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File: _oNBkWquestions.jpg (42 KB, 700x506)
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last one hit the bump limit >>601647
>>
is susbstance painter any good for texturing ? thinking about buying it...

Also whats the learning curve and is it possible to be creative with it, or in other words is it one of those programs where you can TELL it was made in substance by looking at it?
>>
Because of my erratic low-poly modeling style, I've noticed that many of my faces have their normals facing the wrong way. The problem is that it's sometimes difficult to tell if a normal if facing correctly or not.

Is there a surefire way to tell if a plane has incorrect normals or not?
Or a way to locate incorrect normals on a large model where the incorrect normals are scattered about?
>>
>>603904
SP is pretty great, mainly because it's stupid fast to get a decent result, but then you do fall into the issue of "this was made in SP", especially if you're new to PBR and end up making things have that plastic look. But it's not like you have to use PBR in SP, use it just for the components you want, it has great flexibility even if you want to go full cartoon.
Learning curve is essentially zero if you already know how to use any typical 3D package and Photoshop, and everything the program has to offer is right there on the main UI. I suggest watching the official YouTube channel tutorials and feature highlights, they are easily the best resource for learning it, but frankly it's already so simple that you may feel the need to not learn it too extensively.

>>603909
Depends on the software you're using. Most programs have backface culling turned off by default, so a plane will be seen as a solid surface from both sides. In Max this is a per-object setting, you can right-click, go in object properties, and enable culling, and now whenever a poly is flipped, you'll notice because it'll be invisible from the back. You can also apply the edit normals modifier and it'll give you the vectors for every vertex, if you see any going inside the mesh, that means that face is flipped. All 3D software should have a way of showing you the normals of a mesh.
>>
>>603904
Forget it and learn Mari. SP is pleb-tier with plasticky aesthetics.
>>
>>603909
If you're using blender just press a twice to select all faces in edit mode, then press ctrl n to make the normals consistent
>>
What tutorials on animation in maya would you recommend for a beginner? Ofcource I could watch everything I find but there are tons of bad shit and that's not optimal way of learning
>>
>>603968

Only two are worth


>Fullerton college digital arts
>The maya toolbelt
>Mr H
>James taylor

And maybe one or two others, but everything else aside the already mentioned is shit.
>>
>>603920

Bullshit. It all depends on what substances you're using. SP is the best choice for video game assets.
>>
Can this be used as a server?

http://ibm.biz/qx-introduction
>>
>>603968
i hear animation mentor is quite good
>>
I'm working on an environment sculpt in Zbrush - right now the entire scene (a space of appox 40m squared, 5m high) is contained in one Ztool.

The Zbrush camera keeps forcing me to work way zoomed-out, coming in close and working with perspective on, and sculpting the scene at human scale is really fucking annoyingly difficult. The camera automatically swoops in and out and does all kinds of random shit that just makes it impossible. So I end up being forced to work on the scene from the POV of a god, and so whenever I run out a testbake and play around in UE4 i'm finding just huge spots that require more detailed work all over the place.

So - question is - is there a way to navigate a Zbrush scene / Ztool at a human scale like I'm running around in it more like a UE4 character camera, where I can see and work on tiny problem areas?

(Before you ask yes, the object in Zbrush is scaled correctly (it's appropriately huge) - so when I run an FBX out of Zbrush and put it in UE4 no scaling is required).
>>
>>604081
Literally why would you do that? I've never heard of someone sculpting the whole scene as a single piece. Can you share some screenshots?
>>
>>603901

Is there such a thing as topology theory and are there any videos or books about it? I'm baffled whenever I look at an object that isn't a cube (boxes) or a cylinder (bottles). Also I don't know what to omit in low poly or early stage box modeling.
>>
>>604099
Fairly sure that attempting to converse with someone who begins a sentence with an obnoxious and completely arbitrary use of the word 'literally' is gonna be a waste of my time.

>>Can you share some screenshots?

See above.
>>
>>604117
Wow, what an asshole. Stop judging based on a single word, wtf.
>>
>>604117
Can't believe how this stupid comment managed to ruin my mood today.

Seriously fuck you and your offensive attitude to a genuine question. Not everybody is trying to attack you.
>>
Hello, a question i do hard surface sculpting (well learning), the question, how would you go polygrouping hard reaching areas such as visors on round surfaces? Or others such as back plates? Mask method is a little hard and don't know how to cleanly split those areas with slice curves.
>>
>>603978
Who the fuck has time to play video games? I'm creating assets for VFX, not pleb-tier lowpoly stuff.
>>
>>604191
Keep telling yourself that you're special.
>>
>>604199
How does it feel to literally waste your life with kids' toys?
>>
>>604200
If you want to look at it like that, then, considering what types of movies usually use CGI, you're wasting your life with shit as well. Nice trolling, though. 7/10.
>>
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If I wanted to sculpt a character in this pose, without going through a whole process of retopology and rigging, would it be possible to repose it from an A/T pose with masks and rotation/move tools, or would it stretch too much so I'd have to sculpt it all curled up like this, from scratch?

I know I'm probably far away from achieving this since I never sculpted, retopo'd or rigged a character before, but I really want to make a scene with it in this pose but I don't know what would be the fastest way to achieve it. I don't want to just use a premade sculpt, though.

It seems to me that this particular thing is not one of those you can do shitty, but still do it, and have at least some result. Here, I'll probably have to spend hundreds of hours just to have anything.
>>
>>604217
In zbrush you have 2 options:

-using zpsheres for the base and pose it like that before sculpting

-if it is already sculpted and is not on dynamesh (subd and dynamic sub are ok) go yo zplugins tab and use the transpose master and create a quick bone system with zspheres and pose it.

That's what i do


Also
>>604152
Can someone help me?
>>
>>604250
Huh, didn't know about that bone system at all. Thanks, will try it out.
>>
How do I get Maya 2018 if I got a educational license in 2016? Should I just make a new account and get a new license?
>>
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So more or less, I achieved what I wanted.

Which was have a Rig follow the path when I push the one bone. There is a lot to fix.

The main rig isn't following the path as accurate I'd want. and the other issue I'm having is after the first half is pushing it starts to break.
>>
How can I create Ivy? GuruWare's Ivy generator is not available anymore, Blender's Ivygen lacks control.
>>
>>604355
Just make your own Ivy and use the particle brushes to use it
>>
in new games are clothes fibers in the texture map or part of the material/shaders?
and if in the texture map how is this possible with 1024x maps?
>>
>>604367
I mean, that is the option, yeah, but I think I've had enough of doing everything by hand and people laughing at me for it. Why not use some good plugins if they provide great results, and also significantly reduce the time spent on it?

I hoped somebody here would have that Ivy generator and upload it here. I know some guy said he has plenty of addons in his library and he is willing to share them. I can't find GW Ivy anywhere now, and nobody talks about it anymore...
>>
>export basic box to zbrush
>chip the edges and create light damages
>bake hp to that lp vanilla box you originally made
>it doesn't bake properly, I can see some dark spots and lines

So is it even possible to just add slight details in zbrush and not have to zremesh and retopo everything, but just use the original model you made, instead? I also tried beveling a bit, and then sculpting and baking, but it still doesn't look right.

TL;DR - can I bake my hp to the original lp I imported inside of the Zbrush, instead of having to retopo the hp to get a new lp base?
>>
>>604355
>>604386
here you goes: https://ufile.io/ms2la
>>
>>603901

When and where am i supposed to use trim dynamic?

I generally use hpolish for the surfaces but i actually never find an use foe trim dynamic in hard surface sculpt.
>>
>>604467
Ah, thank you, man!
>>
>>604458
no. the base mesh becomes too far apart from the sculpt.
this can only work if the damages aren't too extreme - but even then, there is a big difference between a 100 poly retopo and a 4 sided cube that has a normal map slapped on it. it will lack shape
>>
>>604484
Hm, but what if I want to add some light damages to the sides of a doorway of a modular wall piece? 100+ polys for a single modular piece seems like too much.
>>
>>604486
i guess you have to learn how to be more economic with how you retopo.
as long as its done by hand, it should work better than just projecting a base mesh
>>
>>604256
I got an educational license by stating that I’m enrolled in “Self-taught” institution. (I’m not interested in bending the terms of the license, I’m just learning Maya because it’s a legacy tool still needed in the industry.)

I believe you can do pretty much whatever you want as long as you don’t misuse the license for commercial ends.
>>
For hard surface model creating, should I avoid using booleans to make adjustments to a model?

