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last one hit the bump limit >>607572
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Where do I find some .fbx with well made cartoon characters ready for rigging and animating? I want to train on some.
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how do I convince maya and 3ds users to make the switch to blender? most studios prefer it...
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>>610547
don't contaminate my thread you little shit
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Should I get ZBrush or Lightwave?
I'll be doing some animating, but I mainly care about the models themselves looking good and organic.
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>>610550
lightwave
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>>610550
Obviously Zbrush.
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Any of you guys know where to get good 3d models of the evangelion angels? My holy grail is a ramiel that can transform but I figure no one has made one of those.
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Doing cosmetics for Dota 2 even feasible at this point or is the market cornered with nepotists n shit? At this point should I rather aim for the unity shop or something?
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>>610573

Its possible. But yeah, the market is fairly saturated at this point. Hell, its been for quite some time. Even so, if you produce something that stands out and you just let it lay around there. It might get picked up. I'd assume Unity at this point is safer though.
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>>610550
This tools cover different aspects. You can use both, they complement each other.

The combo Lightwave/Zbrush/Substance Painter also works pretty good.
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anyone know why in sketchup sometimes after a while lines won't adjust to the applied value, and i have to reopen the file? (i click on them, enter measurement, press enter, and it does not change length)
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What kind of modifiers can one apply to a ripped mesh so that he may resell the model in an asset store?
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>>610594
ZRemesh, except for human face.
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>>610596
Awesome, thanks! I think I'll be alright, it's a very obscure and old game, I just wanna stay off the radar is all.
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>>610598
You will get caught. The audience that uses these shops are people who are familiar with obscure games.
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Would the Wacom Intuos Pro or the Gaomon PD1560 be better for modeling?
If anyone owns them i'd like to know what you think about them.
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>>610569
probably in deviantart
>>610546
probably here
https://www.highend3d.com/maya/character-rigs/c/downloads
>>610578
ask in sketchup forums
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I know most posts here are about modelling, but i have a rigging question that is making me pull my hairs off.
i need to rotate a nurb's Y that will then extend a joint chain, but i can't make them extent in a straight line.
i am begging for help, i need to figure this shit out by friday or else I'm in some hot water
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>>610616
this is just the joint chain
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>>610617
and this is what happens when i rotate Y by 90º
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>>610618
and 180º
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Is there something simpler and more specialized for cinematic 3D animation than the big fat programs like Blender and Maya?
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>>610616
define "straight line". do you mean you want it to extend upward? what are you trying to accomplish?
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Is it worth it to get V-Ray for Blender as a beginner or is it ok to stick to Cycles for now?
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>>610636
Stick to Cycles. I don't think it's worth getting any other renderer for Blender anyway. Cycles is just fine.
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>>610625
There is MikuMikuDance and SourceFilmMaker... but why? It still takes time to learn shitty software, you might as well learn something better.

>>610636
Cycles until Eevee
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>>610534
I was really happy with myself because I finally got the number of edges I wanted, and then I realized what I have done. How fucked am I going to be with those stars?
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>>610638

Cycles is fine, however Blender isn't. You're better off using a better software that has a superior integrated renderer anyway.
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Does anyone have a comparison between Blender and Lightwave's average render time?
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>>610664
Also how often is lightwave used in the animation industry compared to Maya and ZBrush?
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Is there anyone or anywhere I could Pay someone to texture a model?

I'm not looking for a super advanced user for commercial use. Maybe just a simple hobbiest.
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>>610636
don't get vray, get corona.
corona is better than cycles, for sure
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>>610657
Fuck off. :)
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>>610681
Just go on people's artstation and contact the one you like.
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>>610669
Z-brush is used all the time, there is no way around it.
Lightwave comes out of the closet whenever the client is cheap and the budget is low.
It was always used on TV-shows and B and C movies. Sometimes even A. But compared to Maya its still a niche.
I wouldn't recommend to use it, especially not in 2018.
The new renderer has gotten better, but compared to everything else its mediocre at best.
Cycles with denoiser running on GPU is probably a lot faster, while giving the same quality.
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Has anyone tried ModLab yet?
http://store.steampowered.com/app/768970/ModLab/
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>>610711
>http://store.steampowered.com/app/768970/ModLab/
I'll give this a try and report back today. Just based on the screenshots, the UI looks absolutely awful, but the 3D preview looks great. I've been using Crazy Bump, which has an okay-ish 3D preview of the textures, but a much cleaner, more intuitive interface. Although the fact that ModLab can generate roughness maps is pretty interesting, as I don't think Crazy Bump has the capability.
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>>610651
Should I put diamonds there to break the stars? or should I not bother?

HELP please
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>>610786
stars only fuck you over in extreme deformations, which are not typical for hands. so go ahead with your project
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>>610788
Thank you, I needed someone to tell me that, because I know nothing about rigging and animating.
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can someone explain to me how inverse kinematics work for things like toes and fingertips? is it just the same as for feet and hands but parenting further down the bones? can long hair like a ponytail or braids be IK rigged too?
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>>610821
yes
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How do i stop jacking off to my creations?
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>>610866
leave /3/ forever
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Quick C4D question.
How do I render only the reflection of letter A on the sphere?
I know it should be something easy involving the compositing tag but I have no clue what to do.
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>>610534
I wanna buy the personal license for a software instead of enterprise (I'm making a vidya game). How will the company ever know that I used a personal version instead of an enterprise version?
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Is 340 by 340 pixels big enough for an eye texture?
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>>610948
AFAIK they won't. An OBJ or FBX is the same regardless of the software it's exported from. Images may store data relating to the software they were processed in or the camera they were captured on, so I suppose someone can figure out where a texture came from, but not the actual mesh.
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>>610953
yes
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How do I make a hole in a subdivision surface? Not an indent or a bridge to the other surface, just a flat out square hole. Is it possible without adding additional supporting geometry? I've already got the object UV unwrapped and it'd be a pain in the ass to do it again just for this.
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Is it possible to create some physics-based animations through code in Blender? If so, where can I start learning the basics? I'm also open for other 3D programs, such as Max or UE4 and Unity. Blender just seems nice because of Python and I'm generally very comfortable in it.

I'm talking about things like animating some ballistics, free falls, interaction with fluids etc.

The easy example would be this - could I code an animation where a ball is being shot in a straight line and has a realistic trajectory?
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>>611022
blender sensai on youtube have the most extensive knowledge of the subject. but you will most likely have to download his plugins
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>>611022
Just use Houdini.

RBD object, a wrangle (code snippet) saying

v@v = {0,0,30};

or whatever you want. Then set it to inherit velocity on first frame and you're done. If you know python, Houdini will open up to you way more than blender.
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>>611023
>>611025
Thanks guys, I'll check it out. Forgot about Houdini as well, this might finally be a reason for me to try it out.
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https://sketchfab.com/models/7deb2ee3b4da42769c2578e5d761a73c

How is this ramp-esque shading being done? As far as I'm aware, Sketchfab doesn't support ramp, NPR shading.
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>>611029
i think he just turned on metallic all the way through and then lowed the diffuse
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>>611021
You don't need to touch your UVs if you cut into your object with the knife. But you cannot move any of the new cuts or you'll get distortion.
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how do I set up ambient occlusion with Arnold in Max? I know how to do it with mental ray only.
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Hey guys, is there anywhere I can learn about the correct work flow for architectural 3D? I already looked by myself but I couldn't find anything other than agencies promoting their work or stuff like that, maybe I didn't use the correct keywords.

I'm asking because I already know a fair deal about hard surface and I did some "architectural" renders back in college but those were more artistic stuff using only photos for reference and stuff like that. And I've seen a lot of jobs looking for people to render architecture stuff but I have no idea on how to begin with that in a proper job environment like, does the architect gives me a bunch of images of his blueprints and I use those as references? Does Autocad or some shit like that exports a file to 3DS to start working on? Do I need to learn Autocad before I venture into this whole deal or is 3DS enough?

