[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Board
Settings Home
/3/ - 3DCG



Thread archived.
You cannot reply anymore.



File: questions.jpg (44 KB, 500x291)
44 KB
44 KB JPG
lets make another questions thread
last one hit bump limit >>586932
>>
>>591667
the pinching and the bad shading could be a result of you using matcap. some matcaps never show artifacts, some show it more. generally speaking every mesh has artifacts if the quads aren't evenly distributed, and it can cause confusion
>>
What can my fellow technical designers tell me about OpenSCAD? I need a drafting program for personal and commercial use so OpenSCAD seems well worth learning.

Also, I'll take any suggestions for other open source or low cost drafting programs with perpetual licensing.
>>
>>591740
you need to rotate the hdri background, you can also add a lamp. or if the background bothers you it can be canceled
>>
I want to create a very basic robotesque character. Is it better to keep its limbs as separate objects or is it better to model whole character as one object?
>>
>>591764
separate
>>
>>591768
Just in case anon won't see my post from last thread.
>>
File: 1463360323537.png (638 KB, 614x615)
638 KB
638 KB PNG
I just resigned from my current job and I want to now the best way of making money online with 3D.
Please spoon feed me
>>
File: 1506865314078.jpg (76 KB, 540x569)
76 KB
76 KB JPG
I'm looking for celshading/npr tutorials and I'm finding that alot of 3D modelers just trace over their pictures on photoshop to create the contour lines and give it that flat feel, and thus creating a 2D picture. It looks better than 3D rendering in my opinion.

Should I try this? I was told to never trace over pictures and just use it to make very minor adjustments. have i just been trolled or something

Also obviously I'm not gonna give it low detail, but I plan to finish the sculpt and instead of rendering, just get a screenshot of the desired composition and make it flat.
>>
>>591833
this is only done for 1 shot renders. for animations they use freestyle lines, however those can be adjusted
>>591826
you need a portfolio, generally speaking there isn't alot of money in 3d
>>
File: Why.png (80 KB, 2654x1166)
80 KB
80 KB PNG
I'm pretty new to Maya. This seems like it would be really simple extrude, but it turns at the end. To my knowledge the Bezier Curve's control points don't have rotation options, so why is this happening? I just want to make a simple shuttle loop that starts flat and ends flat.
>>
>>591903

Get the bonus tools on the autodesk website (they are free). Then after installing them, open Maya and go to the bonus tools tab, then go in the modeling category and select "curve to ribbon mesh". You'll then have some options on the channel box menu on the right to modify the orientation of the tape (which is the setting you're looking for) and the length divisions (increase it so you have a nice curve). Then, make sure to freeze your transforms, delete history, and delete the curve (so that your ribbon mesh gets back into place) and press ctrl + E to extrude, and pull the blue arrow to thicken the mesh. Hope that helps!
>>
File: NoOption.png (133 KB, 2548x1440)
133 KB
133 KB PNG
>>591905
Thanks for the quick response! I'm sorry to say, though, that I don't seem to have that tool. I just installed the bonus tools here: https://apps.autodesk.com/MAYA/en/Detail/Index?id=8115150172702393827&appLang=en&os=Win64
But the tool that you mentioned isn't part of the update. Where can I find this tool? I'm on 2016.
>>
>>591833

If you where a 2D artist and would trace over photos and pretend that it was your original drawing, then it would be morally wrong, but that doesn't apply to you.
You are an 3D artist, you can do with your renders whatever you like.
>>
Fuck, I can't find a tutorial on how to render some grass blades to texture in Blender, can you help me with it?
>>
File: DL3F02GXkAAlhjS.jpg (15 KB, 400x400)
15 KB
15 KB JPG
Ok, so I'm tasked with making some non-accurate plans for metal scaffolding.
I know a pretty good amount of photoshop and I used 3D studio max 8 years ago to make low poly shit.

Does photoshop have good 3D options? Is it the tool for the job?
>>
>>591907

I think that's because you're using the old 2016 version, these tools weren't part of this release. Just get Maya 2018 dude, it's more than worth it.
>>
>>591974
The Bonus Tools package is called "Maya bonus tools 2016 ext 2" so it must be for 2016, right? Plus I found "bt_curveToRibbonMesh.py" in the folder. I just don't know how to install it manually. Again, pretty new to Maya
>>
>>591963
https://www.youtube.com/watch?v=3q0c2zzdNKA

>>591972
nope, you will need autocad. especially if its a real-life structure.
if its just for yourself then use 3ds max
>>
>>592031
That's not at all what I was looking for. I wanted an equivalent of 3ds max's render to texture. I create grass blades, position them in various angles, add some gradient color shader and bake diffuse, normal and ao from them. Oh well, I can keep using xNormal or Max anyway.
>>
>>592060
>render to texture
so baking from nodes?
>>
>>592069
I mean, I'm not sure how blender does it, but in max you put a plane behind your grass clump, projection plane in front of them (so the grass is in between), and then you can choose what textures to render and it will bake everything to a square image and look just like those photo textures you can find on textures.com. I skipped through this video and he does the same thing as everybody else - creates blades, takes some photo texture from the internet, positions it inside his UVs and then uses Blender's particle system.

But I want to create that texture, so I can later put it on my billboards and import to a game engine.
>>
hi guys, trying to figure out why my gpus is so fucking slow to render in blender? its an rx580 8gb, it takes 1.23 for bmw (my cpu, 1700 oc'd to 3.8ghz and gets 1.14) and is over a minute slower than my cpu for fishy cat. for fishy cat i can get it to be only a bit slower than cpu by increasing the tile size but its still slower.
>>
>>592073
for a game engine, its best to create a few grass blades, then group them into grass boxes and then spread them around. making the entirety of grass blades in 3d software is inefficient, copying inside the engine saves performance
>>
>>592083
enable opencl
nvidia cuda is way better for gpu rendering
>>
>>592086
is it not aalready if you select it in the options?
>>
>>592086
>>592088
also im having so many fucking issues with this card between the coil whine and it not rendering stuff like web pages properly (like what even) im considering switching it out to a 1060 or something. I just dont want to get coil whine with whatever i switch it to.
>>
>>592090
check your drivers, don't just install them from the box but download them online
>>
>>592091
its not the drivers, theyre fresh from amd;s website. ive tried the mirror on sapphires page as well. Trust me, its not the drivers. ive tried benchmarking after loading the render kernels as well and its barely faster. (unrelated) i swear to god ive had so many issues with this computer, i had to rma two ram kits, i switched from a vega to this 580, centos wont set itself up properly for amd drivers when followed to a t so i have to use windows as a fallback.
>>
>>592084
I know, see the link, that's the process I'm talking about. I don't know how to do this around 8:30- in blender.

https://youtu.be/B4j5tzAIflU
>>
>>592093
oh. you just do it in the same way.

you place a plane behind your grass+flowers. then do the baking process.
desu blender is not good for baking this stuff (even tho i can show you, its not worth the hassle) just use xnormal
>>
Trying to get my gripes with Marvelous Designer, however simulation performance is atrocious, like 5-6fps while it's running. Which is nowhere near as good as some of the tutorial videos I'm watching.

i7 2600
12gb RAM
GTX 1080
Windows 7 SP1

I get the feeling I'm totally boned because of my processor, but is there anything I can change under Simulation Properties to gain some performance?
>>
I'm using Linux. Are there any good texturing programs that run on it natively or is my workflow literally just blender and gimp?
>>
File: 1510628633956.jpg (56 KB, 640x480)
56 KB
56 KB JPG
>>591723
Does anyone know of a decent guide that teaches how to do hip deformation?
>>
>>592182
Read the sticky
>>
>>592180
not sure but i want to get this
https://www.youtube.com/watch?v=ZzcP9EEro-0
>>
>>592192
That looks really cool, shame I can't run a trial of the plugin before using it.
>>
>>592180
disregard this question I didn't realize substance painter had a linux version. Always helps to do a little research on your own before posting my bad.
>>
>>592190
For the record, /3/'s sticky sux. Needs updating or something.