For example reusing something I have already made, but it has a bunch of materials sticking out the back of it through a wall. Would it be bad to use a boolean in Difference to make the back of the object flat?
>>
>>604504
>Would it be bad to use a boolean in Difference to make the back of the object flat?

it depends, generally you don't use boolean unless you have to
>>
>>604582
So would it be better for me to instead of just trying to save time, recreate those portions by hand by dissolving?
>>
>>604586
like i said it depends on how complex the model is and what you need it for, i can't really say
>>
>>604073
They cost a lot for me. Im totally ok with paying for education but not this much... Atleast at this point.
>>
Does Maya have some matcaps like in Blender or things like e.g. clay view like in Max? Can't find them, and I like to have that red matcap in my viewport. Also, if it is possible to enable some AO in the viewport as well.
>>
>>604191
I had been creating 3d models of toilets for 3d printing for some time so I am way more mature than you, VFX-pleb creating shit for manbabies .
>>
Something happened with Maya and now I have to press shift in order to be able to click on a gizmo to move the object. If I just click on the gizzmo arrow and move the mouse, it will start drawing something and opening some pie menu instead. How to fix this?
>>
I want to go into using modeling to create toys. I've read the sticky, but I'm not sure what program would be the best for designing detailed parts for printing. I'v tried Autocad but IU wasn't a fan of the UI, and it's hard to find a copy of SolidWorks that doesn't require a lot of jumping through hoops to download. Should I just stick with Blender or try something else?
>>
I'm trying to make this staff (I'm new, and thought trying to copy some 3d models to learn was a good idea).
I don't know how to make the gold/light/handle thing. I'm thinking about making one object for the light interior, then another on top of that one for the golden exterior and then another one for the cloth handle, but I'm pretty sure that there is a better way to do this.
Is it just making one staff and then texturing?
Thanks
>>
>>604811
Dude, you need to do tutorials. I know it's a hassle and you only want to learn what you think you "need" to know because you're only interested in [hard surface / low poly / sculpting / organic / level design], but the reality is there are no shortcuts.
To answer your question: The glowing parts of the mesh have simply been extruded inward. The parts that are glowing are doing so as a result of an Emission shader (that part of the mesh is treated as a light source) or a post processing effect (something done in the Compositing stage where it's cheaper, render time wise, than say adding an actual glow or mist or something).

After you've done 30 or 40 hours of tutorials, you can go on Sketchfab and inspect some models tagged "low poly" to understand the underlying geometry as well as the texture tricks used.
>>
>>604799
My knowledge of 3d printing is second hand, but generally all that matters is: the mesh has to be "water tight" (no non-manifold geometry) and the components have to be sufficiently thick or broad or large so that when they get turned into plastic, they don't break.

Ultimately whatever you make is just going to be bits and pieces that you're going to have to hand sand, hand shape, put in an acetone bath, and assemble yourself.
The 3d printer is only going to do so much, unless it's a CNC machine or some super expensive printer and even then, so your own arts and crafts skills are going to matter significantly more.

If you're making something to sell as a business or mass produce, or are making extremely precise parts (artificial organs, mission critical replacement components for machinery that must meet exact fault tolerances) then maybe you should buy a CAD program or even solid works, to go along with your commercial grade industrial printer.
Otherwise, you can probably get away with using the Precision tools in Blender (google it, it's a mode you enable) and changing the scale from "Blender Units" to Metric.
>>
>>604812
Thanks for the answer.
I know I have a thousand things to learn, I try to figure out most things out but I'll try to pick up a book or something
>>
>>604815
I'm planning to just do it as a personal project for now. Thanks for the advice.
>>
Looking for help in learning Topology. What are the best methods for learning this?
>>
>>604120
>>604130

Hi. I'm sorry I was a dick to you. I thought you were being condescendingly obnoxious, and I see now I was wrong. So, I'm sorry I put you in a bad mood.
>>
>>604120
>>604130
>>604848
Have now been sat thinking about this for a moment.
I'm going to stop being an asshole on this board and anywhere else. Fuck that shit. Making throwaway mean comments all the time inevitably means I'm gonna say something shitty to someone who's already having a hard time and make them feel worse. It's not funny anymore and I don't want my thoughtlessness to contribute any more to the shittiness of this world.

Sorry again anon.
>>
>>604832
Grant Warwick: Mastering Hard Surface. It's almost a meme with regards to how often it's mentioned here, but it really is the one-stop shop for learning the essentials of good topology.
>>
Where can I ressources for internal organs modelling? It's easy to find pics of the whole thing but not ressources where you can see how everything connects etc
>>
Medical textbooks, Grey's Anatomy, any textbook on "Internal Anatomy"
>>
>>604857
I searched but couldn't find it - years ago at art college a friend showed me this book that was quite hard to get hold of because it was originally considered obscene and faced censorship. Also, the title makes it fucking hard to search for:

"The Body"

Yup, that's the title. Good luck with that. But anyway, it's this incredible photo book of the human body in all its forms;
Extreme close ups of a newborn baby's feet, coroners photos of brain tumours, extreme deformities, people born with organs on the outside of the body.... everything you could possibly imagine. And yes, all kinds of photos or internal organs. It was quite an incredible book.

But yeah, hard to find in like, 2001. Probably even harder now. Good luck.
>>
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I need help, it's rather urgent.

Just got the new Zbrush at work, and as I'm sculpting in Dynamesh, I notice Zbrush won't go beyond 1 million polys, even if it says 100 polys in my mem settings when I increase resolution.

Is this some kind of new piece of shit feature in R8 that nobody talks about, or what's the deal here? I just want more than 1 million polys NOW.
>>
>>604863
I've never encountered that..
divide it, but if you redinamesh, it'll go back
anyway why the hell do ypu even need so much for dynamesh?
>>
>>604863
Dynamesh resolution has an upper limit, and resolution is also linked to object scale.

A large object will reach the max polycount before a smaller object, once you hit that maximum - as you have found - increasing DM resolution will have no impact on the actual number of polys.

The only solution in this instance is to decrease the scale of the Ztool. When you re-dynamesh, you will see your polycount raise in sync with DM resolution.

If you have numerous Ztools in the project that need to maintain scale ratio, use ScaleMaster in Zplugins menu. Otherwise, if it's just the one Ztool - just go ahead and use 'Size' in the Tool>Geometry pallette.

If for whatever reason you cannot alter size of the tool, your only recourse is to abandon DM, then:

1. Duplicate your DM Ztool.
2. On the duplicate, Zremesh to low-poly level.
3. Hit 'ProjectAll' in Subtool pallette.
4. Add subdivision level.
5. Repeat steps 3 and 4 above till at desired polycount.

Remember, if you're still in the process of making large changes to the overall form either;

a) Make totally sure your overall form is finalized in the DM tool before moving onto Subdivision workflow detailed above.

or...

b) While using SubDiv workflow, remember to periodically use 'Reproject Subdivision levels' to make sure your topo stays clean.

I would recommend a) over b).

Good luck.
>>
>>604868

Eyelids are a real bitch when low poly.
>>
>>604868
Some people like to use DM all the way through the workflow. Its fine to do this as long as DM allows you to hit the polycount you need for fine detailing. As anon has found though, it sometimes does not.

DM is mostly intended for form-finding, it's just a bonus if you're able to use it for your beauty sculpt.
>>
>>604458
You can do this with the multires modifier in Blender. Subdivide, sculpt on the highres, bake from the highres to the lowpoly. Base topology doesn’t change (unless you intentionally do it, which may break the modifier).
>>
I alt-F'd this so I hope this isn't a super nooby question.

AutoDesk certifications. I feel that my resume is pretty damn good but I know I need this skill set to get where I need to go.

Any of you guys had experience with AutoDesk certifications before and after, and the yearly exams?
>>
>>604886
*ctrl-F'd
>>
>>604886
Is this a dumbass question or is this board just slow?
>>
>>604893
It's really slow, one of the slowest on the website, and even thou I saw your question, I cannot give you an answer
>>
>>604616
it can't cost more than actual college however
>>
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I have a question: I am ripping old wow files, but I am having issues with the transparency of textures in Maya - it seems the default blizzard engine uses black as the alpha, but I cannot figure out how to use the same in Maya.
Any tips?
>>
>>605130
not a maya guy, but can you not just invert values to make black white, and white black, and then use it in maya?
>>
I'm extremely new to 3D modelling and i barely know anything. so far, ive been doing these tutorials using Blender:
https://www.youtube.com/watch?v=ocLZNRasU64
and learnt alot but still not enough to do some 'actual' modelling. so my questions are:
Where can i find some great character modelling tutorials? (already read the sticky but its outdated)
As a beginner, should i stick with Blender or go elsewhere?
Why do some people post code? i thought modelling and coding were 2 totally different things.
What's the easiest way to put texture on a model?
I've seen some people paint directly onto their model, is this recommended and how can i do it? (extra point for tutorial link)

Ive tried looking on Google for answers but a lot of it is just people using jargon i dont understand.
>>
>>605196
1. I generally wouldn't recommend character modeling until you've made some more basic things. Characters can be fairly complex to make and require that you already have various skills under your belt.
2. You can stick with Blender if you want, it's all up to personal preference, you can also try out Max and Maya and get a feel for them as well, then stick to the one you feel works best for you.
3. 3D is definitely a very technical art, and some people write their own scripts and plugins to aid in their work. You don't have to know any coding to do 3D, but do be aware that technical roles are a thing, and many studios have their own coding staff that make custom tools for their software; the Max or Maya of one company is not going to be the same as the one in another, or even the one you're using.
4. Just UV unwrap and paste a texture on a model. Or use triplanar mapping and don't unwrap for full cruise control.
5. Direct painting is certainly good, you can use a program like Substance Painter to do this, and the best tutorials for it are from the company's own youtube channel. Don't be too over-reliant on it in the beginning though, as it can lead to bad practices. Also be aware that it's designed to work with a high-poly bake workflow, so before you get into it, read about baking normals from a high-poly. You aren't forced to use a high-poly mesh necessarily, but the baking aspect is pretty important to SP. If you want to paint with the intention of coloring a very detailed model which you don't intend to bake down, Mari is more suitable.
>>
>>605196
Really good advices here>>605200
especially number 1

but if you really need to, I recommend https://www.youtube.com/watch?v=DiIoWrOlIRw&list=PLFt_AvWsXl0fEx02iXR8uhDsVGhmM9Pse

it's from the same person as the tutorial you linked.

and https://www.youtube.com/watch?v=iFhc2SRAWDc is not a tutorial but a timelapse of a simple low poly like that was helpful to me when I started, even thou it's outdated, it does the job for a character like that.
The music is bad.
>>
>>605200
>>605207
Thanks a ton for the help friendos :) Ill look into some character tutorials but, if it's too difficult, i might make some wacky architecture or something lol
thanks again!
>>
>>603975
google images "vagina medical"
>>604531
probably freecad or solidworks
>>
>>605188
I cant really find anywhere to tell maya to use a colour for alpha
>>
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I have an annoying maya question - I am ripping these models, but for some reason the textures sometimes show through the models, and display the objects underneath or behind as if they were in front! In the picture, the red-circled objects are behind the others, but are shown in front! Is this some annoying maya setting I can change?
>>
How good is BIQU Magician printer?