Thank you for any advice you can give me.
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When I'm scaling or transform or rotating on a single axis in Maya how do I just type the value I want like you can do in blender? In object mode there are fields in the channel box for this but if you go into edge/face/vertex mode you lose it.
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>>611200
Nevermind I found it. In Modeling Toolkit tab beside attribute editor and channel box there is a box for xyz settings depending on what tool you have selected.
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>>611175
>does the architect gives me a bunch of images of his blueprints and I use those as references?

the architect should have a 3d or 2d cad model in his disposal. your job is to simply add "marketing" flavor to it. you need to light it up, add nature, add materials,skybox,people etc. there are some "specialized" render engines that are built around this like thea and vray.
sometimes you will get a work space area and you will have to fill it up with desks, plants,electronics etc.
>Does Autocad or some shit like that exports a file to 3DS to start working on?
from what i know, they mostly use rhino and sketchup files that are compatible with 3ds, so you can get an accurate representation of the environment.
>Do I need to learn Autocad before I venture into this whole deal or is 3DS enough?
that's tough question, i think you need to learn about architecture before you get into this field, a degree or a certificate regarding industrial design/architecture or CAD can really push you forward. along with a good portfolio.
i think a mix of revit,3ds and sketchup are mandatory for architecture, you should have wealth of tutorials in lynda or pluralsight, good luck
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I have a bit of a problem with the terminology used in 3d, is there a dictionary of some sorts? For instance I see people saying UV islands and UV shells, are these the same thing?
What is tesselation(I see it being used for different cases, thought it refers to nurbs to poly conversion but apparently its not really the case) and edge flow?
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>>611224
>is there a dictionary of some sorts
It’s called “Google”. Google it up.
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>>611224
>UV islands and UV shells, are these the same thing?
yes. sometimes i say "uv shells" for maya people to understand me, cuz its "islands" in blender
>What is tessellation
its like a realtime displacement that runs on a special part of your gpu, used for games.
>and edge flow?
edge flow is simply your topology, its usually marked like pic related, its like a "guide" to direct 3d artists how to create certain things. much like how grid UV maps are used.
edge flow parts are usually colored like pic related
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>>611242
here is an example of a grid UV map, can be created automatically both in blender and maya. not all of them are the same.
they are mostly use to test if you get equal resolution from all islands. if some islands are too small or too big it will appear on the grid
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is there a way in maya to make a mesh evenly distribute its density? so that nothing is too dense or not dense enough? i'm trying to do soft selections and stretch stuff out, and then make it have an equal amount of polys.
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>>611252
https://www.youtube.com/watch?v=ZFP6xEHstnc
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how do you bake properly in blender?
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>>611293
Adjust settings.
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>>611295
what do you mean my dood
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>>611293

You can't, Blender sucks at baking. Use Xnormal. It's free and it's one of the best (if not the best) baking tools.
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>>611293
You can’t bake in Blender. You must take the dough into a proper baker, like Substance Painter, or use xNormal is you want to be fancy.

Rule of thumb, Blender is for putting the recipe together, not for finishing the work. It was never meant as a direct-to-table suite. At most, it can help you with some support elements, like an iron anvil for working the dough, but that’s it.
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>>611296
are you trying to bake ambient occlusion?
if in cycles, increase the render samples
if blender render,enable ambient occlusion in world settings, change settings from raytrace to approximate. and change the mode from add to mix, change the mix factor to 1.5.
like others said, use xnormal. if you still want to use blender then follow these instructions
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Is Cinema 4D a worthy alternative to Maya?
I know Maya is the industry standard, but I really hate the subscription based stuff and I figure that Cinema 4D would look better on my resume than Blender.
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>>611353
It does but allot of normies always ask "You know Maya right?"

So best to get comfy with 3D with C4D but learn Maya along the way, It's decent for animation so take a month or two, free trial or w/e to get a feel for it after establishing yourself in your base application.
>>
Do you ever feel like quitting when you see shit like this? I mean, really!

http://forums.cgsociety.org/forumdisplay.php?f=121
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>>611353
I work at a news station and they basically hired me on the fact that I "know c4d" I looked at it, edited some shit in it. But I come from a Blender/Maya background. It was good enough for my producer to take a chance on me.
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>>611369
Why would I want to quit? If anything that proves that Blender is an amazing fucking program that gets bashed on here cause losers have nothing to do with their time.
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>>611369
everyone knows that cgsociety is the place where all the industry folkes get together.
polycount is more a mixture between industry artists and high level hobbyists.
in the end, does it really matter? unless you are looking for pro advice
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>>611373
That's basically the only advice you need to take away from this board. People and trolls will only try to dismiss this fact
>>
New here, probably something asked very much here but will ask again...

I havent used Blender in a year and a bit but wanting to get back into 3D modeling etc. should I just stay with blender or move onto maya or just stick with blender for now
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>>611378
Get Modo or Silo 3D
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>>611369
No actually not. It motivates me.
I'll get on that level of quality, sooner or later, one way or another.
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I rigged a character using Blender's rigify and generating a rig and stuff, it's working so far except I don't have any poles for the elbows or the fingers. I got the normal controls inside the mesh with the IK and stuff but not the ones that are outside and point to the mesh to control some other joints. I've been trying to google it but so far it seems I'm the only one with the problem. I found them by looking at the outliner manually and they're hidden and when I unhide them I can see them and select them but as soon as I try to manipulate them by rotating or moving or whatever they hide automatically again. how can I activate those?
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>>611369
In /ic/ we study long dead old masters
Here you guys have the ability study contemporary masters who are actually alive and you can actually find them and pester them with questions and you think that you should quit ?? what the fuck
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>>611373
Wait, are you being sarcastic or not? I can't see where has Blender been used.
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>>611384
Why can't you study contemporary masters as well??? Doesn't make sense.
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>>611384
>contemporary >>>>>>>>>>>>masters
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>>611395
meant for >>611386
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>>611397
I fucking KNEW you will answer with this shit lol. Pathetic idiot, there are always good artists among all the pretentious shit.
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>>611386
Because they base their drawings on techniques and around foundations laid by those same old masters, here in 3d art because this medium is still very young you have an exciting opportunity to learn from those who paved the way - directly
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>>611395
You don't think there were a million shit artists back in Leonardo da Vinci's day? Just look at some old paintings and see how shit some of them are. You are doing exactly what people who say "music are shit these days" are doing. You compare the top tier of yesterday with the bottom tier of today. Of course you are going to come to a conclusion of modern art being shit.
>>
Does having a tablet with a screen help significantly with 3D modeling or am I just as good with no screen?
Recommendations are welcome too.

Here are some of the ones i'm thinking of:
https://www.amazon.com/Wacom-digital-graphic-drawing-PTH660/dp/B01MQU5LW7/ref=sr_1_3?ie=UTF8&qid=1520819099&sr=8-3&keywords=wacom+intuos+pro+medium

https://www.amazon.com/GAOMON-Drawing-Monitor-Shortcut-Wireless/dp/B075WSRLC6/ref=pd_bxgy_147_img_2/138-8141939-8569232?_encoding=UTF8&pd_rd_i=B075WSRLC6&pd_rd_r=0KH4PWG6TA9NPHSBD0HY&pd_rd_w=pZMEE&pd_rd_wg=NZNYk&psc=1&refRID=0KH4PWG6TA9NPHSBD0HY
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>>611427
I don't think you'd significantly benefit from having a tablet with "traditional" (i.e. box/vertex/whatever it's called modeling) but it can help a lot with sculpting. That said, it's not the ONLY way to sculpt and people make good art with just regular mouse-and-keyboard.
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>>611427
tablets with a screen are best for 2d line drawings
regular tablet is good for everything else(and significantly cheaper)
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>>611425
show me an artist from da vinci's days who's as degenerate as the ones these days. ill wait.
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>>611442
>Implying “artists” as the one pictured in >>611395 would be remembered today
There probably were many like her, but history put them in the trash bin.
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>>611479
people will remember pollock and it's literal fucking paint splatters
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>>611508
People will forget him, his "art" communicates nothing of value and nothing worth preserving. It's just that - splatters that gain meaning in the eye of modern beholder.
The only reason why you still know about him is because simply not enough time passed for current memes to change.
Just as an example, this piece was created in ~1558 AD and serves as a container for Netherlandish memes(proverbs) from ye olde days. Can you spot some meaning in it? Unless you are a historian(or Netherlander)... probably not!