>>592182
I can show you for cash.
>>
>>592222
There is also 3D Coat and Mari, also use Krita not Gimp.
>>
File: 1506974818161.jpg (23 KB, 600x300)
23 KB
23 KB JPG
how do i get good at lowish ploy head/hand meshes? tried doing some with references but they suck and look shit, got decent at doing the rest of the body and stuck on these two to finish any character model
>>
>>592277
>>
>>592280
>>
File: 1510443616847.jpg (110 KB, 592x887)
110 KB
110 KB JPG
>>592281
>>592280
thanks man, time to get to work
>>
How much blocking do you do on your projects? Particularly when you're trying to model something accurately from a reference. For example, modelling an Iron Man replica. Would you block him out from head to toe? Or would you just work on a piece of his armor at a time?
>>
>>592301
each part
>>
>>591723
is there a way to swap say, a shirt, or shoes to a new character model, in a different pose if the 2 character models have the exact same polygon count and vertex positions?
>>
>>592380
in what program?
>>
>>592383
preferably blender, but if it has to be another program, that's fine too.
>>
Blender "Append"
1. Make Group File
2.Add all objects existing Group
When need objects
Append
File
Group
>>
How did they used to texture back in the ps2 days?
>>
>>592414
they used to gather large amount of photos to be used in their environments
the texturing of the characters was done by hand (most of the time) in some more realistic games like obscure and true crime they used a combination of both.
a game with great texturing is silent hill 2 and condemned (which already had normal maps)
>>
>>592415
what other maps could the ps2 use beside normal?
>>
>>592424
specular,diffuse light/shadow
>>
File: ambientoccfugg.png (858 KB, 1283x855)
858 KB
858 KB PNG
Why do I get this problem with ambient occlusion?
>>
>>592415
The PS2 didn’t have pixel shaders, the Xbox released later with one of the first Nvidia GPUs to have them and it was a pretty big deal. Also, Condemned was an Xbox game.
>>
>>592151
in the property editor, look for particle distance under simulation properties. the lower that is, the more polygons. the default should be 20, but if that's running poorly, you're definitely held back by your cpu.
>>
>>592483
update your drivers
>>
>>592483
not a blender user, but try setting your near/far clipping planes to more reasonable values
>>
File: 0114050_CF0001.jpg (25 KB, 500x500)
25 KB
25 KB JPG
>>591723
I'm using the Blender Game Engine and I want to know how can I make my car go through a loop (like pic related) without falling.
>>
File: wtf.jpg (23 KB, 243x476)
23 KB
23 KB JPG
>>591723
I'm sorry for being degenerate and handmodeling objects that are symmetrical,

Now
Why do I get these weird lines in edit mode on blender?

the ones beside my windows
>>
>>592585
That's object mode, isn't it? I usually get those random lines from extra edges, try checking whether you have any doubles. In the worst case delete the edges from that area and remake the faces/edges making sure that you only have single edges there. It's a bit tedious and guesswork, but that has worked for me.
>>
>>592585
Sometimes edges will render like that if they aren't connected to anything.
Other times, it the surface is at a slight angle, some edges will render while others won't.
Assuming your model doesn't have extra verts/edges, you can turn on "view all edges" somewhere in the settings to avoid "random edges"
>>
>>592584
>Blender Game Engine
Fucking christ man. Might as well just kill yourself now.
Also if you have to ask "How do I x" and x is something related to game logic, rather than a programming concept, you need to learn to program, before you start making a game.
>>
>>592594
Thx but I already deleted all the doubles

and I can't select them
>>
File: edge_loops.png (270 KB, 1073x837)
270 KB
270 KB PNG
How do I redirect the edge loop at the bottom, and what should I do about that pole?
>>
>>592634
Man, you should have just used NURBS or something.

Remember that there is such a thing as having too many edge loops. When you create a human head separate from a human body, and it turns out that each neck has a different number of edge loops compared to the other, what do you do?
Cry yourself to sleep.
This is an important lesson in topology you're about to learn. Plan your fucking loops beforehand.
This is something you could have done on a piece of paper, before you started modeling.
>>
File: edge_loops2.png (176 KB, 1278x685)
176 KB
176 KB PNG
>>592639
I deleted a lot of the loops and came up with something a little more manageable. I still have some weird poles, though.
>>
>>592502
Hey, thanks. I found it weird that performance was that bad so I tried re-importing my base mesh with a much smaller scale (actually a much more "correct" scale if the green mannequin is anything to go by), and suddenly, simulation performance was a dozen times better, and I was even able to push Particle Distance down to 10 while still having very workable performance.

I'm guessing scale works differently in this software and polygon density is directly proportionate to scale, so a really big fabric will have a lot more polygons than a small fabric and will be a lot tougher to simulate?
>>
Before I go and try fixing 3DCoat myself, are there any pre-made configs that make the navigation better for tablet use? Also, I suppose brush packs would be useful if anyone knows of any. Going to be painting diffuse with it.
>>
>>592645
oh right, scale is important. i usually import things huge anyways, so i forgot that was a thing.
>>
>>592634
delete everything around that circle and start over simple
>>
>>592584
your car would need to be heavier when it picks up speed, im not sure how to program that.

maybe you should look into physics
>>
>>592653
Or maybe he should go to fucking /g/ because we're not a goddamn video game programming board.
And no, just because you're using blender's game engine, does not mean it's /3/ related.
Fuck off /v/.
>>
File: 1508914896621.jpg (52 KB, 503x519)
52 KB
52 KB JPG
>>592660
>>
>>592652
read the thread, faggot
>>
DAZ 3D question:
It's about those genitalia addon;
Most of them have a material copy scrit...It says "after copying the material, inject it into the £DL or IRAY folder"....how do I do that? After correctly copying the mats in those folder I can only see the base mats....
>>
>>592691
for dicktator and futalicious, you double click the material copy with your CHARACTER selected, then your cock skin color with the dick selected.
>>
>>592584
you'd have to have a path on the loop and a sensor at the beginning and end of the path coded to lock the car to the path upon hitting the first sensor and releasing it from the path on the second sensor.
>>
>>592691
is DAZ 3D any good?
>>
File: EasyBlenderQuestions.jpg (50 KB, 928x799)
50 KB
50 KB JPG
1 and 2 is part of the same object how do I make 2 it's own object?

And is Boolean modifier a good way to Create Walls inside a room?
>>
File: Why didnt U help me.jpg (326 KB, 1920x1080)
326 KB
326 KB JPG
Whats the best way to create rooms in blender?

also, can animations made in blender play in unity? is it recommended or should I use somthing else?`

I have fusion 360 3ds and maya I still perfer blender due to one thing

which I think is why many pick it

less time to finish product since toolbar is in hotkeys, also space search

these factors is what keeps Blender cycles alive
>>
>>592703
>same object how do I make 2 it's own object?
hover with mouse over 1 of the meshes and hit "L" then click "P" -> separate

>And is Boolean modifier a good way to Create Walls inside a room?
no, just use archimesh
>>
File: ladda ned.png (9 KB, 265x190)
9 KB
9 KB PNG
>>592703
https://blender.stackexchange.com/questions/6184/splitting-pieces-of-a-mesh-into-a-new-object
>>
File: swede12.jpg (29 KB, 446x167)
29 KB
29 KB JPG
>>592705
>>592706

thx mate
>>
>>592704
>Whats the best way to create rooms in blender?
archimesh
>also, can animations made in blender play in unity?
yes.
>>
File: Goat.jpg (13 KB, 236x279)
13 KB
13 KB JPG
>>592708
so erhmmm whats this
archimesh stuff?
its the strung stuff rite?

whats archimesh

SRY FOR being this retarded
>>
>>592710
archimesh is a plugin for blender. its also inside blender you just have to enable it.

also, there are plenty of tutorials on how to use it
>>
>>592711
oh and i forgot to mention
archimesh is a tool for architecture, so its great for making walls,levels with accurate measurements.
it also have cool stuff like furniture, but i haven't checked the recent version. like i said its already built in inside blender official release so you just have to enable it
>>
>>592713
thx man, ergh is there a short command for cutting in half and defeating one half? like ctrl + r but automatically 50 so u don't need to worry?


also, any advice surrounding house development?
>>
>>592714
everything you need is in the tool itself.
ideally you create everything in it. try to create a simple house first and you will see how fast it is compared to modeling
>>
>>592716
>archimesh
how do u install it?
>>
>>592717
its okay I found it

However does anyone recommand a utube vid about room portpotion?
>>
>>592716
omg this heaven
>>
>>592718
urm, im sorry
how about trying to measure your own room?
>>
File: 3407.jpg (40 KB, 560x352)
40 KB
40 KB JPG
>>592721
I'd be the worst specimens to exist for that
I got big fkin room man, it takes about 5 second to walk from one side to the other
>>
>>592721
I came to a halt since apperantly
you can't do multible floors...

Well well it was good while it lasted
hope they add it it's a good addon
>>
>>592726
OH man took me while to get

U Duplicate lower room redo ceiling and ezipezi another floor man this is easy

and u use the room function to build rooms within the rooms
>>
File: triangle.png (34 KB, 1070x822)
34 KB
34 KB PNG
What do I do about this triangle?
>>
>>592794
Nothing. I took a class with an environment artist at naughty dog and he dispelled the whole "triangles are your worst enemy" Thing. Triangles are basically fine in moderation for geometry that doesn't need to deform. What is the thing?
>>
>>592802
They can affect subdivision and I like to keep them to a minimum.
>>
>>592802
It's the stock on a rifle.
>>
>>592804
Thats exactly it, to a minimum. In some tough topology situations like yours I maybe wouldn't sweat it. Time spent eliminating every tri would maybe be better spent on finishing the model and dealing with more important issues down the road. As exactly how to fix that triangle without causing other issues I'm at a loss.
>>
>>592806
I prefer to use them to terminate a face loop, but I don't like them right here.
>>
>>592802
It's a fucking /3/ meme and it needs to die.
>>
>>592794
Delete the edge loop directly below it. That’s it.
>>
>>592826
I can't remove geometry -- only add it.
>>
File: IwantThis.jpg (16 KB, 378x207)
16 KB
16 KB JPG
>>591723
Bois I need some help

I'm creating a map, I have a muddy road and I want it have Watery mesh

like if it just rained on my scene
'
I didn't find anything on youtube or discord

please help a blender beginner
>>
>>593133
if you are a beginner i recommend you to not attempt this

if there are other beginner stuff you need to know then know them before you approach this
>>
File: AbraKadabra.jpg (61 KB, 1790x1038)
61 KB
61 KB JPG
>>593134
I have created a few models, and I feel like i know navigation and modifiers quite well, I yet have learned texture completely

i did this gun a few weeks ago looks alright
>>
>>593135
do you know height maps, displacement and roughness? if not then don't attempt this muddy water thing
>>
File: lolWatt.jpg (174 KB, 1920x1163)
174 KB
174 KB JPG
Can anyone explain why I can't see my texture on my plane?