The price point is crazy and I am tempted to buy but I kniw nothing about 3d printing.

Will it be good enough for me if I'm interested to print miniatures/models like his guy:
https://youtu.be/CRAlMoCPECs
(Im not afraid of some manual sanding and finishing)

Will I be able to print with a 0.1mm nozzle?
What is the best printer in terms of print quality and resolution around that price point?
>>
>>605200
>Don't be too over-reliant on it in the beginning though, as it can lead to bad practices.
I tried the trial for SP/SD and I liked it a lot. Before I go too deep, can you give a couple of examples of bad practices so I can be on the lookout?
>>
>>605254
I think I fixed it - change transparency algorithm to depth peeling in Viewport 2.0 options, and that did the trick, at least for now.
>>
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How do I get a render/preview like this in Blender? Specifically - there's no light source, but there's AO "shadows". If I add no light sources then my render just turns out dark (obviously). What do I have to change/add to view the materials at a reasonable brightness while still getting AO like I would get out of a full render?
>>
>>605256
You're more likely to find answers at
>>>/diy/1321687
This is a *digital* modeling board, mostly
>>
>>605311
There is an ao node in cycles, it does exactly that. You can create a material using it, just plug it into the material output. If you want it to apply to all objects, set the material override in the scene panel to the ao material (though this only works on renders, it doesn't apply to the viewport preview render mode).
>>
>>605311
go to blender render.
turn on ambient occlusion, in gather settings turn on approximate, change the AO factor to mix instead of add. i would also change the factor to 1.5.
>>
>>605317
>>605321
Thanks lads, worked like a charm
>>
why tf is the smooth brush in blender sculpt so lumpy compared to zbrush? i'm using the same model at the same resolution.
pitiwazou's stuff on youtube looks great. is there a tool setting i'm missing somewhere?
>>
I'm modelling some hands, and I wanted to try giving them some big ass fingernails. My current model has no nail on it since I expected to just add those as a texture, but now that I want to make them big and scary I cannot simply get the edge from where the nails are supposed to be and pull them down, since it will look like the big fingernail and the finger are just one.

Looking around I've seen many people actually model the nails, which for me it seems a huge waste of polygons and time, but should I follow that example now?
>>
>>605388
maybe its because zbrush is not polgyon based
>>605392
should be a waste of polygons if you carefully plan your topology
>>
can you recommend me some good bust sculpting tutorial, somewhat of a beginner and looking for something to walk me through the process.
im using blender, but as long as its centered around brushes i think i should be fine following along even if its made in zbrush,yes?
no speed sculpting shit , please
>>
>>605405
write "yansculpts" on youtube he is awesome at sculpting in blender.
also his setup makes sculpting easier than it is on the default settings
>>
>>604102
Look at wireframes on Sketchfab or something
>>
>>605407
his stuff is either sped up or paid and non of which is on cgpeers.
even tho his personality is completely obnoxious, his stuff are pretty good, but im not looking to pay
>>
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Does anyone have some good tips for making mouth cavities?
I sculpted lips, and then I made a hole and put a sack in there. I made teeth as another object and gums as another separate object. I also made a tongue which doesn't connect to anything.
I'm worried about baking, because I've never done it. Should I connect everything? Should I have overlapping meshes, or should I avoid it as much as I can?

How do you guys bake well lips? do you keep them slightly open or what?

Do I need to turn off the gloss for baking? Should everything be the same material?

Thank you for your help
>>
>>605413
he also got regular tutorials. he released 2 40 minute tutorials for free on his channel
>>
Hello, could some one give me some hotkeys for max for poly modelling, please.
>>
>>605515
Oh yeah, well i forgot, I'm using 2010.
>>
Anyone familiar with Blender's FBX exporter able to help me out?
When I export my animation as a binary file, some of the animation actions don't show up in Unity. All animations also have the armature name appended to the front of it.
If I export it as an ascii file, everything exports as expected.
Anyone able to explain why there's a difference in result outside of the expected differences between ascii and binary?
Also, is there any kind of "export log" that I can check to see if there is some kind of error with the missing actions?
>>
>>605515
Assign them yourself. Go 'Customize'>''Customize UI'
Select 'keyboard' tab at top of main window pane
Select 'all commands' in category dropdown menu
Find the action you want to create hotkeys for.
(Incidentally in this window you can see all the pre-existing hot keys for each command)
Over on the right is where you input your desired hotkey combination.

It's easy.
>>
>>605579
Sorted.
Had some keyframes in the offending actions that were related to some pole targets that I had deleted.
Seems the keyframes are not deleted along with the bone.
FBX exporter was skipping these actions as they were erroneous.
>>
getting ready to texture my first character (around 10K tris, diffuse only). any recommended resources or tutorials for uv unwrapping and packing/alignment?
i'm working in blender and intend to paint in zbrush
>>
>>605515
Everyone will want their tools set up differently, figure it out yourself. But just as a tip, think of setting up your hotkeys as you would in a game, with the majority of commands in the WASD rest area. It also makes sense to assign tools to letters that might give you a hint as to their use, for example C to connect, T to cut, shift+S to swift loop, and so on. Some keys are best left alone for their default functions, like WER for transform/rotate/scale and S for snap toggle. The tilde key is nice for stack preview.
>>
>>605643


>>605583

Thanks
>>
>>603901
Is Redshift using DirectX or OpenGL Normals? So -y or +y channel?
>>
I'm so confused on making objects. Everywhere I read that you don't want tris, but then I read that you don't want quads, or ngons. I'm fucking lost and confused and its making me want to give up.
>>
>>605740
Stop reading into shit advice on this shit forum and start making cool stuff.

Get a feeling for your software, develop a modelling routine and THEN start worrying about topology.

Topology is important, but not for learning a software and general modelling. Once you are OK with that, move on.

Attack this issue in stages, don't try to do everything at once, the possibilities and problems can and will overwhelm you then. Trust me, it happened to me.

If you need some peace of mind, Quads and intact edge loops are normally the gold standard. You'd have to go much deeper into the whole thing to find a usecase where this is not the case.

But like I said, learn modelling first.
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>>605740
Tris are fine, quads are always the way to go, ngons will get you into all sorts of trouble.
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>>605745
>learning your software
I feel comfortable enough with it. However, There are still things I don't know how to do.

For example something like this image. How in the world would I connect something like a cylinder into a much simplier primitive without actually just connecting the objects. Everything I've been studying and reading says you should only ever extrude outwards to create this sort of stuff. But how the fuck do I extrude a cylinder into a cube like object? This just doesn't make sense.

I'm asking because I don't understand how you could extrude an object that has far more sides into an object that has far less sides.
>>
>>605749
You could extrude outwards and simply straighten out the edges, you know.
Or delete the selected face on the cube, add a couple more loops to it, extrude inwards and transform that into sphere (shift-alt-s, it's invaluable). Extrude from there to get the cylinder.
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>>605753
>into sphere
This will work.
>>
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How bad of an idea is it to merge the two into one mesh? Don't really plan on animating the thing aside from maybe some bending of the handle.
>>
Is there any substance painter tutorial that you'd recommend for Organic characters. I can only find people making clothes or metals. I feel like organic creatures is something that would be easier. and wouldn't be an information overload.

Or if there is a tutorial that feels like a holy bible in video form for substance patiner, I'll watch that to.
>>
When i have to sculpt something that has for example a limb such as a leg in zbrush what should i do to sculpt it on both sides of that leg while also having simmetry on the other leg?
>>
>>605740
Quads are the default, safest choice for most geometry, to avoid shading and deformation issues. Everything gets triangulated in order for it to render anyway, so tris generally don't produce issues except that you might get pinching on subdivision surfaces. N-gons are a little more tricky when dealing with subdivisions and don't deform well at all, so it's best to leave them for hard surfaces.
When using subdivisions everything gets turned into quads, but the way something smooths together if it's a tri, quad or ngon is different, and you can sometimes get away with not using all quads if it doesn't negatively impact the smoothing. Especially during the modeling phase, you don't have to be super-anal about maintaining quads as you build the mesh, because you'll be caught up in cleaning up geometry you might not be sure "works" yet in the design.
If you're doing hard surface medium-poly modeling, you can ignore all rules and use whatever topology you want, because you won't be smoothing it, so every face can be an n-gon and you're free to use booleans without regard.
So in general, the reason why you're getting conflicting information is that what's okay and what's not depends on the intent of your model, whether it's a high-poly for a still render, or an optimized mesh for a game.