Each age mankind passed had their own memes.
Pollock and this "conceptual" "art" nonsense is one of these, they will be forgotten and replaced.
Real and objective stuff that was based on something men of any millennia can understand and relate to will persevere through ages.
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>>611508
>people still take Pollock seriously
It's a complete fuckin' mystery to me. He's one person who did paint splatters out of at least probably hundreds and most of the reason he's remembered is he was a complete asshole and alcoholic, not his "artistic merit" or whatever
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>>611508
don't forget picasso and his pre-k shit
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>>611508
To be fair, he did something new within the confines of Western expressionist tradition. But most contemporary artists are only imitating the move, and you cannot imitate a creative move and call it something original.
>>
Why the FUCK has Maya decided to do this weird naming while setting driven keys (the top one, and nevermind what I put in there. It doesn't matter, it's the dumb name I care about)? I haven't even tested it, but I already know there's a 99% chance that it will affect something negatively down the road, being Maya and all. How do I stop Maya from doing this shit?
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>>611529
Pirated copy, am I right? Prepare to get anally raped by Autodesk’s law department.
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>>611536

Autodesk don't harass home users, piss off blendie.
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>>611569
Who said I use Blender? What makes you think I don’t use any of Autodesk products, or that I don’t have any other kind of connection to the company?
>>
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What should i do with this Disney slut?
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>>611594
Impromptu street whore a few blocks apart from Disneyland.
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In C++ what's the point of include paths and linker paths if I can just put raw source code of libraries into my project?
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>>611601
organization
>>
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>>611598
She's not even wearing underwear, what do?
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>>611594
>>611631
have the sharia police stone her to death
>>
My question is about UE4 and perceptions of scale.

Is it just me, or does anyone else find that when bringing scaled meshes into UE4 (from Max in my case) the scale just feels all kinds of wrong when you walk around them?

For example, right now I'm blocking out some buildings for an exterior scene, and I'm doing it all in Max, to scale. I'm using scaled (2m tall) human figure models to make sure everything feels right in Max, using door height as a reference... all that jazz, you know the deal - but....

The moment I get it in UE4 - shit feels *tiny*. And yes, scale has been maintained - using cm in Max results in 1:1 scale between Max and UE4, so no there's nothing wrong here. And when I bring in the human models, they're all to scale as well - my FPS camera lines up with the eye-level of these reference models.... but the buildings, which are supposed to be fairly large warehouse-type buildings just look like a garden shed.

To give an idea - I blocked out a 12x12x4.5m building - a reasonably big box, right? Like, that's bigger than some apartments. In order to get it to *feel* like a 12m square box in UE4 I had to scale it to be 26m square, and nearly 8m tall.

What gives? Why does UE4 make everything feel like less than half it's real size? Is this just a known thing in game engines, that game environments have to be way exaggerated to feel real?
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>>611639
camera perspective or something maybe?
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>>611640
FOV and focal length most likely, yes... but it's *really* extreme; as I say it has the effect of making everything look 50% it's real size.
I was more wondering if it was something other people had encountered?
>>
>>611641
>>611639
That's a normal thing and is the reason why you should constantly check how your models look in the engine. It's not rare to make everything a bit bigger in order for it to "feel" right in the engine. Now, I don't know why does it look THAT small like you are saying, it difference in scales shouldn't be that extreme. Could be because of the camera... Got any screenshot?
>>
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>>611642
>>That's a normal thing and is the reason why you should constantly check how your models look in the engine.

Yeah I figured. I've only really done naturalistic environments up to now - scenes with no man-made objects in them, so now I'm doing buildings etc. for the first time this has come as a surprise. That's why I'm being super careful with the blockout.

It's really hard to show the problem with screenshots. It's really about the feeling you get when moving around something, and moving the camera over the scene where the scale feels wrong. Anyway - pic is a 12x12x4m box in max with a 2m tall man for scale....
>>
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>>611644
....and here it is in-game. Like I said, you don't get a sense of the problem from still images; it only becomes apparent when you move.

But anyway - a Humvee is a little over 2m wide, so you should be able to park 5 of them, easily, next to each other along one of the edges of this box - I don't know about you but to me it does not feel like this box is as wide as 5 large military vehicles. It feels like a decent size garden shed.
>>
>>611645
Have you tried changing the FOV of the camera yet? I think that the viewport also has FOV controls. Try reducing it. Or just reset everything / delete the camera and make a new one. But the height looks fine to me, only the lengths of the walls are off, so I think that has to be because of the large FOV, hm...
>>
>>611647
I'm just going to work with it as-is and just accept that this is part of the challenge. I'm sure the default UE4 camera is set up the way it is for a good reason, so I'm not going to mess with it. I'm just going to scale the models so they feel right.
>>
>>611648
Dont be a puss, do some searches and fiddle with software; that's kinda the point.
>>
>>611427
Experienced user here.

I have a Cintiq 18sx and I can tell you that going from an intuos 4 to a very old and dated non tilting bulky hot Cintiq is like gaining super powers.

Professional hardware that allows drawing on the screen is amazing.
>>
>>611252

Edit Mesh > Average Vertices?
You can set the smoothing amount in the options.
>>
>>611653
how does having a screen on tablet help you in 3d
>>
>>611601
If you link dynamically, that helps when updating the libraries without having to update the code of your project, as long as the binary interface to the libraries stays the same (as far as your program is concerned).

Simply put, you can care less about keeping the libraries well organized and synced, and focus more on your own project.

In any complex software project, modularity and isolation of components is almost always a good thing.

AND SOURCE CODE VERSIONING. Which, since you are asking about libs, I felt necessary to mention, just in case.
>>
>>611648
That’s the FOV most probably, as others have mentioned. You can achieve a similar effect using a very wide-angle lens on a real camera.

You need to reduce your FOV to mimic normal (as in “what we are used to”) perspective. If you do that it’ll look right as far as relative dimensions go, but you’ll be probably unable to play from a first-person view – the reason being, as expected, that you can’t see shit. Your monitor will behave more or less as if it were a window into the real (in terms of scale) environment you are creating, and, as you can already guess, that’s a tiny, tiny window.
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>>611672
>You need to reduce your FOV to mimic normal (as in “what we are used to”) perspective. If you do that it’ll look right as far as relative dimensions go, but you’ll be probably unable to play from a first-person view – the reason being, as expected, that you can’t see shit. Your monitor will behave more or less as if it were a window into the real (in terms of scale) environment you are creating, and, as you can already guess, that’s a tiny, tiny window.

