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File: Q&A.jpg (135 KB, 1280x720)
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last: >>610534
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Beginner here.
How much it hurt/annoyed/made you guys sad that anything you try to model(simples things like guns and whatnot) has ugly topos and when you watch a timelapse, the person makes it be so easy to model and keeping topos good. Fuck, some even do methods I didn't know it was possible.
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Any good advanced rigging tutorials for 3ds max?
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>>616192
I know that feel. Honestly, just watching hard-surface modeling tutorials is the only way to solve this. Assuming you didn't start using Blender yesterday, here's a good tutorial series for you:
https://www.youtube.com/watch?v=1zFdii2aWSQ

Covers lots of hard-surface techniques, and general workflow strategy.
>>
In Maya, Arnold, how can I exclude some light sources from. for example, an aiAtmosphereVolume (volumetric light or fog whatever)?

All tutorials I can find only use 1 light source, and it's really confusing why they would leave it at that.
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>>616220
Thanks anon. I want to do more hard-surface because organic ones are too hard for me, right now.
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>>616236
>starting with sculpting
That's a good way to end up hating it and quitting. There's nothing wrong with starting simple or following tutorials to get the techniques down before you venture off on your own project.
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>>616241
>starting with sculpting
Is organic related to sculpting?
What I meant was doing objects, guns and whatnot instead of humans, animals and the likes. Sorry if I used the wrong word there.
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>>616244
organic, in this context, would refer to living creatures that would typically be sculpted in 3D. Hard-surface refers to, well, hard surface things. Guns, robots, cars, etc. Sculpting is essentially the next step, but in my opinion you need to be good at hard-surface modeling first. It's better that way because /almost/ all hard surface can be done with kb+m, while sculpting will require a drawing tablet of some kind to be proficient.
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>>616246
I see, thanks anon.
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>>616246
man this creature must be smart huh
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what is this art style called? i've seen it in World of Warcraft and Epic Mickey for example, but i want to know more about the theory behind it, like for example taking a real life object and turning it into one that follows that style.
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>>616331
fucking hell, forgot the image
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>>616332
Toon/handpainted maybe?
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why do I sometimes see rigging tutorials with a mesh cut to pieces? What's the point of doing that?

Also, is this only for movie rigs or also a practice for game rigs?
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Can a game engine affect textures in its own specific way? I hear people prefering some engine because "the textures look good", but I can't understand why that would be. Btw also, why exactly is CryEngine considered to be the best at vegetation? How does it make it look better from the other engines like UE4 or Unity?

I wish I was more knowledgeable about technical side of things, so please share some good sources or even websites with daily articles where I can learn all of this more in-depth.
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As a lone wolf game developer (I'm new at putting it all together) that knows how to do everything. C# coding, 3D modeling, Animation, Texturing, lighting, Video production, photography, etc. Maya, Unity, Adobe Suite, Reason, etc. Piano, Keyboard, Electric Guitar, Bass, Machine music production, etc. Only things I'm not great at, but can still do, are drawing, drums, and I just started trying out sculpting.

How do I create a workflow or production pipeline for everything? Any good examples I could sort of follow? I feel overwhelmed with where to start actually. I have way too many programs and shit and really want to streamline the basics. Even kinda lost as to what to use to even create a design document I can follow each day.
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>>616346

Isn't that from Maya Learning Channel? I went through that tutorial, and I loved it.

It's funny you show the spine in particular, because that's the most important part for cutting up the mesh (proxy mesh you later replace with the real deal). When you create twist controls for the spine and other parts that might need twisting like the arms, it's much easier to see if your joints are facing the correct direction. It also lets you work on what matters for the rig, rather than rigging and skinning as you go along.
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Did this guy make lewds yet?
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>>616354
are you familiar with the SDLC and its different methodologies? Consider it sort of like that. for a general all purpose start:
>feasibility and requirements
how feasible it is to do what you are thinking of (financially, skills, ect.)? If you know you can do it, start ironing out the technological requirements that you need in order to complete it. You can quantify this and feed it back into how feasible the project is.
>design
decide what you want before even starting on your full production. this can include prototyping for game mechanics or early drawings of how level designs will fit into the story/world you are designing
>implementation
you already have a detailed and thorough idea of what you want to accomplish. Now you just need to do it. Stay away from adding a bunch of new features and the like or you will quickly find yourself blowing the scope of your project way out of proportion. From this point you just need to start up shop and get into maya following a normal 3d pipeline. Just stuff like modelling > rigging > shading > texturing > ect. This will be different depending on the software you choose to use. Like a lot of thing can be shot back and forth between maya/unity with ease.

