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last one hit the bump limit >>610534
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>>614392
im not sure how to solve this but maybe try bone constraints?
>>
>>614406have you guys seen Zbrush 2018?
https://www.youtube.com/watch?v=FZYeHlwMCCM
They integrated Sculptris in it ) and added tons of very useful shit, (like which you'll be using all the time)
oh and of course Update is free...

here is whole stream.
https://www.youtube.com/watch?v=Qf22ZIBhYcc

>BTW I'm do't know how it is in 3d, but Pixologic's every update from 1999 are all free, does any other company does this?
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>>614409
>Pixologic's every update from 1999 are all free
But new users pay the price for this.
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>>614418
>But new users pay the price for this.
still... this software is #1 on demand in 3d world, they could have charged for updates with 0 problem.
as big updates they are doying.
render plugins cost same as zbrush, some of them even more.
>does any other company does this?
this was my question BTW.
mainly as Graphic designer/video , I was always Adobe user, they don't do things like that, and Afteer effects plugins cost much more than Zbrush...
Illustrator plugins (Astute suite) costs more than zBrush..
that's why I'm asking
>>
Can someone provide me with a picture of a well skinned/weighted pelvis? I don't know how the first spine bone should be skinned. I got confused because my pelvis bone is parented to root bone, and moving it moved the whole character. Now I think I need some reverse pelvis bone parented to spine in case I want to rotate only pelvis.
>>
I want a quick reality check:

Does this look horrible to you as well or do I have a bad taste? I can't understand why 80lv sometimes features shitty stuff like this.

https://80.lv/articles/a-free-forest-floor-substance/
>>
I guess it's better to ask this here than to open a thread. So, I'm interested in some laptop which would be decent for some lighter 3D work and gamedev in Unity and UE4. Before you jump on me with a generic answer "just buy a workstation", I have it, but I need something portable and relatively light to bring to uni and also use during travels. From what I see, gaming laptop is the only option. I'm looking at something at the price range of Acer Aspire 7 or Y520. 15" I guess, 13" would be too small and since I use Blendlet a lot, I need a numpad.

It's nothing urgent, I have just been thinking about getting myself something portable since I haven't had it for a while. Something strong and thin like XPS would be awesome but it's expensive af. I figure as long as it can be able to work with a 3D program, it will be fine for everything else as well more or less.
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>>614463
it looks awful
>>614467
anything above 500$ and have a good gpu that is not intel or amd
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>>614463
I don't think it is meant to be realistic
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>>614467
Anything should be fine as long as it has four cores and a decent GPU, preferably Intel/Nvidia. Some of the more recent Nvidia offerings that don't have an "m" after the name perform on par with desktop graphics. This is pretty significant, since you're looking at a 60% performance difference between the old m/non-m parts verses maybe 5% for the slightly undervolted new chips.
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>>614451
thanks
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>>614406
I'm here for the banter.
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>>614454
both are good at what they do
>>614453
a good lightning setup is essential. you can play with the gamma or attach a brightness/contrast node to your mat and up it
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>>614482
Thanks, I'm gonna keep using marmy then.
>>614453
If you're using marmoset to render, put in a new light and attach it to the sky light. Light hitting the cushions will make them pop out a lot more. Maybe try turning AO on? New to this 3D thing and don't have the software on me at the moment so not much I can do to help.
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whats the easiest way with blender and limited skills to make 150 bucks?
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>>614501
your skills can't be limited because u compete with everyone on the internet
>>
Maya.
Xgen.

How the fuck do I get color maps working in this piece of shit? I've done all the work of converting color maps to Ptex maps, but renders are still unicolor. Are there any recent changes to Xgen that radically change the pipeline?
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>>614501
Find/borrow an instrument of some kind, put on dark-tinted glasses, and go outside and ask for handouts while pretending you know how to play, also you're blind, you'll have your 150 in the time it takes to learn how to make a donut in Blender
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>>614505
are you sure its not a baking process?
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Reposting my question form last thread:
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.

>>614407
I tried bone restraint (copy rotation) before on other rig and it didn't work so well. It spergs out, probably due to ik bone. Now on this rig it won't even activate, it's red and I can't select rig I want. Will give restraints another chance on another rig without that problem
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>>614520
open a thread on blender's stack exchange
also post in blenderartists
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>>614518

Not according to the tutorials I've seen. They just do some importing of color maps and convert it to Ptex map via Xgen. They use Mental Ray while I use Arnold, but I can't find any Arnold tutorials about this that aren't unicolor roots and tips.
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>>614520
disregard this question, finally managed to make it work with "copy rotation" bone restraint.
>>614521
already have stack exchange account, but I like posting format here much more. Thanks for help anyway.
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>>614520
If anyone interested making a hand bone (1) connected child of forearm (3) with constraint "Child Of" towards IK.hand (2) accomplishes exactly what I wanted.
>>
so i haven't used a 3d modelling tool in well over a decade and i've decided to dive into maya.

getting along okay, but i see references to subdivs in maya and the 'convert polygons to subdivs' option really confuses me.

i was under the impression that when i did a smooth on mesh i was subdividing it? i thought subdivs were just, well, subdivided polygons. is the maya smooth something else? are subdivs not polygons?
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>>614463

I dunno, it's neither realistic, nor stylish or pretty.

It gives me hope, though, that maybe I can be featured even though I'm shit.
>>
I want to put some models Ive made on my local site so that anyone in home lan can access them. Sort of like fancy yard, communication etc etc map, thats the thing.
I know about marmoset viewer but as good as it is its unfortunately costs dosh. Is there any good free alternative?
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>>614634
Sketchfab, maybe?
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When you sculpt in Zbrush using a tablet do you work in pen mode or mouse mode?
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>>614916
Pen mode. I would rather use Mouse mode, but it fucks up proportions between the tablet and my display, since they are 16:10 and 16:9 respectively.
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Is there anything that Cinema4D can do that Blender can't?
Is it worth it to get Cinema4D for the better interface alone?
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I picked up a 1st generation 21ux cintiq (intuos 3 tech) . Is there an arguably better pen than the original wacom grip pen?
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>>614969
>better pen than the original wacom grip
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Reposing from old thread; I got Fusion 360 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?
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where should i sell my shitty models? ue4/daz3d/secondlife/insert anywhere
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How to get this look??
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>>614995
Solid colors and shadeless material.
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>>614995
Low poly geo with vector image render
(Maya)
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>>614966
for visual effects, like the stuff you see in commercial
c4d is like a mini after effects with some 3d capabilities
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>>614475
Pic is the most relatable thing I have seen on this board
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>>614406
Is there a way to set up Blender to take touchscreen/touchpad gesture input on a Windows computer? I'm trying to get used to sculpting in it and having to have my hand on the keyboard is a pain in the ass when EVERY OTHER tablet-based application has gotten with the program and allows me to do 90% of my work with my pen/finger.
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>>614467
Yoga or Surface Book.
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V-ray question. How do I become good at V-ray? I have downloaded old Grant Warwick's cource on it but since then Vray changed a lot and I have no idea how to implement stuff he teaches there.
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Question I have these
named Bump, Diffuse, Displacement and Reflection.