That's why I'm not going to alter the FOV. Narrowing the FOV in a first person view feels claustrophobic and unnatural - it's supposed to be creating a simulation of human vision, not a cinematic camera - so it's better to set the models up for the camera, and not the other way round.
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>>611679
Dude, learn how to do it properly ffs! You're not supposed to rescale your models that drastically. If they are importing with correct dimensions and only look weird in a fp view, something got changed somewhere in the settings. Open a completely new project and drop your character and building there and test again. This is NOT supposed to be a challenge you should waste your time on.
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>>611679
>Narrowing the FOV in a first person view feels claustrophobic and unnatural - it's supposed to be creating a simulation of human vision, not a cinematic camera
The problem is that the reception surface of our eyes is curved, while any sort of flat media is a curved image being projected on to a flat plane at some point in the stack, so distortion is going to occur.
A wide angle of view doesn't do a good job of reproducing vision either because it's just going to be displayed on a screen that only takes up 15-20% of your visual field unless you're sitting right in front of a giant display or have an HMD on.
This conundrum is such that in photography a lens that offers "eye level" magnification is around 50mm, even though the eye's field of view is significantly wider. It's importent that you strike the balance that's appropriate for your experience, there is no definitive FoV range for any given game type and it depends a lot on the display size and preferences of the person playing, someone with a 24" 1080p display is going to prefer a narrower view than someone with a 40" 4K display. Ideally the object size across both should be identical with the larger screen offering a greater field of view and nothing else.
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>>611697
>Ideally the object size across both should be identical with the larger screen offering a greater field of view and nothing else.
This can be done, but, in multiplayer games, it fucks up balance.
>>
What happened with CGpeers? It's down for quite a while now...
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>>611741
Happens time to time. A long while ago it was down for several days, but usually it's more like several hours to a day.
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>>611741
Working fine here. Yesterday the tracker went down, but was repaired quickly. These issues are common, just be patient.
>>
a lot of illustrating/painting software includes tools that imitate traditional media; why is there no 3d software that imitates the way an artist would chip away at a block of marble?
the only sculpting software i know of (zbrush, sculptris, blender) all imitate clay sculpting.
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>>611771
because it's like sculpting without the undo function.

And if all you want to do is "chipping", so all your sculpts are made out of a cube, then you can do that by limiting yourself.

There are just no advantages. It would be a destructive and slow workflow.
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Why this weird distortion happens on subdiv and how do I stop that?
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Is it normal for bakes to be so shitty in some places that you manually clean it with a clone stamp or something?

How often does it happen?

Do people change settings until everything is perfect?

If I cannot get my model to bake without any imperfections, should I blend between 2 maps baked at different settings, or try and clone stamp the holes?
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>>611804
have you used the unfold tool on it? it may be a topology issue as well. does it look the same when smooth mode is off?
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>>611808
This may be... here is the original. I just extruded two faces from cube and added edge loops, then used automatic projection and stitched these top faces together, maybe I did it wrong?
Also unfold
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>>611810
...I mean I don't understand how unfold works, it transforms UVs into some really alien distorted stuff that doesn't match with box
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Okay now that is even more weird... I remade the study object and now automatic projection grouped top faces into one shell and checkers distort on subdiv only where other shells meet.
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Is it true that Ngons don't matter for architecture and hard surface as long as it isn't intended to deform? Doesn't it mes up with the lightning or something?
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>>611916
If you subdivide ngons, your fucked-up level multiplies.
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>>611807
bakes can be perfect if you are extra careful.
the reason some bakes go to shit is either

>you are baking multiple objects at once, and haven't separated your highpoly meshes before exporting
>you ray distance is too high. sometimes 0.2 is good, or even lower
>you are using a shit baker like blender
>your UV shells are too close to eachother/overlapping
>you haven't used bleed/edge margin. this can be set in xnormal or sp. sometimes it can compensate seams where the texture bleeds
>your topology does not match the highpoly well enough
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>>611916
>Is it true that Ngons don't matter for architecture and hard surface as long as it isn't intended to deform?
...and as long as you're not using any kind of subdivision either, but yes, n-gons don't matter for shading purposes unless you mess up somewhere.
As far as detailing a model with lots of n-gon surfaces, there are methods like adding edge-smoothing shaders, dynameshing in ZBrush, or just adding chamfers. If you choose to go this route, feel free to use booleans as well.

>Doesn't it mes up with the lightning or something?
The only instances I can imagine where that might happen is if you neglect to clean up after a boolean operation or use face-weighted normals and are being inattentive.

N-gons are still composed of triangles, and if you enable "edit triangulation" in Max or similar functionality in another program, it will reveal how the hidden edges are flowing "under the skin" so to speak, so if there are issues like faces popping past the edge of a surface (happens a lot on chamfers), you can just retriangulate.
>>
hOW MUHC WOULD It take to make mazinga zz in the 3d studioos
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How do I do this in Blender?https://cgi.tutsplus.com/tutorials/quick-tip-create-seamless-lizard-skin-in-modo--cg-28557
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Did i make a good vejijaa?
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>>611992
nice file name

I think it shouldn't indent so much at the top of the hood, but they sure come in different shapes and types, so I don't know what reference you used.

If you plan on rigging, and animating, you should have modeled it spread out to make it easier.

Younger females have their vulvas sticking out more to the front, older to the bottom.

I take it the asshole is not done yet.

Autoblow2 had a competition a few years back for a most beautiful female genitalia that the winer would earn money and have her parts 3d scanned.
They released some data. They categorized vulvas into 6 different types (if I remember correctly), and people from around the world voted. You can see in what countries what voo-voos people like. I cannot find the article right now, but you can see ranking at https://www.vaginacontest.com/leaderboard not safe for work of course.
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>>612103
oops, I just found the paper https://vulvapaper.com
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>>612103
>>612104
Ty mate, goldmine of information and confirmation that my topology is just right for changes to meet the various types easily.

Bunghole i'm not sure what to do yet, whether the texture will have an entry pattern or topology.

Either way i'm one step closer to my lewd game!
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>>612106
make shape keys/blend shapes for different parts like the vagina, the hoot, clit, vulva puffiness.

You can then have vulva customization in a character creation with sliders just like all those face sliders in games.

You don't need extra topology for the vaginal cavity unless you are planning on having spread out closeups or gapes, because for any insertion, you can have objects/ penises just clipping through.
>>
I'm trying to learn sculpting in blender through some tutorials, I'm stuck at the curve stroke method, specifically I can't put any curve points down by holding control and clicking.

This is the tutorial in question, which I've followed to the letter: https://youtu.be/7P7pXlfx61w?t=124
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>>612107
>you can have objects/ penises just clipping through
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>>612121
don't misunderstand, the clipping is not visible because there is a penis in the way.

It's not the clipping on the outside, but on the inside. The rule is, you don't need to model something that is not visible.
>>
As a beginner would it be better to get Cinema4D plus ZBrushCore, or should I get the full version of ZBrush and just use Blender?
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>>612142
it doesn't matter, just find something that works for you
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>>612142
As a beginner you should probably just pie rat the programs you *want* to learn, and consider buying them later.
If you're adamant about not doing so, ZBrush is arguably the most useful tool to have the full-fat experience of, just because it goes together with every existing workflow.
ZB can be a handful at the start, so you shouldn't compound it by trying to work in another program that's also ball-bustingly hard to get in to, Max and C4D may be preferred, while Maya is more complicated. People only put up with Blender because it's free, but if you're aiming to cram difficult software for actual payoff, learning Maya or Houdini is a better endeavor.
>>
>>612144
everything you said here is questionable
zbrush is the last program you want to recommend for a beginner.
>As a beginner you should probably just pie rat the programs you *want* to learn
this is obviously wrong. you advance faster by learning just 1 tool and mastering it.
this is why specialists are more valued than generalists
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>>612145
>zbrush is the last program you want to recommend for a beginner.
But it could also be the only program they need to learn, lots of people make stuff entirely within ZBrush, and only move to other programs for texturing or rendering.
He mentioned ZBrush as the centerpiece in his decisions, so it would be rude to say that he's a daft bastard for attempting it as a beginner. Can you really say that anything prepares you for getting into ZBrush?
It's too different from just about any other program for the experience to carry over in a meaningful manner, when you first boot up ZBrush, you're a beginner regardless of past experience.

