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link to previous one >>583604
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still thinking...
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how do you get good at 3d?
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>>586932
maybe this is why your thread died, anon...
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>>586956
go outside and take a breather anon
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Here's a question.
Why make a new thread when the old thread is still alive and not even at the bump limit?
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>>586964
well.. its 20 replies away. not exactly alive if you ask me.
too many people are worried if their thread is kosher or not. fuck off please
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>>586989
20 replies away from the bump limit, so not at bump limit and thus still bumping to the top of the board as this early thread would.

you can just say you couldn't wait to be the OP this time, at least that would be honest and not a complete lapse in logic.
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>>586991
defiantly not early by 4chan standards
you are just panicking over random shit right now
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>>586996
it's early for boards as slow as /3/ where you can see people bumping threads after an entire week of inactivity.
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>>586991
>bump limit
>>586989
>>586964

what type of person are you to not have it set to pic related?
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>>587054
one that's interested in threads with active conversation
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When I'm sculpting a head in zbrush should I start directly with sculpting the head from a sphere or should I first model a low poly mesh and then start to sculpt
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>>587123
Dynamesh makes starting from a low poly largely irrelevant, you can start from any arbitrary shape and it'll just retopo itself every time you mask select outside of the mesh, so you can pull and push whole chunks of the sphere and it'll always end up as equally-sized quads when you do so. You can model the entire body starting from just the head by extruding out in this way.
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I've been invited for a portfolio review at a well regarded studio next month. Anyone got advice for what these things are like? What's the difference between this and a formal interview, what should I be prepared for etc, what are they likely to ask
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Is there anything wrong with using booleans to make cuts in a model? I'm a super beginner to 3D modelling and followed this tutorial to make a pokeball and he used it in the tutorial
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>>587140
no, but don't make it a habit
>>587131
>what defines you as an artist
>how are you able to contribute to our company
>how well do you think you would fit in our company
>what are your goals for the next 2 years
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>>587140
Booleans are often misused or misunderstood, which is why I end up making a ton of posts on this subject. Here's what I wrote in response to someone making a gun barrel in the old WIP thread >>585995
Depending on the nature of the operation you intend to make, it may be as simple as cutting out the shape and doing a bit of cleanup work, or you can try and finish the object entirely using only booleans on more complex shapes.
If you're using a program where the booleans are non-destructive like in Max, you can keep all the components you've made the geometry from as instances to shape the final mesh, and this can be useful to generate meshes of varying density if you say want to make a game-ready mesh or a high-poly for baking - all you have to do is access a sub-component like a cylinder and change the edge count.
For getting rounded edges on a boolean your options are more limited compared to being able to just chamfer regular polys. Maybe if you did a really good cleanup job you can still chamfer, but it's better to use a shader-based solution or do retopology in ZBrush, smooth the mesh with Polish, and export back to max for baking.
If you want more information on how to use booleans, check out Arrimus3D on youtube, he has a fairly comprehensive collection of videos on how to make the most of them.
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>>587140
Not inherently, but there are problems to keep in mind. The resulting topology can be a bit of a mess and will often require clean up if you intend to bevel the edges or subdivide. If you aren't going to do that, and it isn't going to bend or deform and is just a solid piece, it won't be a problem beyond smooth shading looking wrong, but you can just set some edges to be sharp.

Even if you plan on going a subdivision or chamfering route, booleans are very useful for getting the initial shape created and when that's done you can worry about cleaner topology.
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Is there a way to quickly orient all faces in SketchUp if the "orient faces" function doesn't work? Not really in the mood to go in and flip all the aberrated faces manually.
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>>587153
Here's what it looks like after using orient faces.
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Any good tutorials on how to use mastercam?
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>>587142
Cheers, so I should basically prepare as if I'm preparing for an interview?
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>>587215
put on a smile
don't look stressed
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Is there really anything that improved in 3D for games except for higher resolutions and higher poly models in recent years?

I was just playing some Wolfenstein: The New Order from 2014 and I think the game could practically look the same as the best AAA games from 2017 if it bumped it's texture resolutions and increased poly count. I'm closely examining the environment, and the workflow is always the same, right? Maybe I'm missing something, but before I started learning 3DCG, I thought that as the visuals improve, the 3D job has to be harder as well, but now it seems that 3D artists actually always do the same thing, but as the technology improves, their works automatically look better as well. Right?
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>>587219
pbr tech got better so now its possible to create complex terrain with great materials.

but other than that.. not really. its the same old with lod's,bloom,alpha transparency and stuff like that.
games are really suffering in the graphics department because you are limited to certain polycount and resolutions. if the game has a small map like in killing floor 2 or RE7 then you can still get reasonable amount of graphics.
i think water and terrain looks much better now, thanks to improvements in the engine and smart materials
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im looking for good tutorial or like a course for learning and understanding human anatomy better
i have some general sense of things, but its not good enough, can you recommend me something?
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I got VR Glasses and i want to show to my clients, 360 renders.
I've already the 360° render but i don't know how/where to upload it and show it to my clients.
Here's my render.
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>>587415
You may already know some of these resources but I'll just throw everything out so it's helpful for anyone.

Books:
- The movement of the muscles by Frederic Delavier (there's one for men and women).
- Anatomy for the Artist by Sarah Simblet
- Human Anatomy for the Artist by Eliot Goldfinger.
- Anatomy for Sculptors by Uldis Zarins.

Resources/Courses:
- ZBrush Anatomy and Design Package by Rafael Grassetti.
- Facial Anatomy by Scott Eaton.
- Digital Figure Sculpture Course by Scott Eaton.
- http://anatomy360.info
- https://www.anatomynext.com
-
http://game.capcom.com/cfn/sfv/column/131606
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https://www.artstation.com/artwork/0Z5NG
How to reproduce such metal material? I guess its not full-white metallic, but playing with slider in substance painter can't give such result even for base material. Is there any guides for gun metal?
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So I'm trying to make a character with more of a youthful face. How ever. I just cannot do it. It feels like something is throwing the while thing off for me. I'm not very good at anatomy and she is more stylized and not going for super realistic. let me know.
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>>587617
maybe try sculpting?
it will flow more naturally
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>>587620
I can't sculpt very well, I'm learning atm. But at this moment its not an option. I can't sculpt faces, but everything so far is going okay.
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>>587621
your topo is great.
maybe take some time to look at body parts and faces
there are some great anatomy books around
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>>587622
So can you see whats wrong with my model? I like to learn whats wrong. Also thanks, i really enjoy topoing/Retopoing.

I have the Blend file Uploaded if anyone wants it. You don't need to fix her for me, you can just very well just Tinker around.
I also Have a discord.
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My machine can handle modeling in Maya/Modo very well. But it chugs and gets super hot when I try to open up a render preview. Even at like, the lowest settings it has a hard time. Sometimes if I end up fiddling around too much with the renderview open, my laptop just shuts down.

So, my question is... Is there any sort of "low spec" rendering software so I can import a scene/3d model and light it very simply? I'm not looking for hi-res stuff, since it's used in an Illustration workflow (to get perspective and lighting in 3d, then everything else in 2d).
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>>587730
Try Marmoset Toolbag, doesn’t get any more low-spec than real-time rendering.

Also, fuck laptops for 3D workstation use. Just putting it out there.
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Updated to 2018 2 hours ago and this shit already begins to fuck me. Created entirely in 2018 from scratch, it produces a fucking error about outdated stuff on the scene. And then I can't select any fucking drop down thingy. And then I go to fucking space to look at my degenerate shit 100 polys model because why the fuck not. Fuck.
Tried to reset UI, only thing related I managed to google.
I wish any person, related to development of this abomination of a software would lose a fucking phalanx for every bug found by customer related to their development field.
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>>587750
Also tried to use DX11 and 9 modes, nothing changes.
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>>587750

Just stop wasting your time with this fucking dinosaur, it's horrible to use. Get Maya and/or Modo and let Max die. Autodesk should have killed it instead of killing Softimage.
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>>587757
I like Max's interface better. It's simple and easy to understand. I would gladly use something else, but I don't feel like learning a whole new industrial grade software just because of interface yet. I used Blender for a little bit and somewhat liked it, but the absolutely different UI, workflow and even names of the same things are killing me.
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>>587750
Works on my machine.
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>>587741
Thank you, I'll check it out!