>>605787
Just model one leg and then mirror it over.

>>605749
For something this simple you can extend the cylinder and use boolean union, or delete the face you want it to connect to, bridge one of the cylinder edges to the cube, and then cap the remainder.
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>>605749
>>
>>605780
not bad all things considered but you can model it in a way that you waste no polygons

>>605600
all the unwrapping tutorials that i know of are absolute shit, because they miss a few key functions that help alot in getting the most out of your texture space.
maybe ill just make a video of me unwrapping something
>>
>>605844
Thank you for all the detailed explanation. I was curious about the connection because the other thing I had noticed seemed as if all the meshes everyone makes are a solid pieces they extrude out into. So I was really confused how you would extrude a cylinder into a cuped shaped mesh like that.

>>605877
And this helps me even more, since I seriously thought everything was created as a single mesh, not multiple primitives. Appreciate it.
>>
This is more theorical, but i really need help.
What do you do to get inspired?

I remember a few months ago having great ideas to sculpt but didn't know shit and everything turned shit, now it's backwards i literally know how to sculpt but can't get an idea or design anything cool or that i find interesting.
>>
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>>605916
Pinterest is pretty useful. I've been looking into different ways to use techniques lately, one uses a matrix system to combine ideas.
>>
Ok, I have a ridiculous issue - im simply trying to make an IK leg, but whatever I do, when creating the hips, so to speak and translating them downwards, the IK-feet arent sticking in their place. The IK leg itself works as I expected, but how the hell do I make the controllers so that the character can squat and their legs will bend with the feet on the ground? I've done this so many times, but it seems like the information has just evaporated from my brain. Thanks.
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>>605877
That's the stuff bb.
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>>605925
what book is that?
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>>605880
if you don't have time, can you at least write a list of those things?

>>605916
Since I don't consider myself as an artist, I don't get inspired, but disciplined.

I don't lack ideas, but I wouldn't call them inspiring.
What I need is self-discipline and developing greater skills.

If you are out of ideas, then sculpt what you like. If you don't feel like sculpting things you like, because you don't feel inspired by them, I think it's more to do with motivation.
>>
>>605930
https://www.amazon.com/Manga-Matrix-Create-Characters-Japanese/dp/0060893419
>>
>>605931
>if you don't have time, can you at least write a list of those things?

sure

first is that you can use unwrap tools same as mesh tools. so for example you can move,scale,rotate and inflate with your hotkeys to gain more control over your islands
the island (or UV shell) is 1 piece of your unwrap. ideally you want no more than 20 islands per an unwrap, so you have an easier time controlling which shell gets more texture space.

now for special functions
Y = cut. you can separate a shell and cut it into different segments if you need to, just select the faces you want to cut away then G (move) to move them away.
L = select an island(shell), can control better with left panel open.
snap = that's important if you unwrapped something and it looks like a crooked line of faces, you can arrange it by snapping to a point where the crooked shell becomes perfectly straight, this is usually done by pointing at a vertex and selecting an axis through your keyboard.

now lets go over some questions

>which shells require the most texture space?
usually those that you see more, like faces,the body or the outer shell of a weapon

>what is the best way to go about unwrapping?
many people will say its like cutting paper or origami, but i disagree. its more like cutting a line over and across something. much like unwrapping a cylinder. the more seams you cut over the small your island gets.
also try to unwrap islands first, avoid unwrapping the entire model
>>
>>605935
(cont.)

>what is texture margin?
this is controlled through the left panel usually, and it helps you arrange the distance between islands if you unwrap more than 1 island at a time.

>should i use angel base or conformal (left panel)
angel based is more true to the angel of the mesh itself, conformal makes the unwrap fit better which the space of the texture, both are pretty much the same since its not significant

>what are texture channels, and why the fuck would i need more than 1?
you can see your texture channels at the object data, the will be listed as UV1 or UV0. usually a few texture sets is required for a character that has a weapon or some deductible object
>>
>>605937
(cont.)
>what is the relax function, should i use it?
absolutely you should, especially for dense meshes that were subdivided.
its usually ctrl +v but double check to see if that's is it.

>why the fuck do i need space between my islands, and how much exactly?
there is no agreed amount, but just enough so it won't touch another island. otherwise your texture is gonna bleed and become ugly

>how do i get examples for unwraps?
google it. a good unwrap takes time, there is no shame in wasting 30 minutes for an unwrap if you feel like its helping you later
>>
>>605925
Pinterest may be a good idea.

Also thank you for the help, that image seems extremely useful, may be useful in a future.
>>
How do I get nice-looking inside bevels/radiuses/radii/etc.? If the initial points are too close then it clips into itself like on the left side. I tried manually adjusting it by shearing the result and rounding it off, but I feel like there might be an easier/more obvious way to do it I don't know about.
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>>605958
What program are you using? I never had something like this happen to me, I just select all edges and do a quad chamfer with 0.5 tension, and it looks fine. Maybe the topology is messed up somehow, which is producing the distorted result? It shouldn't clip like that if the surface is contiguous, so maybe you have some overlapping polys or unfused vertices.
>>
>>605961
I'm not the guy you're talking to, but i think what happens is that he uses a normal bevel while what you use is the quad chamfer originally made by that mario guy for max, so that's the why you have a nice topo which is completely different to normal bevels/chamfers from other programs.
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>>605969
Dunno... even if I don't use quad chamfer, but just regular tri with a lot of edges, the end point is still fused together automatically. Having used a little bit of Maya and Houdini, I haven't seen bevels act this way in either one of those as well.
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>>605974
Well we also have the fact that >>605958 is using blender, I'm a blender user and i can say that blender bevels are not really the best of the best, possibly equal in the level of how maya handles booleans, so yeah pretty bad
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>>605961
Blender. I use a regular bevel and increase the amount of edges it gives me.

>>605969
>>605974
I'll try to make that intersection by hand, but looks like it'd be tedious to do it a lot. I assume the second picture's method (merging the point) would look the same? It also looks like I'm going "beyond the bounds" with the distance-to-radius proportion judging by the overlapping edges rather than a nice point, somehow.
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>>605958
I’m not sure if this result is what you’re after, but for beveling an inner corner I would do this.
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>>605988
Um. Alright. Apparently I need to rethink my workflow; the reason it turned out like it did for me is because I had an already-chamfered corner (top one) and selected the bottom edge loop, then chamfered that. I should have just merged the first chamfer and done all 3 edges at the same time. Thanks for the help.
>>
>>605988
what are all of these funky stuff you have on the add menu? and what do you use them for?
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>>605989
I see. You can definitely do it that way. It gives you individual control over edges, obviously, but you can’t push it too far or things get funky.

There’s the (C)lamp bevel toggle that avoids overlapping, but I’m not sure it would help you in this case. IMO it’s too conservative.
>>
>>605992
Those come with the “Add Mesh: Extra Objects” addon. I tend to use Single Vert. It has some cool pipe joints, too.
>>
>>605935
>>605937
>>605938
Thanks for writing it all up.
>>
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This is a very strange question and I doubt I'll get any concrete answers but I'm desperate so I'll give it a shot:
Is there any way to hand-pixel a Normal-Map?

Pic of is a simple cube.

Left is pixel-art of what I would like the cube to look like, IE how it would look like in a 2D game.
The middle is an approximation of the bump-map. Needless to say, it looks like hell, and if I were to try to add intricate details, it would fail massively.
The far right is what The generated UV Map was like. I could possibly sample colors from that image to add details, but I feel very uncomfortable doing so.

If you don't have the answer to my question, I'd appreciate at least an opion of what you think of my idea.
>>
>>606044
I think there exist tools which convert grayscale to normal maps (and probably back). First hit on google gets me http://cpetry.github.io/NormalMap-Online/ , don't know how useful it is for you. Maybe you can convert the generated map to grayscale, add your details, and convert it back?
>>
How do I avoid pinching with geometry like this? I swear every time I have an issue with this I completely forget about what I did the last time. Adding additional loops messes with the roundness of the curve I have.
>>
>>606051
That's what I used to make this. It's kind of the problem based on how annoying it is to constantly make greyscale gradiants.

Also it is impossible to create a crease between 2 pixels using a greyscale, but I suppose that's a more minor concern.
(The reason being is that if you color 2 pixels white, they will both be facing the same direction, as opposed to opposite directions)
>>
>>606055
Okay, I don't think I understand what you're trying to do, then.
>hand-pixel a normal map
Do you mean add details like bolt heads, indents, etc.? Have you considered just opening up [program of choice], modeling, baking normals, then scaling to the size you need? I get pixel art is... well, pixellated, but I think the result might be passable.
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>>606057
There is no model is the problem.
I could theoretically make models but would kind of destroy the point and completely change the result.