>this is obviously wrong. you advance faster by learning just 1 tool and mastering it.
I'm not sure how you inferred that from my statement, I listed a selection of programs he could use, not has to. It can be ZBrush + anything else, but what that "anything" is can be up to preference. In some respect it's still a good idea to try out a selection of software to see what you feel best working with, because I could just say "use X or you're a scrub", but that might not be what could ultimately work out best in the end. I use Max myself, but not because I was sold on it or think it has superior features, I just feel at home with the interface and am most productive, even it might not theoretically be the best at X or Y.
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>>612153
>But it could also be the only program they need to learn, lots of people make stuff entirely within ZBrush, and only move to other programs for texturing or rendering.
that's true, but zbrush outliner is much more confusing than lets say c4d outliner. since you have things like lightbox and "tools" and all sorts of stuff. also the camera controls are lacking, from what i understand there are no quick views or split views
>because I could just say "use X or you're a scrub"
but you did,just not explicitly
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>>612155
>also the camera controls are lacking, from what i understand there are no quick views or split views
Camera is much more usable with a tablet, it should be considered, even if it's a dirt cheap one. Many of the gestures that are as easy as just dragging across with a pen don't feel natural at all with the mouse, I used to fight with the model spinning in unintended directions and a zoom function that didn't make sense.
As far as views are concerned, the whole principle of ZBrush is that at any point in time you're only viewing a rasterized subset of the actual model, with it only updating mesh data (from screen space) after you've actually brought about the change via brush stroke. This is what allows it to be so fast and handle massive models. Since it works from screen space, even if you did have multiple views of the scene, only the active view would have to be updated to maintain this performance, and at this point you may as well just hotkey some predetermined views to switch between since you don't gain anything.

>but you did,just not explicitly
given that we're on /3/, I would call it a mere generalization.
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>>612157
well that's some of the key points as to why i think zbrush is not beginner friendly.
a beginner needs polygon editing tools and those that exist in zbrush are not as good or refined as a 3d package software. it lacks some modifiers.
it is true that once you master hard surface in zbrush, it would be even better than lets say modo or max, but its not as robust or easy.
i will mention the outliner again because its important for a beginner to manage his layers,meshes and objects correctly. in zbrush tools and subtools there is no clear way on how to manage a complex scene,especially when you need something like layers or scenes.
as for UV's, i don't know any artist that does his UV's on zbrush. i know zbrush has the capability of unwrapping but again, its not robust like 3dcoat or blender.
and finally and the biggest thing is the lack of a 3d manipulator and over-reliance on the transpose tool. i know that the new version of zbrush included a 3d manipulator but i don't know how good it is, if it can set global or local points etc
>>
File deleted.
This is probably something that gets asked quite a lot here, but still.
I've been doing modeling for a couple of years now, I think I'm pretty ok at it at this point. But, this entire time I've been doing exclusively environments, props and that kind of stuff. I kind of want to get into character modelling, at least a bit. But I think I got myself to the point, where I'm familiar with most of the technical concepts enough for absolute begginer character modelling learning resources to be not an optimal way to go, but I'm not at the point where I could just open an anatomy book and go "oh, ok, I know exactly what to do now"
So what's the best way to approach the situation do you think?
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>>612173
yiff in hell
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>>612174
That's not at all what I wanted to attach, I swear
I deleted it already, so don't worry about it
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>>612173
what you do now is practice. the anatomy books are more used ad reference for stuff like edgeflow, proportion. if you will eventually be animating a character, proper topology is needed so that the shapes bend correctly according to where bones would be and how the body is shaped.
start with a low level of detail and get your basic shapes right before subdividing and adding small details.
>>
I want to learn how to make environments in UE4. Are their any in depth tutorials i can use? I know nothing about UE4, nor much on how to make environments.
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>>612242
I'm still getting into UE4 environments myself, but you can find a lot of great content at cgpeers.
Some tutorials I'm looking at are a couple of "environment creation" series from Uartsy, one is UE4-specific, the other is more general.
Another you might want to look at is "How to Develop Your First Two Games", it's not really about environments as it is about how to work in and set up UE4 itself, although the tutor does spend some chapters setting up environments.
Finally, a particularly high-end tutorial is "Environment Art Lookdev Using Unreal & Photogrammetry" from Gnomon Workshop, which isn't really that long, but covers the workflow for making highly detailed environments using scan data.
>>
is there a quick way to make footwear on a naked 3d model? i mean basically cheating. i'm making models for video games, so the quality doesn't have to be perfect.
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I've been sculpting on my mesh just fine, and then went into object mode to change the position with fly mode to get a better angle, and when I went back to sculpt mode, anything I do produces this jagged mess, what's going on?
I made sure dyntopo was back on
Furthermore, is there a way to use the fly mode in sculpt, or am I just going to need to rebind it to something else?
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>>612318
you can't really cheat making an object. that isn't already there in some way... the hell are you even trying to ask?
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>>612340
looks like camera clipping issue
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>>612342
>>612340
I'm an idiot
Somehow I accidentally duplicated the mesh, so it was clipping through
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>>612341
okay, is there a guide to making footwear on a pre-made character?
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>>612351
>make flat plane for sole of shoe
>shape sole to fit under foot
>extrude from there to make the shoe shape you want
it's just your basic modelling principles. extrude, drag verts, add edge loops as needed. use a reference for the type of shoe you want, if it helps.
If you need a video to trace along with, just search "3d modelling shoe" in youtube or something
>>
Is this still a good 3DCG build in the current year?https://pcpartpicker.com/user/webhead/saved/H9cJ7P
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>>612393
what kind of 3d? you can probably save a lot on the graphics card and that amount of memory is just unnecessary for 90% of use cases
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>>612394
>What kind of 3D
Fully rendered character animation, it's either gonna be the one I listed first or this one:
https://www.bestbuy.com/site/cyberpowerpc-gamer-ultra-vr-desktop-amd-ryzen-7-1700x-16gb-memory-nvidia-geforce-gtx-1070-120gb-solid-state-drive-1tb-hdd-black/6092500.p?skuId=6092500&ref=212&loc=1&ksid=cc35dd08-cdda-4fe0-9f06-a7833ad28db3&ksprof_id=8&ksaffcode=pg199028&ksdevice=c&lsft=ref:212,loc:2
>>
Also asked in >>>/diy/ , but haven't gotten an answer yet. I'm planning some renovations for a 2 story townhouse and wanted to mock it up and do some visualisations of what it would look like. What software should I use to do that?
>>
>>612393
>64gb memory
I agree with >>612394, you definitely don't need that much. I'm running on 16gb and I'm only feeling the pain a little bit, 32 gb would be plenty. I disagree about the video card though, having a 1080 definitely speeds up GPU render time.
>>
>>612397
Sketchup, AutoCAD, 3DS Max, Unreal Engine
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How do you make pattern like flannel on clothes within blender?

or what do I do to make the textures.
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>>612413
https://www.youtube.com/watch?v=uW5PasvZPFg
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>>612423
thats just cloth simulation, I'm talking about textures/materials.
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>>612427
Unexpectedly, you create a material and tweak it in node editor. Or make it in substance painter and import.
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>>612450
Oh, I don't know the step going about that?

what would the node setup look like, do I need to bake the textures, and how would I go about that? is there a video I can follow for that?

does this procedure have a name I can look up?
>>
can someone explain to me how daz does posing so well compared to just regular inverse kinematics? moving joints in hair and what not seems to work so well even if the transform axis is in the plane of the screen.how??? if i move a leg everything moves quite smoothly, but i know that in regular ik if i'm not careful about certain range of motions, i'll get instant snapping into awkward positions.
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>>612398
its a complete waste if using a cpu renderer, which are most of them.