And yeah I agree. I can't invest in a workstation at this point in time, but hopefully at some point I can get a good system. The one's at my school are bossed up, but I just need to get quick layouts at home.
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>>587730
There'll be EEVEE when Blender 2.8 releases, which is basically real-time. It seems really promising.
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what does everyone use for video editing? i know this isn't strictly /3/ related but it's tangential and i don't know where else to ask.
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>>587924
https://bedroomproducersblog.com/2016/01/21/free-video-editing-software/

good list
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>>587925
are any of these actually good, though? i usually just pirate paid software because free stuff is usually shit and it's not like i'm making money with this stuff so there is very little chance of me getting in trouble.
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>>587926
Just pirate Adobe Premiere, then. If you want free though, DaVinci Resolve is a good choice (it is also good 2-in-1, since you'd want to use it for color grading anyway, but I have to admit that editing on that is less pleasant than with Premiere).
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thoughts on Adobe Dimension for rendering?
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Is there a complete brainlet's guide to UV unwrapping dos/don'ts anywhere?
Unwrapping in Maya, if it's relevant. I've done it a few times but I'm pretty garbage at it. Dunno how transferable the terms/skills are since most unwrappers I've used have seemed just different enough to cause confusion.
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What's the best way to make dynamic tiddies in Maya?
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>>588068
nCloth
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>>588002
Oh it finally has a name. Heard about it back when it was Project Felix.

Seems good for product related shots, yeah. Not sure about anything else.
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Best OpenCL rendering application to use in conjunction with Maya?
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Should this board ban the words Maya and Blender, along with some variations of them, so that people would stop making threads arguing like retards over what software is better and instead focus on producing actual work?

Asking for a friend. He uses Paint3D.
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>>586932
Would you look at that, OP. It took 9 days for the old thread to reach the bump limit.
Do you see now why early threads are retarded?
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Is there a program that lets me see what a model would look like with a texture as I'm drawing said texture? Not where I have to select the texture again in programs like Maya, but where I can draw and it reloads by itself frequently?
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>>588380
substance painter, 3dcoat, quixel, probably others. the normal workflow now is painting directly on the model.
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Lets say I run into a situation like this, but on a more complex model where just re-creating the loop isn't possible.
How do I make the center loop line up?
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>>588396
use some tools that are not from the 80s
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>>588397
>>588397
I just intentionally created that error in topology to try to explain my question. I know how to model. I'm just looking for a shortcut to line up edge loops like relax but only in one axis, or something
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>>588396
Why wouldnt the loop be recreatable? if the edges form a ring (and they always do, otherwise it isn't a real loop) you can just select one of the edges, hit alt+r to select the entire ring, then use connect.
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Okay I'll try again. Is there some way to make the selected edges into a nice looking center curve without just manually moving verts? I already relaxed them fully in this example.
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>>588423
Fucking hell. Forgot pic
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>>588424
dunno what program you're using but in maya it's
>delete fucked up edge loop
>delete any leftover vertices
>use edge loop creation tool (i forget what they're calling it now)
>middle click on edge to add a loop exactly down the center
>will automatically follow the curvature of the neighboring edges
as for doing it without deleting the loop, i have no idea. is there a situation where you would ever actually need to do that?
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>>588426
Thanks. That's 3ds max but I also use Maya and it should help me narrow down the max equivalent with some googling. But yeah I was looking for something to follow the curvature of neighboring edges like that.

I've run into situations like this quite a few times and end up wasting time manually moving verts for OCD topology. I wish I had screenshotted it once.
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>>588428
I think there's a tool in Maya that does some arbitrary action but also somewhat straightens out your edge loops a bit, either by design or by pure coincidence. It's called Edit Edge Flow, I believe?

Might be worth a couple of minutes of googling and seeing if there's a Max alternative.
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>>588396
>>588424
In the ribbon toolbar there is a tool called Set Flow, which generates an average position for the loop. If it tries to smooth around a corner, simply select only the edges that are on the face side and continue from there.

In the case of the question mark, I would just delete the entire face side, make sure there is an even number of edges, and then use rapid quad cap to generate proper topology for me.
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>>588478
So testing it out, it turns out that set flow doesn't really help on these types of surfaces, it's more for setting curvature on rounded objects, and for some reason quad cap crapped itself.
Anyway, here's a webm where I fix your two objects with the methods I did find to work.
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Hey /3/. Is there a way to get the hard edge to flow through this open hole without deforming it? Right now I just have it resolve into a triangle, but I also tried averting the edge flow up and over vertically above the gun, but it doesn't give any better results than just having it turn into a triangle.
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>>588504
What's wrong with just running the loop into the hole? i did some testing on my end with a similar object and it shouldn't mess anything up.
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how would i go about applying animation from these mocapped skeletons ( http://mocap.cs.cmu.edu/ ) to my HumanIK rig in maya? i've got the skeleton loaded up in the same scene as my rigged character and the animation looks fine but i have no idea how you would proceed from here.
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>>588552
ah wait, i think i've got it. i'm assuming you define the skeleton for humanIK and then it will show up on your list of controls for your character
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>>588487
Wow thanks!! You are a savior. The "Center" in loop tools is pretty cool. Never knew about that
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>>588504

If you really want to run the edge through the hole then you'll have to add more geometry to the hole to avoid pinching.
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Should booles be avoided?
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I recently started using blender to add objects to IRL footage via motion tracking
in this case I want the text to hover over that pedestal in the background. I figured everything out and replicated it many times, but this is the first attempt and for some reason all the objects are purple, only in this file. I assume it's the typical "texture not found"-purple.
I set a blue colour for the text, but it refuses to assume it. i also tried using a texture, but to no avail. It's only purple in a render from the Video Sequence Editor. I made this project file in 2.76 but now I'm using 2.79
I'm no blender-pro, btw.
What else can I look for?
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>>588509
Pinching deformation.
>>588563
Ideally I could just avoid doing so altogether but I can't find a way to make it look not shitty, and having the hard edge resolve more nicely.
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>>588566
yes. but its very useful when you are making complex shapes
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>>588574
you skipped 3 versions in 1 project? that will surely give you problems
anyway do a new scene in 2.79. try to ctrl+C al the elements in your scene and paste them in new scene. use the principled shader, it will sort your headaches when it comes to managing materials
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>>588594
If I do that, suddenly everything's fucked up. I don't have a "surface" section under the Materials tab anymore, so i cant select whether something is diffuse or transparent or translucent or whatever. I don't have a "Cycles Settings" under object tab, so i cant set things to be shadow catchers.
Even when I add entirely new objects, it's all fucked up.
No other projects had this problem.
And also: the purple problem existed before I switched to 2.79
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>>588609
thats lack of texture, not material.
you can copy your nodes into a new material if its bugged
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>>588611
>>588609
Yeha I realized if I make a new scene with "copy settings" that works.
I now created a new scene where the objects arent purple, but rather, they're see-through, so even bigger problem.
No matter what texture I use it doesn't work out.
I don't work with nodes, sometimes to colour-correct footage with high-accuracy, but that eats up way more ressources than just using strip modifiers.
I have no idea why it works with any other file. i even tried recreating it in another project.
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>>588612
>I don't work with nodes,
so you do all the production in bi? bi can easily get bugged. nodes are harder to use but easier to troubleshoot
ps. i agree bi is comfy af
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>>588612
btw, i don't know anything about tracking but i found good vids online
otherwise i know alot on other areas
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what is the difference between substance painter and designer?
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>>588614
>>588613
I know how the entire tracking thing works.
By "I don't work with nodes" i mean I don't alter them. i dunno what Bi-means.
Normally I track a scene, create a tracking scene, add the text and shadow-catcher-surface for the text, set up lighting, align everything so it looks as I want to in the video, then import it into the VSE as a scene-strip and click "animation", bam.
And for some reason I finally got it working.
Yay, all hail the blind process adherance
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>>588616
m8 when you say "i don't work with nodes" then i assume you don't work with nodes. you just made me waste a minute.
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>>588615
Substance Painter is a 3D paint program where you load up your 3D mesh, bake some base maps from a high-res mesh (or by itself if it's already mid/high res), and paint directly on the model itself using a combination of brushes, decals and projection mapping, as well as smart materials and effects to round things out.
Everything revolves around your geometry, and you can't even do anything until you start a new project by importing a mesh and baking the maps out. It's non-destructive in that everything you do is recorded, so if you need a higher-resolution map, it's as easy as changing the export size and every brush stroke will be redrawn at higher detail.