How do I plug these in properly within blender.
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>>615143
So this is my Current Set up, I'm believed that Bump map and displacement is basically the same.

Is my set up correct.
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Can someone point me towards a tutorial, or something along that matters. to do a an IK rig for hips/Spine. The way I've been doing it has been frustrating to animate with.
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>>615144
Bump should be Non-Color.
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Is there a reason to use both normal and height/displacement maps together when texturing? I get for extreme displacement the normal map might help with detail, but if it's something like scratches and dents, why would I use the normal map when the displacement would simulate those anyway?
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>>615265
I asked this pretty recently, BUt I sorta Have a basic understanding of it. Please correct me if I'm wrong.

But There isn't a huge difference. Displacement alters the mesh sorta, this improves the quality of it, but it does increases the render times. While the bump just changes the way the light bounces off the mesh.
>>
been fucking around with tinkercad for a few months. is there anything out there as simple/easy but with slightly more functionality?
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>>615273
Fusion 360?
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>>615265
displacement maps are for small/fine detail like skin pores,beard,wrinkles. usually used in offline rendering and not in realtime
height maps are usually used when normal maps appear too flat, it adds the right bump but at a heavy cost of computation power
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>>615144
everything that is no albedo should be none color data
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I've never had to retopo after modeling an object before so I'm completely lost on how to start. How do I make it so that this isn't a complete mess (so I can subdivide, bevel, etc.) without spending ages "fixing" a mesh that already looks fine?
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>>615280
the highpoly model should be the final result in terms of looks, so there is no point in subdividing a retopoed model (unless you want to do it with better topology first)

so to your question, start with the hard parts like the holes and move on from there, it should take quiteabit of time
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>>615281
this is how the holes should look like
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>>615275
prefer free/can be pirated. plus i can't run 64bit
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>>615281
>>615282
>No point in subdividing a retopoed model
Fair, but I've got to bevel it to make it look a bit nicer on render; in Blender at least, they break pretty easily if the edges are in strange places. I'm working from low to high poly (no sculpting, adding features as needed, plus that specific model is imported from Fusion 360 so "good" topology was completely ignored since it's a CAD model initially.

Also, thanks for the hole image, but why do you have two edge loops instead of one on the flat portion?
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>>615283
Fusion 360 is free. Why are you still using 32bit anyway?
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>>615285
website says it costs money. my pc is old
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>>615284
>two edge loops instead of one on the flat portion?
its for the subdivision,also wait i got a better one for subD. i marked the areas where support loops should be
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>>615286
Hobbyist license is free if you make under 100k a year with it.
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>>615288
oh ok. well i can't run it anyway
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>>615287
Thanks mate
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How to disable this thing by default so that I don't need to turn in off every time I launch Zbrush? I feel retarded because I could not find the answer in google..
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For a total newcomer, UE4 or Unity for a simple RPG/MMO? And why?
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>>615317
UE4 probably.
ue5 have lighter builds but it doesn't even have its own code editor
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>>615321
Thanks. Started with UE 4.19 some days ago and it works just fine so far.

Anybody has a good tutorial for creating a MMO in UE4? I started with Virtus' RPG tutorials on youtube, really good stuff, but couldnt find out if/how you can turn your RPG into a multiplayer/MMO game
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>>615324
Just check the box under Edit — Game — Multiplayer, bruh.
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>>615325
Many thanks again bro
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Why is this happening and how do I fix it? I've tried tweaking tessellation options but they seemingly just doesn't work at all.
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How do I make 3d version of terrain and buildings from reference? It should be near 1 to 1 to refference and it's ok If from other angles it's totally fucked up. I need this for rendering If you may ask.
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My best friend works on a small 3D Studio that will start developing games soon.
I'm an uni dropout currently working a dead end job, and he told me that if I learn animation and rigging on Maya(using tutorials and such), he will get me on board. According to him, a year of serious learning and practice should give me the required skills to work on his studio, and he has already gotten two other people on the company(the boss trusts him blindly).
Should I do it?
My country offers no degrees on anything CG related, so having no qualifications isn't as bad as it would be on other countries I guess.
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>>615402
If it's a paying job and something you'd find interesting, go for it.
>>
what made you think this would be a good career choice?
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>>615402
what do you have to lose? Honest from what i've seen 95% of 3D related jobs care about your work over any college degree. This coming from someone who works a 3D job and got 3 degrees rofl.
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>>615146
Hoping someone will see this.
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>>614420
How do I check if a crack is safe? I just downloaded a Maya 2018 crack by Xforce, but I'm weary of running unknown programs.
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>>615146
>>615453
What do you need the IK there for when hips are parented to root?
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>>615472
Right now, its pretty to do much with the current set up. There is 2 bones. This is the ONLY set up I found for Hip movements.

The Bone above the hip/Pelvis I made Not copy the rotation of the bone, So this makes things extra awkward. But It does sort of get the results I want.
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>>615479
To make it extra awkward, the Pelvis isn't parented to the Hips.

If you want my current Rig file, Let me know. Feel free to play around in it. But its pretty trash. And will only give if its someone wants.
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>>615402
go for it
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>>615479
>>615481
just set it up as:
Root as parent of pelvis, and pelvis as parent of hips and spine 01
so if you want to move the whole model you move pelvis, if you want to move just the lower body you rotate hips, and upper body you rotate spine.
have your thighs parented to hips, and spine 02 parented to spine 01.
You don't need an IK for ass, just proper parent-child hierarchy.
>>
how do I get into cg persia forums?
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Can someone point me to some reference on how to have good topology on vagina/asshole for animations and just good topology in general
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>>615509
circular loops, that's it. Inset and shape
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>>615470
X-FORCE has a good reputation, but, in truth, you can never be sure. If you are paranoid, run the software on an isolated computer.

Even if you are not paranoid, keep backups of your data. Preferably, daily.
>>
are there any good hard surface tutorials for maya?
>>
>>615470
There are some sites where you can upload a file and it uses like 20 different AVs to scan it, however do be aware that cracks intrinsically use similar code to viruses, so you'll always trip at least 1-3 AVs. More than 4 and it's probably sketchy.
The best you can do is make sure it's from a reputable/curated source like CGP, and even then only if it's been up for enough time to have been checked out.
It's probably overkill, but my 3D system can't access the internet except transfer files to/from another one that can, it's even better if you have it be a Mac or Linux box.

