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last one hit the bump limit >>603901
>>
This may be a stupid question but.

I've recently entered in tis whole 3D business, and i'm making some fairly basic box models and stuff and I want to keep going but with what i've seen so far there's something I don't understand.

When you're sculpting, what's the correct procedure? Do you make like a rough model and sculpt on it and then give it the pose you want, or do you pose between the rough model and the sculpt? Because sculpts are supposed to be harder to pose, right?
>>
>>607655
the correct procedure depends on what program you are using.

if zbrush, you should start with zsphere and then proceed to use adaptive skin, there are good free tutorials all around the web. after you achieved your base shape you can proceed to use dynamesh with set resolution and start sculpting.

in any other program other than zbrush, its pretty much the same, but the difference is not all programs have something like dynamesh but most of them will let you add polygons "as you go".
even if sculpting is something anyone can pick up, there are tons of useful functions and tricks you can learn so i suggest you watch dozen or so sculpting vids before starting
>>
is there a must have books for 3D artist?
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>>607686
Anatomy reference books.
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>>607689
How does that help if you're not a character artist?

>>607683
And you didn't even answer his question about posing.

You can sculpt in A or T pose, then rig your character and pose him as much as you want, or if you don't want to rig, yeah, sculpting the character in the pose you want him to be from the beginning is probably what you will do, but you can also mask parts of the sculpt and move/rotate head, arms and legs like that, but you'll have to fix it a bit because it won't be perfect.
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>>607691
i don't recommend rigging the character in sculpting phase, that shit is reserved for pros that know exactly what they're doing.

only rig after you are done with retopology.
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>>607699
That's what I meant, yeah.
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>>607699
so as a beginner is recommended just training low-poly first? i understand that the sculpt mode is even more complex im a newbie and im understanding blender with courses already
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>>607744
if your purpose is to be good with organics then start sculpting right away.
even if sculpting and retopology seems hard to you, making organics strictly with box modeling is even harder so i don't recommend it.
you don't even need a lowpoly mesh to render or present your characters, but lowpoly is needed for texturing and game applications
>>
Where can I find free textures that aren't low-resolution, don't try to install a virus when I try to download them, and can be / usually are seamless? I'm aware of cgtextures/textures but the specific things I need (scratches, wear and tear) aren't really on there.
>>
so I like /3/ a lot but it is super fucking slow. What are some good and active 3dcg forums you guys browse?
>>
>>607785
Polycount is pretty much The Forum from what I understand
>>
>>607785
/3/ is one of the fastest 3d forums
>>
are there any other good facial rigging tuts besides the osipa book and the sobel videos?
also, does anyone have the kayla rig? it keeps getting nuked from cgp
>>
anyone used hairfarm? what's it like?
>>
What's the fastest way to connect two pipes in a sharp angle? This result was using boolean and then cleaning up the mesh.
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Do plugins made for 3ds max 2014-15 like splineland work in 2018?
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>>607837
Consider using the “Extra Objects” add-on.
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>>607841
Thanks for the suggestion, but creating a pipe elbow and matching angle, width and position with my original pipes, and bridging the meshes together, takes just as long if not longer than the boolean method.
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How can I get my Zbrush exported .obj sizes down?
I'm working on a tool with 70m polys, which Zbrush handles fine, and it's all polypainted up. No problems working on this guy in Zbrush, and the Zproject file itself saves down to a little over 2gb. So - shit is large, yeah, but it's not crazy...
When I'm saving out my hi-poly as an obj for baking - it's coming out at over 6gb, and yeah - that's where stuff gets unreliable.
So I've got polypaint on it, but I'm not saving it out with UV coords or groups - so how come it's coming out so much bigger than the actual project file which has also contains other tools, layers, morph targets etc?

Is it something to do with how .obj encodes polypaint?
>>
>>607837
Shear might help.

https://docs.blender.org/manual/en/dev/modeling/meshes/editing/transform/shear.html
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>>607864
It's a cool tool but I don't see how it can be used for this task.
>>
If this isn't what you wanted, then the wording you have is unclear. These are two pipes with an arbitrary angle connected.
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>>607872
This except the angle isn't arbitrary. The angle needs to be whatever the two initial pipes are.
I have two pipes, already created with specific angles, i need to connect them with a sharp angle, without distorting either pipe.
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>>607875
>angle needs to be whatever the two initial pipes are
Difference in dialect, I guess, by "arbitrary" I meant "whatever you need them to be or they currently are"
You'll need to find out what angle the pipes are at with the above method. I don't know what kind of environment you're working with that you can't (at least locally) rotate both pipes to horizontal/vertical to use that method.

IIRC boolean should work with the Intersect option, I'm unsure why your geometry cleaned up like that - there's really no "easy" way to do this without editing the pipe geometry since the cross-section at an angle will always be an ellipse.
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>>607876
While this is definitely possible after finding out the angle (which could be a long decimal number), it's not really a better nor faster solution than the boolean (union) + cleanup.
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>>607876
This is the boolean method, for comparison. I'm looking for simpler/faster
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>>607881
How'd you get it to make those faces so quickly? Looks like it automatically moves to the next set of vertices.
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>>607883
In blender, f.
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>>607889
F is the hotkey to make faces, I've never had it iterate though an edge loop without having to select the points it uses manually
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>>607892
Well maybe you should give it a go then. About time you learn this.
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>>607897
That's fucking neato, anon, thanks. Appreciate the gif.
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>>607840
It's a bit of a mixed bag, depending on how big the changes to the core program were between versions, and the complexity of the plugin. Usually there's a range of versions that you can use a plugin with and not run in to issues, for example 2014 to 2017 are highly inter-compatible, but 2018 has some updates that make it different. Usually if the plugin is a basic script or modifier, there's a higher chance for compatibility than an installer, because it simply depends on that version of Max having the needed functions.
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>>607897
Autoshill cucklets on sudoku clock.
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>>607906
Why would they? Maya has a working Bridge tool which can connect edge loops.
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>>607911
I'm amazed you understood what that anon said. I truly am.
But although F can be used to bridge things, it is much, much more versatile.
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So I modelled and rigged some very simple arms, but when I try to animate some simple gestures my mesh collides with itself, especially around the elbow.
I guess it is because of how I rigged the arm, but still I would really really appreciate some help around here. Ty
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>>607916
I know, i am actually also a Blender user and i love the Fill function, but in that particular case you showed Maya is actually as fast with modelling so i had to call that other anon out on his bullshit.
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>>607911
I'm talking about the speed of executing those functions...
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>>607572
reposing my question from >>607866


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 >>607845 ? 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?
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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>>607897
That's made available through the F2 add-on, isn't it? Not a default behavior of Blender, I believe.
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where do i put my gloss and specular maps for a material in Maya?
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>>607933
Have a look at this: https://www.artstation.com/artwork/eNq43

You can use that as a reference, especially for the joints of your character. The extra edge loops you'll see in the ref are there to improve deformation. Try to mimic them. Also, try to make your topology more square-y than rectangle-y, and reduce density where you don't need the detail (in the shins, for example). For those places, you want to add the detail with baked data.
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>>607934
Even if it is an add-on, it's now included with new Blender downloads. I've never put any addons in my installation and I can still do that
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>>607934
No, this is default behaviour.
F2 changes this functionality to do something else which is more desirable when doing retopo, but I generally don't use it.
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>>607936
thank you, I went to the thread on cubebrush he linked to, and got some nice references of his base.

I counted his edges around the thigh (red loop - 20 edges), which is the same number as my model, but he then decreased the number passed knees to 14 (lowest red loop).