Substance Designer is a procedural texture generator, which is used for creating seamless tiling textures, using a variety of methods from base images to generators to purely mathematical input. Because everything is procedural, if you make a generator for bricks, tiles, or roofing with some foresight into how your generator can be used after the fact, you can allow yourself to make a variety of textures using the same node tree.
For example, let's say you have a generator for square tiles, but need them to be triangular, to do so is as easy as rotating the initial shape generator 45º and shifting it to fit, and all your effects down-stream used for generating normal/spec/gloss/color/height and so on will update automatically.
Many programs support Substance materials natively, so it's as easy as loading one up and assigning the proper maps to the input nodes of the shader, no exporting or importing needed. Moreover, you can 'reveal' parameters of your choosing to the program the substance might loaded in, so if you later need to make a quick change, you can do it right there and it will update accordingly.
>>
What does it actually mean when games are released again in 4K? Are they rendered in a higher resolution, or do they replace textures with 4K versions? Or maybe both?
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>>588630
There are a number of factors, including what platform the game was ported from, so first you have to break down the elements that one would account for when designing a game for a console, and for a target resolution at that. If you can assume that much when making a game yourself, then you can go about making elements for a game that are designed to make the most of the limitations you have, be it the UI, the way full-screen and buffered effects are handled, and how much texture or poly detail you can get away with for any given object.

On top of that, since console hardware almost never changes, console-only games typically don't have a separate global tick, and actually rely on the console speed for logic. This is why many PC ports you see are sometimes locked at either 30 or 60fps, and changing that amount screws with the game logic.

The most obvious bit is the UI, and often it has to be re-drawn for the purposes of high-resolution displays as it would otherwise look like shit up-scaled, especially if the text was rendered from a sprite atlas. This issue requires the UI to be redrawn or the text replaced with vector type or just a higher-resolution atlas.

Frame buffer effects also tend to get screwy at varying resolutions, because the artists may have intended for there to be a blur that was set to a specific pixel radius or physical distance. For example in Team ICO games, full-screen effects aren't resolution-bound, so even if you increase the resolution via emulator, everything will still look blurry. This issue requires any such shaders to be rewritten from scratch to account for scalability. Throw in other resolution-limited effects like shadows too.

Textures are of course a prime candidate for enhancement, but certain consoles like the PS2 has such overpowered hardware for texture drawing, that some games like Final Fantasy 12 look even better than at their original resolution even without edits, although I'm glad they fixed Vaan's abs.
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>>588616
Ok, so i realized the pedestal also needed its floor to have realistic looking shadows.
So i duplicated the simulated pedestal wall and made a floor at a right angle at its bottom.
Yet the floor is not receiving shadows. Only when i turn it a bit so it's angling towards the camera.- But then the shadow doesnt look natural because it doesn't have that bend it needs.
I tried experimenting with some light settings. Also, I found a sun would just not cast a shadow in this scenario, no matter where it is, points (how can a sun point?) or how bright it is.
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>>588673
I managed to get the shadows working
I was working with a very low sun (because the other shadows indicate that) and the shadows behaved accordingly, I just couldn't see the shadows from such a flat position.
Being able to see Shadows in the rendered view would be useful.
>>
>>587431
Artstation has a built-in 360 and 360VR viewer
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>>588616
>uses linux
>uses blender
are you going to tell me you have an AMD gpu now too?
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>>588689
this is usually how i do my sunlight
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>>588714
I just add lamp and that's it.
As I said., I don't mess with nodes (as in: I dont alter or add them myself)
I just wish I could turn the rendered viewport to see if shadows are cast on surfaces I am not able to see from the camera's perspective
>>
I try to test render a scene in maya but the render view keep jumping back to rendering from the persp camera instead of the designated cam.
Annoying.
What do?
>>
What crashes more, Houdini or Maya?
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>>588810
Having used both extensively, Maya crashes 1000x more. And it seems to crash from really random shit, whereas at least when Houdini crashes you know you probably tried cooking something too big. And Houdini will autosave a crash file most of the time.
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>>588756
you should learn nodes
>>
Is there an open-source vfx/video editing soft? Like houdini/nuke/after effects?
>>
i'm gonna make the marked roof and the wall transparent inside of ue4. anyone know what should i add to a node material to make a transparent thing to still not let light go through?
>>
Aight, I got an old fat PS2 that has a broken CD drive and after doing a teardown, I want to put it in a smaller case.
I've never done 3d modelling but I could build and design the case myself with my hands in around 3-4 hours tops.

My questions are:
>how long on average would it take someone to learn to model cases/chasis for devices?
>Is it even worth the time/materials just to have something that's lighter? Any benefits I've not thought of besides looks?
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>>588818
any good Blender basic tutorials on YT that don't loose too much time witht exture and shaders and more on effects and animation? (I watched Micheycals videos on Blender as a NLVE). Is BornCG any good?
>>
Is there any way to get zbrush to rotate around a set pivot rather than the last place you sculpted on a model or whatever the fuck it does? Shit's way too finnicky.
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>>588896
turn off local on the right hand bar to turn that off. i find navigating to be way more of a pain with it turned off, though.
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>>588897
I like being able to predict where the camera's going to go, but ideally there'd be a way to quickly change where the camera's centered like [f]ocus in Maya. (I know ZBrush technically moves the model, not the camera, so let's not get into that)
Navigation gripe #2 that I'd love to resolve is rotation when clicking/drawing on the background, I wanna disable it. Would be convenient when working on silhouette. Often find myself wanting to start drawing off the edge of the model, or working dangerously close to the edge and end up hitting the background.
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>>588898
>but ideally there'd be a way to quickly change where the camera's centered like
all you have to do is do a quick stroke wherever you want to focus then undo, it will still be focused on that spot. it can be any kind of stroke, you could do a mask stroke if you're worried about messing something up and forgetting to undo since masks are usually pretty noticeable.
>Navigation gripe #2 that I'd love to resolve is rotation when clicking/drawing on the background, I wanna disable it
why? it's perfect for pen tablet navigation, which is what zbrush is built around. i used to use mouse in zbrush like an idiot and after switching to tablet i can't go back. it's 100x more fluid. it also makes mouse manipulation of stuff in other programs feel worse after getting used to zbrush too
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>>588899
The first button on my pen rotates, I don't need to touch the mouse. Having canvas touch rotation as a function is entirely redundant because I use that to rotate anyway. Shit like this just means more situations where the camera will go somewhere unintended or do something unintended and more time fixing the position of the camera, controlling or not controlling the software with a tablet has nothing to do with it. It's kinda like if you made a selection in Photoshop, and suddenly trying to draw outside the selection panned the canvas. It'd be fucking dumb there and it's fucking dumb here.
Even if my pen's face button didn't rotate or I didn't have a face button available, I've got one hand on my keyboard at all times anyway and could just bind rotation to a key + tablet nib.
>>
New to 3D besides half modeling a gun in Autodesk.

How do I practice properly as a scrub? Is it ok to start trying with character models or should I start with something like a CG cookie tutorial and start trying to model objects for a bit?
>>
>>588902
oh also i plan on modeling for Unreal 4 if blender is ok for that. unless something better exist
>>
>>588901
maybe it's a personal issue, but i find pressing the buttons on my pen to be very uncomfortable so i like the drag on canvas without extra keys thing. but you're right there should be an option to change that, i guess it's sort of weird that that's not a thing yet.
>>
>>588902
Anything's practice, but going straight to character models is... Expect to be making a lot of chernobyl babies before you get anywhere decent with that. Most beginner tutorials focus on hard surface stuff like furniture, buildings, planes or tanks because it's easier to do and harder to screw up.
>>
>>588905
I get that, and it makes a lot of sense why. Thanks anon :D
>>
>>588903

Blender works just fine with Unreal Engine 4.
>>
C4D question.
Is it possible to color polys using plain effector with falloff?
>>
>>588902
cgcookie only support blender
sign up for pluralsight if you use maya/max
>>
Was wondering how do you make mists. This applies to both a still image as well as in animation. I'm rather new so I was wondering if it can be done by a mesh, and if so, how.
Otherwise, is there a particle system for a "directional" mist in blender? I'm trying to describe the swirl of mist that comes out after exhaling.
>>
>>589010
Simple solution: basic particle system with billboards of wispy smoke and some turbulence.
Advanced solution: fluid simulation plugin that’s compatible with your software.
Can’t add much more than that as I don’t use Blender.
>>
>>589014
Can you suggest another program then? I'd like to learn how to do the nice rolling effect
>>
>>589015
any fluid simulation would work. maya, blender, houdini, etc...
>>
>>589016
Cool. Thanks!
>>
How do I unwrap a sphere for panoramatic pictures without getting shitty artefacts at the bottom and the top?
>>
Good source of beginner/intermediate Maya tutorials? Architecture focused if possible, have significant CAD experience.
>>
>>589235
>have significant CAD experience
>Maya tutorials? Architecture focused if possible

Are you trolling? If you have significant CAD experience, you should know all about extrusions. I hope you wan't to learn to make a game map or something and don't realize you can convert those extrusions to magic triangle format really easily from most CAD software.
>>
>>589249
i was under the impression maya could do more stuff than extrusions


i have a license from work i can use, i just want to make the most out of it while i can, so i am looking for tutorials for beginners that will go over stuff from the basics through to how to UV things

I don't know why I even responded to this bait
>>
>>589255
I don't know about specific tutorials, but what you're probably looking for is any basic box modelling tutorial and then an Arnold archviz tutorial. Most likely, you won't find both in the same series.
>>
>>589255
Of course it can do more than that, but if you are good at CAD (what you should be using for real architecture) I don't understand why you would want to learn to model in anything else.