>>615506
Fuck if I know, I've been there since forever and don't remember doing anything special, but it would seem that at some point they closed registrations completely based on what I've seen people here say. You can still register on Peers twice a month and they basically seed most of the stuff that's put on Persia anyway.
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>>615531
yeah the problem is that part of stuff which isn't seeded
>>
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Does this retopo look okay / what problems do you see here? I only really need it so I can make beveled edges but it'd be best for me to learn how to do it right.
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Asked in another thread, also asking here:

I've read the sticky but I need specific guidance. I want to learn 3D so I can make models to use in VRChat, which uses Unity. What is the best resource for me to learn, starting from 0?
I know C# but that's it. Thanks.
>>
>>615624
You'll never gonna make it if you have such a pathetic motivation for doing 3D. You gonna play around with Blender, then you give up in frustration, having learned that doing 3D is way too hard and above your abilities.
>>
>>615624
Sorry your knowledge in C# isn't going to come in handy for 3D modelling. Do you instead have any previous experience in traditional sculpting or human anatomy by any chance?

Anyway some search terms for you would be character modelling, rigging, UV unwrapping, high poly to low poly workflow, retopologizing techniques...

Actually yeah maybe you should quit while your ahead, VRchat might be dead by the time you learn how to make anything game-ready in 3D
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>>615649
by the time he learns that, VRchat might be dead sure, but there will be always a new hot shit in unity or other game engine and that's where his newly acquired skills may help
besides, one year later he might decide to make his own unity game, so that's another application of this skillset
>>
>>615642
I am going to disagree with you here. "Learning 3D" is but a tool. You don't do it for the sake of learning. If he wants to make VRChat models - he can learn tools to make it. I actually have relevant experience here as one of my friends has a short love affair with VRChat and with a bit of coaching from me she got pretty good in doing exactly that - importing model, optimizing polycount for VRchat reqs, rigging it and exporting.

Sure she didn't know many basics, but why should she? She is happy with being able to do what she wanted to do. She reached her goal.
>>
any of you have experience with uploading to cgpeers?
whats the process, how does everything goes, and what do you do to protect yourself after you upload? im paranoid that if i upload something i get fucked afterwards
>>
>>615659
Click upload, follow the requirements. As long as it's not porn and CG related you're fine.
>>
>>614406
When making a face bone rig, should I parent all facial bones to just the head bone, or is there some specific way to how everything should be linked together?
If anyone has a tutorial on face rigging concentration on just bone placement, parenting and skinning, rather than just showing off add-ons of different software, that would be great.
>>
>>615668
i have some maya tuts, what if the person that made them sees them uploaded and tries to take action, does cgpeers offer some kind of protection or am i on my own?
>>
>>615759
None of the sharing sites hold accountability for anything their users do. At worst what happens is that the creator will email Persia/Peers or you for the content to be taken down, which I believe has happened at least a few times, the most notable case being the complete Texturing.xyz face and skin scans collection which was pulled. You can still find individual packs from other users, just not the whole shebang that was like 100gb of stuff.
The most important thing is not to link to any site without the use of a redirect service or write the URL in a way that requires the user to manually copy/paste it into the address bar (such as without https://) as that's what can be used to backtrace to the content.
>>
Is there a term for this particular aesthetic?
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>>615792
no. i think it was a bigger texture that was downscaled.
and the surprising thing is it looks better that way
>>
>>615792
>link to site gives 503
Guaranteed way to stop people from viewing his work.

Looks pretty neat, I'd play TF2 in that style. I think the closest style to that is probably lowpoly pixel art but I could be wrong.
>>
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Does anyone have any good ideas on how to make Cornrows?
I've been stuck on this for weeks, and still can't make it look any good.
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>>615826
They won't look good ever, just because they're corn rows. But you can try to make hair that goes in it's general direction and merges into the braid.
>>
>>615831
but this ILM character tells me there's a certain way to make cornrows look perfect. I just don't know what to do for that.
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>>615841
looks like hair particles were used
>>
Does anyone know if skyrim supports pbr materials? I want to make my own weapons, maybe even redo original ones, but I want them to use pbr mats to make them look more realistic. If not what are good practices to convert diffuse, normals, roughness and metalness textures to use with skyrim engine?
>>
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New to zBrush. I'm trying to flatten areas along the edge of this crack, but my brush kept pulling mesh from the opposite side of the crack, so i masked that side off, but it's still pulling that side.
Am i doing something wrong or is this a bug?
>>
What's a good tutorial or tip for rigging hair and skirt/robes/clothing for lowpoly models?
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I tried to install Grease Pencil Tool but it doesn't work. How can I solve it?
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>>616097
If it´s pulling, it´s because it isn´t masked. It LOOKS it is masked, but it is not - Zbrush have a masking level from 0 to 100 to allow smoothing. Mask the areas who are being pulled again until they became solid to the brush pool.
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>>616097
turn on backface masking on your brush. Brush - > Auto-Masking - > backface masking
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>>615989
skyrim does not work with pbr, and the first quick google result will tell you the necessary steps to convert pbr into legacy
>>
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I have an issue with transparency in Maya - I have a really thin box, planar mapped from the an axis axis. From one side it looks like this, which is fine:
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>>616141
And from the other side it looks like this, and gets all grainy and weird - does anyone know why this is? I am viewport 2.0 with Depth Peeling
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>>616142
Backface culling seems to fix it. No idea how this works when imported to Unity.
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>>616117
why did you install grease pencil? its already in blender
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How can I fix this weightpaint? I need the skirt to follow the leg when it goes up but I can't find a way to do that, how can I fix it?
>>
>>616368

looks like the skirt is also weight-painted to the hip or some other bone other than your leg. you need to clear that
>>
Any freelance using Houdini here?
Considering learning Houdini for Motion Graphics stuff
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>>616625
>learning Houdini to do flying logos
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Why does Japanese 3D look different from the west?
Do they use different programs or what?
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>>616629
Yeah for simple flying logos that would be really pointless, but stuff like Simon Homendal and Entagma make me think about it.
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How'd he do the windows????
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>>616651
https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/shaders/holdout.html
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>>616368
I think they already answered your question, but still. Looks like the leg bone it's not the only bone affecting the skirt. Check other bones to see if it's affecting it and try to delete or reduce the weight on those other bones
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>>616629
I was thinking of the same thing
Is it overkill?
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>>616651
>literally just frontal projection
>>
>>616651

have material be a camera based projection, so its just locked to where the camera is, will always remain static

alternatively, do it in post with an alpha for the windows and place the image where you want it since the texture is static (pain in the ass though if its zip zooming around the screen)
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So I've been learning C4D and I'm liking how streamlined a lot of it is but one Maya feature I'm missing a lot is how in the toon shader you could plug in textures.
https://simplecgschool.tumblr.com/post/170653739685/i-really-love-your-3d-especially-your-princess
I know in C4D the toon shader alternative is using the cell shader in the illumination of a material but I can't find any way to plug textures into the cell shader.