There are different variations of this pipeline, but they all basically boil down the the same process
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>>616354
id say first start wth the important thing which is programming, then 3d modeling and animation.
if you enjoy both, then learning the rest will not be a problem for you.
you can start with a topdown/sidescroller prototype, involve as little animation as possible (animation is usually the hardest part and will take you a fair bit of time).
if your game is not animation heavy then focus more on texturing and sound, which are the next important things
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>>616351
some engines have tonemapping and color correction enabled by default, and some usually add anti alias from the get-go.
unity is known as an engine that does not enable those things by default (is also considered more lightweight in terms of builds)
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>>616199
rig in maya if you want to work AAA
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>>616357
haha no I have not ...
I'm stuck with two projects which I want to get over .... and one is a bird monster second is male.
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>>616366
>>616364

Good solid advice, thank you.
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can I get feedback on these eyelashes?
what can I improve one?
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>>616393
Post birb monster
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>>616450

You'll probably get better, more accurate results by vertex modelling them than sculpting.
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I can't believe I wasted years trying to get perfect deformation using bones when I could just slap skin morph on the mesh and get whatever I want. Found out about this yesterday.
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>>616355
aaah so it's just a temporary replacement I see, thank you

yes that is from the maya learning channel, good spotting there anon!
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>>616467
this, make them lowpoly, you can always smoothen them out lateron
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>>616466
I have posted this one already BTW )
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why won't maya let me make any cuts along the circled faces? absolute beginner so assume i've done something retarded.
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>>616537
nvm, i'm absolutely retarded.
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>>616185
Would you describe /3/'s sticky as up-to-date? Or more like "horribly outdated"? I'm mostly intrested in making game assets and such.
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>>616562
its up to date.
3D as a field doesn't evolve like people think it does.
the only things that are changing are is stuff in sculpting vfx and rendering
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>>616563
Thanks.
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>>616562
The information in the sticky is up to date, however a lot of the links are dead.
Anything you can get out of the sticky is still good.
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>>616563
And I think everything switchex to PBR after that..
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I am a beginner in 3d, using cinema 4d, so please forgive my noobish question.

As a longterm project I want to model a car and then make a slow motion animation of it crashing.

All tutorials I can find are in real time and use lots of smoke/particle effects to cover up the basic deform damage done to the car that way. I'd like to show the destruction in detail.

My question: After modelling the car at detail, what method/program should be used to calculate the crash?
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>>616804
Don't fall for the "simulation" meme. That shit works in accident reconstruction and product research/design. For entertainment/VFX you will literally push everything around manually and painstakingly with blendshapes / bones for 100% control over the outcome.
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Hi so I'm a retarded blendlet and I dont know why when I texture paint, my pixels stretch on the model. If anyone could help, I'd appreciate it.
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>>616839
UVs are stretched. Can you post more of a zoomed out picture so I can get an idea of what everthing looks like overall?
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>>616839
If the proportions of your model and its UV unwrap aren't equal (regarding the surface you're painting on), you'll see that kind of distortion.
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>>616841
I assumed it was that... I guess then my question is how do I get my UVs to be proportionate to my model? I'm really new to all this, and I've watched a few tutorials but I don't see anyone scaling their UVs after marking the seams and unwrapping, etc. Sorry again for such a simple question.
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>>616845
To clarify, I know how to move around the UVs and all that, but am I just eyeballing the pixels until they look right?
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>>616845
>>616846
>don't see anyone scaling their UVs after unwrapping
That's unusual, they've got to have pretty perfect geometry for that. No, unfortunately, you'll have to learn to scale unwrapped UVs to make them fit. The tools are a little different (selecting islands, common edges, etc.) but not too difficult to get used to since it's 2D. Ideally, you'll want to get everything joined into a single object, then start unwrapping, to minimize headache from switching back and forth between the objects. Yes, you're pretty much eyeballing the pixels; you can definitely place edges at specific places, though - hit N to open up the toolbar where you can place the cursor and vertices.

>Sorry again for such a simple question
Everyone's got to start somewhere! You'll get the grasp of this soon enough, don't worry.
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>>616849
Thank you so much anon, I appreciate your answer.
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Suppose I'm modeling a house, any simple house.
Should I model everything as a single object, many objects or many objects and join them at the end/as I go modeling?
Now I have a problem that I don't know exactly how to search for it. Let's go back to this house modeling.
I know that I want to do is to model that house, but the topology of it is what I don't know what I should do.
Should I always aim for quads?
When is ok to not have quads?
Is n-gon always a bad thing?
When I apply subdivision surface?
Do I always apply subdivision surface?
Bevel a corner or subdivision surface and then fix that corner?
Why sometimes Edge Loops doesn't goes around the faces and how I fix it?
As a beginner, should I aim to model something first and then care about topology later on?
If so, when I start to care about topology, should I care about it as soon as I start modeling something?
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>>616859
bumping because even though these are simple questions i am curious
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Would a studio hire me if I only have SFM experience?
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>>616859
>Should I model everything as a single object, many objects or many objects and join them at the end/as I go modeling?
it doesn't matter, but usually you try to keep everything segmented so your textures will not be limited by texel density
>Should I always aim for quads?
well generally you should, because with quads you can select loops and easily modify it later. but if you are working on a flat surface like a wall or a floor then it won't affect your shading.
>When is ok to not have quads?
there is no ok and not ok, quads are mandatory in things like characters but not architecture, but again - keeping things quaded helps you later in case you want to dissolve entire loops or modify surfaces
>Is n-gon always a bad thing?
mostly, but not on planar surfaces - like the cap of a cylinder
>When I apply subdivision surface?
when you have uniform evenly spaced quads that are not too dense and not too spread out
>Do I always apply subdivision surface?
absolutely not, use subD only for organics and >things that have round silhouette like couches
Bevel a corner or subdivision surface and then fix that corner?
well if your'e gonna use subD then i don't recommend using bevel at all, its usually one or the other
>Why sometimes Edge Loops doesn't goes around the faces and how I fix it?
because in order for an edge loops to be created, it has to go through 4 edged faces, it cannot go through ngons, even if they look exactly like a quad
>As a beginner, should I aim to model something first and then care about topology later on?
care about topology first
>If so, when I start to care about topology, should I care about it as soon as I start modeling something?
not necessarily, if the topology of an object gimps you (lets say complex shapes of hammers or screws) then model it first with whatever topology, then when you are done then do retopology
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>>616895
depends, if its a fashion studio then maybe?
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>>616220
lol that is the most handheld way ive ever seen to make something in blender
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>>616908
Thank you so much, anon!
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>>616850
>>616845
>>616839
Hey mate, if you're still having issues with this I happened upon a link that might help a bit - ignore the fact it's Patreon, it's all readable.