I'm referring to something of a spritesheet to a game, or a texture pack in Minecraft.
All of the details are in the tiles, not in models that can be baked.

That's what I'm trying to achieve.
>>
>>606052
Cet crease
SHIFT+E
1
>>
>>606060
AFAIK creases are only for Blender and don't play nice on export. Also, from my experience, they're a pain to deal with when using subdivisions/additional geometry since they're not "real" geometry. I'll use them if I can't find a better solution, but I'd love to know some other methods.
>>
>>606059
Unfortunately I think the closest you'll get to what you want is by using grayscale gradients. [photo editor of choice] usually has options like smooth/blur and sharpness falloff settings that would let you make fine details like you mentioned.
>impossible to create a crease between 2 pixels
I think using 3 pixels might work - the program you used and that I linked should interpret a black-white-black (or grey-lightgrey-grey) stripe as two different sides, left/right or up/down.
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Can someone give me feedback on my edge loops and especially on my poles placement?
I feel like I know what I'm doing, but I'm new to all this.

Thank you
>>
>>606084
Place higher density of loops around areas that will deform (eyes, mouth), and less towards flat areas with nothing going on. The pole above the eyes is too close and results in an imbalance between the poly size of the nose and brow, move it higher up onto the forehead. Try and keep loop spacing as even as possible in general, it seems rather erratic as it is now.
>>
>>606086
Thank you very much.

I didn't want to add any more edge loops before getting the lower density right.
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>>606052
I tried to add a couple holding edges and extending the bevel weight on them. This looks good in render preview but feels quite hackish. In fact, the subdiv creates terrible geometry. This can be solved by creasing, as shown on the left side, but still.

I would also like to know of a better way.
>>
>>606108
PS. I had a better look at it and the creasing doesn’t really solve this.
>>
>>606061
Doesn't they export when you turn on open subd?
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>>606061
Creases are not geometry. They are additional properties made specifically to deal with sharp edges when using subdiv modifier. It's a blender feature, so you can't export it. The alternative is using support loops like any other software.
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>>606108
Just gotta place your support loops right.
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FUCK ME SIDEWAYS
I somehow deselectewd her and I dont get how to select her again it just keeps makeng more copies of her.
I did something in the "Subtool" panel and entered edit mode but then it does nothing.

Please explain in details how do I get back to modelling my character.
>>
>>606152
So how do you deal with the extra edges created by support loops? I've never really figured it out and geometry that I've seen like that gets cleaned up out of sight, usually. Do you leave them in and stretch them across the object, or merge them someplace?
>>
>>606153
t is edit mode. then ctrl N to clear the screen ))
that's all, if you'll understand this, you won't have any more problems ))
>>
in maya and max, is there a way to select an object in the viewport if it 's obscured by another object, such as a wall? like can i make it that if i hover over the wall, and right behind where my cursor is, there's an object, it will show me an outline of it to, optionally, select it? is this a thing? is there a script for such a thing? because i feel like it would help a lot for moving stuff along with the camera.
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why blender do this?
don't ask for context
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>>606152
How can one make this edge loop quickly? I’ve been trying a bit, no luck so far.
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>>606176
You should be able to just hit CTRL-R and make a new loop cut, I think. Failing that, select all the edges which the red line intersects and Subdivide.
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>>606172
In Max if you keep clicking in the same spot it'll cycle through the objects that occupy the same spot in view.

>>606155
I think you guys are over-doing it, see pic related for how I would loop it.
>>
>>606182
Original post ( >>606052 ) was about doing an inset, not a protrusion, though. Somehow it got flipped on pretty much the first reply.
>>
>>606182
you guys should specify if you use catmul clark or opensubdiv. because those are different
anyway thanks for the example
>>
How am I supposed to make a rounded, mostly sharp corner with geometry like this (the very bottom-right wireframe)? If I bevel it like in the middle copy then it just completely fucks it up. Creases don't help, either.
>>
>>606183
Topology would still be same though.

>>606184
I used regular turbosmooth in Max, no idea what the actual algorithm behind it is.

>>606195
Add support loops before and after the bend.
>>
>>606195
make a long cube with like 50 cutloops in it. then use curve modifier on it to control the shape
>>
>>606183
>Somehow it got flipped on pretty much the first reply.
Oh, that was my fault. I saw it the other way around, was wondering, why the heck are the edges on the front lighter?, lol.
>>
>>606182
Now that’s the way. Thanks!
>>
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is there a way or addon to paint/bake a selected mesh edge onto a texture in blender (or anything)?
what i'm imagining is selecting a specific edge in edit mode, then executing an operator that places a stroke of pixels along the edge's uv position in the active texture.
>>
>>606271
UV unwrap + export the generated image, if you want to have a guideline for texturing
>>
Any idea why I'm getting "sausage" shaped result like this? I have a curve with a mesh bound to it - the mesh is a simple cylinder that's pretty much the same size and shape as the banding. The other curve is almost the same thing but with the curve at the bottom instead of the subdivision, and not much better.
>>
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>>606084
I was kinda happy with it until I had to figure out how to connect ears to the head.

I also tested out baking and I get artifacts/holes where ear, and neck connects to the head.

Any tips guys?
>>
>>606276
Turn "Merge" option in that screenshot on.
>>
When creating complex meshes. Say a detailed exaggerate cartoon house. Do you create it all in one mesh, or do you make a base mesh and then add other meshes to it?
>>
>>606280
I'm going to try and make this a bit clearer. Is it bad to say design a house, but have the porch/windows/doors/roof/shelves/detailing on the trim all be separate meshes? Or is it better to have those all as a single mesh?

Right now this is what's holding me back mostly. I can't seem to find much on this question. Probably because it's so obvious for one or the other way to be right. But right now all I'm thinking about is how in the world can someone create such a detailed object out of a single mesh.
>>
>>606279
Rewrote this post four times already while I was fiddling with options... Anyway, there's no difference if merge is checked (at least in this specific area), and there's DEFINITELY enough geometry to make a smooth curve, and I've increased the resolution of the curve itself (which I didn't know I could do before now), but there's still banding for some reason.
>>
>>606283
you can make it as one object, but not everything needs to be connected.
https://cgi.tutsplus.com/tutorials/creating-a-low-poly-medieval-house-in-blender-part-1--cms-24002 if lowpoly is done that way, then higher detail model would be done that way too.
>>
>>606287
Thank you, I started reading into it after googling a shit load and found the term "continuous mesh" And found about single object/single mesh, and single object/multi mesh.

This helps me out a lot, I've been over complicated this entire bit and it's been pushing me away from trying more complex shapes because I thought I would be doing it horribly wrong if I made objects out of multiple meshes instead of a single continuous one.
>>
>>606289
You are welcome. I remember having the exact same problem before.

My current problem is figuring out how I could use it for organic models without having bad light in intersections.
>>
>>605925
>desire
>friend

S-stop...
>>
Can someone explain to me why keeping ears as a separate mesh from head would be a bad idea?

Is it just optimizing for games?

Wouldn't it make rigging easier?
I'm working on >>606278
>>
Is Yafaray any better/different than Blender's Cycles renderer? I'm looking at comparison pictures and the quality... looks pretty much the same. LuxRender looks a bit worse, though.

Is there something I'm missing here, or are these renderers really pretty similar? Any outstanding differences?
>>
IN blender.

I have a one rig parented to another rig Via 'Child of'.
I noticed my one object IS following exactly how I want it to, but when I render it, I noticed it becomes dysyced. do you have advice to solve this?

Like 'Bake' the animations, or a setting that better applies the settings er some thing thing.
>>
>>606336
Did you check all frames before rendering, or just key frames?
I'm asking because maybe it has different curve type in the graph editor, or maybe its influence is different or something.
>>
are there any architecture volume packs for models like buildings, houses, and so on? like actual enclosures to put props in?
>>
>>606304
yafaray should be an improvement over cycles, on a technical level. but cycles is developed more extensively than yafaray so at this point it already eclipsed yafaray.
that being said, i suggest you look up gleb alexandrov/oliver villar/cg-geek if you really want to kick up your cycles skills

>>606344
try unity store
>>
what's the best tutorial for 3dsmax and vray as a noob?
>>
What is a good workflow when creating animations for ue4?

I guess I should also preface that these animations are for cutscenes, not simple walk/idle animations

Right now what I do is animate the whole scene in maya then move the root back to center and export the animation in pieces

Once I get it in ue4 I move the actors manually to where they should be

I can’t help but think there must be a simpler way of doing this
>>
>>606343
well, If I manually render each frame, the animation becomes good. But I obviously don't want that.
>>
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>>603901
What tools are used to make the hit effects and trails u see in fighting games like street fighter 5?
>>
>>606548
The SF games are made in UE4, so I'm guessing it's the built-in particle editor, and if you take a close look you'll see that the particles are mostly images pasted onto billboards, in keeping with the aesthetic of the game they probably painted the effects by hand.
>>
>>606549
thanks anon!
>>
Is there anyone here with some knowledge of stylized environments/texturing/materials?