I've crawled all over the internet looking for this but haven't been able to find anything. You're my only hope /3/
>>
>>616644
This guy's got it right. Learn to do the heavy shit and immediately stand out from the crowd.
However
>>616625
if you don't have much experience in other 3D programs you're gonna have a bad time.
>>
>>616948
toon shaders don't work too well with raytracers anyway.
a toon shader is probably more simple than you think, it has 2 basic functions that you control
>>
Has anyone heard about Moi3D before? Just learned about it today, wondering why I've never heard about it before. Site looks like it's straight out of the early 2000s.
>>
>>617117
Because it's made by literally one guy, it's also relatively recent compared to most other 3D programs.
MOI3D is a NURBS editor, similar to Rhino, so it comes with all the same expected drawbacks and advantages, such as there being no real way to turn it into a poly model except by retopologizing it. On the other hand, operations like booleans are hassle-free, because NURBS curves don't have any inherent topology, only control points that influence how the surface between them should be generated.
The workflow for NURBS is niche enough that most people generally don't need it, but it's certainly there and some rather impressive stuff has been modeled with it.
>>
>>617125

>NURBS are niche

you can't do proper engineering jobs or product design without NURBS
>>
>>614406
For things trapped inside amber (I would like a small mouse) should I just make a low poly version, and just put it inside a sphere and play with some glass shaders? Is that the best way?
Is there a way to make it hand painted? Would I need to blend it with a transparency map or something?
>>
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How the fuck did RoyalCarribbean make these cross section renderings? Is there a transparent container holding each room's lighting? Did they stitch together different renderings with photoshop? Any of you guys have general ideas of how this is done?
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>>617300
render out separate elements & passes and assemble them afterwards, also manual cleanup and tweaking
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>>617177
fuck around with glass shaders, and play with ior settings
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>>617177
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>>617300
Maybe some emissive materials in there as well.
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>>616997
These are both my posts. I've got some experience with Maya & Blender and I still have a hard time with Houdini. I was curious if it was getting used by people here because I keep seeing more & more ads for it. I don't know if all the trouble learning it is worth it, or if I should just go with something like Blender's Animation Nodes...
>>
>>617300
I'm pretty sure there is a CAD program specifically only for ship building but I'm not 100% sure that's what they used here, might have some special features that you don't usually see.
>>
In Blender, does anyone know how to apply post processing effects onto the player?
>>
>>617317
>>617321
Thank you anons. I kinda knew I needed to play with glass, but wanted to know if putting something inside makes the whole thing different.
>>
Good day. I am just starting with MODO and have a quick question. After i made first model for testing (basically a small cubicle room) i tried to export it to UE4. My setting were set to Unreal static and unit - centimeters. During modelling i saw there sizes of kilometers but didn't pay mind at the time, because in Maya i never had to bother with unit sizes and if i set it to meters model would become too small to see even with zooming.

After importing said model UE4 simply crashed. After trying a few things i came to understand that the problem is indeed with unit sizes. That said - what unit sized and export parameters should i set in MODO to work normally and export normally?
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>>614406
So I'm trying to get good deformations without any skin morths/corrective blend shapes.
I got one extra bone for tweaking calf muscles, otherwise it's pretty simple to make the IK easy to animate.
I got decent results for the 90 degrees angle (correct me if I'm wrong), but if bend the leg to more extrema pose e.g. full squat, I get really ugly results. I played with the bone placement, and I think what I got is the best I can get with current set-up. (by the way, yellow is full influence)
I have a basic idea how maybe I could fix everything by splitting the knee joint into multiple bones, but then animating would be harder. Does anyone have any ideas? I'm asking because there is probably at least one experienced rigger who came up with a solution for this kind of problem before.
>>
>>617411
Did you use FBX, or OBJ?
>>
>>614406
using a boolean operation on maya and it's only affecting one side and not the other even with symmetry enabled is there something im missing?
>>
>>617439
fbx
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>>617579
Unreal units are centimeters, so use centimeters if you don't want to have to scale back. Export as fbx 2014 too, IIRC that's the current version supported by UE4. Also, don't forget to add a simple collision (UCX) box to the model. You'll have to use complex collision in the engine if you don't, which is more computationally expensive when there's no need for it.
>>
I have ZERO 3d modeling experience but recently I have been wanting to give particle effects(?) a shot as I have always been interested.

What I mean by particle effects is like this video https://vimeo.com/253731861 does that fall under that realm? Can anyone point me in a direction for resources on this kind of thing? My 2d artist brain cant figure out what to google.

Sorry for wasting everyones time.
>>
When I import obj into 3ds max scene all other objects get deleted and few remaining reset their position. Why is that?
>>
>>617582
The FBX version for UE changes from time to time. Currently it is FBX 2016.
>>
>>618249
>What I mean by particle effects is like this video https://vimeo.com/253731861 does that fall under that realm?
Yep, that's low poly modeling + particles, mainly.

>Can anyone point me in a direction for resources on this kind of thing?
Give Cinema 4D a shot, there's a demo version that lets you save work for 42 days. Pretty good for particles, and very accessible to beginners. The tutorials by Grayscalegorilla are good, the intro to C4D is free.
>>
>>617300
I don't know, but I do know that this reminds me of Habbo Hotel in some ways... just denser.


I've been learning hard modeling on CG Cookie, but whenever I check out other hard modeling tutorials on youtube, they all seem to use a different technique in fleshing out their models.

Mainly with CG Cookie tutorials using the shrink wrap modifier in order to cut out portions of the mesh (with the mesh being something simple like a cylinder with the amount of sides corresponding to the amount they'll need for edge loops.)

My question is, what is the correct way to lay down the basic shape of an object that I am hard modeling?

Should I just begin by laying down vertices that match up with my reference image, or should I choose a primitive that is the closest to the shape that I am modeling and then use insets with the shrink wrap modifier to create boundary face loops around the areas that I need cut away from the mesh? Is there any sort of definitive reading material on this subject? Because it seems like whenever I inset things it creates poles where I don't want them in return for some new face loops.
>>
I'll post this here too:

Hey guys, I have a question to ask you all ))
I want to start a project, Music video,
I want main character to go to different dimensions and make every dimension in different style(cartoony, retro, anime, fetishy, shiny, etc... )
should I render it in Unreal Engine?
>>
Does anyone have a link the mavis model posted in a different thread a few days ago? Was on my phone and didn't grab it, now I can't find it. It was on Google drive with a bunch of folders ranging from textures to references to maya scenes. Pls anons
>>
>>618655
Huh, never heard of the shrinkwrap technique before. Personally I just get a rough shape then go ham with booleans and painfully retopo. I run with HardOps as well, so I don't really care too much about support loops (the bevel modifier tends to do wonders) and really only fix topo if the shape Catmull-Clark spits out at me isn't the one I wanted.
>>
>>618717
https://drive.google.com/drive/folders/0B8jP3gcTv-ewc2FwM3phcVVwaHM
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>>618726
What's with all of the faces being like this? Normals are all facing the same direction and making them all triangles doesn't help.
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>>618738
turn off auto-smooth
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>>618738
Use Maya.
>>
Can anyone share Cum/Semen fluid Materials for blender.
>>
>>618764

Here's what you do:

>get out the principled bdsf shader
>go to /gif/
>blow a mad nut to hung shemale threads
>before your cum liquefies play with the shader values until it looks like what came out of your pee pee

wa la you are now the digital sperm
>>
>>618722
Yeah, I still don't really fully understand why he used Shrink-wrap on a second, duplicate mesh and then cut out what he didn't need from there, but then again I really don't fully know what I am fuckin doing.
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>>618646
Those tutorials look like they are exactly what I'm after, thanks for the direction my guy.