https://www.patreon.com/posts/how-to-make-your-17809985
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>>616895
What would you be able to do with your SFM experience that a studio might be interested in?
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can i get started at sculpting directly? ive 1 year of fundamental drawing already
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>>617082
yes, you can.
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Beginner here. Does anyone know how to create this pattern on Fusion 360? I'm trying to create a mask with a mesh pattern like this one.
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>>617084
Rectangular pattern and extrude through all on one axis is the simplest way I can think of
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>>617091
Thanks
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>>617083
thank you.
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What does "CG" mean? I have seen that term severe times when consulting 3D things.
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>>617105
computer graphics
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Are there any Linux-compatible standalone render engines? Kind of like you can run Keyshot in Windows w/o plugging it into another program.
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>>617118
Blender... exists. I can't vouch for if it works or if it'll run but apparently it's supposed to. That's all I know.
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>>617119

I'm asking precisely to get away from those big program legacy UIs, but thanks.
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>>617105

computer generated
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>>617105
Cum Goggles
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>>616895
I can't say I'm very knowledgeable, but I'd say 99% no. I mean, I guess it's possible to get decent in animation that way (don't know much about SFM though), but you'd still have to have a knowledge of professional programs those studios use.
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>>617105
Cunt Grappler
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What is a "stylized PBR"? Is that also hand-painted or do they use actual PBR materials, but modify them (as well as the models themselves) to appear more stylized? Would Agent 327 be considered stylized PBR? Wut.
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>>617118
Octane Standalone.
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I have a very high-poly model (millions of faces) of a large factory which I need to do some architectural visuals of, I am proficient with Vray and Lumion, but Lumion runs out of memory when importing the model and any offline renders will take too long, since I'd like to make some video shots. I built the model in sketchup and it is about as efficient as I can make it in terms of instanced components, textures etc, but the scope of the model is very large and I don't really have a way around that.

Can anyone recommend the best way to produce photoreal (or close to) renders/videos with a very high poly model? I have a decent amount of software (Cinema4d, 3dsMax, Unreal 4, Rhino, even Revit) but each one I try struggles to handle the model. I have considered splitting the model / removing some of the layers but each option would just mean I have to add those details in later in Photoshop and would compromise the lighting/detail etc.
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>>617178
Should add that I'm running x64 Windows 10, and x64 versions of all apps and have 16GB of RAM (and most render programs allow paging to SSD) so running out of memory isn't an OS level issue, I can get Vray for Sketchup to render it, it just takes forever so I'd like to find a realtime renderer like Lumion that can handle it.
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>>617178
>I built the model in sketchup
why?
>Can anyone recommend the best way to produce photoreal (or close to) renders/videos with a very high poly model?
i thought sketchup and vray work just fine? the only thing missing is cloth simulation. but that's really pushing it, 3ds+vray is the winning combination when it comes to architecture
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how do you guys make the texturing process easier for yourselves? i'm using blender and uv unwrapping + photoshop makes me want to shoot myself in the head. i love the modeling part, but the texturing part just fucking sucks and makes me lose motivation because of how long and tedious it is.
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>>617187
>why?
Just because I've been using it for years and it's the quickest and most fluent program for me when it comes to quickly building ideas and concepts. I also use Rhino and Cinema4d depending on the workload.Honestly I think Sketchup gets a bad rep because of all the shitty models on 3dWarehouse and the general noob-friendliness of it but it can be very quick and powerful when you have good plugins and good control of components/groups/layers hierarchy. I understand there are issues with faces etc. and the way other programs interpret imported sketchup models but I never ran into problems before. I should mention I've tried converting the model into other formats (.fbx, .3ds, .obj etc) and checking it in Rhino or 3Ds Max before importing and I still get the same issues.

>i thought sketchup and vray work just fine
They do, it's just that using an offline renderer takes way too long on CPU only and it runs out of memory if I enable CUDA on my GPU. I was just asking if there's any realtime renderers/engines other than Lumion that can handle very large/complex scenes since Lumion keeps crashing my display drivers when I attempt to import, or it freezes and runs out of memory.