Neither in render or texture mode
>>
>>593138
click the button right side to data in material settings

switch to material mode and add hemi lamp
>>
File: what Am I doing Wrong.jpg (245 KB, 1920x1160)
245 KB
245 KB JPG
>>593136
what I'm trying to learn
>>
>>593139
thx mate
>>
>>592225
Oy vey
>>
I have an OBJ model I'm converting on Autodesk to 3DS. Several of the TGA files start off with the same file name (dctexture_uppbody.tga, dctexture_lobody.tga, ect) because of the 8.3 bitmap filename the textures are automatically renamed to the first 8 characters of the name causing several texture files to overlap.

Is there an easy way I can either rename the texture files using autodek on the obj, or rename them when the model converts?

I can rename the actual tga, but when I load the 3DS model it grabs the one renamed texture and pulls over the entire model, instead of the 6 different textures I need.
>>
There's a class in my area for Maya, but I don't use Maya to model.
Will it do me any good?
>>
>>593158
>Will a class that teaches me a new software do me any good?
>>
i have a robot i modelled which is set to emit light from a specific part of it's mesh. i want to be able to select this specific part, in the compositor, and blur it so that it glows when it's talking.
to do this, i've enabled the emit pass which allows me to modify only the objects and meshes that are emitting light. however, since the mesh that emits light is behind transparent geometry, it doesn't show up at all in the emit pass.

here's where my question comes in: is this a limitation of the software i'm using (blender) or is this a problem that all programs suffer from?
is there some sort of workaround i can do to make it work, or will i just have to find some other way?
>>
>>593182
why not set the light to show up only at certain keyframes?
>>
>>592839
What kind of garbage software doesn’t allow you to remove topology? Uninstall it immediately and get a real program.
>>
>>593185
delete -> dissolve
he simply doesn't know where its located
>>
>>593186
>Some idiot doesn't know about a blender feature
>Ha ha, blenderfags get a real software!
>Turns out he was a retard
>Ha ha, just like all blenderfags!
Calling it now.
>>593182
Are you sure you're doing it right?
Just tested it and objects show up in the emit pass even when behind transparent objects.
Tested in both Internal and Cycles.
>>
>>593158
depends on how deep it goes. if it's a beginner course and you already know another program, it's probably pointless, since youtube exists anyway.
>>
>>593189
>College
>Ever
Unless the school/teacher has connections and you can take the class for next to nothing, no.
>>
Where can I find resources pertaining to extracting assets from video game files?
>>
File: Maya_DuplicateSpecial2.png (102 KB, 1041x557)
102 KB
102 KB PNG
What am I doing wrong here?
This wheel has three objects (wheel, cover and a connecting piece).
The wheel and the cover both duplicate in the right direction, but they're slightly off center on the yellow axis. I used the X hotkey to snap the pivot to the center, so I don't get why the duplicates aren't perfectly aligned.
The third object just fucks off somewhere for no apparent reason (circled in red in the middle there).
>>
>>593240
Nvm, it worked when I just selected one object at a time, and switched the connecting piece's rotation to the y axis instead of the z axis... For some reason.
Why is Maya so damned mysterious all the time?
>>
>>593213
It depends on the game in question, some don't bother packing the assets at all, others may use a variety of containers, some of which may be customized by the developer. You have to search for this on a game by game basis.
>>
Beginner here.

I'm only doing 2D art, but I want to implement some 3D renders into my artwork from time to time.

I've been learning zBrush for a few months now and got okay with it, as well as looking into other programs like Substance Painter and learned about UVs etc.

My question is: Since I don't want to animate or put my models in engines etc. do I still have to fuck with all this complicated crap about maps, topology, file types etc. or can I just slap some UVs on my zBrush model and hand-paint the OBJ in Substance Painter and be done with it to create some nice still shot renders?
>>
>>593301
>slap some UVs on my zBrush model and hand-paint the OBJ in Substance Painter
Sure.
You can also neglect topology as long as it doesn't have an effect on the look and shading off the model.
>>
>>593301
I don’t see why not. You’re probably going to get lambasted by purists, but if your aim is to obtain a desired effect, then there’s no point in going crazy over making sure every detail is done “properly” if nothing complex is going to be done with the object. At worst you’ll be looking at poor optimization of your meshes, but as long as your system can handle it, you can just wing it.
>>
File: screenshot.png (205 KB, 1920x1016)
205 KB
205 KB PNG
>>593184
i'm aiming to do both

>>593188
pic related is what i've got. if i set the glass object to "z transparency" then it shows up, but i have it set to "raytrace" to get refractions
>>
File: Maya_What.gif (789 KB, 482x455)
789 KB
789 KB GIF
How do I bind a hard object to a bone (without any deformation)?
I've tried googling around for half an hour now, but I can't find any answer...
>>
>>593389
Give every vertex 100% influence?
>>
File: 1499997547284.webm (13 KB, 800x600)
13 KB
13 KB WEBM
How do I do this in C4D?
Basically what I want is to move my cylinder in any pattern and leave a trace behind. Right now I'm pushing a cube in front of it but this solution is not very flexible.
>>
File: LikeDis.png (314 KB, 1920x1080)
314 KB
314 KB PNG
>>593312
Looks to me like it might be a limitation.
You can get around it by putting the emit objects on a different render layer + scene layer and rendering them twice if need be.
However I think you can get the desired effect in a much easier way if I'm understanding you right.
>>
File: 1497203199801.jpg (185 KB, 810x1080)
185 KB
185 KB JPG
Noob question: How do I apply alphas on a zBrush model without them overlapping each other?

Let's say I want to put flat scales on a crocodile. Can you make it so the whole model is covered evenly in the same alpha or do you have to apply patches one by one and manually blend them together?
>>
>>592182
Now THAT is topology.
>>
File: Dragrect.jpg (146 KB, 1920x1080)
146 KB
146 KB JPG
>>593469
>apply patches one by one and manually blend them together
I was only able to repeat patterns automatically in a texture on 3ds max - Zbrush only have the Dragrect brush option, but i might be mistaken.
>>
>>593469
It sounds like the same technique as this knit hat sculpt
https://youtu.be/dvCompIskoY?t=186
>>
On average how many buttons should my mouse have for 3D modeling?
>>
>>593477
Three is all you need, dumbo.
>>
File: deform.jpg (6 KB, 148x265)
6 KB
6 KB JPG
>>592182
If you´re using 3ds max: on top of the skin deformer (which you will tune up vertex deform bone by bone to the maximum extension of what´s looks good) you will fix problem areas like armpits, hips and ass with another extra deformer: skin morph. You need to set up the starting angle with the selected bones (let´s say, L tight) and then let a skin tuneup animation flow on the biped, and you´lll be creating extra morphs depending on the angle the actor mesh bone goes to. Basically, you simulate bulges.
>>
>>593477
A mouse can only have up to five distinct buttons (L/M/R+F/B) that most software will recognize, anything else is a macro handled through the driver.
>>
File: Maya_What5.gif (90 KB, 482x337)
90 KB
90 KB GIF
>>593389
>>593390
So, I set it up with nurbs controllers instead, which seemed to work fine... until I actually went and tried to keyframe any of the child controllers.
The object it controls just stays behind.
Pls send help
>>
File: 1506894789857.gif (2.75 MB, 245x263)
2.75 MB
2.75 MB GIF
>>593523
pls
>>
>>591723
ok next year im going to school yea ik self teaching is better but govt/parents don't like that they all fall for jew scam and push it on me so the school needs a portfolio thus far my experience is fiddling with programs learning the inns and outs haven't got any finished project whats some good thing to add to a portfolio?
>>
File: screenshot2.png (132 KB, 1920x1016)
132 KB
132 KB PNG
>>593441
alright, i figured it out and now i realize i'm an idiot.
so here's a little break-down for anyone who may be interested:

in the top right panel, you see a bulbous yellow "eye"
this "eye" is actually mostly flat and is supposed to glow as i animate it's emit value
however, it's bulbous because it's encased in some refractive, transparent geometry

here's where the important part comes in

since the underlying geometry is being refracted, blender no longer sees that geometry, it only sees the refractions
because of this, that geometry can't be seen in the compositor's emit pass, object index pass, or even the material index pass (as shown in >>593312 and in the bottom panel of pic related)
that geometry no longer exists in the eyes of blender's renderer, only it's refractions exist (top left panel)

the issue now is that whatever modifications i apply to the "eye" will be applied whether or not it's emitting light; but i can just animate the application of those modifications so they match up with the "eye"'s emit value
all in all, i guess this is an interesting bit of info on such a specific thing that can't really be easily googled.
>>
>>593500
That's some fucked up foot. Could you state the source or post a fuller image?
>>
File: killmenow.png (190 KB, 1626x774)
190 KB
190 KB PNG
So I somehow got roped into rigging models for some group films at school. I've been weight painting by flooding down the chains to get a cleaner distribution, but I think I might be retarded and can't get the shoulder joint to take the weights properly. Im using IK/FK drivers on a bind joint chain. Am I doing this wrong or is this model just fucked?
>>
>>593544
Yeah that model is in bad shape. You're going to need to think hard about what exactly you want the shoulder motions to look like. Are there any existing characters this is based on you can reference?