>>612396
you gotta give more details. what software will you be using? renderer?
>>
Are ZSpheres a good method of creating a base mesh for animation?
How does it compare to box modeling in that regard?
>>
In Blender is there a way to change the bone weight colors?
>>
>>612563
Knowing fuck-all about how to actually do it, I wouldn't be surprised if there was some option to change them in the interface color picker

(file -> user preferences -> themes)
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How do I constrain the two circled points in freecad?
I clicked on the face then selected create new sketch?
>>
Armature is slightly different in edit mode and in pose mode (blender). Is this a problem and should I bother fixing it every time?
>>
Can substance painter work with non-PBR materials or it is strictly for PBR? I know that it's the standard that everyone use and I probably have to learn PBR in the end(it's kinda scary though with all these F0 and physics)
>>
>>613161
It works for anything. When you start it up you can select from a number of pre-made profiles for specific workflows, but all that really does is set up the default map types that a given engine or shader expect as input. If you want, you can pick your own setup from a few dozen map types, as well as whether you want them to be nested into the RGBA channels of a single image.
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>>613163
Thanks
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Can I stop running into some random fucking shit? Please?
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>>613302

It's part of dynamesh. It's not even causing any issues anyway, you'll end up subdividing the model and retopologizing it anyway.
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>>613303
But it is causing, I need my shit to be low poly but dynameshed because I'm only starting this part. Is there a way to fix it? Restarting ZB doesn't help. If it matters I created this by inserting a sphere, moving it around on default polycount then remeshing it.
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>>613306
Holy goodness, learn some fundamentals first.
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>>613308
So why don't you tell me what is wrong so I can?
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>>613308
Also I did this because I already spent some time tweaking the sphere with move tool so I didn't notice that it is higher poly than I need and was too lazy to redo it.
>>
How do I save material presets in Cinema4D release 19?
>>
How can I tell if an HDRI map is supposed to be used as a sphere or cylinder?
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>>613314
have you tried putting it on a sphere or cylinder to see what works better?
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>>613315
Good point, Will try.
>>
I have a strange feeling that the colour my monitor displays is globally fucked up somehow... let me explain a bit further, let's say, I'm watching a vid in good quality, where I can clearly see HSV the dude is picking, normally I would just eyeball it, but once I decided to pick absolutely same HSV value on my own app, it shows wildly different colour from what I saw on a vid. Is there any way to match the colour monitor displays to some standard?
>>
>>613365
You buy a colorimeter like an i1 or Spyder and calibrate to whatever standard your monitor is capable of displaying, usually it's going to be sRGB.
If your monitor is inherently crap, like a 6-bit TN panel, then things are going to look off no matter how well it's calibrated. You need at least VA or preferably IPS to be sure of color accuracy.
Be aware that video compression tends to hit colors hard, so depending on the quality of the capture, you may end up in a situation where even a nice monitor won't reproduce the orignial colors. In this case, you can only assume that the creator picked the HSV values seeing them as intended, even if it's not shown in the recording.
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>>613368
Sheeit, 600 bucks for that thing...
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>>613306
What >>613303 said. You want low-poly, fine, but for now you have to focus on sculpting. Disregard the clunky geometry. Once you are finished, you retopologize on top of the sculpt in order to get your low-poly target.
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>>613370
You are probably looking at the high-end devices. Look into the ColorMunki series by X-Rite; some of them are below 100 € and do a fine job. But as the other Anon said, you have to own a capable display too. There are good ones for ~300 €.
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>>613386
Well I have a bit outdated and discontinued LG IPS led one, so I guess it should do the job
Buying the thing I will probably use once or twice in my life though seems pretty wasteful though... are there any other applications this device can be used in?
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>>613394
Not really, a colorimeter is strictly for display calibration. Spectrophotometers (the ones costing over $500) are multi-use and can be used to measure the color value of just about anything, and so can be used to calibrate printers, scanners, or just get the color value of a physical object.
They used to get more workout back in the CRT days when you had to calibrate every other week, or even more often if you worked in graphic design, but on an LED monitor where the lamp has essentially no color drift over time it's basically set and forget. It might still get use if you intend to add more displays to your setup and make sure that all of them are in sync, or to make different display profiles with different brightness amounts and such.
>>
Anyone have any good resources for designing figurines?
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>>613384
You don't get it, I wanted to define general shape while it being low poly because on default quad density it is harder and I have less divisions I can go up.
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>>610534
How would one generate or make this sort of "dirt kicked up" kind of effect in Blender?

I tried playing with creating a mesh with a volume scatter and absorption setup, but it kept looking ugly as fuck.
>>
>>613506
Forgot my pic

Also to be a little more specific, I have a jet engine moving across a body of sand.
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>>613507
Particles emerging from the surface with no force, tons of them, and wind force attached to you jet engine.
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>>613506
You use Houdini instead of Blender because you need more granular control over the simulation if you want high quality.
>>
>>613508
Damn I was hoping for a way to avoid a simulation.

Ok, thanks!
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>>613511
You can create a billion instances of one 6-8 polygon sphere so there would be something to reflect light and put a bit of smoke over it with the same colour, but still you would need smoke simulation. Or you could go full retard if you don't care about poly count and make a trillion of really fucking tiny "rocks" with some procedural generator and shape them in a form of your dust cloud.
>>
>>613511
or go even fuller retard and make a bunch of polyplanes with alpha textures
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>>613531
No, this wouldn't work, sand is literally tiny rocks, but a plane won't reflect light in different directions like when it hits the edge of sand speck.
>>
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Hey /3/ it's not a huge issue but was wondering how possible it is to use Photoshop to polish nasty normal maps like pic-related.

I just wanna be able to cure pinched poles and stuff like that - nothing major. Any tips / tutorials?

Cheers
>>
>>613563
Get rid of n-gons, bake again. Problem solved.
>>
>>613563

You must always triangulate your meshes before baking. Delete the UV map of your high poly model if you didn't already.
>>
How do I get rid of normal map seams on low poly mesh which I absolutely can't change in any way, only texture\add details to normal maps? Haven't come up with any better than just masking borders so that I don't accidentally paint there, but that really looks like a makeshift and awful solution
>>
>>613571
No N-gons in there bub. All quads.

>>613575
Ok I'll try setting the .obj exporter to triangles. But how do the UVs on the HP affect anything? I mean, there is no mapping on there and when I export the obj I always disable tex coords for HP meshes. UVs in the HP shouldn't affect anything. Do you mean smoothing groups?
>>
>>613579
Can't tell without seeing screenshots but I'm guessing you're looking at a smoothing group / hardened edge issue.

If you have two polys meeting which join at a hardened edge, the UV seems for these two polys must not meet. They must be separate islands with a decent bit of space between them.

If, on the other hand, you have two polys next to each other that are both in the same smoothing group and/or share a soft edge, then it's best to try to have them also be sharing a welded UV edge.

As a test get your entire low-poly model and soften *all* edges or set *all* polys to one smoothing group. It will probably look like hell in Max or Maya or whatever it is you're using - don't worry.

Go bake your HP onto this and then see what it looks like.
If you have awful lighting errors all round the LP after this, selectively give hard edges to cure the lighting errors.

But starting out with everything on one smoothing group and having 100% softened edges is a good way to start finding out what you can get away with.
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>>613583
I don't have highpoly and I can't harden edges mane. It's a game asset... all I have is lowpoly uv-mapped set-in-stone model.
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>>613585
Well subdivide it to shit and boom, there's your hi-poly. Not hard dude.
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>>613586
Wait so I can subdivide all tris mesh that will be deformed and animated in game for baking? Is it okay to do even?
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>>613588
???....Ok... I think we need to start from the top. Do you know what a procedure called 'normal baking' is?
>>
How do I keep my subtools on different dynamesh resolution? If I have one on 64, append another and try to dynamesh it in lower resolution it doesn't lower the resolution and just dynameshes it in 64.
>>
>>613589
???
Not in depth no
Is topology playing any role there?
>>
>>613601
Ok dude. Please don't take offense - this is earnest advice - you need to start from the beginning. Get yourself a Pluralsight course on basic game prop creation and go from there.