>3ds+vray
Down to personal preference I feel, most architects prefer Rhino for modelling. 3Ds can be quite limiting when you're trying to explore forms and come up with something due to how laboured and meticulous it feels to use (at least to me). If you're just doing archviz and the design is already done for you then I'm sure 3Ds is fine.
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>>617190
Have you ever heard of Substance Painter? Use it. It's godlike and extra fun. Makes texturing the most fun part for me. I'd shoot myself in the head as well if I still had to do it the old-school way.
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>>617192
you are presenting a complex issue

so lets put vray out of the equation for now, i don't want to parrot about something i don't know too well.

i think the main issue is that you rely on the converters that come with c4d/rhino way too much. model conversion from one software to another is not supposed to be smooth unless you are talking about open source formats like .obj
in general, converting models from sketchup is more like a hack rather than natural process (as in exporting directly from software to render engine).
this is why i was suggesting 3ds max to begin with, because i know that large scenes in max hold up when it comes to polygons. sketchup is a drafting tool, its not built for detailed scenery.

if you want to combine c4d with real time rendering then it gonna cost you (octane for c4d is about 619$), or simply wait for redshift which will probably cheaper.
there is also thea for sketchup, however i can't say much about because i never did any heavy work in sketchup.
i think your best bet is C4D directly to UE4, although i wouldn't recommend it because its more hassle to use more software
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>>617192
>I was just asking if there's any realtime renderers/engines other than Lumion that can handle very large/complex scenes since Lumion keeps crashing my display drivers when I attempt to import, or it freezes and runs out of memory.

I have been using iray in my 4GB ram desktop to render 64 GB porn scenes of my self insert violently sodomizing various stars, and it never crashed, though it swapped like a madman. Use the industry standard. Use the future. Use NVidia™.
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>>617200
Thanks for the info. I've used the trial of Octane for C4d and it looks great, unfortauntely out of my budget though (and no cracked versions exist).

I do understand about the exporting/importing incompatibilities between programs, I know that can lead to issues due to the ways each program interprets geometry but in my experience at work people usually model in whatever they feel most comfortable and the visuals workflows have to accommodate that. I'll give C4d > Unreal a go. In the meantime I have managed to get it working in Lumion 6 by splitting the model, which failed to work in Lumion 8, so maybe there's an issue in the newer versions.

>>617204
I didn't know about this actually, I'll give some of the iRay plugins a go. Always good to have options. Good luck with the violent sodomization anon!
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>>617204
Dazlet detected.
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>>617220
Wherever else am I supposed to sodomize actresses anon?
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>>617217
There is a crack for Octane for the C4d version, also they plan on giving the next version out for free (with 2 GPU limitation), so that issue is actually a non-issue.
>>
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how do they achieve that super smooth white lightning in archviz renders?

i tinkered with it endlessly, and no results
HDR won't cut it, HDR with portals doesn't send such obvious rays into the interior.
i tried sun which is the closet one, but it produces a fuckload of noise and it pierces through everything, making the image too bright
area lights and points work best for me, but they are not natural enough to accomplish this
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>>616185
why are there no c4dtoa tutorials?
seems like redshift and octane have better tutorials, why?
>>
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is this okay topo?
total beginner, just practising hard surface.

i know i need additional edge loops to keep the shape, just wonder about it as a base.
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also, how would i prevent this from happening when trying to harden the lower edge?

could i just prematurely end that edge loop before it dips into the hole at the top?
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>>617217
>>617224
To add to that, currently, Octane 3.07 is available for free in Unity, limited to 1 GPU.

There's also a subscription modality which IIRC is $20/month and gives you access to (at least?) one plug-in.
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>>617225
read this and apply the concepts to your software of choice
https://support.solidangle.com/display/A5AFMUG/Lighting+a+Room
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I know these are prerendered images, but to this day I find the look of the Mako Reactors in FF7 to be breathtakingly beautiful. I find it hard to believe that they were capable of creating 3D scenes like this in 20+ year old 3d modeling software. I want to try making a scene like this.

I think the hardest part will be the lighting, just look at the way its lit, the brightened and the shadowed parts are what make it all work. If it weren't for the lighting, this would look like shit.

Could you just throw any thoughts or advice you might have on making a scene like this?
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>>617274
looks like alot of modeling and plenty of repeating textures and point lights.
none-raytraced of course
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>>617274
PowerAnimator(R5 or maybe 6), in case you're wondering. Mental Ray renderer, but no raytraced shadows(everyone was using shadow mapped spotlights at the time), some point lights for fill, simple tiling textures, also a lot of procedural textures.

PA still had no good tools for poly modeling at the time, so everything was done with NURBS.
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3D coat doesn't pick up on tablet pressure.

I have 4.7.08 on Linux, the Huion tablet works on other applications, but its like a mouse on 3DCoat. I need to sculpt something this week.
>>
One of my first 3d projects in school was an environment scene so I did 7th Heaven (pic related). My version came out like shit but it helped me a lot to get my feet wet in Maya and SP and start thinking about lighting, texturing, etc. Point is, might not be a bad idea to just grab a few scenes you like and try to copy them.
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Why does my grid seem to extend into infinity? Usually it's not like this so I don't know what setting got bungled.
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>>617440
Your grid is always infinite in orthographic mode, switch to perspective or turn off the grid.
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>>617438
Isometric perspective plz.
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>>617444
Thanks
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>>617250
>>617257
you'd want something like this I suppose
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>>617440
Back in Max 2012, using the orthographic grid and making the camera almost parallel with the grid would result in massive frame drops lel
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>>617456
Noice
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>>617456
thank you, friend. i ended up doing it this way yesterday.

i do need to learn way to sections off areas and control edge flow better.
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>>617469
i did have to do this to fix the ngons that resulted from the bevel tho. i'm guessing the shading on those bevels is going to be a little fucked tho.
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>>617469
It looks fine, it's basically the same thing I had before I decided to add some step-down corners to reduce the number of loops going through the whole mesh. The topology of flat surfaces doesn't really matter much, so as long as you can sufficiently buffer the edges, anything goes, however having too many loops can make the mesh too busy to look at and annoying to edit. If you don't want to be pedantic about keeping quads, add extra support loops and preview the subdivision result until you stop getting distortions, a few n-gons would've been fine here.