Do you roughly know how big is the whole base mesh? His upper body looks higher poly than mine.
Now, I started to think if I should rework the rest of my model. I guess I shouldn't be comparing my work to someone's who has over 10 years of experience over me.
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Is there something in max to smooth surface without new verts?
Pic should explain what I need.
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>>608037
Relax tool, or you could also use straighten in the loop tools (hammer icon in the modeling strip).
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>>607920
You gotta check the elbow topology topology is good for deformation (check http://wiki.polycount.com/wiki/Limb_Topology) and that you weight painted it correctly.
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I want to slice this cube in blender like this but when I use loop cut it won't let me.What can I do?
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>>608092
Nvm for some reason my mesh had doubles which prevented it.
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>>608092
Select the 4 edges it intersects, press W, and select Subdivide (should be the second or third option). A menu on the bottom-left will appear if you need more cuts, and you may have to get rid of vertical edge loops. Make sure you're in Edge Select, otherwise all of the edges will get subdivided.

Your mesh might - >>608093
Yeah, that.
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I need tips/tutorials on how to make anime hair (like a 3d fig, pic related.) I'm pretty confident on bodies but not hair.
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>>608089
A lot of info to chew in. Thank you so much, you've been of great great help.
Also related, would it be a good practice to repeat these models time and time again?
>>
top 5 software every good artist should know?
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>>608280
Your question sounds like a software shitposting bait.
>>
>>608280
Windows
macOS
Google Chrome
Firefox
Photoshop

If your artist is unaware of any of these softwares you send them right home without dinner.
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>>608098
this exact style? you would have to sculpt it.
sculpting hair is quite enjoyable actually
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>>608282
The first four are kind of a given for anyone using a computer, and Photoshop is rather ubiquitous as well. Which programs you should learn specifically is all down to personal preference, so it's not an easy question to answer, but for a modern workflow you generally want an all-purpose 3D editor, a sculpting tool, and a texturing suite. If you plan on making game content, then throw in Marmoset Toolbag so you don't have to mess with the game engine.
>>
Is there a way to select individual vertexes/lines/faces in Zbrush? Using just the brush tool gets finnicky.
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>>608280
>Concept artist
>Sketch Artist
>3D artist
>Hard Surface artist
>Sculptor
>Prop artist
>Environment Artist
>Character Artist
>etc.
which, you nonce
>>
In Maya how can I get my joints to stay visible when inside a polygon?
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>>608098
https://www.youtube.com/watch?v=pYxbInmwSF8
you could use this method but with more angular shapes instead of spheres
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So I worked on >>607933

and thanks to >>607936

I got pic related

Is it better now? I actually got denser mesh now, but it's going to deform better, right? Or did I completely miss the point, and done something unnecessary?

Thank you /3/ for holding my hand at times of doubt.
>>
>>608295
Did you ever tried something out for yourself?
How about looking in the viewport menu's?
Shading maybe?

Why are people so unimaginable? Do you really need to get every single detail spoon-fed?
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>>608303
Nice thanks
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>>608303
*unimaginable dependent
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>>608292
do best for each
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>>608314
MS paint
Kid Pix
Blender
Blender
Solidworks
paint tool SAI
inkscape
adobe illustrator

If you can't type words into google, some guy on a mongolian horse breeding forum can't help you. This is literally basic knowledge you can find, there's no "best" software for most of these if you're just starting out with them.
>>
Any recommended true-beginner tutorials for Blender? I used Maya for a couple months a few years back, but I've forgotten most of it, walking in, Blender seems really weird.
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>>608322
borncg have good starter tutorials
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>>608322
Blender Guru is a pretty decent start, good quality audio and easy to follow.
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How does one gets into the industry? Assume one knows how to put up a simple yet somewhat decent interior scene, how does one finds a job related to this? Not freelance, but regular job with office, retarded officemates and stuff.
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>>608332
I'm talking pic related but simpler of course.
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>>608332
Apply to an archviz company for an internship, grind away and they'll hire you.
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>>608344
Thanks. What the actual fuck why do all of them need me to a have a degree in Visualisation or Architecture to do this despite showing adequate proficiency? I want to kill myself for not going to uni when I could. Any fucking job requires me to have associated degree, almost no one would even talk to me after they find out that I'm degreeless pleb.
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>>607572
I have just finished rendering out 100 images from 3dsmax, how do I convert them into a video file?

p.s. google just gives me indian tutorials on how to make videos
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>>608346
Download any vide editing software and put your pictures in it. Spice with some garbage normie music to your liking, add some memes and emojis. Stir until ready.
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>>608347
is there any specific software thats best for compiling 100 images into a short video quickly? All the software ive tried is more focused on shitty slideshows
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>>608348
How do you want your video to be if not slideshow? Any video is essentially a very fast slideshow. Even Windows movie maker is fit for putting lots of pictures together in a video. Just don't do any transition effects and you're fine.
Also all you had to do is animate your camera along the path you want it to show your model and export that as video. I don't remember how exactly to do this, but I'm sure Google senpai has an answer for you.
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>>608349
Thanks for dealing with my autism, I managed to find some really shitty looking app after an eternity of useless google searches that just let me import the image, set the framerate and just save the damn thing
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>>608350
You really should look into exporting animation as video. It's easy and will save you from rendering a fucking hundred of pictures. How long did it take? My shitty 7770HD renders one 480p pic for ten whole minutes, I just don't imagine sitting there for almost two hours just to put fucking pictures together.
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>>608353
jesus, yeah i intially tried rendering out as a video but it was being a bitch about it for some reason. Also my laptop rendered 100 images at 1920x1080 in about 10 mins, although this was using a basic scanline render though.
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>>608354
Ah okay then. I'm using Vray RT, that's why it takes so long.
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>>608346
ffmpeg, motherfucker.
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>>608345
Your portfolio is your degree.
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>>608369
Yeah except I have experience of being denied an interview because I admitted I don't have a degree, despite I had experience, skill and sort of portfolio. Not related to cgi, but still.
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>>607572
Why is unreal so shit at rendering high detail models
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>>608370
>Not related to cgi
Your portfolio needs to be relevant to the job you apply for.
>>
can you recommend me some good 3ds max, vray interior viz tutorials?
>>
>>608424
Who said it didn't? Maybe he is talking about his graphic design portfolio and he was applying to a graphic design position.

I don't know what you westerners have against colleges/unis, even against art related degrees, but the fact is still that it is useful, you get paid more just by having a degree and as he said, some employers won't even hire you without it. Don't know if that is true in Murica, but there are places where it still is.
>>
>>608372
https://www.youtube.com/watch?v=bXouFfqSfxg

If you can't achieve even this level of quality, you have nothing to bitch about, because it's probably your fault.
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>>608444
there are very good tutorials at digital tutors (pluralsight) but they are all paid.
if you ask me, its worth a buy
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>>608450
I wrote one sentence about how portfolio needs to be relevant, and for some reason you started bashing "westerners" even thou you have no idea who we are. You also assumed I disagreed with having degrees, and went on a short rant.

and as for
>Who said it didn't?
He wrote
> I don't have a degree, despite I had experience, skill and sort of portfolio. Not related to cgi, but still.

just take >>608424
for what it is
>Your portfolio needs to be relevant to the job you apply for.
Just a short advice, not an attack on your believes on importance of higher education, and don't project people's opinions based on your idea of where people might be on the planet.
>>
>>608450
the people who ask for art degrees don't know that this is mostly based on talent, you can't study your way into becoming a good artist.
you might be a master in 3D, but as long as employers believe that you need a degree its gonna stay that way
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>>608470
True, but then again, learning from great mentors can get you far. In classical music e.g. you can't do shit without a degree.