Normal maps and baking is absolute 101 stuff.

One thing at a time dude.
>>
>>613556
how do you think they did it before sims?
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>>613603
No offence taken mane, I really want to learn things, thanks for directing me, I will put this asset aside until I get the idea what's going on.
>>
>>610547
Don't worry about what other people are doing and just focus on your art and ability to get work.
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>>610812
Well just think about the kind of movement that your putting in those areas. The most you'll ever have is a little bit of pulling in a convex motion.
>>
>>613606
Well I know they did it before Christ, but we are in 2018 already. He wants good looking sand with low effort put in it and made in free software, so there's no other way. Of course he could just Photoshop it straight on to render, that would be the least effort - maximum result way.
>>
Not sure if this is the best place to post but is there any guide on how to make something similar to the 3D header text on this website? http://magic-magic.net/
>>
I'm still learning blender, but I'm running into a slight wall
Basically, what I'd like to know is, what are good practices for texturing things that are very large, especially things with very not-square shapes, and keeping a high level of detail?
For example, I'm currently working on the interior of a schoo;. It's quite long, so packing it to the UV box wastes a ton of vertical space, so my current work around is to blow the UV's up massively and use tiling, but this feels wasteful
One option I've considered is creating smaller tiles, so a chunk of wall, a chunk of floor, etc, and then duplicating them side by side, creating special pieces for things like windows, doors, corners etc, but the more I type it out, the more I realize I'm just making a little more work doing the exact same thing, just in nicer quality
>>
>>613643
What you're looking for is "extruding along a curve" or something similar, start taking a look into that, or whatever similar work around your program of choice uses.
>>
>>613678
Something you might consider doing is having a "large-scale" variation, in the sense that you have two textures overall - one giving the finer detail, while the other governs specific areas being lighter/darker, more/less saturated. Will probably need some tweaking to look right/
>>
Can i make a patreon for my own game project where i make assets for it over time?
>>
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Any idea why I'm getting "bleed" like this on the darker object? It's completely above the lower portion and is definitely not reflective enough (roughness 0.25) to be causing such an effect. Bottom material is a Translucent shader.
>>
>>613720
Use more passes. Also look at the glare right in front of the camera, it is shiny as hell.
>>
what does /3/ think about mixamo ?

i've done a few models over the past two years, and rigging/ weight paint/ and animating have always been the hardest for me,
just discovered mixamo, and it did all of the work, the weight paint is pretty fucked up so i wouldn't use it for anything serious, but i think mixamo is pretty dope
>>
>>613597
Bump.
>>
Currently I'm attending a private school for art and other crap, i was wondering, and i know this is a frequently asked question but, is a college degree really a must in order to get a job as a 3D artist?

I'm only asking this because that school costs a lot and I just don't feel like I'm learning anything new or useful.
>>
Just how do you model a car?

I've tried once before and it came out looking like trash.
Is the only trick to it just being really patient and taking a lot of pictures?
>>
Do most sites that you can do freelance work on usually prefer blender or maya or is it best to be very comfortable switching between either?
>>
>>613810
average client of freelance site is a clueless retard who have heard a meme word, for example, maya, so now he sprouts it everywhere in his postings. if you are not a user of required programs and you know it means jack shit you can try to explain it to a client. once i had to explain that you can't paint realistic art in illustrator because retard had this "illustrator = paintings" concept stuck in his dumb head for some reason. and he was sure photoshop is for PHOTOS. so be ready for postings filled with full retard, meaningless requirements.

t. upwork vet
>>
Is Quixel Suite dead yet?

I bought it a couple years ago, then immediately regretted it after trying Substance Painter - which is undoubtedly 1000 times more simple and clean and easy.

I launched Quixel today out of curiosity for the first time in about 9 months - holy fucking shit I am stunned that anyone, *anyone* would chose this fucking nightmare over SP.
I literally do not even remember how to use this shit...

why the fuck is it divided into like three separate applications?
Why the fuck did they think the names 'NDO' '3DO' and 'DDO' were good names for these applications?

I start trying to create a project and I'm just in a nightmare world of floating windows, palettes, and about a million separate tabs all open in Photoshop...

Holy Jesus, fuck Quixel Suite in the eye with an old log. Literally the only reason to have this over SP is money and the relative quality of the presets.

Tell me I'm wrong.
>>
>>613814
Quixel Suite 2 bro. Also if you don't need pbr shit but just want to paint your textures by hand.
>>
>>613781
i think its ok for basic animation stuff, but beyond that its pre-made trash. do use if your'e an indie dev, its cheap.
>>613720
that's a shadow bro, you can cancel it in object data -> cycles settings
>>>613794
college degree for art is underrated. the people that review job applications are not experts in 3D, some of the time. so they assume a degree in 3D is like a degree in engineering. go for it
>>613807
do a step by step tutorial, then try your own. your are probably missing blueprints
>>613810
for clients it doesn't matter, unless its for unreal or unity and you have to package it a certain way
>>613678
listen to this guy >>613685 work with layers or material blending
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>>613816
I have QS2. And it is hell on Earth.
>>
>>613814
>why the fuck is it divided into like three separate applications?

if im not mistaken, one is a standalone. one is a photoshop plugin and one is a bake tool
>>
>>613819
Do go on.

I mean, I own this shit. Bought and paid for. And you're telling me stuff about it I don't know.
Is there a way of using it like SP, where I just launch it and get painting?
>>
>>613820
sorry for misleading you, i was thinking about mari
quixel is a photoshop plugin, working with photoshop sucks but quixel in itself is good. its like Ol' man's texture tool
>>
>>613745
>use more passes
Yeah, I know, I just previewed it so I wouldn't have to wait 10 minutes to grab a throwaway screenshot
>shiny as hell
Strange, the material preview shows it as a lot duller than it actually is.
>>
>>613812
>upwork vet
how much do you normally make with upwork? if I can hope to make at least minimum wage then I'll be happy
>>
>>613840
i had many gigs on upwork and pay was garbage, but i got experience of successfully dealing with retards, confidence boost and "marketing" skills
you will never get anything decent in terms of pay on upwork if you are a westerner because undercutting is real plus upwork itself is on a huge decline and literally dying
i recommend to get a real job and 3d as a hobby. which i did and i'm completely happy.
>>
>>613844
fug, is there no other kind of freelance site other than upwork that doesn't require huge amounts of connections just to get started?

I'm stuck outside of the US for four years and I was hoping I could develop a skill that I could make some money with online. 3D is the only thing I have some experience with
>>
File: 20180325_140229.jpg (3.94 MB, 4032x3024)
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how could you make clouds that look like this?
>>
>>613848
some guy recommended me fiverr but i never got into it because i'm disappoint in freelance in general
>>
>>613850
With Houdini
>>
>>613794
College is great for networking, use it. Plus people like titles if they have little or nothing else to go by when judging some person’s value as a future worker.
>>
>>611033
Just tick the "fix UVs" box in Blender and you can move the cuts too.
>>
File: whattodo.png (1.14 MB, 669x878)
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Making a game that has both realistic and fantasy story elements, It was going to be two games but i have to combine them to get shit done.

I have a decent amount of realistic exterior assets but very little fantasy - I have allot of fantasy interior assets but little to no realistic ones.

Would a blend of the two just be downright odd?
I either have to build full fantasy exterior or realistic interior, Either way affects story more in one direction or another.

What do?
>>
>>613867
Your exterior stuff looks like trash. Just scrap it.
The interior looks very nice.
>>
>>613866
>fix UVs box
I'm blind and can't find it, and Google doesn't give related results, can you screencap it please?
>>
>>613870
I wouldn't go so far as to say it looks like trash, but there's definitely some issues with the shadows and tiling of textures.