>>617471
You don't often need bevels on subdivision surfaces, if you want a sharper edge just push the support loops in closer or add a second loop. One of the key points of subd is being able to quickly remove or change loops as you develop your design, and chamfers tend to hurt that.
If you want to model with chamfers, that's a viable alternative too, and it would've been suitable for this subject, you just have to start with more edges for rounded objects since they won't smooth. Pic related is how much smoothing you can get out of the bare minimum of chamfers, it's just 2k tris and probably all you need if it's just some small detail in your scene.
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>>617488
thank you, you've been really helpful.

>If you don't want to be pedantic about keeping quads
i've only just gotten started, so it's probably best if i try and be pedantic about it now so as to not develop bad habits. i also just need the experience, so when i do need to maintain quads in a problem area later on, i'll have some experience working similar problems.

>if you want a sharper edge just push the support loops in closer or add a second loop.
i did this initially but i was getting some pretty terrible pinching on a corner and couldn't work out how to solve the problem. just ended up bevelling because i could see a solution easier. just more evidence that i need the experience with solving these problems.

i'm going to go through this series to try and get better at it:
https://www.pluralsight.com/courses/tips-modeling-complex-shapes-2082
>>
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I'm new to Blender and I'm setting up a very basic bedroom scene. I'm working on the windows right now and I'm running into this problem: there is a strange halo/curve/ weird reflection happening with my window. Pic related. It's visible at every angle. Without the HDR environment texture it appears as like a light grey arch. I have an incredibly basic node setup as seen in pic- can anyone figure out what's happening with my reflection? I'd greatly appreciate it.

Also please ignore my terrible table
>>
>>617438
needs bevel. otherwise right on, anon
>>
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>>617514
I fixed it, it was very silly- my normals were just flipped on the window glass. Far from perfect but at least I got the arch gone. Now to fix the light reflection..
>>
>>617225
The ceiling beam is so wobbly broken wow
>>
Very much a beginner in 3d. picked up blender and have started making ugly models made of cubes. Got a couple of questions.
Does it make more sense to create a rough shape before going back in for details?
Should every polygon, say, in a chair, be connected? Or is it better for them to be unattached and just kinda intersect one another?
How do you attach a flat side of a cylinder onto a large plane without subdividing the plane and frankensteining a mesh to link the two?
>>
>>617561
>rough shape
Yes, that's generally called "blocking out" something
>connected polygons
You don't have to; some people make it a point to do so to have a single solid mesh, some have loose geometry all over the place. I don't have a good reason to do one or the other and I do a mix of both (but would love to hear other people's opinions on this).
>make a round hole in a square plane
Pic related, add additional square loops as needed
>>
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>>617563
Might help to actually have the pic related, frankly, oops.
>>
>>617564
Oh, did you just cut a hole in a plane and just connected the vertices? Sorry, what do you mean by square loops? Sorry, very unfamiliar with terms.
>>
>>616185
does the boolean operation not work with symmetry in maya? also tried to mirror it but doesn't work, am i missing something?
>>
>>617565
>did you just cut a hole in a plane and just connected the vertices
Yep, pretty much. It gets a bit more involved if you're doing subdivision/smoothing/curved surfaces, though. I just pulled an image from Google, don't have access to blender ATM unfortunately. A 'loop' is pretty much 'vertices connected by edges'. If you google just "edge loops" you'll get a much better explanation than I can give quickly. What I meant effectively was if you took the outside 4 vertices and extruded/scaled them, the existing part would serve as an edge loop so that the tris don't get stretched too much.
>>
how do I make a model hold a gun in clip studio? Every time I add a model gun to my model man it just fazes right through him and idk how to make it stop doing that. Never messed around with 3D models before
>>
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>>617564

Not the way I'd do it.
>>
how do i pose in maya like in daz where even the spine has an ik handle up to the head, where you can select a bone within the spine and then translate it but not move the vertices and instead keep posing?
>>
>>617574
I see. Thank you!

>>617592
Hmm, by doing that, wouldn't that mean other squares attached to that square would have 5 vertices instead of 4? That should be avoided, correct?
>>
I just want to fucking die already
>>
>>617612
I don't think blender supports that yet. have you tried houdini?
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>>617611
>Hmm, by doing that, wouldn't that mean other squares attached to that square would have 5 vertices instead of 4? That should be avoided, correct?
It's up to you to figure out what to do with the extra verts, as long as you terminate them (ideally) in quads. If you're going to have other such holes, just route the loops into them, and if not, you will still probably need loops for some other details anyway. You could always build step-down corners to reduce the number edges as well.
>>
I have a .ZTL file, but no access to ZBrush. I need the model in .OBJ or .3b. IS there a .ZTL converter?
>>
>>617611

I have no idea what the rest of your hypothetical mesh looks like but if I wanted a cylinder to terminate to a plane that's the way I would do it, especially if the model was going to be subdivided at time of render since having multiple tris terminate at the corners instead of maintaining the quad integrity of the mesh would cause all manners of problems for shaders.
>>
What successfull indie 3d rpg games do you know? Is it a good Idea to join indie team developing rpg game?
>>
How do I animate a feather in the wind effect like at the end of Forest Gump?
>>
>>617653
I'd sim it
>>
Can I make a custom attribute in maya to turn a parent on and off? if so, how?