I actually ended up installing maya a few days ago since its free for students and messed around rigging this model I pulled from league, it took a while to figure it out but the process was a lot more enjoyable than I was expecting, compared to drawing for sure so I think I found a new hobby.
>>
>>618784
Was it the airplane tutorial from CGC? I think he did it in order to more easily manipulate topology on separate meshes without having to worry about losing the shape built from the concept.
>>
>>618790
Is this video a part of tutorial? If yes can you give a link? Or you animated run cycle after 2 days in maya?
>>
How can people stand Minecraft?
>>
>>618835
It's a fun game with a decent amount of gameplay variety, huge replayability, and ability to play multiplayer with friends.
>>
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Any idea how to get these two cylinders to meet like in the background image? I've been at this for longer than I should be and I'm positively stumped.
>>
>>618852
i don't see how your background image fits
but to your question, you can either merge or bridge loops
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>>618852
Shouldn't have cut the bottom cylinder in a horizontal fashion. Take a perpendicular cut, extrude along the normals until it intersects with the upper cylinder. Remove doubles if not merge vertices.
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>>618828
Not part of the tutorials, and I didn't actually define the animation itself.
The files are proprietary but there are (or were, I had an older version of the game on a backup harddrive) tools to pull them out. The skeleton and model files can be opened with plugins for most 3D softwares but the animation files are some ancient format that apparently only maya can open.

So the run animation was already in there and the skeleton would do it but the problem is that the meshes aren't connected, the game does that I guess. To make matters worse the skeleton it uses is the base skin (skin is like a costume, different model/textures for cosmetics ) skeleton, and there were unused bones in the skeleton and some things dont match which threw me off for a while before I realized that. So I had to basically guess how the mesh vertices are supposed be weighted, run an animation, try to fix rogue vertices, run animation again, fix again, etc. It's still kinda fucky as you can see, I spent hours on the tail fabric and I still can't figure it out. You can see there's 3 bones coming out of her back because her base skin has 3 cape things, but this one only has 2.

First part of the video is with freshly imported files, the second part is what it looks like with the automatic weighting on the base skin mesh, the mesh I was doing was a bit more fucked cause they don't match perfectly. Sorry if my wording is confusing, I don't know all the terminology yet.
>>
hey /3/, /diy/ here
I'm trying to do something rather simple. I'm going to 3d print a case for a split keyboard i'm building, one for each hand, and i want to swap the positions of the two. The reason is, the right hand case make space for a USB plug im going to move to the left hand side.
Whats the easiest way to make a reflection of a part in blender?
(pls no bully i downloaded blender earlier today, i normally only mess with electronics)
>>
>>618940
i don't understand the question, please provide a drawing or something
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>>618940
Use the Mirror modifier?
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>>618941

I need to print the case for this. Except mirrored; see how the right hand has a second cord coming out? i need to mirror it, so the left hand side has that cable instead, and the right hand case omits the cable.
picrel
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>>618954
into picrel
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>>618955
If you have the model, select the entire object, hit Ctrl-M and then X/Y/Z (depending on the orientation it's in), and that should mirror it along the respective axis.
>>
>>618835
>When you realise the most important part of a game is gameplay
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pretty much new to 3d modelling and have no clue what I am doing. Fucking around in Sculptris, but I wanna get pointed in the right direction. Does anybody have any reading/watching material to study or software to use?
>>
Is there a way to paint directly on a model's normal map as if you were high poly sculpting? Something like opening a model in photoshop, painting on the map and seeing the results on the mesh, or even better, painting on the mesh since it would simulate sculpting a bit. Is this a thing?
>>
the Blender addon Zerobrush lets you paint with normals but it uses the Blender painting system which is pretty bad. If you have an existing low-poly model you could subdivide it a billion times, sculpt, bake a normal map, and then combine that with the existing normal map.
>>
>>619235
>>619234
meant to reply to
>>
>>619233
What do you want to do anon, sculpt?
Not sculpting, but I personally learned off basic blender tutorials and watching speed modelling/sculpting videos to copy their techniques. Personally, I'd rather have spent the last 4 years drawing instead. You'll get to a point where you have the knowledge to make whatever you want, but can't. There's no harm in doing both at once too, especially scultping.

This guy's videos were really good to watch. He's using a hardops add-on but I was able to follow along to an extent. https://www.youtube.com/watch?v=cg1WFW5PsPE
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Is it okay to split edges like this to reduce the amount of vertices on the next loop when retopologizing organic shapes for animation?
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>>618852
I don't understand. Are you trying to do something like pic related?
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http://www.posemaniacs.com/thirtysecond

is this just a meme, or will I actually get a better understanding of anatomy if I practice daily and pay attention to what I'm doing? For me, 2D art is a means to an end: I do it because its fast and simple to draft stuff and practice proportions and anatomy.
>>
>>618852
use the shear tool to rotate the end of one of the tubes to the appropriate angle, then merge the vertices of the second to that one.
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>>619350
you don't need to study anatomy, you just need to work with more reference shots when making people.
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>>619349
That's a quarter of a donut.
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What does it mean to "bake down" something? Is it something except highpoly-to-lowpoly baking?
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>>619506
I'm guessing it's just what he referred to the low-poly as. There are really only two instances of baking, either turning a 3D mesh into a map for use as a texture, or recording detail for use on a low-poly, that's it. What he implied was that he did neither the modeling nor retopo, just the texturing.
>>
>>619363
I don't know about that, I've heard many opinions to the contrary.
>>
In order to save traffic and reduce bandwidth I'd like to host my images on external providers for my portfolio. can you give me any recommendations? Never had a blog or something and am a anti social network stuff.

Something like dropbox maybe?
>>
>>619514
Artstation.
>>
>>619516
True. Thought about that and will definetly migrate or rather expand to artstation later down the road. Just feel my art/skill level isnt ready yet.
>>
Is there a script that triangulates n-gons in obj outside of the modelling programm?
>>
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this model has rig controllers that seem to not work. the curves just move around. i assume it's lost?
>>
Why does basic cgi only look good when dubbed to Kodachrome 64?
>>
>>619701
Maybe you are used to watching CGI composited on stock film, and therefore corrected to blend well. Acquired taste.
>>
how do I make a circle actually look round without a shit-ton of geometry?
>>
>>619731
Using polygons you can't. Since each poly is just a straight surface, you need many of them to give the impression of a curve. 64 sides is close to looking round and 128 should look very round even on large objects. For rendered 3D this generally isn't an issue since you can just use as many polys as you need, and for games things are generally getting better, as newer engines and graphics cards are capable enough that the days of 8-sided barrels are behind us.