I'm trying to find some good sources on how to texture my models in a Disney/Pixar style. You can look at Agent 327 as a great example as well. The materials look relatively simple to me, although I'm not sure what types of maps they use. So, not really hand-painted, but some blend of realistic and stylized, can't really explain it nor how to call it so I'm having a hard time finding good resources for it.
>>
>>606568
>to texture my models in a Disney/Pixar style
That's what the Principled Node in blender was based on
>>
>>606571
True, I know, but I still don't know how to actually create texture maps to plug in it.
>>
Didn't know where else to post this but needed to vent:

Can't work out the most enraging aspect of this video, of which there are three which cause all my autisms to flare up something fierce:

https://www.youtube.com/watch?v=Q04z0ui8eVw

1. Russian quality microphone.
2. Sound of late-1970s mechanical keyboard hammering away.
3. USING THE NAVIGATION BUTTONS IN ZBRUSH TO ZOOM/ROTATE.

I think it's 3. It's 3. Definitely 3. How the fuck do people like this.... I can't.... just.... no.
No.
NO.
>>
>>606568
Well, at a guess I'd say step 1. should be using Renderman... but I'm assuming you've already squared that away right? Right?
>>
>>606581
Stop memeing.
>>
>>606580
There is a general discussion thread...
>>
>>606572
Substance Painter, motherfucker.
>>
>>606587
I'm asking about how to ACHIEVE THAT LOOK, NOT WHAT FUCKING SOFTWARE TO USE. Jesus Christ, read more carefully. I'm not asking about technicalities. The 3 answers you gave were to use a specific renderer, BSDF node and SP. You have to be trolling me. Just admit that you don't know or don't reply at all then...
>>
>>606589
yes there are several tutorials

if you want to create "pure" stylized texture maps i suggest you look into these lessons:

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

there are also cool tutorials for substance designer in creating stylized textures.
keep in mind those 2 tutorials are difficult and require early knowledge of both software.

stylized texturing in 3D:
for blender:
https://www.youtube.com/watch?v=L7ALfRw6I5I
https://www.youtube.com/watch?v=0EGedZhIrYE
also, both tutorials require early knowledge in texturing.

for 3dcoat
https://www.youtube.com/watch?v=5YMu2jy7Oqw
some are paid, so check out gumroad too.

reading material:
http://wiki.polycount.com/wiki/TexturingTutorials

good luck senpai
>>
>>606598
forgot these 2:
https://www.youtube.com/watch?v=rQEa931APwU&t=1s
https://www.youtube.com/watch?v=e-_5idWnhio
>>
>>606598
>>606599
Thanks, so you're saying that Disney in fact does just hand paint their textures? I guess I'll have to learn how to do that, then. Maybe I was overthinking it, as always. Everything still feels more realistic than those examples in these videos, but then it probably comes down to lighting and rendering.
>>
>>606608
well not exactly.
disney/pixar model realistic props, but at the same time they change their proportions to appear different. its usually called "stylized proportions". they also tend to use less realistic materials. its somewhat of a crossover between cartoon and realism, i assume you need to have some kind of classical art training in order to truly realize this
>>
>>606611
btw both topic in themselves are sort of "hard" i suggest you look in /ic/ to see what they are saying about this
>>
>>606611
>>606612
I'll look into it, thanks.
>>
how do i pose a model in 3ds max, it has a biped rig
>>
>>606598
How do people make hand painted textures look good in motion?

I'm looking at that weapon from the 3d-coat video, and wouldn't it be weird looking when someone would swing it up and down because the light would not change?

Is there a way to make some pbr textures, but with more stylized look like that?
What are the limitations?

I'm only interested in non-photorealism, but I would still want my shadows and highlights to be effected by where light sources are.
>>
>>606622
then don't add highlights and shadows, but still bake the detail from the normal map to add detail to make up for the loss in light detail
>>
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i got reality capture on steam for a bit and had some good results with inanimate objects,[pic related] but terrible ones with people, you can only get people to stay /so/ still after all
is photoscan or any of the others better at doing someone's head?
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What's the simplest way to achieve an "unmoving plaid" material in Blender Cycles (and unity)?
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>>606626
>reality capture
Looks like it takes still images as well - have you tried taking 3-5 photos of a person and using those?
>>
>>606628
I've never used it but IIRC there's a way in Blender to have a material "punch through" the scene, usually used for rendering transparancies or overlays I think. If you have a material that's projected over the camera on the lowest render depth along with a material that does the above, I think that could work.
>>
>>606629
>taking 3-5 photos
would that even work? you need quite a few to build up a detailed point cloud
>>
>>606633
I've never worked with the software myself. Still, taking photos is surely easier than scanning in real-time and should provide an unmoving reference.
>>
>>606628
Front Projection/Camera Mapping

Blender can do that, right?
>>
>>606638
you mean this?

https://www.blenderguru.com/tutorials/camera-mapping-tutorial-v2
>>
>>606624
But don't normal maps just make things lighter and darker in places to mimic bumps?
What if I want my highlights and shadows to be specific colors?
>>
>>606643
not that guy, but no

you want https://youtu.be/7afTgY5V7pw
at about 3:20

You map texture to the window, as in your camera view
>>
woops posted in wrong thread
>>606730
>>
I need to know everything about this workflow in pic related.

First - they are using separate blocks for their houses, right? I've seen some light going through them so they have to be separate, but in some places I think they bake them on a flat single box to improve the performance. Still, it seems to me that a lot of structures are built from separate blocks, carefully positioned one by one.

Second - when I look at this pic, I see that some blocks on the roof have the same texture. How did they texture that whole structure, then? Could it be that they just textured multiple versions, and then brought them to the engine and then also BUILT everything IN the engine? See how that one piece is rotated 180. Is that a thing, to build the structures from super small modular pieces, all in the engine?
>>
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IM USING ARCHIMESH FOR BLENDER

and i just cant cut this fucking hole in a wall wchich should be one fuckign click with autoholes. this nigger keep saying this shit <. how to fix it ?
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>>606744
you can texture everything in tiles. It's about how you set up your UVs
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>>606772
>>606744
Is pic related a waste of time, then? I tried modeling everything from boxes, but what would I do with it now? How would you texture that? Join everything and create a single UV? Create a low-poly (literal box) and bake this details onto it and use tileable textures? Export only separate pieces and texture them (a lot more control with SP that way), and then assemble in the engine? I have a feeling that I just wouldn't get the same quality with tileable textures. All of these planks look unique and have a different color and dirt on them, but you can see from the repeating patterns that they seem to have unique textures.
>>
>>606773
Retopo everything with simpler geo and bake displacement & normals.
>>
>>606774
Okay. What if I want to have an interior as well? How can I bake that part? I'm pretty sure that one big old house in wolfenstein 2 was completely built from unique wood planks btw.
>>
Okay so do planar quads deform into tris during animations?

If yes, why do people use box modelling over vertex modelling.

If no, is there a way to ensure planar quads while vertex modeling?
>>
how the fuck do i export a daz figure/prop to 3ds max without it exploding?
>>
if i like something 2d sketch/illustration from artstation do i need to ask for the artist's permission in order to use it as a concept or do i just do what i want and then drop a credit when its done?
>>
>>606777
you can model model planks in different sizes, and shapes, and still use the same diffuse texture. When it comes to wood, you want to stretch with the grain.

It really depends on your poly count requirement how you want to do things. But thingss like floor can look good with just extra generated maps. You don't need extra geometry for every plank.

Look into seamless tile texturing and how they can be used in mapping walls, trees, houses.
>>
>>606800
They might not want a 3D model of their art being done, so better ask and be on the safe side.
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>>606717
you can simply do the base paint and later add an AO and cavity map, it will mimic the shadows
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>>606801
I don't know, there's just so many ways of doing things and I'm completely lost now. It's always for a portfolio/personal work, so I wouldn't like to make something completely unusable in a real world, but if it didn't matter, I'd probably just sculpt and texture separate wood logs and assemble everything in the engine. It would be the least optimized method, but the best in every way IMO. Wouldn't have to worry about retopo (which I'd have to do for pic related now, but don't know how, at all), wouldn't have to worry about how to design separate interiors and exteriors, I'd get the highest visual quality, and also I could build a ton of different pieces from those logs and planks, while here it takes me an hour or two just to sculpt a high poly of a single, simple house.
>>
>>606817
i think you have start anxiety. its ok senpai just make sure you take your time and don't rush anything
>>
>>606800
Imitation is the strongest form a flattery.
That said, some people get pissy if you draw attention to them.
So go ahead if you want to for practice, but I'd ask before you share and link back to them.
>>
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How do I get good?
What should be my learning/improvment routine? To learn how to draw for example you have to draw boxes and shit every day to better understand lighting, shadows, perspective etc
Even the person who have never seen a computer before can make a pokeball in 3dsmax following instructions from a tutorial on youtube. Maybe someone with experience can share with me what he did everyday to get to the point where he is right now?
>>
>>606821
I mean, you're right, I do. But it's not due to that in this situation. I just don't know how to approach it. I spend way too much time every day just googling and trying to find good breakdowns on stuff I want to do. And now I don't know how to do something like this. I think I'm gonna say fuck it and just go full modular and then assemble everything in the engine. Seems to be the fastest way, too. It's not that I'm lazy, but it would be nice to actually finish something one day. 3D is just taking way too long for even the simplest things, my list of things I want to do keeps increasing, and I hope it's not a sin if I'm always trying to find the fastest/cheatiest way I can, to get my shit done.
>>
>>606840
then spend time organizing everything in the scene. this eventually saves tiem
>>
>>606814
>>606823
realistically what is the worst outcome of making something without asking and just crediting?
just some random pissed off fucko that wont like me no more? or can they actually have artstation make me take it down?
>>
>>606854
They can claim copyright infringement.