blend parent is NOT showing up despite parenting the objects and setting keyframes on both so i really need to find a way to make this myself
>>
>>617647
>joining an indie team developing an rpg game

dont do it

ever

speaking from personal experience here. 90% of indie teams fail/fall apart, dont swing the odds even harder against you by trying to tackle a genre that even big studios cant get right most of the time despite having unlimited money and talented individuals working for them
>>
>>617704
me and a bunch of people are working on a mod and its going great.
but i do agree, 90% of indie teams fail. modding is the better option for small teams
>>
>>617629
I see. Thanks!

>>617634
I see. Noted. Thank you!
>>
Has anyone converted a 2d image to 3d in Zbrush? I need to do so for a logo and I know there are a couple of ways like converting it to an alpha or depth map. I wan't to know the best way or just tips to get good results.


>>617632
Ill help you out, give me a temp email or something.
>>
>>617724
>Ill help you out, give me a temp email or something.

I already installed ZBrush on another computer, now I'm stumped with the program itself. I recall why I left it for 3D Coat.

>tool
>draw your whole uploaded mesh as some 2.5D abomination on the screen with every click

Its so counterintuitive its surreal. I just want to export an .obj but I'll have to inspect the various versions of the mesh first so that means relearning how to maneuver in this dumpster fire.
>>
>>617704
being "big studios" are the reason they can't get rpg right. They are disconnected and always fill it with garbage. More money and talent don't fix these issues, they make them worse from the start
>>
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>>617725
Yeah it can be intimidating at first haha, UI designed by software engineers, who made a software not meant for it's current purpose. I'll help you out right here instead.
Just open ZBrush, click on Load Tool, select your .ZTL, once it loads click on export. If you wan't to check out the export options go to the second menu. It's at the end of the same Tool palette at your right.
>>
>>617780
>who made a software not meant for it's current purpose
I'm curious, what was its original purpose? I like these kinds of trivia.
>>
>>617791
Well to put it simply it was made as a "2.5D" drawing tool (not just sculpting), which is why it handles simple 3D concepts differently, has dark magic to handle millions of polys (ZBrush' viewport is not actually a true 3D viewport), works entirely on your CPU and has a lot of obsolete tools inside no one uses.
>>
Why are most modeling tutorial videos made by Australians?
>>
Anyone have experience with the crackzsoft mac crack of Marvelous Designer 7? I'm following the instructions but the logins are still failing
>>
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I got no replies in another question thread
Original post here >>617431
I managed the knee to look better by turning off IK, moving the bone, and rotating it again to get the foot more or less in the same spot. (I also inflated the calf with another bone).
So I got better results in the full squat down pose, but is it really something that animators do? Is it normal to correct poses during animating process by moving, and not just rotating limbs?
>>
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>>617825
are you sure everything is in the right place?
you might want to follow a by-example tutorial
>>
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Anyone here knows a good modding community? I want to use my skills to collab but I have no idea where to go
>>
>>617853
indiedb forums
>>
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Any tips of rendering like a playstion 1 in blender/cycles?
Here's my attempt.
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>>617868
use the other rendering engine, its easier to control the rendering settings that way
>>
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>>617840
yes, it's just to keep the knee from loosing volume in the extreme angle I needed to move the bone to manually inflate it. Basically I wanted results of pic ralated, but with fewer bones.
I can do that, by switching off IK, moving the lower leg bone, and switching IK on, and pasting the valuses for the IK from earlier.

I haven't found a single tutorial that puts a knee joint in such extreme angle, and makes it look good with only 2 bones ,and no skin morths, blend shapes
>>
>>617818
>using MacOS nonironically
>>
>>617825
Sorry to not answer your question, but holy shit that gizmo is sexy af.
>>
>>617873
That's gonna be a bitch to animate.
>>
>>617887
well, in majority of movements the legs don't bend more than 90 degrees, so you can just rotate the bone, or use the IK. It's the extreme poses that require tweaking.
>>
>>617853
Polycount, most any TF2 forums would be my first guesses
>>
In Maya, I've rigged a character and imported a blocked out scene I will animate this character through.

My problem right now is that the scene is running really slow. If I export everything and import it into an empty scene, it's buttery smooth. The problem is that I will have to set up all the textures again, and there might be other side effects that pop up. I'm a little paranoid like that. But the shittiest part is that I can't remove the fucking namespace of the scene I'm importing from. There's a god damn checkbox for it, which I have unchecked, and it still imports with namespace.

So, I'd like to know two things: How can I do a workaround for the namespaces, and how could I clean up the original scene so it runs as well as the imported one?
>>
>>617943
>how could I clean up the original scene so it runs as well as the imported one?
Hve you considered making some proxy meshes for animating?
>>
>>617874
I'll coincide to most of linux distros, but considering only the mainstream os's of which most programs are compatible with, I would 1000% rather have MacOS than the non-unix based, cluster fuck of a botnet that is Windows.
>>
>>617980

Enjoy having upgrades to your software be a low priority afterthought compared to the Windows version.