>>608468
Eh, not bashing you, the second part of a post isn't even directed at you but to posts like >>608369 because it is just the type of the argument I see often from americans especially. Somehow it is laughable if you're studying some form of art in uni, "college is a scam", "you can do everything without it" and other shit.
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>>608476
that is true if we are talking about some world renowned college like gnomon or france/canada/netherlands colleges. but in general you won't get past the beginner stage with stuff they teach you in college. there is no "fail" marks when it comes to art, you can't fail art school. so the level is pretty fucking low
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>>608482
Can't disagree with that, yeah.
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>>608424
Lol that is not what I meant. The work wasn't related to cgi industry is what I meant.
>>
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How should I model and unwrap this railing? I tried unwrapping everything in pic related as a single piece and using a tileable texture, but I think it would greatly benefit from having more specific details which I can only achieve with substance painter, but then I can't use a tileable texture, obviously. I was thinking that I could maybe make it modular, so every piece would consist of a part of the horizontal pipe and one vertical support. Is that a good idea? I mean, after all, I'd need railings of different lengths anyway, so it's either going modular or making a bunch of similar ones with slightly different dimensions.
>>
>>608451
That's easy anon I'm talking about even more detailed models
>>
how does maya compare to max for modeling?
>>
This might be too obscure for anybody here to know. I have a scene in Maya 2017 that i've rendered in Arnold and lit with a skydome light / physical sky.
I want to match that lighting direction using Maya lights so that it's render-able in viewport 2.0.
Any ideas on how i might achieve this?
>>
>>608510
You've answered this yourself. Go modular.
>>608533
I prefer max for hard surface, but make do with Maya because I cbf switching between the two and Maya is more useful / less annoying overall, and much better for organic modelling which i do more of.
>>608353
You should never, under any circumstance, export animations directly to video.
>>
>>607572
Why does pure 3d artwork look so awful in comic form? I mean, there are plenty of good 3d stills, but the moment you add speech bubbles and put them into panels, it falls apart.
>>
>>608538
Might be because it looks unnatural and forces it into uncanny valley is my guess. 3D stills have at least some suspension of disbelief, which is immediately dispelled if you put unrealistic 2D floating panels into it.
>>
>>608453
ive watched some from pluralsight and from udemy and while the trailer for the course looked good, the course itself was not that great. The stuff it was shown was pretty basic and the instructors were not really sure of what they are doing, just changing parameters around and then going - "so if you increase this that is the effect".
You know when you find a good tutorial and its more than obvious that the guy talking know what he is doing and he is comfrontable with the software?
Well that wasnt really the case with most of the stuff ive seen from udemy or pluralsight, thats why im asking here if anyone knows some GOOD tutorials.
>>
i know this question has been beaten like a dead horse but i really feel confused as fuck with deciding how to start of learning a modeling workflow in either max, maya, blender, modo, or whatever, because there are so many options and each one requires a large amount of time, so i'm curious, what package gives a lot of flexibility in learning how to use it while not being restrictive in jumping between other tools? from what i've seen, maya is the most 'encompassing', because it gives you high quality rigging, animating, rendering, while having an "ok" modeling toolset that has been improved over the years. is this true? if so, would it be worthwhile to learn the basics of modeling a character in maya first to learn all its tools, then something like zbrush to do details? or can i do details with the sculpt tools in maya then quad draw to retopo?

Blender seems intruiging because of Eevee, but could Maya's ShaderFX do something similar, or does it not support volumetric lighting like eevee? if not, does it matter? i'm sorry if i'm acting like a scatterbrain, i just feel like starting in a package that does a lot, and learn in the one package would be important for a scrub like myself so that i don't have to deal with import/export issues (which i have with fbx due to some memes like version compatibility between blender and 3ds max and so on).

My main goal is to do really decent 3d character models with decent clothing, that can be put into a game engine. Later on, assets too, and architectural stuff like a building or home with victorian design.
>>
>>608582
also, how did this guy manage to make his materials show up like this in the viewport?

https://vimeo.com/141277097
>>
trying to do 2d rig in blender, importing vectors. I'll make a vector in inkscape, import it, it's visible and the right shape, but i am not able to edit it (pressing tab to edit doesnt work either) and I cant use Alt - C, what do I do? what am I doing wrong?
>>
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I've been following the Blender course from Blender101 and I just finished the Game Character Texturing one. I followed the steps as much as I could but this thing happened. When I baked the high poly things into the low poly model's texture some stuff like the clothing got baked both on their respective pieces and on the character model, it looks weird like he has some really hardcore tanlines. Is there any way to fix this?
>>
>>608585
Not sure it if helps but https://www.youtube.com/watch?v=VYmQYRRXbKM is a good intro to using svg in blender.

Also I think when it comes to rigging, you may need to convert them into mesh, but I don't do rigging, so I don't know. It may be worth trying.

>>608595
"exploding" separate parts of the mesh before baking, I guess.
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>>608595
well that's somewhat of an issue because of blender itself, it simply tends to shit itself when it comes to baking. xnormal should be fine if you follow the instructions
>>
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Whats the quickest way to merge all these to one mesh so that I can sculpt on it?
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>>608617
Booleans, probably, but be prepared for a lot of cleanup
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I'm using blender on a horseshit HP laptop. It has AMD A6-7310 with Radeon R4 integrated graphics. What should I probably use for rendering? I can't really tell if either one is better, because even some simple scenes like this one take me 20 minutes or so to render and it varies greatly on whether the Moon is in the full today or something because this same scene from this same angle may take 10 minutes or 25. I used all of the faster cycles tips from blender guru guy but haven't seen much improvement.
>>
>>608621
maybe remove small lamps? i think gpu rendering is faster, but not by much given that nvidia have better support
>>
>>608623
Nvidia has the best support bro, you should buy Titan x by them in 2020
>>
>>608623
I have no lamps in this scene, it's purely hdr. Yeah, that could be, but the gpu kernel is loading like for 5 minutes rendering even starts, so I think there's not much difference at the end of the day. Thought someone could point some weak spots of either one because I can't make up my mind.
>>
>>608625
>before rendering even starts
>>
What does Ctrl-A do in blender's *UV Editor*, specifically? I know it applies rotation/etc. in object mode, but in UV mode, it shifts the UVs around a little and I can't find exactly what it does.
>>
>>608632
It averages the UV islands' scales so they are as uniform as possible within the UV grid.
>>
>>608633
Alright, then possibly related question: Why TF is the material so wavy despite the UV map of that part being perfectly square?
>>
>>608625
The kernel is fucking with you
>>
>>608635
because UV tools work on the basis of shape projection. its convenient in case you unwrap stuff like body parts (well it used to be until we got texture painting in 3D)
i mean you can straighten those lines by using snapping + selecting grid (x,y,z). its tedious but it works
>>
>>608625
the gpu kernal is working on opencl which is not good like cuda. but when i had a mid-range radeon card it worked well for me.
granted, now i have nvidia and its twice as fast.
>>
>>608646
>straighten those lines
???
All the lines are perfectly straight - the curved fuckery happens on the rectangular pieces, not the [ and ] shaped ones. They're all perfectly horizontal and vertical.
>>
>>608635
Did you apply any rotation and scale to the object before unwrapping?
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>>608649
No, everything's Ctrl-A'd to get rid of any I could have.
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>>608648
the material is wavy because it overlaps with other uv shells. or its because the shells are not straight.

here is an example
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>>608651
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>>608652
This looks very useful, Not the user that has the issue, but what exactly are you pressing, I'm not aware.
I know your using the vertex snapping, but I don't know how your making it act the way you did here.

Please let me know, this looks like something i could use.
>>
>>608651
>>608652
I have a feeling you're either pulling my leg, don't know what you're talking about, or misunderstand the issue. Doing what you showed in your webm distorts the UV map, pic related.

