was discussing it before, nobody cares about it now. We were talking about perf. Its 2017.
>>
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>>581857
geez, maximum butthurt or what
>>
>>581863
this is literally a thread to talk about shitty /3/ people, but bringing Rick & Morty here unironically just kind of adds to that
>>
>ask a lowpoly artist what techniques he uses to make his textures
>lmao its just like painting
>"okay but what techniques do you use?
>idk bro, have you ever painted a picture? its the same
>>
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>>581820
> Vulkan
> "Huge perf boosts"

Enjoy your Vulkan wet dreams dipshit. The rest of us will be basing their decisions on real world performance results.

Vulkan has important benefits for cross platform compatibility, mobile, and alternative setups like SLI. A typical high end PC running Unreal or Unity would be lucky to see a 10% performance increase on graphics.
>>
>>581893
He's calling you a retard, retard.
>>
>>582002
DOOM vulkan perf boost and that's just the tip of the iceberg, son
>>
>>582009
>I can improve performance on a game ported to toasters!!!
>>
>>582047
Says the shitposter
>>
>>582058
>ricing doom will mean anything in terms of realworld performance!!!
no my fine /r/3Dditor, you are the poster of poop
>>
>>582065
Fuck off, you got BTFO
>>
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>>582077
>BTFO
You do realize I didn't post >>582002 or >>581773 right?
Go back to /v/ where you can cuckpost with the other underages all day long
>>
> 2017
> majority of /3/ is still creating characters through box modeling

Holy shit, I get triggered every time.
>>
>>582155
>still creating characters through box modeling
as opposed to... ?
>>
>>582195

Sculpting and retopology. It's objectively better, because the technical bit serves the artistic bit, not the other way around.
>>
>>582197
>objectively
>>>/v/ and stay there this time you underage faggot
>>
>>582200

Not an argument.

In b4 >>>/pol/

Fuck you.
>>
>>582202
>being this btfo
>>
>>582203

>>>/pol/
>>
>>582204
mudslime or pajeet detected
>>
>>582155

in fairness I'm switching at the moment
>>
>>582197
>Sculpting and retopology. It's objectively better
>>>/aco/1724250
>>>/aco/1707510
>>>/aco/1710511
>>
>>581407
N-Gons hang through
Tris give you a pointy tip

Once you know this, you can use those flaws to get a much simpler topology on most of your models. The time you saved you can now spend laughing at quad autists who struggle with making simple topology all quads.
>>
>>582221

How does this disprove my point when the artistic bit is shit?
>>
>Windows fucking 10.
At least 5 crashes a day with heavy modeling sessions. Sure is a treat when you're super-focused on finishing a part, forget to save a couple time consuming steps and get a sweet crash with no warning for Rhino to save where I was at.

Also my computer is pretty slow and makes my problem #1 much more annoying.

I almost feel bad for some of these other problems, but can't feel sorry for anyone getting mad that some seriously fucked up geometry isn't working with that bunch of triangles you mashed together.
>>
>>582009

Doom Vulkan performance "boost" is nothing about Vulkan, it's about not using AMDs horrifically shit OpenGL.
>>
>>582231
>At least 5 crashes a day with heavy modeling sessions

Sounds to me like you need to stop ricing your PC with useless shit instead. I've had one crash in almost 2 years of use.
>>
>>582304
This.
And in fact AMD decided to delay implementing vulcan in their drivers,hell even Intel did it before them and released Vulcan ready driver open source.
Valve even stepped up and requested assistance from the creator to implement in SteamVR.
OpenGL has 20 years of legacy code in it,but hardware changed OpenGL is hacky as fuck trying to keep up with it.
>>
you guys need to get some fresh air every now and then
>>
>>584579
thanks for bumping the thread 2 weeks after the last post, fuckwit
>>
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>>584580

>don necropost
>thred CLOSED! >:(

Go back to your dusty 00s era forums
>>
>watching a tutorial online
>get through three 30 minute parts
>load up part 4
>person in the video says "I just realized we did something wrong, so we need to scrap everything and redo this."