Macs are somewhat okay for music production. Good for 2D and DTP but shit for 3D.
>>
>>617984
yeah, I've always got to be careful about polygons and shit on this machine, though I'm not concerned about software updates cause at the stage I'm in I'm torrenting all this software anyways, plus I mostly do 2d.
I've got a windows machine I use for gaming that I could set up on and I probably reluctantly will eventually, but I despise the idea of forced os updates.
>>
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Can anyone help me please? Downloaded blender to add some effects on video, but stuck with rendering that completely ruins output video. In VSE cutting and rendering videos does good. But when I try to render video from composition mode or straight from 3d view - it renders completely rekt just like on webm.
I've tried almost everything that tutorials suggest, nodes, video on plane, video as background, changing blender render to cycles, changing format and fps etc, etc.
Even when i try to play video from timeline in 3d view - it lags and first frames apper in a middle of vid, sometimes looped, sometimes freezing, also watch webm. I've already spent like 7 hours trying to figure shit out. Even switched to another laptop with another OS and installed previous version of blender - no luck, having same issue on it as well.
>>
>>618008
when moving on the timeline, do you see the lag in realtime? if not im sure something in your render layers or composition layers is fucked.
its almost like you accidentally copied a strip over and over on the same spot in the timeline.
if not, i would fault it on the format, maybe it can't handle the codding or the fps
>>
>>618010
> when moving on the timeline, do you see the lag in realtime?
Yeah, same as on webm - messed frames in realtime.
Also, this webm is made from vid with one layer and no objects.

> if not, i would fault it on the format, maybe it can't handle the codding or the fps
Welp, 1st I tried on shitty amd 1.8 quad core 4gb ram, 2d was on i5 8gb ram. The thing is - I can cut even a 1080p 60 fps video in VSE on shitty amd, it freeses sometimes but never fucks output video. The issue's with everything outside VSE.
I thought, perhaps the video itself is broken but it plays nice in mps/vlp.
>>
>>617955
I had that at first, but discarded it when the rig was done. I guess I could keep that when animating, but the original scene runs just as slow when I unbind. It's like it's holding on to a lot of editing history, but deleting history on everything only discards my skin bind and it still runs poorly.
>>
can you explain to me what is Marmoset Toolbag and what exactly does it do?
on pretty much any texture/material i see on artstation i also i see Marmoset Toolbag, is it just a rendering engine or more of a simplistic 3d software that focuses more the rendering side of things?
also should i bother learning it
>>
>>618046
its a like a standalone render engine, for assets.
you can upload your build and display models online, much like sketchfab
>>
is there an easy method in maya to make walls in a scene not clip through an orbiting camera besides changing their visibility one at a time? i ask because normally this wouldn't be an issue, but i have a scene where the walls are segmented into dozens of pieces, and i can't seem to change their visibility in bulk.
>>
>>617873
Where does this reference come from?
>>
>>618046
To put it simply it's a real-time renderer that's most similar to how a high-end game engine works, just without the baggage of having the rest of the game engine attached.
This is good because you don't need to learn or have any engines installed to know what your model will look like should it be imported into one, with the benefit of an environment tuned for artists rather than programmers.
>>
>>618069
I just found it on google images some time ago when I searched for knee rigs. I guess you may find it if you use reverse image search.
>>618080
not that guy, but can Marmoset be used for rendering pre-baked animations, or are turnarounds the limit?
>>
>>618093
Marmoset doesn't only have animation support, but a full blown keyframe editor, so you can get a run animation in, have the character actually run across prop terrain, and throw on a turntable spin for the heck of it as well.
>>
anyone got some maya tutorols? cgp is ded atm
>>
>>616185
im very new to sculpting, are there any good beginner tutorials on how to get started?
>>
>>618139
https://www.youtube.com/watch?v=AFKnG-vENUw
>>
>>618141
thanks
>>
>>618080
that honestly sounds pretty fucking great, does it have a big learning curve or is more straight forward use?
>>
>>618125
yeah, they have to push donations, so they go dark for a few days again
same procedure as every year
>>
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I have a mesh and some of its normals are inverted (facing the wrong direction).
How do I make them all face the right or same direction? Recalculating normals didn't work and selecting them manually to flip is not an option. I'm using Blender.
>>
>>618166
Making normals consistent doesn't work either.
I wonder why.
>>
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help me pls. this is kicking my ass.
>>
>>618171

You can't have triangle on soft/rounded surfaces. They are only allowed on flat surfaces. Fix it and the issue will be gone.
>>
>>618172
i wouldn't be asking if i knew how to fix it. pls help.
>>
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>>618173
here's the mesh for reference. i can't run those edges all the through this thing without creating issues in other areas.
>>
How would one create a well-lit scene for a horror game? I don't want it to be the stereotypical blacked 90% of the screen atmosphere nor the sterile white lighting of hospitals.
>>
>>618170
>>618166
A picture would help, I can't think of why those methods wouldn't work
>>
Should I give up on 3D modeling?
I've been using Blender for 2 years now and every tutorial I watched (from fucking donuts and anvils, any possible object to making scenery, environments, hard surface modeling, sculpting, you name it) and tried to recreate, it ended up looking like something an autistic person would make. Everything I make, whether it's from a tutorial or not, looks like shit and I don't know what to do. If talent is needed then I don't want to waste anymore time on this crap, because obviously I don't have it.