Look again at >>608635 ; the issue is that the UV map is warped on the SIDE, not the arced part. The top and bottom parts were projection mapped, but I'm not talking about those - I'm referencing the completely flat, completely square sidewalls. Ignore the parts shaped like [ ], they're not relevant here. As you can see, a perfectly rectangular face has a wavy distortion on it - there's nowhere to straighten it to, as it's already straight.
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>>608655
forgot to put screencast keys on
im just using G+X and G+Y, that's it.

>>608656
not trying to pull your leg bro, what you present in the picture is very logical from how i see it, this is not a bug.

when you have a curved element, the little rectangles in the grid get "stuffed" together because the size of each one is different, so the grid map is making those adjustments.
however, this will not fuck you over when you are making texture, it will only hurt your resolution a little bit, but it wouldn't be distorted as this grid
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>>608657
actually ignore this, i haven't read your question properly.

i don't know whats actually causing this, are you sure that these are the straight faces?
well i have a theory on this. when you are trying to match a shape that is not the same as in the projection it distorts because its adjusting to the new shape (the straight lines).
like i said, it won't fuck you over, as long as you keep everything even.
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>>608595
What are you baking? Ambient Occlusion? If so, make sure you are putting the meshes to bake on a layer of their own.
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what is the more correct/better aproach for defining edges for interior viz? just chamfering or making support loops then turbo/mesh smooth? end result seems pretty similar, so should i prioritize one over the other or is it all just a matter of choice and there are no better/more correct option?
>pic related
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How do I properly cut a round hole in face with booleans and still have good topo? I want to preserve my low poly model for baking high poly onto it later, but after I do boolean difference with a sphere for example my perfect topo is fucked and I'm too lazy to fix every single edge.
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>>608752
Anything other than chamfer is a waste of polys for relatively basic geometry, only use turbosmooth if you have curved surfaces or sufficiently complex intersections.

>>608773
Doing it the clean way is quite an effort, so the simpler route is to do the boolean after the smoothing, and/or use an edge smoothing shader. if the boolean is clean enough, you may consider just chamfering the edges.
Properly cutting a hole means setting up support loops to form a square, pull in some edges to where the hole is going to be, and model it in manually.
The dents you're trying to make with the sphere is a pretty bullshit shape to make cleanly off the bat, what I would do is just bool the whole mesh into roughly the final shape without regard for topology or smoothing potential, and dynamesh it in ZBrush, then decimate and import back into Max. For the low poly you can just cut the dent in manually when doing retopo and get it close enough in shape.
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>>608773
>too lazy to fix every single edge
There's your problem. Also, looks like you're trying to apply subdivision there as well - the only solution is to add more edge loops/supporting geometry, I'm afraid.
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>>608778
>>608786
Autism won. Is there a way to align stuff on different axis? It's not like I'm not autistic enough to align every vertex pixel perfect by hand, but still.

Now this shit I created defies me and sticks edge loops in random spots to random edges. I guess I'll just divide it once and push into itself. Fuck booleans.
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>>608787
you can simply do everything with booleans first, then retopo the hard part, then the rest of the part. this way you get the most clean topology
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>>608787
>align stuff on different axis
Other than the X/Y/Z axis? AFAIK no - I use a bit of a "workaround", I find (or create) the vertex that's closest to where I need the manipulation and place the cursor there, then exclude an axis (e.g. use only XY/XZ/ZY planes) for scaling.
>>
Anyone tried getting a fake Allegorithmic's student's license? Do they even check submissions or I could send them nudes instead of student's ID photo?
>>
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In Blender I was using primitives+Boolean Union Modifier to combine shapes for sculpting

I didn't realize that that's a completely retarded and broken method that results in tons of holes at many of the seems

Pic is of arm+torso where the mesh is all wrong and broken

What's the proper way of doing this?
>>
Anyone have any workflow on mesh creation? I know how to make them now, but I'm still trying to get to the point that things just flow smoothly.
>>
>>608891
LMAO just yarrrghh it dude jesus
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>>608892
Having cleaner topology, then subdivision. Booleans and dyntopo/remesh are really finicky in blender and often make holes in your mesh. Better to use zbrush's dynamesh or zremesh, they are much more powerful
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>>608899
pic related was made from 1 sphere (other than eyes)

you can take any mesh or primitive (it dosen't matter). and use the clay brush to give it polygons (set to constant res,20 res should be good starting point). after you done coating your primitive with clay, you can use the grab brush and strech it like gum or plasticine.
tl;dr you can always grab something as long as its coated with new polygons.

do not use booleans when using dynatopo, only when the topology is more finalized
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>>608904
sorry meant >>608892
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>>608898
I have a thing for having licenses in such way.
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so i have a ragdoll for this model in blender except some of my bones don't seem to be attached to the parent bones (like this) and move freely which causes the model to fall apart, how do I prevent this?
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>>608773
>>608787
I made an object similar to yours to show how the topology should go. I started with a basic poly shape, added support loops and boolean'd out a spherical cut using a quad sphere (aligned using vertex snap so that the loops matched).
I then rerouted the support loops to flow around the spherical cuts (by insetting the surrounding faces and welding up the extra verts), and used symmetry so that I could connect most of the floating verts up together between them.
It doesn't matter if there are triangles in this instance, because the surfaces are flat, so you only need enough support to avoid distortion around the edges.
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>>608909
nevermind figured it out it wasn't even the problem
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>>607572
Halp me /3/. what the fuck is wrong with Unity's uniquely retarded approach to alpha channels? How can I get the hair to express alpha transparency? Any help is appreciated.
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>>608931
Stop blaming the software and recognize your own ignorance. Set your shader to use transparency.
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>>608931
Fixed it. I'm retarded.
>>
i've done "automatic" and manual retopology, but how do you retopo using an existing mesh?
that is, i've got a fairly dense quadded mesh with good edgeloops and want to stretch and smooth it over a similarly shaped high poly sculpt.
software package doesn't matter.
>>
>>608907
Sending nudes of yourself? Might work if you’re a qt3.14.

Post here so we can evaluate chances of success in a critical and scientific manner.
>>
i have an fbx file with the texture folder, but when i import it in maya the textures aren't assigned. how do i assign textures on a mesh?
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>>608936
In blender, use shrinkwrap modifier. That makes it snap to the nearest surface.
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>>608936
try this
https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/Relax
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What is this madness? Why can't I just rotate or scale severed UVs? It's like they're stuck with other parts, but I'm pretty fucking sure I chopped this bitch like I chop my fruits in fruit ninja. Also any tips for good tiling? Should I redo this from scratch in a better way?
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>>609035
Does this look disgusting to anyone else?
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>>609035
Why is there so many islands? Does the place seam command give you an oral each time you use it
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>>609035
You only need 10 something islands from what i see, dont cut up an island to pieces youre not making a paper snowcrystal, you need to redo this, clear the seams, cut the top and bottom of each tube make a seam down in only one cut, cut out the windows on each side and make one seam on it
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>>609035
The reason you cant rotate a single iseland alone is you have togled an option on the lower tolbar in the uv editing window , dont remember the name, fiddle with them. when its off you have to select all or any polygons in 3d view for them to show up in the uv editing window
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>>609044
>>609040
Well I want to flatten this shit out as hard as I can to tile bricks as good as possible. Makes sense to me, because any amount of curvature fucks tiling up hard.
>>609050
Yeah I figured than one out.
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>>609051
The ting on the picture is not tiled, the bricks changes direction in many places they go up and right, try doing what i said and i guarante its fixed
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>>609056
God bless you anon I did it.
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>>609060
Good work, nice to help
>>
I want to start making simple 3D scenes to use as videos for my music, but I only have a shitty laptop I got in 2014 for 400 bucks. It has a 1GB dedicated GPU, 4 GB of RAM, and it can barely run GTA IV.
Is it possible at all?
What problems will I encounter?
Will the render time be impossibly long?