It is possible using NURBS, which generate the surface between control points as a perfect curve, but you are somewhat limited in what you can do with NURBS since they haven't been a primary modeling tool for over a decade, aside from a few programs still dedicated to it. On top of that, NURBS have limited integration to other software packages aside from CAD, if you want to use it in any kind of way aside from rendering, you'll have to turn it into a poly first.
>>
>>619731
In a path tracer: turn on subdivision

In a game engine: turn on dynamic tesselation
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>>614406
How do I model military jets? I just cannot figure it out. I've taken a stab at pic related at least half of a dozen times, and progress is always slow-going with dis-satisfactory results.

It's such a complex mixture of organic and geometric shapes with no clear indication where one stops and another begins. The geometry and topology of the fuselage is what really throws me off. does anyone have any experience with modelling jets that could share some advice? I don't even care about fine details like the paneling and rivets, that can come later. I just want to be able to make a semi accurate model.

>Post theme:
https://www.youtube.com/watch?v=gs6yseO7f4w
>>
>>619872
I'd suggest breaking it up into pieces first. Nose, cockpit, fuselage (no wings), engine block, intakes, primary wings, rear winglets, front winglets. Join them up together like building a plane in KSP; correct any geom as you see fit.

Fuselage geometry is weird, because it's primarily one large organic shape, but just remember that it's a horizontal s-curve. Lie the cockpit on top of the engines, then separate those, and connect the two.
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>>614406
I just clicked on an ad
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>>619872
That reference is ridiculously thorough and if you can't figure it out from there, I don't think anything can help you.
>>
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>>619887
I see. So tackle it almost like a scale model kit, then? I think attaching the flat wings to the curved fuselage will still pose a fairly significant challenge. I may hunt around on the internet for another 3D model of a Flanker, and see how other artists have handled it. I appreciate the advice!

>>619895
Thorough reference ≠ no challenge.

I'm not helpless when it comes to 3D, but I'm not as experienced as many of the people on this board, which is why I come here for help (and to do my part to keep /3/ alive.)
>>
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I made the arms and legs out of cylinder and the rest of the body and hands by dragging edges out of them. Now the light looks different on the parts that were cylinders and everything else. How do I make it all the same. Either the more rounded/smooth look or the regular angular look.
>>
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>>619896
>So tackle it almost like a scale model kit, then?
I personally find it easier to model different parts and put them together than to handle one giant monstrosity. Your break down is about there, though I'd recommend splitting the cockpit from the fuselage so you can handle the curvature of the fuselage better. Once that's all done, join up the parts and optimise the topo, and you have a presentable model in your hands.

>I think attaching the flat wings to the curved fuselage will still pose a fairly significant challenge.
Not if you do it right. Where your wings meet on the fuselage, make it a flat surface. Kinda like pic related (crude mouse drawing because I'm too lazy to bust out the tablet). If you can't get the curvature right, don't have the wings bulge towards the end until you're done with the fuselage, then bring the two together and inflate the end so they become 'seamless'.
>>
How do I get my normal map to look right and not look like shit
>>
>>619911
switch it to non-color data and plug it into a normal map node before plugging it into the normal node of your shader
>>
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>>619909
Ah, I get what you mean about the cockpit and the wing attachment now. Thanks, my dude. It's changed the way I think about it. Here, have one of the rarest Pepes in my collection as a thank you.
>>
I come from a software engineering background, and have little experience with 3D. I was wondering if there currently exists a way of mapping 2D images to a 3D model? For instance, if I run an algorithm on an image to detect facial features, is there a go-to package or something I would use to associate that with the face on a 3D model?

I'm looking to build something like this myself, but thought I'd have a look around first to see if something like it already exists, but I can't find anything.
>>
>>619912
Did all that

What the fuck am I doing wrong
>>
is it possible to make DAZ's pose system in maya?
>>
>>619528
And who cares? You can always archive or hide stuff if you want later on.
>>
Guys I need assistance. I got to write a ten page instruction manual on some bullshit that's unique, and the only thing I know fuck all about is 3d modelling. Is there any unique (meaning finding tutorials on it is difficult) aspect of 3d modelling i can bullshit 10 pages about? I was thinking of just doing how to make a game asset but I doubt she's gonna believe that's it's a unique concept.
>>
>>620040
Yes, in theory if you went absolutely insane with your rigging it would be possible. On the practical side of things, no, I can't imagine someone would spend all that time making a rig like that
>>
>>620040
https://www.daz3d.com/daz-to-maya
>>
>>620049
write about ray-tracing or PBR.
they are both "groundbreaking" aspects of 3D, and there is a ton of info about them online
>>
>>620038
show ur nodes
>>
>>620099
Huh never thought of that thanks. I guess I'll give it a look. I'm afraid of not being able to teach myself enough about it in time to turn it in next Wednesday though.
>>
>>620049
Hmm... Modeling with face-weighted normals is a fairly cutting-edge technique that's shown limited use so far. You could look into it.
>>
hey guys, architecture grad. this might sound weird but i never had to use autocad or revit. and now every firm im applying to needs it. i did all my projects in rhinoceros 3d, and basically sliced my model to get plans, sections, diagrams, you name it. then i simply exported them and cleaned them up in adobe illustrator. hey, it worked.

what are some good ways to build up a profiency with autocad and revit? I am thinking of simply redoing my projects in them, but I know in arch firms there are certain things they use, like xrefs.
>>
>>620100
>>
>>620475
nodes ya bellend not your wireframe
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>>620477
I might be dumb I'm sorry
>>
>>620478
add a normal map node to your material
shift+a > vector > normal map
color output of image texture into color input of normal map node
output of normal map node into normal input of your diffuse shader
adjust the strength if needed because 1.0 typically tends to be too strong
if it still looks wrong revise your high-poly or revise your uv mapping
remember to save your normal maps in (preferably) png so jpeg artifacting doesn't fuck it over
and it's alright anon
as long as you're learning
>>
>>620480
I appreciate you helping me out
It looks a little better, but not great.
I wonder if I'm just doing the bake incorrectly.
Also my hi-poly is just the same model with more iterations of subsurf applied to it; would that cause these issues?
>>
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What can I do to make this run cycle look less shitty? Also my first time rigging no bulli
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>>620498
Forgot the animation
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>>620489
jesus christ what are you doing?
same goes for the guy that helped you.
>>
>>620500
I'm no animation expert but the front and back legs look too synced up to me. Try and find a video of how a cheetah runs in slow motion and copy that.
>>
>>620509
Its already set to non color data though.
I really think I'm fucking up the bake primarily.
>>
>>620509
snepai it's been set to non-color data the entire time what are you boxing out