The fact it's not in an A pose is a big problem because the deformations are going to be so odd. How about you put it in an A pose as best you can and make a blendshape to get it looking right?

One thing you will likely want to do is make a very sharp divide (like 100% -> 0%) on his armpit.
>>
>>593538
Go with my first solution >>593441 here then.
This renders the glowing eye bit by itself so that you can add it to your main render.
>>
Noob here.

How would I go about cleaning up this mess of polygons so that this is one solid mesh? It's already "one object" as far as C4D is concerned, but the stairs and curves and such are all separate. I need them to all be one mesh.
>>
>>593585
Any particular reason you need it to be a contiguous surface? Optimizing for a game?
I’m not sure how you’d do this is in C4D, but I can imagine a variety of ways to do this. You could just delete all the faces on one flat area at a time, weld all the verts to make sure it’s a closed loop, and cap it off, and repeat for the other sides.
Another possibility is selecting all the edges that define the structure, create a shape from them, and then just generate fresh topology from the shapes.
The “laziest” option is just importing the mesh into ZBrush, dynameshing the stairs, and then decimating the mesh to the lest number of polys you can get away with... it does offer you the option to sculpt in additional details if you want though.
>>
>>593592
I also want to add that you made the stairs wrong in the first place, and wouldn’t have this issue if you did it right.
The right way is to just plan out and make all the stair step faces right away, extrude out the frame of the stairs at the first and last steps and fill the hole, and you can model in details like the arches later, but at least you don’t have to bother with fusing together different elements the might have coplanar faces up the ass for you to find and deal with.
>>
>>593585
>Cleaning up
Don't bother. Just model it again, but this time plan out what you want in the first place.
>>
File: stairs.png (345 KB, 1726x1286)
345 KB
345 KB PNG
>>593593
Here's a quick visual step-by-step.
>>
>>593592

I want it to be one contiguous surface because I want to use the Octane dirt shader to weather the edges and make it look like poured concrete.

>>593593
>>593594
>>593597

Thanks, this is immensely helpful. I come from a Quake level design background, where you could get away with making stuff from a bunch of primitives because the compiler would optimize it all later.

I am trying to wrap my mind around the right way to do things in 3D modeling. I don't yet have even the ability to execute my vision of, for example, making a curved surface cut into a simple cube. I need to learn the fundamentals, so any tutorials about basic stuff would be helpful.

Image was my ref.
>>
File: edge curves.png (64 KB, 1071x700)
64 KB
64 KB PNG
>>593598
>Thanks, this is immensely helpful. I come from a Quake level design background, where you could get away with making stuff from a bunch of primitives because the compiler would optimize it all later.
Meshes aren't like BSPs, anything that works like a boolean in poly modeling generally leads to messy results if you don't have a good idea of what you're doing, or have a way with dealing with the resulting geometry.

>I am trying to wrap my mind around the right way to do things in 3D modeling. I don't yet have even the ability to execute my vision of, for example, making a curved surface cut into a simple cube. I need to learn the fundamentals, so any tutorials about basic stuff would be helpful.
There are a variety of techniques you can utilize to execute any kind of model, although some are more efficient than others depending on what your reference is. In my example I used edge-extrusion modeling, where you just extend new polygons from a base plane, shape the overall form of the object, and close up the holes right at the very end once you're happy with it.
Another possibility is drawing splines to conform to more complex shapes, and then extruding geometry from them, boolean operations are much easier to work with when using splines, so you can just combine and subtract shapes to get the right form you need.

For your next question, you can "cut" curved surfaces into angled objects just by chamfering them, that is, you start by simply extruding out the bounds of the curve, and then you subdivide just the edges along the planes where the curve is supposed to occur. Do note that the spherical cut in the cube require a "quad-chamfer", and not all programs have by default, so you may need a find script. It's also fairly safe to boolean a curve out of a surface if it's flat along at least one axis (such as these arches), but trying to boolean the sphere into the cube would be a disaster, so it's better to use the chamfer method.
>>
>>593604
I forgot to mention that edge-extrusion modeling works with subdivision surfaces, so you can drag out new faces while getting a preview of what the object will already look like smoothed out.
In any case, you should look around for whatever popular tutorials there are for 3D modeling in general, as there might not necessarily be much for C4D specifically. In that case you may want to see how people make stuff in Max or Blender, because oftentimes the same staple tools are used; like connecting verts or edges, extrusion, chamfers, cut, weld, bridge and so on.
Mostly only the name and hotkeys will change, at worst you might be missing out on creature comforts like not having 1-click solutions that another program might have, but a lot of the people I see doing tutorials typically stick to the basics anyway. And if you do see a neat feature you might not have, search up to see if anyone made a script to implement that functionality, a lot of times what you may need already exists somewhere out there.
>>
>>593611
Very much this. I tried Blender/Max/Maya in my early days and went with blender mostly due to it being free.
However I knew enough about 3D in general that I still could watch tutorials from other programs and apply what was being taught in blender.
Learn techniques, anon, don't learn programs.
A tool is always just a tool, if it breaks you replace it with another one. If you can't work without that one specific tool, you're doing something wrong.
>>
File: stairs_dun.png (70 KB, 573x745)
70 KB
70 KB PNG
>>593598
Got carried away and ended up modeling it myself... well, here's the obj if you want to pick at it.
https://www.dropbox.com/s/apoufl3p4gtx8tx/escher_stairs.obj?dl=0
>>
File: Capture.png (659 KB, 928x901)
659 KB
659 KB PNG
why tf does this happen in xgen when I apply clumping?

parts of the hair gets stuck to the opposite side
>>
>>593604
I don't get how you made those shapes with edge extrusions.
Care to elaborate?
>>
File: Chamfers.webm (1.1 MB, 535x451)
1.1 MB
1.1 MB WEBM
>>593660
See webm related.
>>
File: arch.webm (1.35 MB, 602x530)
1.35 MB
1.35 MB WEBM
>>593665
And a bonus with spline as starting point.
>>
File: stairs.webm (1.24 MB, 602x530)
1.24 MB
1.24 MB WEBM
>>593670
How to make stairs with vertex snap.
>>
File: irregular arch.webm (2.11 MB, 602x530)
2.11 MB
2.11 MB WEBM
>>593670
Starting with a spline can be useful if you don't want your curves to all be perfect quarter-circles.
>>
>>593665
I was talking about the block you got there. And the other blocks in your previous picture.
>>
>>593685
You should be able to piece together how from what he showed in the webms. We can't spoonfeed you all the answers, anon.
>>593637
>>593681
Looking good anon.
>>
File: bool_plus_fwn.webm (2.83 MB, 613x527)
2.83 MB
2.83 MB WEBM
>>593685
Okay, but did you see what I did in the webm or did you not watch it past 30 seconds?
I select the inner three edges, quad-chamfer them with an amount of 10 units (because I already knew that is the width of the edges), add some segments, and set tension to 0.5 as that is neutral (between it's original shape and being a flat face). After you do this you should also select all verts and do a weld with a low distance check, because there will be overlapping vertices.

Anyways, last clip for today, where I boolean a hole, chamfer it, and face-weight the normals to make it appear smooth.
>>
>>593687
No?
>>
>>593688
You just draw edges out in the webm. I don't get how that helps you cut a perfect .5 cube corner out of a full size cube, nor how you get a round inverse corner that way.
>>
>>593691
>a perfect .5 cube out of a full sized cube
Think differently anon, build a "full sized cube" out of a .5 cube
>>593670
>>593681
He literally shows the curves in these webms.
>>
File: fuck.webm (1.85 MB, 613x527)
1.85 MB
1.85 MB WEBM
>>593691
Your video probably glitched out and you didn't see the second half. I only draw edges out on the first bit, then from 0:27 on I do that cube.

...fuck it, here's a really step-by-step just for you.
>>
>>593698
>>593688

Stairsfag here, these are all super helpful, thanks a million, anon.
>>
>>593698
Ah, thanks.
What's the key for dragging to selected edge/vert on one axis like that, by the way?
>>
Could someone possibly take a look at my dinosaur and tell me what I need to work on and how?

https://drive.google.com/open?id=1adfoturDzgPDk1q6DuZUzLN7qUUVuQsz

I'm not a topology wiz so that's the main thing I'm worried about.
>>
I understand basic art concepts but I suck at drawing. Can I still be good at 3D?