Just for reference, this is the kind of video I want to make in terms of complexity:
https://m.youtube.com/watch?v=6O9yipO4lf8
Except it won't be just a loop but actually evolve throughout the song.
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>>609082
Since it's just some basic shapes, and lights, You could probably go with Blender. You could decrease your rendering times by making some looping animation, and add the lights in post processing when you need it. You could make the video "evolve" by adding more light effects in post processing, or even have things light up to the beat, or whatever, but the actual 3d rendering could just be a simple loop.

You could do that in Blender, and it's free, but if you are new to 3d (or not, because blender) it may be pretty hard to pick up.

also, that youtube link you posted as the reference - I cannot believe this is what people listen to these days.
and it's with HnK.
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>>609035
that seam placement is wacky, learn it all over again
>>
What's the best way to retpologize a sculpture without using box modeling?
Preferably a way that still allows you to vertex model...

I assume planar quads are incredibly important?
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>>609151
retopology is the most tedious process. but if you use the right settings it can go faster
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>>609106
Thank you very much.
I was actually planning on going with blender
, mainly because it's free and because of a few tutorials I've seen that explain some things I wanted to make.

By "adding light effects in post processing" you mean editing the video file that Blender outputs (like with After Effects) or it's something you can do in Blender's 3D model itself before exporting?

If I wanted things to move and appear/disappear throughout the song, what problems will I have exactly?

>also, that youtube link you posted as the reference - I cannot believe this is what people listen to these days.
Lmao I know...

>and it's with HnK
What does this mean?
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>>609174
you can have blender lender out your emission materials (lights) on different layers/channels and then edit them in post processing also in blender or in e.g. free, non-commercial version of nuke https://www.youtube.com/watch?v=OgvswMcsrps whatch the video to see how you can use a multiple layers of different objects rendered from a 3d software.
It would be good for you because you could make loops of layers with objects flying around or something, and then use those layers to animate change in hue of lights, intensity and even make your 3d objects fade in and out. That's the workflow that I think would be good for a low spec machine.

If you had more power/rendering time you could do more complex animation with audio visualization like https://www.youtube.com/watch?v=ETRkKPziWBE you basically use your audio wave form to automate animation.

>HnK
https://www.youtube.com/watch?v=4zoLyXSno4s I was sure the "song" sampled from HnK
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>>607572

I have various separate objects in Blender but for some reason this hand is lighter than other objects and turns whatever I merge it with lighter too. What's the matter with it?
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>>609183
I'll definitely use the post-processing workflow for some things, but I really don't want to make loops (since I think lookng at a cool cover art image is more entertaining than looking at some boring animation or an audio visualization), but a basic scene that portrays what I "see" the music portraying, and since there's stuff happening in the song, it doesn't make sense to look at a video and not see anything happen there as well (or have the animation going even when there's nothing in the song).

Something like these two:
https://www.youtube.com/watch?v=mpokVJjCRfo
https://www.youtube.com/watch?v=MwP8vRckByQ
But with MUCH less complexity (in the models and in the camera movement).

Or something like this:
https://www.youtube.com/watch?v=i8f0rCvzQNA
But constantly changing and not looping.

Or this:
https://www.youtube.com/watch?v=0S43IwBF0uM
But with basic 3D models instead of video

If I want the models, the light/s, and the camera to move, what happens if I do it on a low-spec machine?
Of cource the render time will be very long, but other than that will I be able to work on it at all?

Also, I predict that my models won't look too good, so I plan to have minimal lighting and chiaroscuro effects to mask the defects and because it fits the mood and style of my music.
Would using less lights help reducing the load?

>HnK
Ah yeah, I forgot it was called Hokuto No Ken. Here in Italy it's called the equivalent of "Ken The Warrior" lol.
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>>609195
>https://www.youtube.com/watch?v=MwP8vRckByQ
That looks really cool.
If I'm starting today, how long would it take me (assuming I put in a medium amount of effort and hours) to be able to make something like this?
>>
What are some good image references to use for the topology in modelling hands?
Also, where do you find good image references for your work? Especially asking for those in which you can clearly see the topology of the object
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>>609194
It has a material that is lighter than the default color. When you merge an object without a material into one with a material, the material is applied to both.
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>>609195
well those examples are much more different than the first one you link. I feel like after you make your first object and test render it, you will know more what you can actually make and your rendering limitations.
The whole idea of loops was to decrease the number of frames needed to render before post processing, and use post processing to make the loops different from each other.

>I forgot it was called Hokuto No Ken.
I actually got an Italian friend we just use original titles whenever we can to avoid confusion. It's still interesting to talk about how they localized certain titles.
e.g. Spirited Away is called "in the land of gods" in polish.

You should read about what effects rendering times, and plan what you want to make. Good Luck.
>>
>>609226
>I actually got an Italian friend we just use original titles whenever we can to avoid confusion. It's still interesting to talk about how they localized certain titles.
>e.g. Spirited Away is called "in the land of gods" in polish.
Huh, interesting.
I agree, using original titles is much better (especially compared to Italian ones, since, especially with movies, they're usually comically bad).

>well those examples are much more different than the first one you link. I feel like after you make your first object and test render it, you will know more what you can actually make and your rendering limitations.
>The whole idea of loops was to decrease the number of frames needed to render before post processing, and use post processing to make the loops different from each other.
Other than render time, will everything else work decently?
Because if I can't make whole-song animations, I won't even start, as the ROI of a loop or a spectral visualizer would be too low compared to just the cover art.

>You should read about what effects rendering times, and plan what you want to make. Good Luck.
Thank you very much. I definitely will.
>>
Is there a way to make an array of object that will "stick" to another object? Like I set cursor to the center of an object that I want to wrap array around and the array would stick to the faces of this object with closest faces of arrayed object?
>>
>>609231
that sounds more like using a particle system

e.g. making sprinkles on a doughnut in the doughnut maker, I mean blender.
>>
>>609234
Makes sense, but my object is hollow inside and has thickness to it with proper normals and particles scatter all around the mesh, but I want them to be just outside.
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>>609231
maybe try to combine shrinkwrap with array. or snap a curve onto a surface.

i seen a guy do that but i can't remember where
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>>609242
what if you hid the inside of your mesh on a different layer until you got what you want on the outside?
>>
>>609219

That did it. Thanks. I was initially confused because the material didn't have a name and I didn't know about the "-" so instead I was trying other options.
>>
any of you guys use auto rig pro in blender? The eyes didnt rig right for me, and I'm trying to decipher the setup to fix it. they got quite a few eye targets, and the eye constraints are weird. copy locations, and scale, and IK constraint. I have no idea what IK is doing there.
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>>609243
Shrinkwrap shrinks stuff, that's not what I want lol. I wish we had just wrap without the shrink.
>>609244
That'd be too tedious because I have pretty dense mesh already.
for what I wanted to achieve.

Now the new problem is what is wrong with my smoke? When I use collision for smoke on this thing the smoke and fire become this shit. I thought that it could be the hole is too small, but expanding it doesn't change anything. Smoke just piles up until it's too dense and start sipping through the hole on the side.

But when I just created a smoke emitter, when it produced just smoke it acted just perfectly, although there is too much smoke on default settings and when I changed them everything fucked up and I wasn't being able to reproduce it.
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>>609318
For some reason part of the sentence disappeared there but oh well.