>>620577
post high-poly
>>
>>620578
top is low
middle is 1 level of subsurf
bottom is high poly with 5 levels of subsurf
>>
Saw a banner ad on 4chan, what do
>>
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>>620583
judging by your top and middle models, you haven't learned how to shade your objects properly yet
>pic related (crude model, sorry)
currently you have a, when we want b
what you want to do is select the edges that you want to be sharply defined so you don't have that blocky look to it
mark them as sharp (Edit Mode > Shading / UVs > Edges: Sharp) and you'll get the blue lines like in the wireframe to the right of a
head to your modifiers and apply an Edge Split modifier
deselect Edge Angle and select Sharp Edges if it isn't already
this tells blender where to separate the edges so the entire thing doesn't become one smooth blob
now select your entire model and turn on Smooth Shading either through Shading / UV > Faces: Smooth in Edit Mode or Tools > Edit > Shading: Smooth in Object Mode
now you should get b, a nicely shaded model with defined edges where they need to be
this will also help to get rid of blockiness in your normal map after baking

as for your normal map, it's really not the brightest idea to subdiv a low poly as your high poly
rather, start with your high poly and go ham with your poly count adding whatever details you see fit
after that, build a low poly with the bare amount of geometry to keep the primitive shape and then bake your high poly normal from there

you should look into hardsurface modelling if you want to make nice guns by the way
i've skipped quite a lot of details like edge bevelling and proper subdivisions for your high poly because the whole shading thing above really only applies to low poly game ready models
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>>620585
Awesome, I'll try again and remake the high poly model and follow these steps.
Thank you for your help, Friend.
>>
How do you start career in 3d modeling?

I am self learning the art, more or less solid with basics, training with hard surface, some animation skills. But how do you start earning money? In software development after the basics you take some junior position and get experience in production, but all the job offerings i see is AAA companies looking for experienced full stack character modelers. Absolute zero junior positions.
>>
>>620589
Freelancing. Dealing with clients and landing projects is gonna hurt like a bitch but you'll be growing a presentable portfolio and earning money while doing it. Not exactly the wisest decision to make, but if you're really looking to get a return on your investment, then yeah. Either that or attempt some cool indie shit like making a game with friends and hoping it catches on.

or you could also sculpt nude waifu and set up a patreon and watch the money from horny teens roll in haha yeaaa
>>
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I'm trying to import a second FBX model into a Maya scene, so I can cut and paste between the two.

However, when I import the second model they get combined into this horrific eldritch monster. I want it imported without doing some weird fusion. Google is failing, what am I doing wrong
>>
>>620620
I fixed this, I had to import it into a different namespace. I'm brand new (using Maya for 2 days) so don't laugh.
>>
>>620620
Maya just gave you dope af concept art for free, don't complain.
>>
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Would it be better to have accessory type things like armor be a part of the body mesh or to have them be separate? Also is there a better way to do a cutout circle? Lighting acts really strange whether I have it as an ngon or a billion triangles.
>>
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>>620658
uhh...
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Where can I learn to edit meshes? About to go through the sticky

Basically I need to close this Slowbro's ass but I'm brand new and don't know how. A friend told me I need to get all quads around the ass, then "extrude them inward", but I'm fucking stuck and think I need more experience before trying this
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>>620670
Go to mesh tools, there will be an option at the top to show modeling toolkit. Select some edges and choose the extrude option in the modeling toolkit and then drag the direction you want.
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>>620671
I ended up using Fill Hole which worked but it only made 1 polygon. I don't know if this is good

Also I need to suck it out somehow so it has curvature but i dont think i can do that if its just one shape
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>>620664
Blender strikes ag... oh, wait.
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>>620677
luckily I saved like 5 minutes before
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hey boyos has anyone got any idea how to make a pbr CD material? the reflective data part i.e.

am i right in thinking it's done using a radial anisotropy map? is the colour shifting/refraction/diffraction abbe shit accomplished using a thin film?

also, what would the anisotropy map even look like?
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>>620683
dispersion abbe*
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So, pic related is getting argued on /v/ again, and though I firmly side with the pic, I'm somewhat curious as to /3/'s opinions on the topic. Also requesting a similar image but with a full body beethoven as an example as opposed to just a bust of beethoven.
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>>620685
are you really expecting that anyone will waste his time counter-arguing edgy comments from a madman from /v/
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>>620685
What's the argument there? That subdividing a mesh doesn't add detail relative to the represented object? If so, that's trivially true. Am I missing something?
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>>620691
some bs about diminishing returns re: higher polycounts and how high-frequency detail isn't worth pushing polygons for.
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QUESTION: Is it worth learning Knald or should I not bother?
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>>620693
Well then, higher polycounts are very useful to add fine detail. But they shouldn't be used in the game model. The sensible thing to do is to take that detail and bake it into normal/height maps to be used in lower poly models. That way, the game performance is not degraded, and visual detail is retained.
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Not sure if this belongs in /3/ but hoping theres some architecture people here where this is tangentally related, I'm looking for a 3d app that can help with planning out a plot of land with gardens and terracing and things like that, like a gardening/land management CAD. I'm not sure what the right terms are to search for.
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Another dumb noob question. I have the .png textures for this FBX model. I want to apply them to it inside Maya. I can't figure out how. It seems like they show up in Hypershade but I have no clue what to do.
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>>620672
>>620674
Nice, you can use that scissor icon in the polygon toolbar to cut edges between vertices.

>>620744
Time to learn about UVs! Go to Window > UV texture editor. You should probably watch some youtube tutorials on it, I couldn't figure it out on my own. This guy has a weird voice but its what I watched: https://www.youtube.com/watch?v=HLhazEa8wmw
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>>620747
thanks
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Why doesn't my psuedo-skeleton have any weight influence?

I'm working on a model in Blender containing 281 shape keys that represent 21 vertex animations.
I want to convert those vertex animations into skeletal actions for compatibility's sake.
(3DSMax doesn't support 100+ shape keys on one object, most other programs don't recognise them.)
I’ve assigned an empty to each vertex and constrained a bone to each empty, a total of 708 each.
The default position of all vertices and bones is 0/0/0, and then they are positioned by shape keys and empties, respectively.
Each bone has an envelope size of 0.00001 and a weight of 1 so as to only affect their assigned vertex.
I had to use envelope weights when skinning, because using automatic weights shifted the object's position to the position of the object's current shape key's first vertex (what a fucking mouthful.)

Then I increased the influence of each shape key to 1, refresh the scene and create a key frame.
Before checking the key frames, I disabled the shape key/s and constraints.

The result is that the bones move, but the mesh remains static.

Any help would be appreciated, the Blender Artists forum wouldn't touch this. I can upload a copy of the .blend file if needed.
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>>614406
I want to make procedural coral growing, tracked on someone. Like, I want to film a video of a head and have some corals grow out form it.