How do you get money as a 3D artist? What are the different types of jobs?

Where do I start, what are the top softwares?
>>
>>593974
>I understand basic art concepts but I suck at drawing. Can I still be good at 3D?
It helps to be good at drawing to sketch out your ideas but it's not required.

>How do you get money as a 3D artist? What are the different types of jobs?
If you're good you can make some decent money doing commissions.

>Where do I start, what are the top softwares?
If you can't afford monthly fees like me I recommend the following:
Blender
Zbrush
Lightwave
>>
>>593979
Thanks. What do people usually ask commissions of? Animation? Porn models? SOrry for the stupid questions Im really new.
While I'm at it are there any good youtubers related?
>>
>>593981
From what i've seen the porn market is pretty well paid. If you wanna do something different though maybe create game assets on commission.

Alimayo Arango has some pretty good tutorials for beginners and Plural sight has lots of tutorials but it costs 29 dollars per month.
There's also Pirate Bay.
>>
>>593544
>those shoulders
holy heck!
>>
>>593962
Right-click on snap toggle button and you’ll get a new window, click options tab and at the bottom tick “enable axis constraints”.
Now, when you enable snapping, the last axis you clicked on the gizmo will be highlighted and any direction you move your selection will stick to that axis, or combination thereof.
I use vertex snap with it quite often, as it lets me instantly align any of my edits to an existing surface, which happens in hard surface modeling quite a bit, especially if you’re building modular assets.
You don’t have to use the gizmo itself to snap or constrain, so you can grab a group of vertices and align all of them relative the the position of just one vert that you’re moving, and not the center of mass.
Of course, shift-dragging still works with snaps, so you can edge-extrude or move-copy your selection at the same time, and immediately get it to where you want it to be.
>>
>>594001
Oh yeah, regard hotkeys, the F5 to F7 keys let you select between axis, and tapping F8 multiple times cycles through the axis combos. It’s kind of clunky to use, but is there if your gizmo somehow ends up off-screen.
>>
>>594001
>>594002
Thanks a lot!
>>
What kind of uses does having multiple normals have?
>>
>>594048
Care to elaborate your question?
A mesh has a base set of normals that are set per-vertex, but can be overridden with a normal map, which calculates shading on a per-pixel basis instead.

You can layer normal maps together, but there's usually no point in doing so unless you're blending a texture with its own normal map onto an object with normals derived from baking. For example, you made a boulder in ZBrush and baked the normals down to a low-poly, and then you put a tiling rock texture on that also has its own normal map.
>>
>>594050
Well I'm not sure, I've heard people complain about blender not having ability to create multiple normals, I think they're talking about the normals of a polygon.
>>
>>591723
not a question but didnt want to make a new thread i found this tool that makes working out object dimensions from photos easy its on android called imagemeter
>>
>>594180
There’re plugins for Blender that let you manually edit vertex normals, but meshes cannot have multiple normals in any program. In fact, a vertex cannot have more than one normal, which is why hard edges actually consist of multiple vertices, even if the software reports just one.
In any case, I’m not sure why you’d need multiple normal sets, either you’re editing them or you’re not, or just overriding their effects with normal mapping. Either it’s some thing I’m not aware of or you didn’t read into it properly.
>>
>>593140
Have you UV unwrapped it?
>>
What are the differences between zbrush core and the full fat version?
>>
>>594225
http://zbrushcore.com/features
>>
File: 1511967975803.png (63 KB, 362x242)
63 KB
63 KB PNG
How do I into modelling (wrist is too fucked to sculpt) human faces that don't look like genetic rejects?
>>
File: Tog_Wire1.gif (1.77 MB, 540x502)
1.77 MB
1.77 MB GIF
How the fuck do I get fast in Maya?

Just had a final exam for a 3D course today, and we had six hours to model this toy, unwrap, texture and render it (as well as rigging some other little thing and making a small animation), and I just barely amanged to finish the model and unwrap the first part...
Maybe I'm just a slow retard, but I would love some pointers on how to make Maya more effective.
Some nice hotkey setups or something?
>>
File: Camera_Shot.jpg (1.53 MB, 2133x2133)
1.53 MB
1.53 MB JPG
>>594388
Here's the reference we got
>>
Please help me if you can. I'm stuck at a really embarrassing problem and I really need to get to work...

In zBrush, I can't zoom in out of the canvas (not the view-port model zoom with Ctrl + right click, but the really basic 'Zoom' button to the right). Panning the model within the view port works fine.

I changed the Canvas size and now I can't see the whole Canvas in my view port because for some reason zBrush doesn't react when I use the 'Zoom' function. Basically what I want is to see the entire Canvas within the borders of my view port. Is some function blocking this or am I just retarded?

God... I'm going insane...
>>
File: fuck.jpg (64 KB, 1078x889)
64 KB
64 KB JPG
Oh boy. There goes all the work... Half of my normals are flipped on the wrong side, and recalculation with ctrl + n in blender doesn't work for this. There is no way I'm flipping each one individually, I can barely even navigate around these tiny ropes. Is there anything else I could do? (inb4 memes)
>>
>>594399
Well... I redid a part where I turn a path into the mesh and now it seems to work fine.
>>
>>594399
HAHAHA BLENDER MASTER RACE AMIRIGHT
>>
>>594399
Is it only certain sections that don't flip normally? Would selecting them (the sections that don't flip right) with L then using Ctrl + N work?
>>
>>594399
your probably have double faces

just click on 1 face, hit spacebar and search for "flip". you will see it
>>
Guys, I said I solved it, I drew those ropes with a path tool and then pressed alt+c to convert to mesh. Something probably got fucked up the first time, but now it seems fine and every normal nicely points to the outside. Thank you anyway, though.
>>
>>594394
Me again. I kind of 'solved' the problem myself by simply pressing the '+' and '-' keys to zoom the canvas in and out. It's still a bit fidely because you have to maneuver the canvas around with the mouse in the view port until it somewhat fits.
>>
>>593528
see>>593390
or give it extra bone to that part and set it to be a child of the bone you already have... just weight paint to 100%, fuck me
>>
File: StillWaitingtoDie.png (147 KB, 1620x695)
147 KB
147 KB PNG
I've been trying to crank out the weight paints on this shitty model for the last couple days, and finally getting down to the leg. I flooded the weights to the the shin and its not taking the weights. The leg just sticks out like some retarded peg leg.
I'm using an 3 joint chains (IK, FK and bind) to do the legs and I'm only using basically 5 joints (hip, knee, ankle, food, end). Is this joint chain fucked from the set up or is it the geometry that's actually the issue.
And if there is a painless solution for this that'll be great too.
>>
When sculpting rocks, how much of it is usually sculpted by hand and how much is sculpted with alphas?
>>
>>594695
sculpting with alphas is also sculpting by hand
you can sculpt rock without alphas and get good results
>>
>>594701
Yeah, I mean, it is, but it's easier when you sculpt with alphas.

I shit you not, rock sculpting has been the hardest model to tackle in my 3DCG journey yet. Not complex hard-surface shit, not characters - fucking rocks. I have the highest fail ratio on them. If I semi-fail to model something, I could still fix it or it could be usable as a background piece, but 95% of the rocks I made went straight to the garbage.

https://www.artstation.com/vejza

What is the point of life if you can't sculpt beautiful virtual rocks nobody cares about? I don't know.
>>
>>594755
a rock have 3 components

1. rock shape
2. creases craters and cracks
3. pores and sand

im not sure about your workflow but maybe try to take it slower
>>
>>594668
You have all your lower legs weight on leg joint 2 so obviously it wont bend because the lower joints have no influence.
>>
Are there any tutorials on modelling from someone on par with Warwick and Arrimus, but for Maya?
>>
File: 1509225239879.jpg (88 KB, 720x959)
88 KB
88 KB JPG
>>591723
Does anyone know of any good tutorials on modeling clothes that don't look like absolute ass?
>>
>>594949
Use Marvelous Designer.
>>
>>594962
Not him, but that doesn't seem like it'd help you learn much modeling.
>>
File: GET THE FUCK OUTTA THERE.png (126 KB, 1918x1037)
126 KB
126 KB PNG
How in the HECK do I get the TextureSet window off of the dang corner of my screen if the window tab is stuck offscreen? Somehow that thing got jammed up there after a bottle of tequilas and a hot night and I can't find a way to get it off.

Before you ask, yes, I have tried disabling all of my monitors except for one. I also tried updating the software, the dang thing kept itself stuck in the same place.

PLEASE HELP DESU
>>
File: WE FUCKING DID IT.png (108 KB, 1919x1036)
108 KB
108 KB PNG
>>594964
I'M FUCKING RETARDED. All I had to do was extend the edge of the window all the way to the side of the screen, and the dang window tab popped right out of the top of the screen. Fucking CUNT.