For fucks sake blender. Can I tweak the collision bounding box? Cut out the top part to test and this is what happens there actually. And suspiciously it is the same distance as where the smoke starts to pile up and flame just disappears. How did this happen anyway, when I just started with this the some would rise through the pipe just perfectly.
>>
I worked in Blender for a while and really enjoyed sculpting, but didn’t enjoy retopologizing or rigging models. I saw the sticky said to avoid Zbrush until you know more about topology and the likes but I was wondering, if I just wanted in for sculpting stuff would that be a decent program for me to use?
>>
>>609320
Zbrush is pretty much "The" sculpting tool, so yeah. Sculptris is a free, lower-tier tool by the same people, might be useful if you want to learn to sculpt.
>>
>>609318
maybe its because you didn't set a domain. the domain should match the furnace exactly. collision won't help here
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>>609321
Gotcha, the sticky made me nervous about jumping over to it, but I thought that was the case. Guess it’s time to track down some videos on the workflow and UI of the program.
>>
Im about to be kicked out of college. I only have a 100 k to live off.
I need to build a 3D cgi portfolio so i can work for company one day. Help. I have 4 years to do this and get job in industry. Just tell me what to make.
My only experience is modeling boobs in blender. HELP ME! GIVE ME A LIAT FOR ALL THE THINGS I NEED IN PROFESSIONAL PORTFOLIO! Im gonna be living alone in apartment with computer livimg off 100k next 4 years.
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>>609325
it depends. are you lazy? dedicated? passionate?
if you just need the money then learn animation, fuck modeling.
learn animation in maya and make it big, if you have money then head over to animation mentor dot com you probably will learn more than college
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>>609322
Nah, of course I have a domain, it's right there on the screenshots. It actually has to do with how smoke detects collisions and that has something to do with voxels or something and the smoke resolution is what determines the voxel size when detecting collision with it, so I just needed a way bigger resolution. Doubling it gave just a tiny opening through which a bit of smoke sipped, now I need to bake it all the way to see what it actually looks like.
>>
>>609325
Move to 3rd world shithole and live with that money until you die not working a single day in your life.
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>>609325
>living alone in apartment for next 4 years
Why not get a regular job to provide income while you learn CG instead of trying to live off 25k a year?
Go pay for some courses off Gnomon or some other site. Those should be enough.
>>
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I'm trying to figure out materials and lighting , and even found a useful guide to cycles shaders, but I'm still missing fundamental understanding of something
Anyone have suggested reading, courses etc, on how I can make my attempt on the right, look like the example on the left? There's gotta be more to it than sliders and lights
>>
>>609352
Glass shaders ARE only Reflection and Refraction.

Lighting is everything in that case. Get a studio HDR and your material will look a lot better
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Not 3D, but how do I export a .dds into a transparent .png?
Specifically, all the stuff I want is on the alpha channel of the .dds but I can't retain the transparency. I can save it as a normal png, but creating transparency with the Layer Mask => From Transparency is a bitch. I need it raw, directly from the .dds.
>>
I used Maya a while ago, like several years
I enjoyed the speed of the shortcut menus, going from face mode to vertex mode, etc. but I realize that might have been just experience
I gave up 3D but I might have to go back to it
can you get the same experience and speed with Blender?
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>>609353
I did as you recommended, and the results are awesome, so I just wanted to say thanks
I've obviously got a ways to go, but this is a big step in the right direction
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>>609325
Is this what happens to kids these days? They get 100k to go to college, and they quit because they think they can get their dream job in 4 years while not working and just living off savings?

I may be like 5 years older than you tops, and I never had 100k, but I sorted my life through hard work and not being financially retarded.

If your plan is to just have 100k just to not work for 4 years so you can "concentrate" on your 3d, then you can give up now.
Invest the money, get a regular job, and keep doing 3d in your free time.
>>
>>609373
Well, if you like UI's based on shortcuts, then blender is probably going to be faster for you after you learn it. e.g. >>604666
>>
>>609373
Yes. In edit mode you can switch between vertex, edge or face selection by either clicking on the toggles just under the 3d view or with the ctrl+tab shortcut. You could setup your own shortcuts to be even faster.
You can also probably use the pie menus addon to do it. I don't use it so I'm not sure.
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>>609373
I can relate, as I also started off with maya several years ago
I only just recently picked up blender, and I can tell you that after a little bit of tutorials, it's just as fast, if not a little faster, than maya, and I feel quite natural and at home with the shortcuts after relatively little time in it
Check out the blender guru tutorials for some catch up, and to download a shortcut pdf
Also, you can hit space at any time and literally search any command by name, and it will display the shortcut
>>
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What's the best way to UV unwrap a sphere for a Kirby-like sphere character where his eyes and facial expressions are just a texture on said sphere?
>>
>>609384
using blender, btw
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>>609384
You can cut out just the face and shove the rest into a small corner of the UV map if it's gonna be a solid color for the rest of the body. If you wanna do stuff like normal maps for it, you'll need to properly flatten out the rest of the body. Just cut it into four quadrant pieces.

Another option for the face is some small planes hovering very close to the face, with the face textures painted onto them. To animate you can just transform those small planes.
>>
>>609401
>small planes hovering very close to the face, with the face textures painted onto them. To animate you can just transform those small planes.
not that anon, but is that what people use for making characters with flat eyes like in anime?
Can you write about disadvantages of such eyes?
>>
>>609375
Any chance you have a link to that HDR?
>>
Is there an alternative to zremesher? My pc can't handle zbrush well, so I stick to sculptris and blender, using meshlab to decimate, because sculptris generates just humongous amounts of unnecessary topology easily getting over 1.5mil tris in under an hour. But what's impressive it remains responsive and fast as if they were 15k tris. Anyway I need to get rid of such density with decent geometry, but meshlab sometimes would corrupt triangularity of a mesh and it wouldn't import back in sculptris. What else could I use?
>>
>>609406
I'm sure you can, haven't tried it myself. It'd have to be painted texture, which should be fine for anime eyes. And probably have the Iris and pupil separate from the white part, so you can move it and scale it by itself. One downside is I don't know if you can track the eyes to a target like you can with spheres.
>>
In traditional arts, we have the fundamentals that one has to master: basic shapes, anatomy and construction, light and value, perspective, colour, composition.
Now, what would be the same for 3d graphic art? As in, what should I master first, after of course mastering the basics of whatever software I'm using?
>>
>>609429
ok, so something like pic posted

Would the alpha opacity for the shadow and highlight have a huge impact on rendering times? I'm asking because I was looking into alternatives for making eyes instead of just spheres and half spheres to save up on model density, but if the rendering is slower, then I guess I should just stick to spheres.
>>
>>609439
it depends on what you want to do. Many of those fundamentals are relevant in 3d as well.
If you want to make characters, you need to know anatomy.
Any kind of texturing is going to require knowledge of ligh and color.
composition for rendering, and more. All that knowledge overlaps.

No matter what you do, you learn new things, and try to use the knowledge you already have.
It's like how there are node based programs for sound design, texturing, post production.
or working with layers

Of course knowledge is not everything. You gotta find ways of implementing what you know.
e.g. I got a good anatomical knowledge of muscles and bone landmarks because I'm level 4 massage therapist. I know things look like from various angles, but I cannot even draw a straight line. I try to learn sculpting, but my hands and software just doesn't do what I have in my head. It's my inexperience and technical difficulties.
>>
>>609441
Oh, they even put the shading of the whites of the eyes on separate parts. I doubt that would affect render time much. But also, it'd probably look fine without that.
>>
>>609439
>>609444
To add to that I'd say that there is also a small amount of purely technical knowledge and associated terms that you must at least get on a superficial level to make your life easier. Knowing what someone is taking about when you hear words like poles, edge flows, manifold or non-manifold geometry, RGB vs HSL, face normals, shading modes, the difference between UV and XY coordinates, the difference between world/local/whatever coordinates, IKs, etc.

It's all things you'll encounter while following courses and practicing on your own but it never hurts to research some of this stuff a bit more in depth if you're curious.
>>
>>607572
Is the Blender 3D: Noob to Pro wikibook series any good?