Should I do it on Cinema? Maya? 3Dmax? what do you guys recommend for this.
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>>620809
houdini, if you want to do it properly.
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https://discord gg/ENMPtyh
Sup chads and cuck join this server if you want to enjoy the autistic nature of 4chan but with the interaction of real people you depressed fag... get in here man!
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Will this ever be uploaded to cgpeers? has anyone had the chance to take this course?
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>>620819
Not sure if legit...
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>>620844
That hair is atrocious.
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>>620855
Thanks for your opinion, hope it made u feel better
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>>620856
I'm on too many meds to feel anything anymore m8, but don't worry, that's why my opinions are completely objective.
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quick question, i use 3ds max and i have couple of objects in the scene and a hdri in the back and im trying to adjust the hdri so that the objects look more like they are placed on some of the surface of the hdri, im trying to use the coordinates tab and the U V offset but its not doing anything, how can i fix it?
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>>620819
>Joining a discord for a small board on 4chan where you can literally count the number of posts per day
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>>620844
>>620855
Seconded for gay haircut.
I thought the text was "RENDER COMPLETE" before I actually clicked the thumbnail.
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So I have my model ready to go I think, the only problem is that when I send it to Unity, the VRChat uploader gives me an error, because I don't have a chest bone mapped.

How do I add a Chest bone to it in Maya? Apologies for these noob questions I'm just learning as I go here
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Is GTX 1060 any good for gaming and
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>>620923
And I'm retarded. For gaming and rendering at 1080p in decent (<2hrs) time?
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>>620923

Yes it is, hell even the 1050 is very good.
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>>620890
looking more into this it seems like it will be a big job because id have to reskin the model

Is there any good course on Maya that would teach all these things? (rigging, skinning, texturing, etc). The sticky doesn't seem to have a single course that would suit that
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>>620981
https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-EA39CCE9-2B02-4399-9374-3141E7A089BF-htm.html
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How would you UV unwrap a complex shape like this? Where would you put the edge splits and how would you approach doing a highpoly to lowpoly bake? Would you have everything on 1 smoothing group or have a separate one somewhere?
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>>620986
Thanks. I was able to add the Chest Bone. Is there any way to change joint hierarchy? There's a bunch of bones under "Spine" I need to move under "Chest", im trying to use Connect Joint but it doesn't work
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>>614406
I'm retopologizing my new hair. I spent some time on getting the hairline I was happy with, but now that I'm making lower poly version I don't know how to tackle it. Should I just bake it like that, and just push last faces deeper into the skull to hide the bad bakes? Did I waste hours working on hairline? I still have 7 strands left, and then adding and sliding edges in some places, but I'm getting worried about what is gonna be next.
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>>620973
Thanks bro. There's not much difference in price so I guess I'll just get a 1060 6GB one.
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What is the most powerful NURBS modeling program that runs on Linux?
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Is there a way to make maya's grid below everything else? This is really getting annoying
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>>621130
Hide it, faggot. What do you need it for, anyway?
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>>614406
Just to suffer?
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>>621151
Grids w. snapping is important. It satisfies my Autism.
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>>621087
Quite frankly I wouldn't unwrap something like this, because I wouldn't have the need to do a low-poly bake, as I would never want something like it in a game. Seeing as all it would take is a basic material to shade it, it doesn't even need to be unwrapped for texturing purposes either. It could be interesting as a challenge, but if you really want a jacuzzi in your game, make something much simpler, no one will care.
If you still want to go ahead with it, build the high-poly first by booleaning the crap out of some shapes and remesh/smooth/touch up the whole thing in zbrush, then export and retopo it. Smoothing should be broken up at any intersection that is close to or steeper than 90º, and the UV islands should be generated from the smoothing groups.

>>621108
The most powerful dedicated NURBS packages are MOI 3D and Rhino, but neither run on Linux. There might be some CAD programs that do, but it's not exactly the same thing. Your best solution is probably to just run one of the two I mentioned in a VM.
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>>621158
You can have grid snapping with the grid hidden. It works on distance.
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>>621151
I need it to count shit faster you nerd
Anyway, legacy works properly. Fucking 2.0
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mainly a hobbyist cg'er for now, but I find that my incredible laziness really hinders me a lot..despite it tho I have made steady progress in learning the various software
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>>621089
In the Outliner you can change your hierarchy by MMB dragging.
Or you can select the child joint, then the joint you want to be its parent, and press P.
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>>621164

Thanks, good informative answer. Yeah I do get that this is a bit overkill but I do want to challenge myself in learning hard-surface/retopo and UVunwrapping. If anyone else wants to comment Id like to hear any more takes on this type of stuff.
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>>621238
That's slick as fuck. Love the lighting details.
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how do i combine a head mesh with a body mesh when the subdivisions and topology are different?
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>>621382
Build step-down topology, see pic related.
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when im rendering animation in max, is there a way to set it up multiple cameras that start to render one after the other once the first has finished?
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>>618753
Lol /thread
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>>618955
Who the fuck are you supposed to be, Lee Samson?
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The render button is like crack. I won't even have a scene halfway finished and I'll render 20 times and feel accomplished.
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what is the best way to seamlessly connect these ears to the bigger mesh, complete noob here
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>>621413
turn into quads https://www.youtube.com/watch?v=sCMLVNIeFGQ , delete faces to make holes for ears, and merge verts one by one with ears' base
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is anyone having an issue in maya 2018 where face selection just stops working until the scene is loaded in again?
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what is the best way to make one of those type of spoons?
is making a circle with lots of edges and then i boolean the holes out is good enough or is there a more correct way to approach this type of topology
>pic related
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>>621617
make 1 hole first > duplicate and merge as many as you need > select outer edge > extrude out a couple of times to give your self some room to work > select outermost edge and circularize (if you don't have this available you can count the edges and make a tube with the right number of edges and merge that in > extrude some depth

nice, clean, topology.
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>>621617
>>621618
this should give you an idea of how to approach it:
https://www.youtube.com/watch?v=1mwHufAb4tc
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i did a quick rough one
you can probably get better topo if you spend a bit more time.
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Can morph targets be exhanged between models?
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How important is it to keep your shit in quads, I'm modeling a pistol and having a million lines running down the slide because of one spot on the back is annoying and can't actually be efficient for la computadora.
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I want to make a cactus like this. I've made a tiled displacement map to make those vertical ridges/ribs. I'm not sure how to UV unwrap/model the top of the cactus so that the vertical ridges meet at the center. Using Blender but I also use Maya if that helps. I will post the texture and some examples of unwrapping that I've tried. I can model the cactus, but I'd really like to use textures for the displacement so I can make a color roughness etc to perfectly match it.
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>>622929
I thought I could model it like this and unwrap it with follow active quads but it doesn't seem to be working
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>>622930
Should the UVs look like a grid with the triangles connected to the top row?




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