(IANAL, but, as far as I know, the graphical depiction of a character can be copyrighted, and all rights to its reproduction, including likeness, can be reserved by the author.)
>>
>>606832
divide and conquer. just break everything down into the basics.
in the end everything comes down to the same basic workflow give or take some steps:
>modelling
>mapping
>shading/texturing
>lighting
>rendering
learn each of these one at a time, and move on when you are more comfortable. Sooner or later after practicing with a bunch of small things, they can combine to make a big thing. follow tutorials, but try to understand concepts that you are learning through them, rather than just copying values. when you run into some trouble you can think about how you solved a similar issue with another object, and go from there.
>>
How the fuck do you model butts/breats correctly.
I can never get them to look good and i spend hours fidgeting around.
>>
>>606864
You have to learn how to use your eyes properly first.
>>
WTF is going on here? I've got a part that I want to add to an already-existing object since it was too much of a hassle to model it in-place. The piece is originally from the same object; I ripped it and separated it using P. I finished modeling it and want to add it back into the original mesh, but when I do so, it turns into the blocky square thing in the middle. All the modifiers are EXACTLY the same, I've checked by flipping back and forth between the two objects - if I separate the middle piece back out, it looks like the top object again. Is there some obscure setting I'm missing or is something screwy?
>>
>>606895
Have you applied the scale of the object before joining it?
>>
As a beginner should I use Blender or the 3 year Maya trial?
Is there any real disadvantage to using Blender as a beginner?
>>
>>606895
Looks like Blender is going on.
>>
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>>606549
Combo of particles+billboards+shaders. Easiest way is a brightly colored shader effect with a scrolling mask applied to it. Generally a lot of this stuff is done in node-based material and/or particle editors, but you can straight up hand-code shaders too.
Source for example is @klemen_lozar on twitter, they've posted a few examples of UE4 effects/shaders that visualize the process a bit (but I haven't seen them delve in and show/explain what they're doing on the node graph yet, unfortunately)
>>
>>606900
Yes, scale has been applied
>>
>>606895
>All the modifiers are EXACTLY the same, I've checked by flipping back and forth between the two objects
Did you apply the modifiers before joining back the object?
>>
>>606917
No, for both objects, modifiers are unapplied. I can join and split the meshes and make it squared and rounded.

I figured out the problem, but not why it happens; Something is wrong with the bevels in the rest of the object. When I removed the bevel weighting, the problem got fixed. I don't know why - I'm aware bevels can cause problems if incorrectly done, but I didn't think that unconnected geometry would also be affected.
>>
>>606902
pirate maya
>>
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Is there a place to get a texture pack for unlit animu architecture? I'm building an artificial academy/the sims clone and can only find texture packs themed around a single type of material (i.e. stone, wood, brick, water). I'm looking for just one pack asset that contains various types of architecture materials (i.e. Roof, dry wall, tile, hardwood, stucco, etc.) so I can construct buildings that share textures and materials in, say... Unity.
>>
>>606786
Bunp
>>
Why don't more people paint in Zbrush?

I'd always just use Zbrush for high-res detail sculpting and just totally ignored the fact that I could - at the precisely the same time as when I'm doing that final sculpt - be applying polypaint. I only did this because practically every tutorial for sculpting workflows when I was new just never, ever included polypaint as part of that workflow and it was taken as read that all your albedo maps would be generated elsewhere after the bake.

From my point of view now, that's dumb in a lot of cases. Like, really dumb. Let me explain, and then please pull me up on anything I missed or got wrong...

I'm an environment guy and so I use photographic alphas quite a bit. I generate the alphas myself.... from colour photos.... You see where this is going right?
So if I have the original colour photo right there, and it obviously fits a flows with the height alpha I just created.... why the fuck am I not using it?
Ok - so it ends up looking like garbage? ok fine - throw it out - but why does it hurt to include it in the texture slot and put it down with the Zadd process just to see?
Ok, so it's the wrong colour range? Change the hue/sat later then!? It takes like three clicks! If I was really concerned - I could put it down as greyscale then use a gradient map later in Photoshop / SP / whatever to put the required colour grade over it - again; super easy so why not just try?
Ok - so there's a custom/parametric material setup I'm supposed to use with this model later? Then how about I combine it with the polypaint detail - It'll probably look way better! I could blend the polypaint into the albedo network maybe? Or perhaps just have it lying underneath the other material layers in SP and just reveal it in certain spots? Or maybe convert it to greyscale and use it as a mask to blend different iterations of materials together in interesting ways? There's *loads* of things I could use it for/with.

So.... why not?
>>
>>606761
FUCKING HELP ME U CUNTS
>>
>>606902
just use blender, dont bother with meme softwares
>>
>>606996
because polypaint only paints polygons, so you need a really high density mesh to get a good paint on.
second reason is that the polypaint map dosen't always bake into a regular diffuse because technical reason.
third, when people do diffuse painting they rather have something that lets them do per-pixel painting + using layers so they can combine them later
>>
I'm doing some croc teeth, and I'm new obviously. I'm not sure this is the best way, I just added loops to create the space between the teeth and extruded manually each one.
Has anyone got any tips for me? Or is this the way to go
>>
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Can you explain to me the exact process of making this game-ready? How do you decimate it, how do you UV it, are those pieces split into separate polygroups each, does everything get into a single UV map, or do you split them into multiple UVs and how? I can't find a good tutorial for stuff like this, only for either characters or simple objects. But I need to learn how to optimize a thing like this, with multiple pieces which are not just baked onto a simple low-poly retopo'd mesh. I mean, if it has to be retopologized, I also don't know how to do that for this, do I make a single low-poly piece and bake everything onto that, or multiple ones etc. Looking for the highest quality possible.
>>
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>>607032
>>
>>607056
I don't see anything inherently very wrong apart from "beginner's mistakes" which you'll fix with practice.
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>>607057
its called retopology, which is the optimization part.
if this thing is made of 100 pisces, you can retopo each piece separately too.
watch a video on normal map baking
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What's the best way to do some claw-like, monstrous hands?I don't like the result at all
>>
>>607102
first look at references of claws so you understand how they work. they aren't just fucking spikes sticking out of the end of fingers
>>
>>607059
YOU FUCKING CUNT
>>
>>607124
That'd be long nails, kinda similar to Moira's fingers in overwatch
>>
>>607066
I know about retopo and baking, but what pisses me off is that I practically have to model the same object twice just because I decided to add some light bevel and damage on the edges of my mesh. If I had to do it for every object, it would take so much time that I'd rather not sculpt any details at all then. Why couldn't I just automate it somehow?

Check this out, the guy used decimation on his house, but I'm not sure how he managed to UV it properly in Zbrush.

https://80.lv/articles/romanian-village-production-in-ue4/

Inb4 "just bake it", that wouldn't work, I have to get a new low poly somehow, but I don't want to do it manually every time.
>>
How do you model a futuristic armband?
>>
>>607141
absolutely DO NOT use decimate on stuff you gonna texture.

i mean yes, it does work. but your UV map is gonna suck (because you can't loop select triangulated models), and if you want to get good at texturing you need good UV maps, there is no way around it.

decimate is good in cases when you need to optimize a sculpt for 3d print, or when you use something like UV master if you want to quickly texture something. but nothing beats a good UV map, nothing.
i know its annoying as fuck, if you can somehow use zrememsher for props then you beat the system, but if not then you have to go through this process

>>606761
what is autoholes? just so you know that if its not a part of the plugin itself then it won't work with archimesh
>>
>>606782
someone pls repond to this
>>
How should I model this part of the ship? If the whole railing is a single piece, my UV islands will be tiny. Should I make it modular, and if so, how (since it bends slightly, but the bend is not consistent so I'd probably have to make multiple pieces)?
>>
Is it possible to make a scculpt that consists out of two parts/meshes in ZBrush?

Like having two meshes(tools) glued together?
>>
>>607242
So, I see it as two components; the long polygon strip that makes up the railing, and the triangular supports. The supports are easy because you can make just one and then copy it over multiple times. The railing would end up with a long UV island, but IMO it's irrelevant for this type of object because you should probably be using tiling textures for it, in which case you just need to make sure your texture tiles properly, and the details that don't stick out as much can simply be a tiling normal map, in which case just make sure the UV island for the strip is straightened out.
>>
>>606782
>Okay so do planar quads deform into tris during animations?
no, i don't think so
>If yes, why do people use box modelling over vertex modelling.
because it less time to extrude an edge then to construct it using points
>>
>>607251
dynamesh
>>
what's the best tutorial on cgpeers for drawing, scott eatons anatomy for artists?
>>
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>>603901
any tips on fixing the excessive verts on the spine area? Should i just use the Target Weld Tool?
>>
>>607296
Select the faces to join two by two, press F.