I said you should know all about extrusions, because that is half what you'll be doing. So as long as you know the basics of how to model in CAD you just need to find good tutorials for a program that could benefit you in the future, while making the same objects.. only usable in real life as well as being just as easy to render.
>>
>>589258
i have literally never opened up maya, so im looking for tutorials for beginners that go from scratch so i can understand how to use it, yes i already know modeling from other softwares, i am looking for recommended maya tutorials, i dont know why you are being such a spastic

>So as long as you know the basics of how to model in CAD you just need to find good tutorials

no shit thats why i asked in the first place
>>
>>589260
Any particular reason why you're so hung up on Maya? Max has been a part of Autodesk's software suite for a long ass while and as a result has the best interoperability with CAD software, has a lot of built-in tools that aid with arch design, and that's not getting into the utterly kick-ass plugins available like RailClone. I'm sure you'll also find the most tutorial content regarding archvis with Max as well.

As for tutorial content, if youtube doesn't bring up anything you could always check out what's available on CGP, for example they have this course: https://www.udemy.com/3ds-max-and-v-ray-for-architect-advanced-3d-visualisation/
For the record, CGP registration opens tomorrow if you're not already in.
>>
>>589264
>i have a license from work i can use

are you taking my question so personally because you are a maxfag or something? i literally just am interested in learning maya in free time and am looking for some basic tutorials, you are putting so much effort into these replies for what

just fuck off
>>
>>589260
>no shit thats why i asked in the first place
> have significant CAD experience

Ok. I'll be blunt. You're a fucking idiot for wasting the time to learn how to model in a program designed for video games when you already apparently know a far better program. Whatever though. If you know how to model like you said you do and can't find the best architecture tutorials within minutes of searching you deserve to fail.

>hurr I want to learn architecture styling but can't google

If you know CAD and don't have a plan for the object you want to half way learn everything differently (wrongly) than it makes no sense to me.

Also go fuck yourself.
>>
>>589265
No need to be so defensive, I'm not even the same guy you were replying to earlier. Also, who gives a shit about licenses? just pirate that shit and buy if/when you feel like you're good enough to go out into the world with your work.
Also, I've tried using Maya myself and quite frankly it's just not that great for achvis, maybe for character building, yeah, but otherwise you'll be wasting time dong the same stuff you could have done in Max with just a few clicks.
>>
2.8 FUCKING WHEN
>>
>>589266
hey dickwad

CAD software is absolutely atrocious for producing CG ready content. Almost everything that comes from CAD and is going to be rendered will go through 3ds max first because CAD data is not at all made for rendering.

And when you want to get into real time rendering, you absolutely must go through a proper CG suite like Maya or Max. The modeling in these packages is entirely different from the "modeling" of CAD software, not to mention the abundance of technical things you have to pay attention to, like topology, UVs, transforms, normals, whatever.. all this shit is nonexistent in CAD software, yet absolutely crucial for decent renderings.
>>
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Is there an easy way to make eyelids for a cartoony eyelash shaped like this without resorting to lots of model swapping and blend shapes/shape keys?
>>
>>589285
use snap too to match the surface, then add thickness
>>
Is retopoing a sculpt necessary?
I tried it a couple of times but the rigging ended up making my pose stiff and unnatural, and I had trouble fixing the stiffness in this method.
(also I'm making figurines)

I was thinking for example when posing the arm, I would use the transpose tool to rotate it, combine the torso and arm using polygroup masking, then sculpt it from there on.
>>
>>589315
If you want to animate a retopology of a billion faces sculpt is necesarry


Thank god for Zremesher

https://www.youtube.com/watch?v=XLFvtTfL0_c

https://youtu.be/oF6Lj_EeOAY
>>
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>>589316
>asmr
nigga what the fuck
>>
In blender I want to select several quads and unwrap them as evenly sized squares all stacked on top of each other. Or at least something similar to that. Is there a way to do this?
Currently the method I use is to individually unwrap each quad and manually make it a square.
>>
>>589291
I don't think you understand the issue. The problem is the eyelash needs to be able to follow the eyelid from the top of the eye where it is curved down to the bottom of the eye where it's flat, as well as do a lot of shapes in between. On top of that the horseshoe shape is part of the eyelash and needs to deform with the eyelid as it moves.
>>
>>589325
You could try unwrapping them and then unwrap with "reset". That should make the faces fill the whole image space and stack them on top of one another, then you would just need to scale and move them however you need to.
>>
>>589337
Thanks, that's exactly what I was looking for
>>
>>589336
Not the guy you replied to, but the only thing else I can think of is adding more complex armature to the eye lashes and face, and constrain them to each other.
>>589285
the shape keys you are trying to avoid are easier, and you would still probably want to have set shape keys even for that rig. It makes animating easier, because the rig may be used for manual tweaks, but starting from a shape key is gonna save you a lot of time

tl;dr fully rig the face, and make shape keys with that rig for extra editing later
>>
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Can I ask you guys something?
How would you call this texture?
I mean how would I go about searching for it?
The polygonal grooves on the device.
>>
>>589373
Bog-standard cellular noise, literally every 3D program ever with any kind of material editor has a cell generator built-in, in this case it's just used as a bump map.
>>
>>589375
Thank you kindly.
>>
>>589375
Anything I search with what you said comes up with nothing relevant to 3d modelling. Any particular link or something else please?
>>
>>589378
https://support.allegorithmic.com/documentation/display/SD5/Cells+2
>>
How can I achieve the plastic effect the white light has? Either though textures or high poly
>>
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>>589387
Also what would you call such an effect? I can barely find images for it
>>
>>589389
Refraction. You need to either model the surface or use a bump/normal/displacement map.
In combination with a lens-like glass shader you'll get these distortions.
>>
>>589391
Thank you, refraction is the word I was looking for.
>>
>>589284
You are one of the most dumb shit chicken fuckers to ever touch a computer. Please refrain from letting your cum drizzled comments spew out of your little sausage fingers.

Everything you said is dead wrong. CAD software is absolutely beautiful and shit's on any of your triangle formed nonsense with 10 modifiers or whatever the fuck to attempt to look like geometry that should actually fucking be there. CAD files will always look better when rendered properly.

>all this shit is nonexistent in CAD software, yet absolutely crucial for decent renderings

Fucking hell, more nonsense. Even CAD software can do everything you listed, and that's before putting them into one of MANY real time rendering engines that are out there for CAD software.

Go fuck yourself
>>
When creating a character is it faster to sculpt then retopo, or model then sculpt in details?
>>
>>589430
sculpt always
>>
>>589385
Thank you kindly.
>>
>>589412
You're absolutely in the right my man.
Using CATIA or SOLIDWORKS and then keyshot for rendering produces absolutely beautiful results.
>>
Hello /3/

I'm watching a tutorial for beginners at c4d and i'm experiencing some trouble, there's a part of the tutorial where the guy starts modeling a spaceship but, at the time he's extruding the wings i noticed that the other wings started extruding themselves too, like a mirror

How can i do that?