It seems like they've stressed that the reader should know certain keybindings far more than actually learning how to flesh out nice 3D models. I literally just got done modeling a basic house that looks like it was made by a Kindergartener with modeling software from 1998.

Should I continue with this tutorial series, and then just search up youtube videos on how to specifically model certain scenes? I want to be able to make 3D assets for my games.
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What is a "redline" / what does it mean? I've heard it used in 2D art and architectural planning but I don't really understand it.
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>>609479
same way teachers will write over a paper in red ink, it's just drawing over something, typically in red, to show how something can be improved.
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>>609201
Bump for this.
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>>609371
Export alpha channel as png?
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>>609581
As long as it takes you. Probably a long time wasting it on questioning being able to do it, instead of questions of how to do it.
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how tf do you do hair like this in xgen?
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how do i fix this toplogoy?
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>>609610
i tried doing this, but i dont feel like its correct and its still looks like shit when i turbosmooth it
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>>609619
If this is supposed to be a hard surface object, you may not have to turbosmooth at all, just use the chamfer modifier instead, or if you have VRay, put an edge shader in the bump slot of the assigned material and it'll look smooth at render time.
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>>609629
its supposed to be this chair and its this big object that is part of the backrest and the seat and the back leg.
i made a spline outlike that I exturded and now im trying to smooth
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>>609607
It's just for curiosity. To me it's interesting to know this kind of thing, just to get a general idea of how long it takes to progress.
So how long would it take for an average person to be able to do that?
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>>609655
4+ months, probably not any less than that . Modeling, animating, and rendering are all different fields which come together in that.
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What are proper steps for learning /3/? I like chardesign, I like animation and level design, but I'm unable to stick to either one of them because by my nature I can't do same stuff for long, abandoning one work for another. I have almost nothing to show, but it's not something to show someone anyways. But should I choose one, how do I properly learn it? Do I JUST DO IT until I'm good at it or what? Are there any companies that teach a nobody to work for them?
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>>609681
the proper step is to be probably choose a good tutorial site, pay for subscription and model/animate at least 3 hours a day.

you will be provided with everything, including references,blueprints,files,videos pictures and reading material. online learning has become really high quality nowdays, depending on the site you choose
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>>609682
Does time spent doing compensate for quality of tutorials? I stole some of older Gnomon's older tutorials but they don't seem like much to me, because older software is used and I sometimes can't follow steps midway because mine acts in a wierd way making me unable to do things properly. I spent last week modelling random stuff, a scene and a character working for >36 hours at a time then sleeping for 16-18, but they still don't look like much or any close to what tutorials show me and then I had to abandon them because my newer software acts not as shown in a tutorial, so I can't follow along at later steps. At the end of the day, is it about time spent or final quality?
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>>609685
well if you don't have much time on your hands then subscribing is a good idea, because you have whats called "learning flows" which gives you the lesson you need depending on what tutorials you watched beforehand, so it adjust the level and difficulty for you.
but if you are good with googling and searching, you can get by with watching free tutorials which is what i did. i somewhat regret it because i spent alot of time watching useless 40 min tutorials on topics i didn't need.
at the end of the day, the quality of tutorials does matter. modeling and animating more than an hour a day is a little too much, 3 hours is if you really aim at a career or something like that
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>>609686
What platforms would you recommend? I don't have much money living in a 3rd world country, what could give me best bang for my buck?
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>>609688
either pluralsight or cgcookie.
if you are poor just sign up for cgpeers
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>>609689
Thanks pluralsight looks nice. Cgpeers is actually where I got Gnomon's tutorials, but as I've said they're somewhat old and I haven't found any new ones that use latest software versions. And last question — does my software of choice constrains my job opportunities or companies normally don't care about what I use as long as I can show proficiency and stick into their pipeline?
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Pretty dumb question but is there a way to center pivot between two faces like if you would select them manually without symmetry in maya?
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>>609691
you should use autodesk products. so sticking to maya is a good option.
max is more for games and modeling, maya is more all-purpose
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how do you cope with diminishing returns when adding detail to a model?
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What's the best method for making rounded corners, especially interior ones, if you don't want to use subsurf? I'm just trying to build a desk like in the picture, with rounded corners and a more rounded inside elbow, and I'm trying to avoid using subsurf because I don't want to ruin the sharp edges, not to mention make a pile of extra useless faces on all the parts that are going to stay flat, and then require edge loops or creases to sharpen out, but I'm constantly getting all kinds of bizarre, unexpected extra edges and faces, or faces are stretching across gaps they shouldn't be
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>>609713
Make lowpoly
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>>609715
Large-radius bevels sound like what you're after
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>>609715
Bevel/champfer bro.
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>>609724
>>609719
I'll give it a shot, thanks mates
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How do I mirror my Blender weight painting?

I have everything named .L and .R and turned on Mirror X but it's not working still?
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How cloth and hair simulations/animations are made? For example in Dark Souls 3 coats follow the wind, not really realistically but still it's not literally one or two animations. And in Nier Automata 2B's skirt is the same animations for specific movements, but it looks very realistic. Also real-time hair simulations like those same games and even VRChat anime girls have this. Does it depend on game engine or is this animation related?
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>>607746
Low poly is not needed for textures. It's best to do textures with the high poly then bake.
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>>609735
How would paint or even unwrap non-consistent UVs that contain 500K or 1M polygons?
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>>607837
You could stop the leading edges stop short, then select one edge loop and copy. Move the copied edge loop to the centre. Rotate 45' or whatever, then bridge.
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>>609736
polypaint or vertex paint.
this is usually what artists use for speedsculpts that have color
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>>609693
Okay nvm managed to achieve this with scale object set to center
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>>608322
Tutor 4 you. Very good.
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>>609242
You can weight paint the inside.
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>>609479
In game production, it means, "Go below this line and you die"
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>>609749
Thanks, but >>609488 is what I was looking for in the context of how it was said.
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>>609726
Forgot about this post I fixed it

I have a legitimately far worse problem now

When a weight paint, there's this 1 stray vertex that for some reason wants to move with the rest of my hip.
I have no idea why, I've painted it blue, and I've painted the entire hip blue sometimes, and it doesn't do anything, it always wants to move 100% of the time.

At first I thought it might be some bad topology, like vertexes connected internally or some hidden NGon underneath.
Found nothing like that, not even slightly, and considered that the mirror modifier is on,
technically that vertex doesn't really exist on it's own anyways, so it's impossible for it to be connected to the other side.