>Maya
Oh, wait...
>>
>>607314
>someone asking for help with a problem
>retarded elitist appears
every time
>>
>>607314

Blendlet trying to make us feel bad for using superior software. Cute. Back to your donuts faggot.
>>
Imagine if people felt superior to other people because of their good art instead of the software they use.
>>
>>607323
Well, Blender is free. He can export the model to Blender, fix the issue, then reimport it back into Maya. I mean, why not, assuming he's only got a mesh at this point?
>>
>>607329
>"superior software"
>not being able to offer a Maya solution

Meta-trolling Blenderine detected.
>>
>>607345
>installing blender
>to fix 1 issue in Maya
blenderfags are irredeemable
>>
>>607354
I still want to know how the fuck to fix that issue. Any Maya user actually here, or is it just Blender users trolling each other?
>>
>>607370
The Polycount discord can be pretty helpful at times, but I forget which channel specifically is for minor issues like this
>>
>>607354
But Anon, installing Blender won’t fix just one issue in Maya.
>>
>>607370
what is your issue, exactly? what are you wanting the result to look like compared to >>607296 ?
>>
>>607370
I have some knowledge of Maya.

You could use target weld, its pretty fast.
Or select the unwanted edges manually and still in edge mode press CTRL+Del.
Same operation as >Edit Mesh> Delete Edge/Vertex.
Or use the marking menu: Shift + Right Mouse Button

Its not the same as the normal delete as it also deletes the corresponding Vertices.
>>
How do I create LOWER subdivision levels in Zbrush?

I need to pose my sculpt from a T-pose into an action pose.
Posing a highpoly mesh fucking kills it, the program fucking dies when trying to strech and pose a high poly mesh.
But if I use a Zremesher modifier it just ruins the details without creating a new sub-level.
How do I make a new lower level?
>>
While viewing my model in rendered mode, sometimes my computer completely shuts off. I have no idea why.

GTX 1070 with a fan curve that goes to 100% if temps reach 70C or above.
>>
>>607453
I would suspect PSU

Try throttling down your CPU and GPU clocks a little to dramatically decrease power usage.
>>
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>>607455
>I would suspect PSU
I thought so too, but I have an 850W Gold PSU. Using a PSU calculator, I found that I should only be using 600W on max load, so there should still be plenty of room left for it to not completely shut down.

I know it's definitely related to the GPU because it happens a few times when I try to play VR games. I'll try underclocking the GPU.

I wish there was an accurate way to gauge exactly how much power my PSU is drawing without buying a power meter
>>
>>607457
>>607453
I have a 1080 which also had computer shutdowns and eventually would not POST after playing some newer games - I was afraid it was the card burning out since I replaced it with a friend's and it worked fine, but it turned out to be the CMOS battery on the motherboard which had puffed. I'd check and replace that if I were you.
>>
>>607458
Ohh that may be the case.
I know when it does shut down, I can't start it back up for at least a good 5 minutes. Tried hard resetting, unplugging,etc. I was afraid something terrible happened yesterday because it took 20 minutes of pressing the power button for it to finally turn on.
>>
>>607450
That's the thing, duplicate, zremesh or zspheres retopo the dup,it creates a lower subd,now you divide it like 2 or 3 times (not dynamic subd) afterwards you project details from dynamesh onto the HighPoly and if you want you can keep adding details.

Also there's no way to keep details at such a lower polygon count, if you have seen it maybe you're thinking on normal maps which have nothing to do with the character/asset development yet.
>>
>>607495
What fuck I already just decimated my mesh and started posing it in low poly.

Re sculpting from a scratch would be the fraction of the effort it takes to try and figure out Zbrush interface.

Now that I'm there I'm startng to think I should perhaps just say "fuck it" and try an do the same shit in Blender.
>Boxmodel a low poly model
>Rig and pose a low poly stickman
>add multiresolution modifier
>sculpt details onto said model with multires

Would that shit work?
>>
anons I need help with blender
I keep getting the "no active image found in material" message even though I assigned a image to bake to in the material's node tree
what do?
>>
>>607497
I'm trying to help you, but seriously don't speak like that if you want answers, you are just making your kind look inferior compared to maya/max and also letting yourself get turbo smoothed to death by Maya/max users.

Now i haven't used blender in like 6 months but I don't know what the hell you may be sculpting that takes more time to re sculpt in blender than re dynamesh the decimate and sculpt from there.

In the case you want to sculpt in blender with that workflow do it, but you will find that working with dyntopo from dynamesh is not so fun, doesn't mean it won't work out.

Also pro tip, Decimate works for making low poly assets which will be used to bake high poly models on it, the difference is that these shouldn't deform, if you wanted the model to deform you use , zremesh (rough deform) or zspheres/any other program manual retopo for proper deformation.
>>
>>607501
You're Baking a normal map?

If so this may be not the answer you want but, you should try xnormal(free legal), mostly because baking on most 3d packages gets tedious, while x normal is more simplistic.
>>
>>607508
OH WHAT THE FUCK IT SUDDENLY WORKS
FUCKING BLENDER
>>
>>607497
>>607501
Oh yeah forgot, if you want to pose your sculpted mesh, make sure it is on its lowest division and use tpose master (in zplugs stab) with layers and zspheres, afterwards create a quick zspheres rig and pose it how you please.
>>
>>607497
>Re sculpting from a scratch would be the fraction of the effort it takes to try and figure out Zbrush interface.
As a Blender user, I suggest this: Learn the ZBrush interface. It's a one-time effort, as was learning Blender's UI, and you'll benefit for far longer than it took you to learn.
>>
>>607505
>don't speak like that
Sorry bro I'm actually fucking frustrated by how horribly slow and hard my project goes so much time spent on research and so little on actual work I probly spend 90% of time figuring out how to use the X feature and only 10% or less to sculpt the valuable geometry.

The end goal is a sculpture for printing and then manual finishing with files sandpaper and filler. Considering that topology, quality of a rig and stuff literally doesnt matter for that I probablyshould have simlpy did it in Blender with Multires.
>>
>>607518
Being that the case,if it's for 3d printing decimation master is the way, also I don't know why are you worrying about topology since it won't even deform or be used for something animation/game related.

You just sculpt, and if you're starting on it my tip is, go slowly start from small things, Rome wasn't built in one day.
>>
>>607517
This. If learning Blender's UI and Shortcuts was easy or average difficulty, then Zbrush's will be a cake walk. It was for me.
>>
i'm using the guide brush trying to get zremesher to make a loop around a mouth, but it keeps putting the poles on two different loops.
is there a particular pattern or setting to try and get it to put them both on the same loop?
>>
I can't seem to find much info on standalone rigging software. What does /3/ recommend aside from complete packages like Blender or Maya? Also doesn't cost an arm or a leg.

People on other sites keep saying Blender is pretty good but idk senpai.
>>
>>603901
So I'm re-topologizing my character. Currently working on legs, and what I've done, I extruded from the hip down to the ankle, added loop cuts, and snapped everything to the sculpt.

So my legs now have the shape of the sculpt, but are essentially just tubes.

Should I do what is in the pic related? I have no experience in rigging and animating, so I don't know which is better. I looked at different images of topology of limbs and some people do, what I did, and others have more of a strategically placed flow of edges. Is it better that way? Is it to do with low poly modeling?

My shins looks kinda dense, because it is the same number of verts in edge loops around thighs, and of course they are smaller. I could start joining them at the knee, but I am not sure if it's not counter productive, because I am probably going to need that density for feet.

What do you think?
>>
>>607799
Is it for a game?

I got Akeytsu for rigging and animating, but not for advanced rigs for animations.

Blender is good, but the skinning is shit.

My plan is to skin a basic deform rig in akeytsu and then do the rest in Blender, because drivers, and constraints.

I don't know enough about akeytsu.
but here's a video https://www.youtube.com/watch?v=64Pfpp8FGL4

you may want to mute it... maybe.
>>
Is there a way to disable animations completely in noesis, giving me the base mesh?

Ninjaripper rips a t pose mesh, but it's in hundreds of pieces, it's much bigger than it should be, and the UV's are in a shit state.
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>>607854
Wew, figured it out. It's the -noskel parameter.
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File: 20 02 18 1715.png (117 KB, 744x709)
117 KB
117 KB PNG
>>607845
image is what I got so far.

Should I do something like http://nevercenter.com/silo3d/Tutorials/User_Tutorials/tony_jung/HTML_files/tjnyc_11.htm or >>607845
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>>607845
>>607866
>Is it to do with low poly modeling
no.
your goal when doing retopo is to get your edgeflow to follow the real muscle groups of a human body. this way the body will deform and bend accurately.

take a closer look at the two references you posted. They are actually very similar in the fact that they follow certain muscle groups. Main things to point out are the huge muscle definition in the second one you posted. The pecs are also different as the male ones don't need to protrude nearly as far.

Overall, >>607845 is a lot cleaner and easier to follow with the coloring. It also has good loops in certain areas that help shape the tits and ass.

If you follow the basic layouts in those references, you can then cleanly add edge loops to make more detail in certain ares if needed and still get accurate deformation since it still follows the muscles.
>>
>>607866
god that edge loop density makes me want to scream and rip my veins out through my pores




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