>pic related, screencap of the tutorial
>>
How do I align the vertices on my model so its mouth closes right?
>>
How do I make a roughness map within Blender.
>>
>>589624
anything greyscale can be used as roughness maps
but in a procedural way? you can the textures that come with blender. but its best you do them in photoshop
>>
Name some good middle-range gpu and cpu to perform simple stuff like rendering animation of my animu grills. Is gpu faster than cpu? Do multiply vidja cards make cycles rendering faster?
>>
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Whats the process of creating normal maps from higher poly models to lower poly for game cause i don't get it

I create the base and high poly mesh and then what.
>>
>>589701
Then you import both high poly and low poly to programs like xNormal or Substance Painter and it will bake everything for you.
>>
>>589707
Do i have to create uv's for both? Or are those the same?
>>
>>589691
>Is gpu faster than cpu?
Yes, a lot.
>Do multiply vidja cards make cycles rendering faster?
Yes, but diminishing returns after two cards.

Get any fast quad core for best viewport/modeling performance and dump the rest into GPUs.

>>589701
There are plenty of tutorials on YouTube for normal map baking. To simplify things as much as possible:
1. Make a mesh
2. Smooth/sculpt/detail your mesh, anything that would make it “high poly”.
3. Make adjustments to low poly again if need be, so that it fits the high poly’s silhouette as best as possible.
4. UV unwrap the low poly mesh using your usual methods.
4.5. For hard surfaces, make sure UV edges are aligned vertically or horizontally as much as possible, straighten them if need be.
5. Create smoothing groups from your UV islands, get a script if your program can’t do it on its own.
6. Apply a projection to your low poly, pick the high poly as your target and adjust the projection mesh to encompass your high poly.
7. Configure bake settings and render out the normal map

Points 6 and 7 can be done either in your 3D editor or a specialized program like xNormal, Knald or Substance Painter.

This produces a normal map which you can slot into the normal slot of your shader, or using a normal bump node into your bump input if it doesn’t have one, make sure bump amount is set to full if there’s a strength setting.
>>
>>589712
Do i have to create uv's for both?
No, just the low-poly. The high-poly is your “dump mesh” where you can be as stupid and wasteful as you want as long as it smooths nicely, because the only thing that will carry over are the normal vectors for all the polygons, on a per-pixel basis.
>>
>>589701
>>589707
>>589715
Protip: use proper naming convention in your 3d software and bake in Substance Painter. Select the 'by mesh name' option under Match. This eliminates the need for exploding the mesh before you bake, which is something you might not do until you get better at baking, but you should still keep it in mind. It's a gift from god and I was just as happy as OP from this thread https://forum.allegorithmic.com/index.php?topic=5039.0 after figuring this out. "This kind of feature cannot be underestimated in terms of quality of life, it really does make me happy on a daily basis."
>>
Why does 3ds max not have a good tool like Blender's proportional editing? This means that I will really have to keep Blender in my pipeline for some things. It's infinitely simpler to curve and shape vegetation or any other organic model with it.

I only know that max has some similar tool, with those shitty cold to hot colors, but you can't smoothly just scroll your mouse while moving anything, you have to stop doing what you're doing, then go in the setting and tweak the number, then go back to editing it. It completely sucks and is unusable.

There's a few more things like that I like about Blender. Mentioning it now because I'm just going through some CG cookie course and I just use Blender instead of Max while going through it, because some of these tools are pain in the ass in Max.
>>
>>589719


Hi there Vlad
>>
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First day using blender, fuuuuck that handle but for my first couple hours I think things went alright.
>>
>>589724
Who?
>>
>>589719
i never used 3ds but im sure it got a lattice modifier (similar to the one in blender) maybe that can replace proportional editing
>>
I have just been offered a lead 3d modeller role, and I haven't done shit for 3d in 6 months. Should I say yes and work my ass off getting back up to speed or request a junior position?
>>
>>589719
Look at the Max ribbon, now click on the Freeform tab... wow, look at that - a whole suite of brush-based tools for organic mesh manipulation! At least look into this stuff a bit before posting rants.
>>
>>589744
Nobody ever used that feature in tutorials and I didn't find an answer before. Even asked here once...

It's different, but not bad at all... Nice.
>>
One more thing - is it possible to make Max shortcuts function like Blender so that e.g. when I press "E" for rotation, it immediately starts rotating to my mouse, instead of having to click on the gizmo and rotate it that way? Things like that are so much faster in Blender. I don't know if anybody has setup their Max with shortcuts like that. Again, I've never seen anybody using shortcuts in Max and I can't find anything that doesn't require some additional scripts.
>>
>>589750
its because the hotkeys are different, you need to re-map them
>>
>>589746
Probably because the most people use the freeform tools in Max for is retopology, so that connection doesn’t immediately occur.
Still, you should have a real careful look at everything available in the ribbon menus because there’s some crazy good stuff that’s easy to miss in the drop-downs, like select similar, loop tools, and the whole selection menu.
>>
>>589412
Wow dude, settle down with all these arguments and examples!
>>
Do you guys use Zspheres or just use a DynoSphere (or whatever they are called) and do the base with it or model the base in a completly different program like Blender or Maya?
>>
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What is the "correct" way to rig a model in A-pose?
Arms and legs not being straight really messes things up when creating IK controls.
>>
How do I Human Skin? There are hundreds of tutorials, but they all end up being:

>First use ZBrush, Substance Painter etc....
or
>Then plug in 10 different maps that can be purchased from...
I don't make a living off this. Is there no way to make half decent skin without spending hundreds of dollars?

I use Blender if that matters.
>>
>>589899

I would not use substance painter for anything else than hard surface. There are many ways to create skin. I paint the skin tones inside zbrush and sculpt the pores (you can find a pores brush easily with a google search) and the wrinkles. I export the diffuse map and the normal map (which contains the pores and the wrinkles). A lot of it has to do with how you use colors and brushes to create blushing, skin tone variations, melanin, and so on. It's not as easy as creating textures for hard surface, it's way closer to digital painting.
>>
>>589899

3D Coat hobby license is under $100.
>>
DAZ 3D question: How do you make clothing to slide down and expose the body part under it (cough..breasts flashing cough...)?
>>
what are some good places to list and sell models
>>
>>589922
https://docs.google.com/document/d/1ZXFalTQ0FMmZ09D5Fe1r_bMjWqWNX5_bzpjql_sVKJI/
>>
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I'm somewhat versed in CAD software and I've been using OnShape a lot lately for some fun personal projects. a friend wants me to design some things for a video game he's working on, but OnShape doesn't export to obj and compatible formats. What free programs are out there for 3d modelling that are similar to CAD? I can't be bothered to learn a whole new program for a little side project like this.
>>
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>>589938
>>
>>589938
Blender
>>
I need a bit of help SolidWorks.

So I built an assembly from 40+ parts, I put all the parts I used in a folder and zipped it and put it on a different machine machine (going from SolidWorks 2016 to 2017). I unzipped the folder and opened the main assembly file but now if I try to open it, it asks for parts files I've never had (I think it renamed the original parts files?) and its not just a few, its pretty much all of them so I end up with an empty assembly. What is going wrong, how can I fix this?
>>
>>589946
Eh, blender seems a bit too complicated.
>>
Would it be better to model real clouds instead of using an HDRi with clouds just for accurate shadows and the sort? Is the trade off of speed/realism worth it?
>>
Do i have to do that shitty process called proxy geometry or something where you cut your model everywhere it has some bones/joints and then connect it to those joints? Its so fuckint tedious and because of places like hands it the simplest humanoid models have like 60 fucking pieces
>>
So I'm modelling stuff for 3d printing that needs to be screwed onto a pre-existing structure so precision is key here. I'm using modo. Is there any special way my mesh should be done?Any problems with n-gons?

What's a secure way to measure stuff in centimeters ?
>>
>>590070
>precision is key here
>I'm using modo

Are you serious? If you are making something for production you use CAD. That's the only real precise way. Otherwise you get what you get, should be able to be close and acceptable enough looking to 3D print something, but fuck all that. Use a real program and thank me later.
>>
>>590074
>>590070

Forgot you wanted to measure stuff.. well if you mean the part you'll be mating to. Go buy a pair of decent Calipers for $20 (centimeters is a weird measurement, you'll usually use Inches or MM to convert later) and look up the part that is used for the screw you need to mate to. If you can't find the dimensions online you can take it to a hardware store and try bolts until one works, write down the size ad model that or use a block/plug in bolt generator for your new part. You might need to just model the bolt hole if you need a tight tolerance
>>
>>589964
i like clouds when its a lowpoly game
but generally always use hdri
>>
>>590074
>>590075
Thanks for the advice. I'll look into CAD and see if any part of what I've done can be transfered.
>>
>You heard wrong, there is no one program that is better than the rest, it has and always will be the skill level of the artist. Which program you choose is solely dependent on your own personal taste and which aspect of the 3D industry you want to be involved in.