Does anybody have an idea why it does this?
If it helps any, it sort of toggles on and off when I paint on and off.
Like, this started to occur when I erased/subtracted/blue'd the opposite side.
If I paint the opposite side red, it doesn't occur, but obviously I don't want it to be red so...
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I'm trying to create a normal map using an image of a plastic texture to give roughness, but all the images I find are too large, so when they're applied to the model they stretch out horribly and appear gigantic. I figured I'd just scale it down and tile it, but the scaled down image turns into a mess of pixels. What's the trick to making high quality textures and bump maps on things?
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>>609764
Rescale your uv map
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>>609765
I hate to ask a stupid question, but how do you do that? I'm assuming you don't just mean changing the scale of the UV's (which already occupy all the space they can on the bounding box without falling off), and I don't think you're referring just exporting a bigger UV layout (which I've already exported at 4k)
I'm trying to google the answer to your riddle, but all I can find are people doing the above
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>>609763
i think this collection of problems stems from the fact you didn't watch proper tutorials
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>>609699
What about Modo? Max and Maya are horrible and I refuse to use them.
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>>609770
modo is ok too
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>>609774
Why is Modo in a better position than Blender?
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>>609776
employers don't like blender for some reason
most companies work with vray and sketchup and those go quite well with autodesk products.
people at 3d companies don't like to figure things out, they rather have everything run through a very narrow pipeline
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>>609658
Nice, thank you.
I expected something more like 5+ years.
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>>609777
Okay, now you're talking just about a specific part of the whole 3D industry, but anyway, yeah, that's why I'm asking, since Modo is not Autodesk either. It probably doesn't have huge pipelines built around like Maya and Max do, yet more studios will support it than Blender.
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>>609781
its just more favorable. every job application in 3D requires max or maya. they use it as a base filter because they get sent maybe 10 portfolios a week and they have to sort them.
if one of those 10 portfolios is using blender, they are not gonna bother. not because they have anything against blender, but its because they generally don't like troubleshooting something they have no idea about.
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>>609734
Bump.
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can i customize this menu i get in 3ds max when i ctrl+mouse2 ?
choose what to display and be consistent with whats displaying no matter what i have selected?
kinda like one big shortcut for stuff i choose
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>>609763
Perhaps you can solve it by using this option.
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>>607572
Has anybody tried Character Creation for Video Games with J Hill? is it good? worth the price? it's also not on cgpeers god dammit.
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How exactly are you supposed to apply textures to ramp shaders in Maya? Any texture in any color point in the gradient just causes the texture to turn completely black.

Yes, I saved and opened the project again just to make sure the bug where the texture doesn't update in the viewport isn't happening. Yes, shaded view with texture maps is turned on. It shows up in render view but I want it to show up in the viewport in realtime, is that just not possible?

I'm using Maya 2018.
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I have a problem with Mirror in Maya 2018. Following the tutorial I created nested group that consists of instances of one object arranged in a circle, so I can alter the shape of the mesh by altering the original object. But when I try to Mirror it, it either explodes in a mess of instances of the first object or contracts all of them into one polygon-wide shape and places on 0 towards the axis as if there was a wall of some sort and it just smashed in it. What do I do with this? I'll provide screenshot when I'll get home.
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>>610127
Make sure that the pivot is snapped to the center of the grid before mirroring. Then, set Cut Geometry to off in the little menu that appears (by middle mouse clicking and dragging).
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>>608098
the pixologic channel has someone sculpting a 3D print for an anime figure and someone making the star guardian ahri, its honestly easy if you have reference since anime hair is just big shapes without many actual strands
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Anyone know about mocap suits/software?
How much will I be looking at to get a decent mocap system up and running?
Is there 'one that everyone uses'? Or is the market quite open for these systems?
Just looking for a single user licence kind of thing; not looking for multiple seats/large scale operation stuff.
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Is there a general course on modeling techniques and building good habits like not fucking up topology and so on?
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Does this thread ever answer anything that isn't a baby-ass question or an obvious bait?
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Doing some rigging in blender, and doing IK causes upper arm bone to roll and twist up the mesh. Not too familiar with pole angles and bone rolls.
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Why Autodesk products are so stupid? Max is old and buggy, launches for more than 3 minutes, although it's better than Maya about managing memory. Maya is just overcrowded with stupid icons, misleading names, retarded shortcuts and nested menus within nested menus, launches itself for good 5 minutes and even after opening it's still loading something in background for another 3 which ends up loaded already as per output in console. What the fuck? Also lags as hell. Is this so hard not to fuck up own products? And all the whining on forums about bugs and shit. Do they even have QA and optimization deps? When was the last time they refactored anything at all?
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>>610276
Because Autodesk bought all of the tools, ran them into the ground, and nobody uses anything else because "industry standard lol". Why bother improving when you literally own all of the competition?
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>>610276

This: >>610278

Don't blame Autodesk. Blame the lack of competition. And the greed of people which causes them to sell their software to Autodesk in the first place.
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>>610252
Started this one, it has promise:
https://www.youtube.com/watch?v=skZQBZ1BZHU
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>>610276
Last time I opened Maya to test an FBX exported from Blender, I went directly to import and Maya fucked it up – “FBX not supported”! I was like, wtf?

Closed the window, waited for the load to actually complete, then tried again, it worked.

You’d think that with all the money they get from companies they would design their software better.

/facepalm
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>>610283

This happened to me once. It's because the fbx plugin inside maya wasn't loaded yet, you probably imported the fbx model too fast after opening Maya.
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Where does everyone get ideas from? I have a whole bunch of things I'd like to model, but not sure why I don't do them.
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>>610282
>blender
Well shit I guess I'll watch it for the sake of topology but it would be harder to translate the blender language into maya language
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>>610334
Yeah, it seems most recent tutorials are made for Blender for some reason. I am mostly a Blender user but I would love to get my hands on an up to date tutorial for doing the same things on Maya.
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>>610326
>not sure why I don't do them
Fear of failing your own expectations?
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>>610370
That might be it. I was reading into procrastination and that came up. I do personally hate the idea of doing something and doing it wrong. Which is probably why 3d modeling is so bad for me. Since there are so many ways to do any one thing.
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>>610281
Blender is agile, free and constantly improving tool, has enough features to get any job done. It has a lot of options for procedural generation of any kind of shape, add-ons from community that fix or improve the functionality. There's still Modo, Cinema and ZBrush, although the latter is not suited for box modelling. They are lazy and greedy fuckheads with tons of money, which should be spent on improving their products, not fucking them up. This eventually will lead to their death and I'll celebrate that day.
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>>610376
It also has a monolithic, legacy interface with terrible font rendering and braindead default controls.
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>>610376
I wasn't shittalking Blender or its prowess to get a job done. The reality just is that it's not competitive in some areas yet, if it was you can be sure companies would've adopted it because companies will try to make and save money whenever possible.
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>>607744
Sculpting isn't necessarily more complex that poly modelling, it's just radically different. My suggestion is this: if you want make organic stuff, start sculpting now.
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>>610376


And I'll celebrate the day Blender becomes relevant in any serious studio. Wait, I'll be dead long before it happens.
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>>610383
The same as any Autodesk product with interface straight outta 90's.
>>610385
They wouldn't bother, because of the established pipelines. To optimize it while discarding one tool for another is a hard task, that costs money, time and more time and hence money to re-educate staff. There are companies that let artists use Blender on par with Maya and Max, like Riot Games. But why bother converting the old dog from old tricks to new if everyone already knows how to make things happen using old ones.

My post is not about defending blender or any other software in the first place, but shunning Autodesk for their greed and established pipelines of other companies.
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>>610385
blender has proven itself in VFX already. an artist in elite3d already uses blender to create assets, so it has proven itself in games too.
the next step? feature length movies and commercial TV
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>>610385
>if it was you can be sure companies would've adopted it because companies will try to make and save money whenever possible
I don’t think so. Companies need to be sure they can deliver on time, and for that they need to have support in case anything goes wrong with the software. They have that with Autodesk’s products, for example; but, as far as I know, there are no big companies giving support for Blender users.

Not that it can’t happen for an open source program such as Blender. Look at RedHat, providing support for Linux to big companies. It does well. A similar business could probably be created for Blender (and I believe it will, since Blender is growing in features, userbase, and quality of results).
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>>610388
Here you go: https://player.vimeo.com/video/251247832?title=0&byline=0
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>>610385
>>610409
I think Eevee might be a big step in the right direction. I haven't heard/read much about it but it really looks promising.
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>>610409
that argument is getting stale and old.
every company should have technical artists that can code, some companies work under stress and under-hire. its their fault for not managing their human resources properly.
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There can never be enough Eevee videos. Working like this, what a pleasure.

https://www.youtube.com/watch?v=7EGN1im_Ovk
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>>610443
Fucking hell… What a time to be alive!
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>>608098
https://www.youtube.com/watch?v=Nn7mISvVzJk




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