WHY EVEN HAVE THE FIRST THREE FUCKING PARTS IF THEY'RE GIVING WRONG INFORMATION?!
>>
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>Uv Unmapping
I can do it, I just suck at it to much. And my textures suffer.
>Bump Maps/Displacement
I don't understand how I can add more detail but of course I'm sure I can't really with blender.
>Using the knife tool, press enter and then it crashes
>Finish sculpting, and then start to retopologizing, save project and then reopen the project to only see my sculpt was shit
>Painting tools
>>
>>584721
>don't understand how I can add more detail but of course I'm sure I can't really with blender.

you can, in multiple ways actually

>Painting tools
im 100% with you on this one
>>
>>584722
Any suggestions.
If I use subdivsion surface and try sculpting, I'll I get some points where I can't make the bulbs on flesh without subdivind more and more. And character models feel like the can't go more than 2(in some of my cases)

Dyno feels like my mesh becomes way to muddy

Adding the details through Gimp(editng the Bump map) feels way to tedious.
>>
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>>584726
i use these settings. i made a character with not higher than 40 res.
15-35 is for blocking. 40-70 is for fine detail.
obviously you can go higher.
i made a simple character with no more than 40
>>
>>584730
care to show an example of your sculpt?
>>
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>>584730
How do you get 'Res'
>>
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>>584732
>>584735
click twice and punch in a number
>>
rendering bottle necked by VRAM
>>
>>577367
>see a cool plugin /nice modding import export script
>its only for another program that you dont know how to use, and importing from other 3D app breaks a lot of shit that you have to fix manually and possibly re-rig.
>>
>>577370
>>581143

Guy's doing it on his personal channel. Did you go there just to get mad about it?

I get it, it's a thread about shit that pisses you off, but it's not like it's getting shoved on your face, you chose to get mad over this. You could have prevented this.
>>
Blender vs Maya sausagefests on this board.

It doesn't matter, you guys. It really doesn't.
>>
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>>588471
This shit used to bother me for a while but then I got numb towards it.
This exists in almost every field. For example in photography it's gear faggotry.

It's always the losers who fight over their tools. The actual artists just shut up and use whatever tool fits them best and get shit done instead of talking about it like a bunch of bored bitches at the hair stylist.
>>
Topology.
Fucks me up every time.

Y'all who can model characters using any arbitrary amount of wrist verts, you're basically Will Hunting crossed with Michelangelo to me.
>>
>>577501
This one right here
>>
>>588490
blender vs X arguments don't exist outside of /3/. its a bunch of delusional people that think there is somekind of hidden agenda behind blender foundation.
at first i thought it was a joke but now i feel sorry for the guy, he needs medical attention
>>
>>589522
>blender vs X arguments don't exist outside of /3/
Unfortunately, they do.
>>
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>ZBrush is not responding
>ZBrush crashed
>ZBrush crashed
>ZBrush crashed
>>
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>>589533
This. I compulsively quicksave with a hotkey when I know a function or tool is one of *those* problematic lil mofos. Everyone using the software gets to know which ones over time.

Same with ancient monster Maya.
>>
>>589522
>blender vs X arguments don't exist outside of /3/

OH THEY DO.
Over here, they're just a very special flavor of dumb.
>>
>>589548
Setting autosaves should be the first thing you do when you install software like this though. And set the interval to a maximum of 5 minutes.
Then you save your own incremental backups manually at crucial points as you go along.
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>>589595
>autosaves

Autosaves are risky as fuck.
Sometimes you test things and you're majorly fucked if you change something, just in that moment it saves and then the application crashes.

Best way to be safe is to save often AND save your project in milestone files so you can jump back to an older state file if you fucked up.
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>>589610
Next time try reading the entire post before responding.
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>>589612
That is true, on top of this I should go get some sleep. Night
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>>589615
Good night, bro.
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>>581560
>>>581407
>You can't really subd tris
I don't get this, why can no software do this? Same with ngons?
>put vertex in middle of face
>draw edge from new vertex to middle of all surrounding edges
>everything is now quads
>>
Retopo and Rendering in general

Retopo is tedious. Rendering is because I'm lazy to sit down and learn fully about it.
>>
/3/ topics about anything that somehow ends up with arguments about blender
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>>581893
As a guy who legit answered almost the same way for a weapon box I did for a friend's project before abandoning 3DCG in favor of a more "productive" hobby, it really feels like just painting. I did pixel art before, so if you make the model small and make sure the topology is acceptable, you can even use Paint if the UV islands are very close. That being said, I use GIMP to handle any additional dithering and shading.

This is the "Weapon Box" thing in question, btw. Only now after years did I notice it looks too sandpaper-looking.
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>>590218
don't expect me to believe this, we both know this is bullshit.

there is plenty of things to know. starting from resolution adjustment,gradients,diffuse baking,layer modes,soft/hard brushes,procedurals,toning,color correction,projection paint, uv channels etc.
yes some of the digital painting principals apply but its not just "JUST PAINT A PICTURE BRAH XD" because we both know that's not true
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>>589664
that's literally how Blender does it though, do other programs not divide tris?
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>>590229
I agree it's not true but please forgive my brainlet mind. I just couldn't remember every concept you mentioned when I was asked on the spot. "Just like painting stuff" was my get-out-of-jail-free card and my friends were satisfied.