If this is true, why do so many people recommend stuff like Max over Blender? Am I better off using a student version of max to start off than Blender?
>>
>>590228
>Am I better off using a student version of max to start off than Blender?
Only slightly.
1. Max is taught more and used more often professionally than Blender (though Maya beats out both in use at the moment afaik), but skills are easy to transfer between software so it's not a big deal.
2. Blender's interface is complete wank for a first intro to 3D, as an absolute beginner you'll waste less time on any package that puts its features front and center instead of requiring that you know what they're called and memorize what hotkey they're on before you even think of using them. It's not a big deal with experience, but it makes other software both easier to learn AND easier to teach since most other packages at least have the common courtesy to not assume you'll know them inside and out the second you start learning 3D.

Depends on your endgame. Want to freelance but don't want to dump a tonne of money on licenses? Blender's at least worth trying. Thinking of going for industry/paycheck type work or any sort of art education? Max or Maya student versions for sure, may as well get a head start on the software you're likely to end up using anyway.
>>
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In blender, how would I make an inset for an ornament like in the pic?
>>
Invert half a sphere or cone and model one of the poly strips to look like you need it to, then clone it back around into a circle.
>>
>>586932
how to get inspiration? I'm trying to build a temple environment so i google pics then it all ends a mashup in my mind and cant visualize the details
>>
>>590364
There's this really weird method. It;s kind of new in ways, but in others it has been rumored to have been there since the beginning of time. It's called... The word I am going to use.. while these words get mashed up because I can't figure out 4 sentences ahead is.. Oh yeah, starting.
>>
Whenever I'm trying to make ambient occlusion maps with 3DS Max through the "Render to Texture" window and saving on top of an already existing ambient occlusion .jpg file, 3DS Max hangs and just says "Baking textures...".
Any ideas on what I can do to fix this? It's getting really annoying.
>>
>>590364
The idea you want to draw a temple environment is enough inspiration. You can start by sketching some thumbnails to make the layout details more concrete. Then start producing.
>>
>>590390
The overwrite window was outside of my screen, just needed to press ESC for it to render the ambient occlusion and the window appears normally now... fuck 3DS Max man
>>
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How can I resolve object gimbal offset in 3ds Max?
>>
>>590680
Hierarchy tab, affect pivot only, center gizmo to object... Is this what you mean?
>>
>>590681
thank you thank you
xoxo gossip girl
>>
>>589938
Maybe you can export as STL, and then open it with Autodesk Meshmixer (it's free) and then export it as obj. I am not sure if you lose any details, but it is something.
>>
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can anyone recommend me a good nuts and bolts tutorial for zbrush?
that is, not artistic stuff but something to walk me through getting used to the interface, navigation, tools, etc.
>>
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Does anyone know how to solve this problem? Whenever I make some kind of panel that is bent, I run into this issue when subdividing.
I want the surface itself to be smooth, and the corners sharp. As soon as I add the support loops for the corners, I get artifacts on the surface. The frustrating part is that I understand why it happens, but I just don't know the proper topology to get the corners sharp and the surface smooth at the same time. Maybe this is something that would be easier done in NURBS? I don't know.

Image is slightly exaggerated to get my point across, but the principle of the problem stays the same.
>>
>>590823
I already tried adding more loops to even out the quads on the surface + relaxing all the vertices except for the border. This kind of smoothes out the issue but if the surface is very glossy you can still see artifacts..
>>
>>590823
Can’t test for myself atm, but I believe you can do this by putting an OpenSubDiv modifier on, and then in your editable poly select the vertices you want to have a hard edge and increase the crease amount. Since you’re creasing just the vertices and not the edge, it should stay soft on the face side.
>>
>>590767
https://www.youtube.com/watch?v=2xnVgfTybm0
>>
>>590864
Thanks! I think OpenSubDiv is exactly what I was looking for, will try it out as soon as I got time.
>>
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>>590905
I actually tested it right now, it seems I was wrong and you do actually have to crease the edges but they still end up looking smooth with the right values. I think being able to crease individual verts may be useful for keeping hard corners on floaters for baking.
I usually don't have the need to smooth open geometry so it's still a new thing to me as well, otherwise I'd harden the edges on the sides if it were a shell.
>>
Will a HD 7970 render slower than a ryzen 7 1700? I know my GPU is old as fuck but I just can't bring myself to buying nvidia when Volta's coming out soon and Vega is too loud for my liking.
>>
>>590910
Oh and also is the hd7970 even supported anymore?
>>
>>586932
this question could be simple to CAD users
go >>590791
>>
>>590910
>>590911
As long as the GPU was built on GCN, and thus has OpenCL support, then yes it’ll work. A quick search shows that the 7970 is a GCN card, so it can be used for compute.
Whether or not it’s faster is another question, GPUs on the whole can be 2-6x faster, but that’s comparing modern hardware. The biggest issue I think on older cards will be limited RAM.

I wouldn’t hold my breath for Volta because there are a number of reasons it doesn’t make sense outside of the very highest-end model already on offer; the architecture enhancements, the large die size, the extra compute units, if you cut this down to something reasonable (for consumers) then it just turns into a Pascal refresh that doesn’t bring anything new to the table.
I’m sure Volta is insanely fast within its paradigm, the GP100 is already fast compared to any other Pascal and two in NVLink mode are amazingly so, and Volta has nearly twice the compute still and you can link four cards. But none of these features will ever make it to a reasonably-priced consumer option even if they do release it.
>>
>>586932
Can someone convert this MD to an OBJ? I don’t know, which is the correct one, so I post you an archive of all files. Thank you a lot.

https://www.file-upload.net/download-12809274/Pointee.zip.html
>>
>>590931
Sorry, I meant MB (It’s a Maya Binary file).
>>
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>>590932
>maya
>>
>>590936
Can you please convert this to OBJ? I want to use it in Blender. Thank you.
>>
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Is there any way to average ALL the UV faces so that they're the same same?
Using blender
>>
>>590948
For this specific case in which it's all squares there's this

https://github.com/Radivarig/UvSquares
>>
>>590957

God bless yea, that saved me from a bunch of Pain.
>>
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How do you Scale Something both on the X and Y at the same time, But not scale on the Z ,using blender?
>>
>>590966
S and then shift+Z
or
S and then shift+Y
or
S and then shift+X
>>
>>590931
Bumping this. Please.
>>
>>586932
How do you stop 3d meshes from clipping?
>>
>>591076
very carefully
>>
can someone explaing these benchmarks to me
http://blenchmark.com/benchmarks-overview
theres no way a 1400 is going to beat a 1700 let alone a fucking 1080ti. really i just wanna see how different cards perform, but the gpu page is just as fucked http://blenchmark.com/gpu-benchmarks
>>
>>591135
its not updated correctly
>>
>>591136
fair enough, how do i know what to get then?
>>
I make 3d characters.

What program would benefit me more. 3dCoat or substance Painter?
>>
>>591159
substance painter and 3dcoat have pretty similar workflows for texture painting from what i've seen, but substance painter has the advantage of being more popular for its task and having compatibility with substance designer, so you can use materials made with substance designer in painter quite easily and also find and use materials that other people have uploaded. however, 3dcoat can be used to sculpt, retopo, UV, and texture your model from start to finish all in one program. so it depends on what other programs you have. zbrush is probably better for sculpting.
>>
>>591162
I just want it for materials.
So I got substance Painter.

Is there any good tutorials on the workflow on organic characters?
>>
>>591139
get for what?
generally speaking you want an nvidia card that supports cuda.
i use 1050 ti and its fast even with denoiser
>>
>>590931
md you mean that jap animation software?
no can do, the formats are proprietary
>>
>>591188
That's MMD, and its format PMX has support in several programs due to addons.

Anon meant MB, a Maya Binary file. Ain't no addon for that, need Maya.
>>
I spend so much time trying to dissect which program would be best for my needs.
>Animation/realism
>VR compatibility

I don't necessarily need an intense amount of modeling, but effect and rigging wise I want it to be very realistic. I spent a decent amount of time with blender, I moved to maya, but I'm just not looking to sink too much time into one. I'm looking at Houdini now. What program should I dedicate myself to and why?
>>
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Whenever I try to close off the end of my tail it looks weird, what can I do to remedy this?
>>
>>591276
merge vericies into a pole
>>
>>591276
Don't direct so many edges to the end of the tail.