Thanks lads.
>>
Should I get a 6 core CPU or bite the bullet and get the 8 core one?
At most anything I animate will only be a few minutes long.
>>
>>594972
few minutes long
with this many fps
in this resolution
in this engine
with simulations, or not

There are many things you probably know already, and you also know the difference between 6 core, and 8 core when it comes to rendering, so you can probably answer yourself how much you actually need 8 core one.
>>
>>594974
This video is a pretty good representation of the kind of graphics I hope to create.

https://www.youtube.com/watch?v=w3D8b4RwB1Q
>>
>>594977
finally someone made a velociraptor with feathers.

At the end of the day, it's you who can decide how much time you can spend on rendering.
If you are just making an animation reel, then you know you want to concentrate on animation. You are not gonna need to render textures, unless you animate them, and you don't need to use particles, unless that's what you really want to show off.

If you need some render time estimates of rendering some animations on different specs, I'm sure you can find them online, but it is you who decides how much you actually need it for your end product.
>>
File: pic_disp.jpg (50 KB, 625x527)
50 KB
50 KB JPG
>>594972
It literally comes down to one thing - whether or not you'll be rendering anything on the CPU.
For modeling, animation, and even many physics simulations, all have a hard time utilizing anything more than 4 cores, so frequency is preferable over core count.
For rendering, it's pretty linear at frequency * cores * IPC, so two extra cores on a slower ship will render faster anyway.
>>
File: pic_disp-1.jpg (49 KB, 625x452)
49 KB
49 KB JPG
>>594986
These graphs are for CAD software, but in principle you'll see the same trend hold everywhere, unless you're using some program you know for sure is very well-threaded, chances are it doesn't make as great use of many cores as you might think.

Considering you need at least a $1000 CPU to even start contesting GPUs for render speed, it's generally better to invest in GPUs for rendering instead, and just have a fast CPU that would allow you to work fast.
>>
File: sculpting.jpg (15 KB, 488x745)
15 KB
15 KB JPG
How can I get rid of this in Blender? Why is it happening in the first place?

I thought it was because my polys were not all the same sizes, but it is still happening.
>>
>>594988
apply scale maybe?
also learn how to use dynatopo
>>
>>594990
I know how to use dynotopo. Apply scale worked, thanks.
>>
File: Taylor-08-Allen-1986.jpg (129 KB, 400x390)
129 KB
129 KB JPG
Most important advice to give a beginner modeller on avoiding n-gons and triangles?
>>
>>594995
2 triangles make a quad.
>>
Is there a better way to model the tassels bits on this cloak, other than slaving them to splines and manually posing each one?
>>
>>594998
fair
>>
>>594995
If the object you're modeling is not organic, does not deform, or will not be ever animated to flex or deform in any way, then you can get away with not worrying about keeping everything quads.
Even if you're doing hard subdivision surfaces, any completely flat surface is fair game for terminating your geometry in any way you want, as long as it doesn't affect the edge smoothing.
For certain types of hard surface modeling, like medium poly, it even makes things easier and more optimized if you keep all coplanar faces as ngons and minimize the number of edges connecting anything together.
>>
How do I practice 3D modeling? What is something I should do every day to improve at 3D?
>>
>>594999
use planes with lots of cutloops then use a spline to maneuver them
>>
>>595031
Damn it.
That's going to take for god damn ever
>>
>>594999
Use Xgen
>>
>>595006
Read the sticky. Also aim to watch at least a few tutorials a day and just do it
>>
In MudBox.

How to I change the Setting. So that my Pen pressure doesn't affect the size of the brush.
>>
File: 1221486937992.png (80 KB, 646x690)
80 KB
80 KB PNG
Been practicing 8 hours a day for a whole month and I feel like I'm going nowhere in making a decent head model.
Do I really need a tablet for making a good model?
>>
>>595157
have you tried designing the head on a drawing first. not even a front - side chart, just a sketch
>>
>>595180
>Can't draw for shit
Looks like I will be making minecraft model for forever.
>>
>>595157
watch other people do it
one day i watched an artist blocking a head and i realized my method was inefficient and wrong
>>
>>595182
Do you got an example which method is the best one?
Every time I tried to close the top and the back of my model head it always fuck up my topology and in the end it turned into a freaking potato head.
>>
>>595181
i have goten more help from my own shitty drawings than other peoples good drawings.
i feel like its about the design/character and not how good it looks
>>
>>595185
>>595181
when you have drawn what you want to make, lots of the work is done, and you dont end up doing that WHILE your'e modeling, makes it easier and better. modeling and making the design at the same time is multitasking.
if anythings bad or wrong about your drawing you know that and can fix it when your'e modeling, its easier to move a vertex than fixing a drawing,
>>
>>595184
>he models his head with polygons instead of sculpting it first
>>
>>595188
I cant draw for shit, why do you think I could sculpt with a mouse.
>>
>>595189
post pic of your work im curious
>>
File: Capture.png (228 KB, 971x950)
228 KB
228 KB PNG
>>595190
>>
>>595191
have you tried following this tutorial?
https://www.youtube.com/watch?v=DiIoWrOlIRw

you might not like it but it display good modeling practices and working with materials
>>
>>591723

how to do these litlle fur thing on a texture?

im using blender but i need to understande the concept of this
>>
File: fur.jpg (115 KB, 1048x488)
115 KB
115 KB JPG
>>595200
>>591723

forgot image
>>
>>595200
>>595201
You have to apply a hair/fur system to the object, but I don't use Blender so you’ll have to look up how it’s done yourself. Fuzz like this is then generated by making really short hairs with a lot of kink to the shape and some clumping, but again it depends on the strand solution you’re using and its features.
>>
>>595189
Sculpting is easier than drawing. At least in my case. Tbh I don't know if I could draw well or not, I never really tried enough.
>>
>>595205
Well if you sculpt a lot, you are bound to have good understanding of form, and that's like 1\4 of successful drawing(others being shading, composition and frozen force).
>>
>>595205
Sculpting is drawing with the need to interpret depth (ie: the hard bit) taken completely out.
>>
File: 1508387273173.jpg (81 KB, 900x506)
81 KB
81 KB JPG
>>591723
Is there any way to stitch Alembic files together WITHOUT RealFlow?
>>
>>595250
that doesnt make sense. Zbrush (the industry standard) isnt even a stereoscopic 3D so inherently, the "depth" ie "le hard bit" is still there.

Are you just pretending to be retarded?
>>
>>595267
Figured it out: Houdini. God bless this magical program.
>>
>>595268
How many times did you hit your head trying to type that?
>>
>>595200
>>595201
>>595203

how to achieve this in Marmoset Toolbag 3?
>>
>>595335
MT3 works in real-time, so you do the same thing that applies to most real-time engines; bake some maps with fuzz to poly shells, and cover your object with them. Practically the same thing as making grass.
>>
>>595250
Yeah, that's totally what makes them different. Nothing else. Great comment.
>>
>>595357
Point out where I said literally nothing else was different.
The process is different. The absolute lack of any need to interpret depth - something that makes up a great deal of the difficulty involved in 2D mediums - is a significant difference that makes sculpting far less difficult than drawing, despite any shared attributes. If you want to complain about retarded levels of reductive thinking, go after the guys saying "You have to be able to draw good to sculpt good!" because that's a true downright retarded assertion.
>>
I can't seem to get this to work proper - I have a subdivided cylinder and I want to cut a rectangular area on one side of it, but I'm getting a "skin" over the surface when I do so. All the help I've found says that this is because of n-gons, but everything is a quad here - what do?
>>
Where can I find a shitload of front and side character reference pictures that I can use for practice?
>>
Are there any fundamental books about the 3dcg in general, preferably with equations about all those things under rug? I mostly see video tutorials based around "don't question, look how I do that cool trick and repeat" basis. But how these methods and cool tricks work in the first place?
>>
>>595450
there are plenty of books on graphics programming.
there is also an introduction book called "Foundations of 3D Computer Graphics"
>>
>>595452
>Foundations of 3D Computer Graphics
Interesting, gonna grab that, thanks.
>>
>>595410
So, the thing about SDS is that it always tries to turn loops into a circle, and in absence of somewhere to direct this effect, it’ll just try to stretch itself across.
Your issue is that you can’t “just” have a hole when using subdivisions, the hole has to have some geometry going inwards. This usually isn’t a problem because usually you want to have a contiguous surface with no open holes anyway.
>>
>>595393
>a significant difference that makes sculpting far less difficult than drawing
When you sculpt you don't have to care about depth, but you have to care about other things drawing doesn't have.
>>
File: cylinderhole.png (77 KB, 1359x689)
77 KB
77 KB PNG
>>595478
...actually, it's probably not easy to figure it out going by words alone, so here's an example.
>>
>>595482
I also want to add that your example >>595410 will never work because the cylinder has too few edges. Whenever you cut into a cylinder, you need a lot of edges to support whatever type of detail you intend to cut in, but you can't add in loops lengthway to just one part of the cylinder and not others, or it'll create inconsistencies in the shading/smoothing.
In my example the cylinder has 64 sides, so that even a narrow hole would have no less than two loops going through it. Once you start cutting in you can't add more loops in that direction, so keep it in mind and add a lot of edges ahead of time. You can never have too many sides when dealing with curved surfaces.
>>
>>595483
>>595482
>>595478
Thanks anon, that helped. I've been working more with curved surfaces recently and am finding out lots of new (and frustrating) info, but I'm getting better results.
>>
File: Dragon Valor361890229.jpg (74 KB, 549x335)
74 KB
74 KB JPG
I'm a noob. How do I make psx-like shadowless and vibrant renders in cycles?
>>
I'm a newbie in 3D modeling , started recently with blender and made two low poly chibi characters with uv and textures.
that's how far I got
what are good advices I can have and helpful tips for a beginner ?
Aiming for 3D modeling for games and probably animation
>>
>>595481
Yeah, and none of it is shared with 2D art. Most is technical and not particularly difficult by comparison.
I'm responding to the idea that you need to be in any way good at drawing to sculpt. You don't. The only thing it has in common is that you're probably going to be using a tablet pen and also you need to learn stuff like anatomy.
>>
I've been wanting to make 3d models of characters for ages now. How difficult is it to learn?
>>
>>595634
How much time do you have each day to work with it, how much motivation to actually finish shit do you have?
Can you sit through tutorials and actually finish them? Is this just a temporary phase you will abandon once it gets too hard?
Just grab a modeling program and some tutorials and start. Nobody can tell you how hard it will be for you to grasp it.
Grab 3DS Max, Maya and Blender, I'd say, look them all over, and start with the one that makes the most sense to you.
Grab tutorials off various websites, and be sure to make a CGPeers.com account and pickup the paid stuff there. (Reg opens for 48 hours on the 1st and 15th of every month.)
>>
>>595602
use the regular renderer. turn down the AA and use only world lights or hemi lights
also advise to lower resolution significantly
disable mipmapping (in system settings)
i don't think you can switch to software renderer but maybe try and see if you can turn off opengl and render
>>
any character animators that have made the move from blender to maya have any tips or recommended tools/tutorials?
i'm trying to switch over, but posing without being able to change orientations or constrain axes on the fly is so much slower it's driving me crazy
>>
Hey 3tards - how do I go about making a fancy-pants custom skybox for UE4?