>>613867
I do think that the two styles together would be very clashing and I don't recommend combining them.
>>
>>613870
>>613872
Truth, Ty gents i'll stick to stylized.
>>
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Does my sketch sheet look obvious that I started as a 3d modeller?
>>
>>613884
good stroke confidence.
It shows you are not a complete tard – you'll make it
>>
How much time would I need to spend learning before applying for a job?

Would four days be alright?
>>
>>613889
try four years
>>
Are there any animation programs that can use .smd files? If so, what's the best one?
>>
>>610534
Simple Question guys:
I need to download some (video game) character models, pose them, take some low-res images, and edit them with GIMP 2.
I have some tiny experience in blender (making shapes and houses and shit) but have no idea how to import and pose stuff.
Is there an easier program in which to do such stuff in? I tried Daz for posing but have no idea how to import models.
>>
how does posing in daz compare to maya? i've been using daz and want to switch to a more professional package, but i'm too comfortable in how posing works in daz. am i fucked?
>>
>>613816
>Also if you don't need pbr shit but just want to paint your textures by hand.
but substance has non-pbr shader
>>
>>613893
try mixamo or poser
>>
>>613886
I appreciate that bru
Zbrush is still a major challenge though, so finicky
>>
Guys im findiing it hard to manipulate even the default dynamesh sphere in zbrush. The draw size feels so small. Hard to explain......
>>
>>613959
Use a superior application.

Or start off with polymodeling.
>>
>>613814
There is literally no reason to pick Quixel Suite over Substance Painter now, besides as mentioned, the fact it's cheap (because they're getting killed by Allegorithmic as everyone reaches this same conclusion).

Quixel was a nice idea but it just doesn't work very well, and compared to Substance it is really slow and awkward to use.

It will be abandonware within 18 months.
>>
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How do I arrange geometry so that it produce smooth egg-like shape on subdiv? Right now with one vertex on top it creates these visible sort of creases, I've tried to add more edge loops but it either makes the pole pinched or produces even more weird
>>
>>614079
Start with a box as your base shape. Subdivide once, edit the shape to be more egg-like, then subdivide some more (or render as subdivision surface) to finish.
>>
How important are the following when rendering with Maya/Arnold:

CPU
GPU
RAM
Hard drive
>>
>>614079

Yes what >>614081 says.

You're getting visible creases because subdivision surfaces doesn't work well when you have a vertex with lots and lots of edges connected to it. Part of the reason you need to model with quads.
>>
>>614086
CPU>>RAM >>[power gap]>>Hard Drive>>>GPU

Arnold cares about nothing but CPU power. Having lots of RAM is generally preferable, but Arnold is very memory efficient. Drive speed is irrelevant except for how fast you can open/save scenes and load Maya. GPU is largely irrelevant in this case except for viewport performance.
>>
Why do game engines convert quads to tris?
>>
>>614116
3D graphics in general use tris, we just let the program estimate them when modeling with quads instead of making them part of the mesh (and you still sometimes have to split the quads into tris during modeling to avoid fucked up shading etc.)
Why do game engines actually show them on the mesh I have no clue, I assume it's because the model won't be edited anymore once it's in game so there's no point in keeping it quads since the only point of using quads over tris is easier modeling for the human
>>
Is it better to learn drawing before 3d?
>>
>>614195
It doesn't hurt, but it's not required. Might help for things like organic geometry and scenery, but since I've never done that, I can't vouch for it.
>>
>>614195

It can be useful for character sculpting, but no for hard surface. Actually hard surface modeling improved my drawing skills.
>>
>>614195
There's no point, some skills are shared between 2D and 3D, but you can just learn them on their own
You have an advantage when you have a 2D background already but learning 2D just to learn 3D is a waste of time imo
>>
Is it overkill trying to learn both zbrush and maya at the same time?
>>
>>614195
I guess you don't HAVE to learn 2D. BUT if you aspire to be a GREAT 3D artist and not a mediocre one, a GREAT artist will find value in 2D and slap themselves for not learning it earlier in they life
>>
>>614195
As others have said, it's not necessary, but can come in handy if you're trying to create custom designs that can't simply pulled off of existing references... more often that not this means character art.

>>614254
Not really, the two programs fulfill different roles and it's not uncommon for a modern workflow to consist of around 3-4 different programs. Usually it's a tradional modeling suite, sculpting program, 3D paint/texturing program, and optionally some sort of renderer. Some programs cross over in functionality so it's up to you to review which combination of features works for you.
>>
First time trying to make normals for game character. Best way to do it without high poly model? Using blender. Should I bother with xnormal?
>>613884
No
>>
>>614355
Bake them in the software you're using, all of them have some sort of normal baker already built in.
>>
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>>610534

Basic question here. Which of these rendering engines is faster, given similar shader setups, map sizes, lighting, etc?

>Arnold
>Mental Ray
>MODO's native render engine?
>>
>>614195
I'm 100% shit at drawing but decent at 3d. take that for what you will
>>
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i just want to snap this vertex to this other curve (really, the ending vertex of that curve) and can't for the life of me get maya's curve snapping to work.

i can get the vertex to snap to a vertex on its own curve, but nae on other curves.
>>
>>614369
nvm, i'm an idiot.
>>
>>614362
mental ray was always a pain in the ass to work with. arnold is great and feels really fast provided you aren't rendering from inside a 3d fluid
>modo native
>>
>>614372

I agree Mental Ray sucks for useability. I only included MODO's native render engine, whatever the fuck it's called, because I would learn MODO to save time with some longer animation renders. Why do you
>modo native
it? Is it notoriously bad or slow or something?
>>
>>614373
it's a literally who. arnold has been near if not the top for years
>>
>>614376

Oh, for sure. I'm just rendering some silly porn videos.
>>
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Where can I get these Photoshop swatches? Screenshot from Gnomon CREATING PROPS FOR GAMES, VOL. 2
>>
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How do I make hand bone (1 in pic) to follow rotation of IK.hand (2) and at the same time be a child of forearm bone (3). I want to control both location and rotation of hand bone (1) with IK.hand bone (2). In my current setup (two pics below) hand bone is child of IK.hand, which makes it follow IKs location and rotation, but making IK.hand move too much to the right detaches the hand from the rest of the body. Should I be cautious about this problem (detachment of hand)? Export is to unreal4. I exported like this (two pics at the bottom) before and didn't had any problems.

>>614360
Ok will try it out in blender. Most of the guys I checked out use high poly baking. Mine model is below 5k polygons. Used Gimp addons to generate normals from texture and results were decent.
>>
>>614386
just drag the image into photoshop and use the eyedropper to make them yourself
>>
>>614386
also you might find these helpful
https://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/
http://forums.cgsociety.org/archive/index.php?t-513458.html
>>
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what's a good way to make an object's materials brighter in a scene? do i have to tint the texture files in Photoshop, or is there a better method i'm missing?
>>
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xNormal or Marmoset Toolbag 3 for Baking?
>>
>>614453
A bit of a shot in the dark here (lel), but, are those textures in sRGB color space?
>>
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So I got Fusion 360 today and trying to learn to use it. I've used Solidworks and a little bit of NX10 in the past but mostly Blender. Any tips, suggestions, or things to look out for?
>>
Is it easier to modify an existing 3d model than to create one from scratch? I'm making a mod for the new Battletech games to get the classic mech designs, or closer to them. It can be mostly achieved with some reproportioning. Never done any model work before though. How would it affect textures?
>>
>>614613
>how would it affect textures
Vastly. Unless you manage to have the same exact shape (or very similar) when you unwrap it, the texture will be distorted. It's difficult to answer what would be easier, but if you're editing models like the ones that are showing up if I google "battletech", you're probably better off making your own unless you want to deal with the arbitrary decisions the 3D artist made when making his model.
>>
Oops, >>615909 is meant for >>615898
>>
>>614454
Substance.
>>
>>615909

Thanks dood
>>
dead
>>616185




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