Even space them with loop tools addon, cap with a grid fill?
>>
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trying to bake an ambient occolusion and jsut gives random shades like this
>no duplicate mesh
>no overlapping UV
>checked normals
what the fuck is it. ive spent 2 hours now trying to look shit related to this online. using latest release of blender.
>>
>>591204
>What program should I dedicate myself to and why?
Which one did you enjoy using the most? Which one “made more sense” to you? Use that one.
>>
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>>590907
It's an amazing tool and I will keep using it, but it still doesn't keep the surface smooth when I crease the edges. Maybe I'm doing something wrong here. I wonder how car modelers do this, they must be struggling with panels like this all the time.
>>
>>591299
Did you try edit poly > collapse? Reset X form > collapse? Do both and try it again.
>>
What's considered low poly/high poly nowadays? I've been learning Blender and I'd like to have some limits to avoid going overboard when I finally build something good, instead of just test meshes.
>>
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How do I make welding lines?
>>
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>>591338
Low poly is a relative term, as it can be anything that's suitable for use in real-time applications or for animation. How low is enough for you depends on what you're doing with it.
High-poly generally refers to any subdivision surface or multi-million poly sculpt, anything that for all intents and purposes isn't usable outside of production rendering or for baking down to a low-poly.

>>591347
What program you using? In Max you can draw a spline around the intersection of the two objects, enable it as a mesh, turbosmooth it, add a displace modifier with a cellular noise map, and then smooth it again.
>>
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>>591335
i have no clue what i did but i fixed it but i got it to bake (finally) pic related
>>
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>>591355
You gave me a great idea.

In Blender you can bevel a curve with another curve, so I made a path around the intersection, shrunkwrapped it on so it's nice and aligned, made another curve for a slope as if the surface was ground down to clean it up or something, then some stuff with solidifying it, creasing the inside, subdiv, displacement.

Think I ended up with a fantasy weld though.
>>
>>591311
I kind of enjoy houdini, but I mean I plan on working on this project for some time and I don't want to get a couple years in and figure out that another program is streamlined better for something.
>>
>>591361
Based on what I see on image search, welds come either in the bulbous convex shape or as concave waves as per pic related. Getting the latter look is probably a job for displacement mapping with a tiling wave pattern, as it would seem unreasonable to model it out directly.

>>591371
Every program is better than another at something, and in a few years that could all change and the answer will be different. For example, Houdini is pretty bad for general modeling tasks, but in 3 years they may very well come out with a modeling toolset that could blow everything else out of the water, but for the time being it’s often used as a supplement with other programs.

High-end 3D software is better than most of the people using it, if you suck at doing a certain thing it’s not likely that the other program with the simpler solution would somehow save you. Just get good enough that you can solve most problems using the tools you have, even if you’re forced to use a slightly less efficient method for one thing or another. You’ll end up saving or wasting time here and there either way and it’ll all even out in the end.
>>
>>591375
Thanks
>>>591371
>>
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How do I smooth out my eye hole?
I've already tried using the smooth brush in sculpt mode.
>>
>>591191
Is here anyone who has maya? I don't wanna buy it just to convert this. I need an OBJ file for ARCore/Unity 3D.
>>
>>591375
>>591361

You're pretty much on it with how welds should look. They will bulge out a little bit sometimes and also be slightly convex, but a good rule I've learned in learning to weld is no matter what you're putting together or how the bead size/shape will vary slightly, it should look like stacked dimes on top of each other, with a clear smooth and round starting point that will be hidden by the last dime overlapping it by about 60% depending . Also the weld. The edges will also be fairly low profile, because in a good weld you are making sure both pieces of metal are completely joined by weld by getting weld as far in as you can without blowing holes in the metal. My $0.02 from learning to weld

Funny I started learning Z Brush to use a weld brush on objects, but it was annoying to have to turn NURBS into a mesh to get fake welds that will be there later.. Maybe I'll mess with a little technique again and post what I get later.

>>591355
Not too bad. It looks like shitty welds, but kinda real ones. I've seen and done welds like that before when going way too fast and not focusing on backtracking to overlap the dime each time lol
>>
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I'm thinking of using blender for some illustrations of shapes for a presentation and thought the freestyle thing would be good for simple, solid color pictures with an outline. However the problem is that sometimes the lines do not "connect", as seen in the corner here. What options should I enable to ensure that the lines will always connect?
>>
>>591435
Two solutions I can come up with, see which one works best.

In the Freestyle Line Style settings in the Scene tab, go to Strokes and set chaining to Sketchy, make sure chaining is checked, and turn up the number of rounds until the corners look good.

Or


Use the Backbone modifier for Geometry in the Freestyle Line Style settings and adjust the length until the corners are filled.
>>
>>591438
Also, with stroke chaining sometimes plain looks better than sketchy, and sometimes it looks better if you let it chain with other objects. Experiment.
>>
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>>591438
Changing it to sketchy works perfectly, thanks man. Seems a bit weird though, at least I assumed that something being sketchy would result in LESS consistent lines.
>>
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Does anyone know of a decent guide that teaches how to do hip deformation?
>>
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>>591460
>tfw hips don't move on their own in real life
>>
>>591463
>>
I'm new and just learnt to model a mug in Blender, what sort of objects should I model during the beginner phase? I'm afraid that I'll try to model something too complex, too soon
>>
>>591504
Hammer, handcuffs, scissors.

Break it down into parts. If they were assembled from separate pieces, model them as such. Makes detailed parts easier.
>>
>>591504
>>591506
I would also suggest trying out different types of modeling techniques; box, edge-extrusion, drawing from splines, subdivision surface, boolean, baking high poly down to low poly, and sculpting. Every one of these may come in handy at one point or another as there’s no one-size-fits-all solution for every situation.
>>
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I'm using substance Painter to get some materials for blender.

It looks like my Normals are Being inverted. How do I do in substance Painter to invert them?
>Left Substance Painter
>Blender
>>
>>591534
it can only be inverted if you bake in directx format
>>
>>591534
Can we get a wide shot of that? Im kinda guessing it is a blood vein on a huge black penis
>>
>>591558
>>
Are there any polymodeling programs like Max but not rape price? Blender lacks the control of max and Modo Indie 10 looks like it hasn't been updated since its release, which leaves Maya LT I guess, which is the most expensive of the bunch. Never used maya before though but I hear the modeling tools aren't that great.
>>
>>591583
By blender lacking controls I mean input boxes for setting coordinates, transforms, etc. by number while your mesh/verts/etc are at rest. I tried it, it was okay, didn't like that you have to grab then input the coordinates without any visual input and it autoapplies the transform, but I still prefer Max's accountant style of modeling
>>
>>591584
those controls are found in the left panel (T) you just need to open it
>>
>>591585
IIRC isn't it just for move transforms? It's been a while since I used it but I recall it didn't match up to Max's controls. The modifiers were also weird and didn't apply on subselections, naturally since blender has to change between modes after selecting an entire mesh. Max could apply many of its modifiers to subselections of verts
>>
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How can I increase the brightness of HDRI light without increasing the exposure of the actual image? In blender.

When I get the brightness on the model just right the highlights on the background image get blown out.
>>
>>591586
no, its for everything
>subselections of verts
you can use vertex groups with modifiers, but its a bit of a hassle
>>
>>591587
under world settings you have strength option
>>
>>591589
That's what I'm using and it blows the highlights.
>>
>>591590
then use filmic+ tonemap
>>
>>591593
That changes both the model and the background.
I want the background to stay the same but give off more light to the model.
>>
>>591588
Guess I'll try it again
>>
>>591595
well i can't examine the problem because i don't see it.

but generally, if your render is getting white is means you have too much strength and if your highlights are blown then it means your material is too glossy
hdri is photo based lightning, which means it will show strong light at certain areas and darkness at other areas. that's why i don't use hdri anymore (if not for assets), its a gamble.
>>
All I want to do is make a flathead screw (...shaped object) and I can't figure out how to do it. I feel like it should be a lot simpler than I'm making it and that I'm using way too many edge loops for creasing. This looks more like it melted or something rather than having a straight cut through it, plus there's "pinching" where the cursor is on both sides and the ends of the groove are rounded. What's the proper way to do this? Can someone link me to somewhere I can learn more about highpoly modeling so I don't look like a turboretard?
>>
>>591599
i used create edge (J) by connecting two verticies then i deleted the gap and filled the missing faces
>>
>>591601
That's almost the same thing I did (with a single-face gap) but as soon as I subdivided, it all went to shit and no amount of edge loops fixes it.
>>
>>591603
you don't subdivide ngons and triangels.