Not a noob by any means, just never done this before and I can't really get an idea of where to even start with this one.

Here's what I ideally wanna do for my deluxe 'no expenses spared' 100% custom skybox, It's for an alien planet so, I everything needs to look... alien.
Tell me if it's possible. Tell me what you'd do differently. Tell me where/what/who to research.

Please don't talk to me if all you're gonna say is :
>>'lol why are you doing it like that, it's so much easier to just <insert generic noob-tier quick-fix solution here>

I want to create a landscape scene with World Machine (with GeoGlyph 2.0) / World Creator 2 (recently bought all this stuff - went a bit nuts in the Black Friday sales).
Then, I was thinking of maybe looking into using Ozone by E-On software (if they still make it...) to generate the sky/clouds/fog/atmosphere for this scene.
(What other stuff is out there for doing atmosphere/clouds/skys etc? I'm kinda ignorant about this stuff)

Then I want to basically capture a 360 HDRI from this scene to use as a skybox.

Is that possible? Is that the right way of going about it? As I say - never done it, never seen it done, don't know where to look.

Help appreciated. Get at me, fucklords. xxx
>>
>>595679
... or do I just do the whole thing in Vue?
>>
File: uc2.jpg (68 KB, 620x358)
68 KB
68 KB JPG
I really want to model mechs. But I have no idea how to start. They seem so daunting.

I've modeled some really simple stuff in Maya before using tutorials, but I never know where to start for mechs or humans.

How long would a model of a mech take for a total beginner? Any tutorials or youtube vids you guys would recommend for someone who primarily wants to do mechs and hard surface?
>>
Really basic questions, which i seem to struggle with:
1. Is there a decent explanation on how to use the different types of lights? I read a few guides on the different lights (which I kinda struggled with regarding volumetric lights) as well as the three point light system.
2. is the 3 point light system the best way to light things? Or are there alternatives/other set-ups? How do i judge if a lighting system is good or not?
3. What is the difference between bump maps and displacement maps in their function? I know one displaces while the other simulates the displacement (as far as I can understand) So why have both?
4. How is realistic skin achieved? I seem to read that it involves just pasting a photo over the model or that it all depends on how you set up nodes (another questions for another day), but is there a way to achieve semi-realistic skin? And is there a decent guide on that?
>>
>>595683

3. Displacement is a much more sophisticated process than simple bump mapping.
Displacement involves the actual creation of geometry at render time. A mesh with a disp map applied will actually be tesselated and, in effect 're-modelled' within the renderer. It therefore requires much more resources and is not something you undertake lightly. You can create, for example, an entire mountain range in the renderer, just from a displacement map. It's for creating highly elevated detail, not just simple low-level surface detail, which is where you'd use a bump map.... 10 years ago.

Bump maps are pretty much a thing of the past, replaced by normal maps in almost all situations now.
>>
>>595683
4. Too broad and complex a question to go into here, but I'd advise you research something called sub-surface scattering, research the renderers that use it and learn how to set up materials for it.
>>
>>595682

I've messed around for about a decade just trying to make mechs, best advice I could offer is study line art and models from other artists to develop a feel for the style you want to do things. A lot of tutorials for drawing mechs applies to 3D as well. It will undoubtedly take a while to churn out a single "completed" model your first time but the more you do it the quicker you get. Just look up hard surface modeling on youtube since most of the tutorials out there specifically for mechs is either garbage or focuses on making simple things or western styled mechs (which I'm assuming you don't want since you posted a gundam).
>>
>>595682
Don't try to do a whole thing like that right away. It'll end up taking you weeks and you'll get really frustrated and it'll look crap anyway.

Just do individual parts to start out. I always thought the legs of the Gundam designs looked badass by themselves, so if I were you I'd spend a week just doing a leg over and over and take it from there.
You might wanna look into kitbashing, and also if the words 'greeble' or 'greebling' aren't in your vocabulary yet - they should be:

https://en.wikipedia.org/wiki/Greeble
>>
>>595683
1. Depends on what software the lights are implemented in, but the general types of lights are;
A. Point light - acts like a lightbulb, just a point from which light is cast in all directions, and cheapest to calculate.
B. Spot light - similar to point light except it can be focused in a specific direction, if you need realism you can load the IES profile of a real-world lamp.
C. Directional light - in some 3D programs it’s somewhat analogous to the spot light, in others it represents a light source that’s infinitely far away.
D. Area light - unlike the previous lights which cast rays from a single point, area lights distribute it over a wide space, replicating the lighting characteristics of some photographic lights, or used to efficiently cast light into architectural interiors.
E. Mesh light - some rendering engines allow you pick an entire object as an area light.
F. Dome light - casts light into the scene from every direction, often used in image-based lighting by loading in an HDRI, this replicating the lighting conditions of the place it was captured.

2. See pic related for some examples in portraiture. Look to things like photography and film books for lighting practices.

1/2
>>
>>595694
2/2
3. Bump map alters the surface shading of an object to make it seem like there’s detail, but it only makes things darker or lighter. It’s useful to simulate very small-scale detail like scratches.
A displacement map actually physically deforms the object by subdividing it at render time and adds more triangles, then shifts them in/out in accordance with the map. A 32-bit displacement map has the real depth of the surface encoded into it, so you don’t need to specify a strength value.
Because the smallest level of detail a disp map can generate is based on how much it subdivides your mesh, it’s best used for large details like rock formations.
There are also normal maps, which are used for faking medium scale-detail. They are more advanced than bump maps in that they can alter the direction of light bounces and not just height, however they still rely of the topology of the underlying mesh to be fairly similar to the end result. Only displacement mapping will actually extrude a mesh such that the added detail will be visible around the edges of the model.
There is yet another technique called parallax occlusion mapping, which is as close to displacement mapping as you can get in a game engine. With some shader wizardry it’s even possible to cull the edges of the mesh to shape, but it’s not sensible to implement in reality.

4. It’s not just pasting a photo, it has to be the right kind of photo and with the right type of support maps that go along with it, and it’s usually painted on in something like Mari. When people use this workflow, if they don’t have the ability to capture their own people scans, they’re probably using texturing.xyz resources. You should check it out. The two most important things are the skin displacement and the shader used, everything else can be to taste if you merely want it to be semi-realistic and not fully so.
>>
mechs are not really that difficult to create, they are just complicated.

Think of them as a bunch of geometrical shapes layered on top of each other, pratice making individual parts first, like a shoulderpiece or a head, then an arm then a torso and so on.

This sounds a little weird but i think watching videos of people putting together a plastic model of a mech could help, or just buy one and analyze how the shapes of the mech work.

Looking at an unpainted model could help too, as a fully colorized mech gives the illusion of something that is way more complex that it actually is.
>>
>>595696
>the illusion of something that is way more complex that it actually is.