If anything, I'm that motherfucker who does the "First draw the circles, now draw the rest of the owl." when I try to teach anything.
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>>577367
Pajeet voice in tutorials
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> cool program that would be very useful to your 3D career
> browse cgpeers
> its not there
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>>581407
>>581560
>>589664
The thing is programs can, or at least Blender can, subdivide triangles and ngons (by automatically creating edges to make it into triangles, or maybe sometimes quads), but the reason why it's not advised for use in subdivision modelling is, specifically with ngons, it's hard to predict how it's going to be subdivided because you don't know for sure how the program is going to split the ngon into smaller shapes first, but typically the results look like the Poke Face function which puts a vertex in the center and make a triangle fan around it (so you could do this yourself and convert to quads if you want).

As long as you're aware of this problem, and you check the resulting wireframe and shading to be sure it's solving the ngon in an acceptable way, there won't actually be a problem... Until you deform it and it potentially splits the ngon in a different way because now some points are closer and the program decides those need to have an edge now instead of some other vertices.

Ngons have a place in modelling, primarily as a sort of placeholder surface so you can do things like cap off a cylinder and not worry about a grid of vertices while manipulating the shape or fill in an area on which you can cut better topology with the knife tool or connect path function. But for things that don't deform they can speed up your modelling process by just letting the program figure out how to connect things within the ngon and if it subdivides fine then you're golden, you just better check and double check and triple check, especially if you alter anything near it.

Also you need to know how to solve ngons to quads first before you "break the rule" to be sure you don't end up relying on ngons purely out of a lack of knowledge, as opposed to a lack of patience or fucks.
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>>590251
Also, this behavior of triangles is pretty predictable with enough experience. They make these N-poles (pole with 3 edges connected) in the center and you can predict the face loops it'll form. Typically face loops are useful during modelling when you can actually access them in the editing mode rather than only existing after a modifier, but it's good resulting topology. Will it deform well though? It might be a little strange since you're not actually directly deforming the good topology of quads that result, rather the triangle that later forms it.

You could definitely use triangles like in that screenshot guilt-free if you apply the subdivision modifier though, potentially useful for modelling a low poly subdivision model, then applying subdivision to get more geometry to manipulate. Sometimes making those triangles into quads will result in geometry that's a little too dense in that area compared to its surroundings, but if you leave it triangles and then subdivide then the geometry remains uniformly dense on top of now being quads. Or doing a similar thing with the multi-res modifier in which you access the resulting subdivided geometry with good quad topology while in sculpt mode. More than one way to kiss the wife.

Again, need to stress that this requires mindfulness. You need to understand what's happening under the surface and how you're manipulating the program to do what you want, rather than just deciding from a cursory uncritical glance that it looks okay. Learn the rules to break them is the typical phrase.
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>>591125
You could put up a bounty. I'm sure there are people that go on the requests page to see what they can buy and share in order to gain data for their upload. Like Spine 3.0 has a bounty of over one terabyte. Not sure why, it's not even the version you need to mod Darkest Dungeon and beyond that why even use or desire that specific program strongly enough to collectively put up a bounty of one terabyte... Real wild stuff out there.

Just yesterday I got like 300GB for filling two bounties I didn't even know about. Real nice admin or mod type fella pointed it out for me. Wish I could hang out in the IRC channel more.
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>>591148
I'm sorry, what is bounty good for exactly? Just showing interest in the thing that people want to get?
>I'm sure there are people that go on the requests page to see what they can buy and share in order to gain data for their upload
I recently joined cgpeers and seems to have good ratio from seeding stuff
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>>591181
Put up a request, add data from your upload to the bounty, person that claims it gets it added to their upload count and now no longer has to seed everything they download because they have a bit of a buffer before their ratio gets too low.

Bounties show what people want as well, yeah.
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>>591181
What program did you want anyway? I'm not gonna buy it since I don't have any spendin money, but if I can find it I'll share it.
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>>591182
Okay, gotcha. Well I somehow seeded like a terrabyte already so I don't really need to worry about bounty then
>>591193
I'm not the same anon that made this >>591125 post about new program. Feel good atm with everything! Curious about cool new program though.




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