there is no good way to do it. but if you insist just boolean that shit and do retopo into fully quaded shape
>>
>>591604
Everything's a quad, there, though - the diagonals are misleading, there's some zero-area faces there.
>>
>>591605
maybe use some support loops and if they don't settle in just slide them or make them manually with knife tool
>>
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>>591599
Just chamfer all the dges.
>>
>>591623
*edges
>>
Retopo:
-What's your favorite retopo tool?
-Are there any retopo tools that work well for hard surface, specifically? I'll admit I haven't done much retopology, but quad draw tools seem more tailored for characters/organics.
>>
>>591634
>What's your favorite retopo tool?
tool or software? either way i have none
>Are there any retopo tools that work well for hard surface, specifically?
topogun, altho i haven't tried it. just use the traditional tools if you don't mind it
>>
>>591634
>Are there any retopo tools that work well for hard surface, specifically?
Generally I try and work my hard surfaces in a way that getting a low-fi version of the mesh is almost built-in to my workflow.
So if you're using booleans, you should keep a copy of your whole boolean operation so that you can go back to the operand instances and lower the geometry detail from there.
If you're using subdivision surfaces, you should make sure your support loops flow end-to-end across the whole mesh, so that you can remove them in one swoop if need be, and never end a support loop on a pole.
If you use chamfers of any kind, they should come from a modifier and not modeled in directly. Always save a copy of your mesh with modifiers before collapsing it for some reason.
If you started a hard surface sculpt in ZBrush, then it may be enough to just decimate it to a low-poly and use that, as clean all-quad topology doesn't matter for hard surfaces that will never deform. If you're still adamant about wanting clean retopo for your HS sculpt, then you basically have to model it out from scratch to your desired detail level, but it's often a waste of time.
>>
What's the point of retopo?
>>
>>591651
It's taking a highly detailed mesh with lots of polygons, and generating a lower-detail version that's more reasonable to work with.
For example, let's say you sculpted a creature in ZBrush and it's hundreds of millions of polygons, obviously you can't just take this model and rig/animate it, as it would be far too tedious to do so, and even a fully spec'ed out PC would chug when you started doing things with it.
So then you generate a retopo'd mesh that can be used as the proxy for the highly detailed model, this is the one you rig/animate, but the detailed mesh is the one that's loaded when you hit render. Another possibility is baking out a displacement map, which will roughly turn your retopo back into the detailed model, and you can change displacement settings to control how much of that original detail you want generated at render time.
If you need to use your model for real-time applications, the retopo is your low-poly to which you bake down a normal map.
>>
>>591658
Thank you very much, anon! That's a great answer!
>>
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C4D xpresso question!
I want a ball to bounce from wall to wall and change its color when it's close to those walls. I used the distance node and it kinda works, but distance node does not calculate proximity (I guess this makes sense since there's no way to input that I want to measure distance to edges) and does some vector calculation instead.
In other words, see picrelated: top sphere is barely yellow despite being just as close as the sphere on the right.
Is there an easy solution?
>>
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How do I create such a shape without being retarded about it?
>>
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>>591664
Draw a cylinder with a lot of sides, copy it, stretch it out into a longer shape and rotate it sideways, make a second and third copy, and make the third narrower, and rotate it again, now boolean the crap out of everything.
Find & delete all stray verts with 2 connecting edges (there are scripts for this if your program doesn't have it by default), and clean up a bit.
Use slice tool with vertex snapping to create edge loops for those sides that are missing them, and also add loops wherever else you think they'll be useful.
Chamfer all edges at the smoothing group boundaries and subdivide the mesh. Took me all of a few minutes to do pic related.
>>
>>591623
This is looking a LOT better, thanks. I really need to learn 3DS, it seems like it's a lot more robust in very simple ways, such as Turbosmooth - as far as I know, it's not present in Blender and there's only "workarounds" to approximate it since it uses a different algorithm, while with 3DS it's a common tool used almost everywhere I can find. There's still a little bit of pinching around the edges but it's much more bearable now.
>>
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>>591665
And just for kicks, here's the same thing with better topology.

>>591667
Depending on the scale it'll be viewed at, it's fine if some of your meshes aren't 100% perfect, unless you're just modeling this for yourself.
>>
>>591667
turbosmooth is subdivision surface. which is developed by catmull clark in both cases.
>>
>>591392
bump
>>
>>591665
Damn, I was hoping of a method that didn't involve boole's, cleaning up this mesh sucks.
>>
>>591705
There’s not much you can do here otherwise, I think... some trickery with spline surfaces may be possible, but you may as well be doing NURBS if it came to that.
Additionally, you can use the bool mesh as a guide and manually edge-extrude out perfect topology, but it sounds at least as time-consuming as cleanup, and the end result will be imperceptibly better.
The bool took me just a minute or two to do, general cleanup to first result about five minutes, and then a while later I went back and re-did the bool to >>591674 result and that took me a solid 10 minutes.
Let me just put this out of the way - intersecting cylinders fucking suck. Whether you're combining, subtracting or insetting them, I always try to keep at least one of the surfaces flat if possible, and luckily, in this case, each curve is flat along at least one axis, so hiding less-than-perfect topology is rather feasible.
Honestly you may as well read up on implementing an edge shader to get smooth edges at render time, crank up the edge count of your bool oprands so that they’re smooth without the need of subdiv, and let the shader do that rest.
I guess it’s also possible to retopo with dynamesh in ZBrush. Lots of possibilities, but none are that much better than the other, at least not on an object of this size/complexity.
>>
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Could anyone tell me how to set up Eyes for IK?
>>
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How to avoid those wrinkles at the top of an UV sphere? I tried to change the faces to horizontal inside the final edgeloop, but that created some unwanted creases.
>>
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>>591598
>>591587
Does this help illustrate it.
Why does it even change the actual exposure of the image anyway?
>>
>>591740
I'm nowhere near an expert, but have you tried using a math node to adjust the effect of the bg image?
>>
>>591736
The tl;dr version: It's a pole, google ngons and poles. To fix it you delete the single vert all those other verts are connected to, then you Grid Fill or use some other method to make a mesh of quads.

The longer version (you should still google though):
That's happening because the end cap on the UV sphere (or cylinder, or a couple other shapes) is not a quad. You have a ring of verts that terminate at a single point, that's called a pole. A pole is a kind of n-gon, an n-gon is a polygon with more than 4 sides.
Subdiv has a tough time with ngons and (to a lesser extent) tris (though it'll often turn the tris into quads but in ways you didn't want), and both tris and especially ngons will cause shading errors as the rendering engine tries to make a guess at what's supposed to happen when light bounces off some geometry based on real world rules applied to an object that basically can only exist mathematically.
>>
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>>591749
This is the problem I get with grid fill and I got a similar result with trying to make the faces into quads manually, though the creases were in different places. Is it just a matter of tediously tweaking every edge until it's smooth enough?
>>
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>>591749
>>591752
And this is the result with the method I mentioned earlier. It's getting better, but it's still not perfectly smooth.
>>
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>>591736
You have to create a quad sphere if it's an issue for you. In Max it's as easy as making a box, subdiving it, and then using the spherify modifier. In other programs there might be something similar, or scripts available.
Anyway, I made one for you if you can't be bothered: https://ufile.io/r9f7n
>>
>>591768
Thanks, although I managed to get a good enough result already.
>>
>>591740
what are your toilet material's properties? maybe it's set too dark
>>
What's a decent laptop for Blender that will be on sale for black friday?
>>
Not a question as such, I just wanted to thank all of you in /3/ for being so helpful and supportive. I found 3D modeling when I was going through a rough patch in my life, and it's made me feel alive again.

<3
>>
>>586932
>render in 4k and downscale to 1080p

or

>render in 1080p and upscale to 4k
>>
>>592975
if you need both, render at 4K and downscale
>>
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I haven't used Blender Render in a long time, and now I can't figure out how to just apply a texture. No matter what I do, it has a pink hue. What gives? Not Cycles, but the default renderer.
>>
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How can I open v6100 fbx files in blender?
>>
What kind of uses does having multiple normals have?
>>
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Alright so I have an object made. How do I tell basic shit about it or any faces I have selected, more specifically length, width, and height?




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