This, right here, is the trick. Not just for mechs - but for pretty much every sci-fi / hardsurface scenario. It's about convincing the audience they're looking at a big intimidating, churning mass of complicated technology when actually it's just a handful of things that have been cleverly arranged.
>>
I'm a beginner to Autocad and I can't figure out how to record the autocad screen as a .mp4 video. I'm pretty sure there was an option for that in-program.
>>
>>595699
It's all too easy to completely mess up here. Too many artists now rely on encrusting their hard surface models in meaningless greebles/nurnies.
>>
>>595758
True. Case in point: the migraine-inducing nightmarish clusterfuck that is the Transformers 'movies.'
>>
In Unreal Engine, I'm getting this kind of a black overlay across everything when they reach a certain point away from the camera. If I move slowly forward and backwards, you can see how the overlay is moving across the buildings. It is making my materials darker and fucks up everything, but I don't know how to get rid of it. Help?
>>
>>595773
Check the objects are not falling outside the perimeter of your volume controllers. Maybe the lightmass importance volume. Volume controllers are large rectangular wireframe boxes that sit in your scene and define the regions where you have changes of lighting or post-process effects, or atmospheric fog and things like that. If objects of interest fall outside these volumes, they may end up looking wrong.
Either move the objects, or move/scale the volume controllers so they fit inside.

It may be so,etching else though, like you've got a badly setup LOD on that model, or you've got something setup weird with the camera focus distance or something like that.

Could be a number of things. Shouldn't be hard to fix bough.
>>
File: modular_workflow.jpg (45 KB, 1027x943)
45 KB
45 KB JPG
I'm modeling some houses with a modular approach and I'm just interested if this is a good way of doing it or not. If I could do it better, I'd like to know how.

Basically, I add a few basic loops for doors and windows, and I extrude them inwards. For the windows, I make a few additional cuts for the frame and then I extrude inwards the part for the glass one more time, so everything is a single piece. Some people would use separate meshes for windows and doors, although I don't think that would be necessary if I don't plan for a player to be able to pass through. Otherwise, I'd just model them separately, ofc. Are those ngons bad or not? I could easily add a couple more cuts to make them all quads, if that is important.
>>
>>595787
It looks ok. Just try and see how it goes. A couple points:
1. You probably want to add some thickness by just having a tiny bit of sidewall going round the corners in order to prevent light leaks.
2. People use separate window/door meshes so they can mix and match windows, doors and walls; thereby ending up with a greater number of potential variations available to them. Something to think about.
NGons are only really a problem if you intend to apply smoothing or if you want to send the mesh out to be sculpted. Having a visible high valence vertex (a vert that has many edges joining to it) can cause lighting errors sometimes, but essentially - if it's a finished low-poly mesh that isn't gonna be deformed; a few ngons like that are fine.
>>
File: update.jpg (48 KB, 1046x896)
48 KB
48 KB JPG
>>595790
>People use separate window/door meshes so they can mix and match windows, doors and walls
Oh right, that's a good one. I'll model them separately then.

I fixed the ngons anyway, it needed just 2 cuts so whatever. But I may sculpt some of the walls in order to give them some damage, so yeah, better to get rid of them.

Also, did you mean adding thickness like this? Wouldn't this be problematic when it slightly overlaps with a wall to the right? But I don't think I'd have a problem with leaks anyway, since I'm using a dynamic lighting.
>>
>>595792
Also, I'm not sure what to do if I want to add some bevels to the corners, so it doesn't look so sharp and perfect. I'd usually model unique corner pieces for that, but for small houses like this, where every side is a single piece, I don't know how would I do it. I mean, I don't know how much would it be noticeable anyway.

That's why I'm still not sure when to use modular and when to model everything from a single box, because I'm worried that modular old houses will look too clean and perfect. But I can't say I ever noticed it in games, so...
>>
>>595792
>Also, did you mean adding thickness like this?
Yeah. It's not just for light leaks - it's for improving modularity as well. If all your building frontages are totally flat planes, they will all need to be locked perfectly flat, edge to edge. You won't be able to have one building sitting out slightly proud of it's neighbours - like buildings are in reality.

If you're gonna send to Zbrush, the walls need to have solid thickness if you're gonna use dynamesh. Dynamesh hates single planes and open meshes. You can still bake that bake onto a single-plane lowpoly mesh, but for sculpting - it's best to make sure your basemesh is solid and closed.
>>
>>595688
Ah, so essentially Displacement Maps has replaced bump maps?

>>595695
Regarding the usage of photos, is it possible to not use photos and use something like substance painter to achieve something similar? Couldyou recommend where can I learn about making skin displacement and shaders?
>>
File: brick-corner-1770232.jpg (72 KB, 400x300)
72 KB
72 KB JPG
>>595793
If you're gonna sculpt it, and if those buildings are supposed to be brick-built, I would:
1. Bring that basemesh into Zbrush and just use it as a guide and as your mortar object and not much more.
2. Sculpt five or six unique house bricks, and then literally build the wall with those bricks, rotating them and deforming them each slightly. Set the bricks deep into your basemesh It wont take that long.
3. Build the corners as a bricklayer builds corners. Pic related.
4. For the mortar, add a bunch of subdiv levels to your original basemesh (turn off smoothing to preserve edges) and just lightly sculpt and perturb the surface so it's not so even.
5. Export all this as your highpoly, bake it onto your low-poly.

Voila - good looking corners. Job done.
>>
>>595793
The ideal way to snap together walls in UE4 is pic related, the left model.

>>595793
Model on the right is the same thing, but the two pieces have a bevel and weighted normals. I'm not sure how you can manipulate vertex normals in C4D, but it's a very useful tool for getting rounded edges on hard surfaces.
>>
File: walls.png (75 KB, 1320x887)
75 KB
75 KB PNG
>>595797
forgot pic.
>>
>>595795
>Ah, so essentially Displacement Maps has replaced bump maps
No, both can be used simultaneously.
Displacement map = large-scale detail
Bump map = small-scale detail
>>
>>595795
>>Ah, so essentially Displacement Maps has replaced bump maps?

Jesus fucking Christ....
NO. They are two VERY different things. Displacement is a CPU intensive process which *radically* alters a mesh to the point of completely changing it's silhouette by adding and then deforming tesselation. Bump maps are just a quick little lighting trick to make a surface look like it has some scratches or something.

You've had two people explain this to you in the thread in quite a good amount of detail.

If after that, you still don't know whether to chose between bump mapping or displacement mapping - you've got problems.
>>
File: casa-con-neve.jpg (333 KB, 1024x767)
333 KB
333 KB JPG
>>595797
>>595796
Thanks guys. And that workflow with bricks is interesting, I'll probably do that. For this particular village house type I was actually thinking about wooden walls, but the same thing probably applies.

Btw, I was wondering how would you create a house in pic related since it's so chaotic and full of holes?
>>
>>595801
>>Btw, I was wondering how would you create a house in pic related since it's so chaotic and full of holes?

...by actually making it like that. By literally sculpting/modelling individual planks of wood and arranging them so it looks like that. There's no quick fix, texturing trick to do that. You just have to make it.

Pic related is the best example I could find, but it works on the same principle. You have to create the individual parts of the structure and arrange them accordingly.
>>
>>595802
I know, just saying that I wouldn't start from a plane or a box, but I'd have to literally build everything with a bunch of sculpted wood planks.
>>
>>595799
Ah. Tq for the explanation.
>>
>>595803
You'd start from a box to block it out and find scale, proportion and form etc. But once that's done - yeah, you're making the individual planks and beams etc and arranging them around the blockout, which you will eventually delete.
>>
File: BLENDERWTF.jpg (415 KB, 2331x950)
415 KB
415 KB JPG
How can blender be so dense?
I got these 2 groups of faces
They occupy 2 different uv islands
I select the 2 open edges and use bridge
It fills in the gap in the mesh and in the uv map
THE UV MAP IS ON ITS FUCKING SIDE, DESPITE OCCUPYING THE CORRECT SPACE
>>
File: howa.jpg (36 KB, 792x666)
36 KB
36 KB JPG
Now, before I fuck something up - how am I supposed to unwrap and texture a piece like this?

It consists of 3 modular wall types which I copied multiple times to build this. Now, if I join everything and unwrap in a single 0-1 space, would islands be too tiny? Would it even be possible to texture it in SP, since I don't think there would be enough resolution (and I can't make those textures tileable)?

Or should I maybe unwrap and texture separate modular pieces and then just import it into UE4 and make it combine all the meshes? Would that be too expensive if it has to treat every modular pieces as a separate textured object?

And then if I unwrap separate modular walls, but join everything together, all my UVs will overlap, and then what? I could also not use SP and just put some tileable texture inside of the engine, and then add details with decals, but I won't be able to achieve the same quality, since I can't find good free high-res decals, and SPs masks provide me with tons of creative freedom.

So what now? I'm planning to join all these pieces together and continue extruding some new parts and rooms out from this base, but maybe I should just keep this as is and make a separate mesh for other areas? No fucking clue t b h.

If you know what this is - it's a part of an icebreaker ship.
>>
>>595827
Overlapping UVs isn't really a bad thing anon.
You can do the base texture like that then just slap on some decals like you said or blend two textures together to get unique results across the model.
>>
File: 232.jpg (374 KB, 2560x1381)
374 KB
374 KB JPG
What mode have I gotten myself into here? Where's the normal edit mode? How do I toggle back lol somebody help
>>
>>596507
You're in object mode.
Watch some basic tutorials




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.