>inb4 the problem is Blender
>>
>>618200
listen to your heart...or just shove it up yer ass
>>
>>618200
>looks like shit and I don't know what to do
We can't help if you don't post results of what you did. Start posting pictures (or a collage) and I can start pointing out obvious mistakes that might fix your issues.
>>
>>618199
It's a rather complex combination of hairstrands. Most of them are seperate from each other in the mesh.
It's possible Blender can't tell which side should be correct. The only tool that worked was flipping, but I couldn't work it out with duplicates.
Can't post picture about it.
>>
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>>618202
Heres something from a couple of days.
Will post environment scene in the next post.
>>
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>>618204
>>618202
>>
>>618204
>>618205
thats pretty much all the stuff i have right now since i delete all the shit i dont like
>>
>>618204
Looks like a helmet you'd find in a game, maybe missing the inner straps, I don't see an issue here.
>>618205
A bit bare but good quality foliage, looks like it could be used as a wallpaper or product placement background.
>>618206
Big - no, HUGE mistake. You can't see how far you've progressed without looking at your old work. There's a reason people do those "2005 vs 2018 drawing" memes and it's not always just for fun.

It's not bad work but it's hard to judge off of two pieces. I don't get why you say it "looks like shit".
>>
>>618208
Because whatever i make, whether it be a sword made out of a couple of pieces that use different textures or a street, it looks like crap. I don't know how to explain, I don't have an "artistic eye" for stuff, i don't know what goes with what.
>>
how model toilet paper roll? I mean with 'real paper' that unfolds when you roll it ? cloth simulation ? soft body ?
>>
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how do you reset all the joints in a model to their default position and orientation in maya?
>>
>>618212
maybe try making something with a composition and story behind it. Make it tell a story instead of being a helmet for the sake of being a helmet or grass for the sake of being grass.
>>
>>618212
Two things: Stop being so harsh on yourself and use reference. If you make a helmet search for similar helmets and borrow elements you like from them, that way your stuff will look feasible.

Collect art you like. Appreciate art and what you like about it, that will develop your artistic eye (which YOU HAVE otherwise you wouldn't be able to say your stuff looks like crap). . . talent is a fucking myth trust me, it's mostly hard work. So don't use it as an excuse, what you need is an urge to improve, to really want it. That's where the drive needed to improve comes from.

Also, google the valley of suck if you haven't seen that.
>>
>>618171

See >>612783 from a thread with a similar type of mesh problem
>>
>>618214
i don't know.
but i think you can do it using an empty or the screw modifier.
otherwise, even in pixar they wouldn't attempt such thing
>>
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Why does my render time in C4d increase with every consecutive frame I render? I know it has something to do with the fucking AO cache, but I can't figure out the right settings.
>>
Do you need a pc master race for 3d modeling?
>>
>>618331
Nah, I model in spacedraw and I'm doing fine
>>
>>618331
Well, you could try with a ToyMac, but...
>>
>>618331
For modeling? No.
For rendering? Depends if it is single frames or whole animations.
>>
Just gonna ask here because why the fuck not.
Basically I need to relink all my textures. They have the same name and are in the same path, but the file extension is different (png. .tga). is there a script for 3ds max or cinema 4d that does that and actually works?
>>
>>618346
solved it
[code]
(
local sFrom = "tiff" -- previous format
local sTo = "jpg" -- the format that we want

local aBmaps = getClassInstances BitmapTexture
for Bmap in aBmaps do (

local sFilename = Bmap.filename
local sPath = getFilenamePath sFilename
local sFile = getFilenameFile sFilename
local sType = replace (getFilenameType sFilename) 1 1 ""

if toLower sType == toLower sFrom do Bmap.filename = sPath + sFile + "." + sTo
)
)
[/code]
>>
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This is like draw threads on other boards, 95% of requests (questions) and very few delivers (answers)
>>
>>618390
I think it is better not to say anything when I have no idea how to help someone. I help when I can, but I am too green when it comes to most questions.
>>
>>618390
Better to take the 5% chance of someone knowing the answer to your question and the (x)% chance of you knowing the answer to someone else's than the 0/0% chance of getting help or helping someone else
>>
>>618390
most questions here are answered
>>
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>>618175
depends on the actual environment
if victorian era its really easy, just use point lights where candles and torches would be.
in a more modern envrionment try to use industrial small lamps.
i think you can combine different lamp colors like pic related. low intensity point lights can do the trick
>>
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Help me please, I literally started yesterday.

What I'm trying to do is make the grain of the texture normal, meaning it should go from one side to another, so it looks like a table. I think it's a trouble with UV unwrapping. I'm following the blender guru guy and I select the table plane, go Edit Mode, press U, click Unwrap just as he is doing, but in the UV view, my thing does not turn orange just like his. See image. I'm such a beginner I don't even know what to google. Thx anons
>>
>>618448
select your object and then unwrap, or unwrap and select the mesh
>>
>>618450
I double checked and the table plane was not fully selected previously. So now that cube in UV view is orange but the texture is still skewed exactly the same way as in my previous picture. What am I missing?
>>
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So what kind of rig and normals do I use for a dota 2 courier? ? Unity-like? Unrealesque?
>>
>>618456
just have your nodes setup like this.
it requires no unwrap, only works on planes and cubes, you can adjust the settings with the coordinates.

this will work for now, but next time learn the basics
>>
>>618456
>table plane was not fully selected
Any faces you don't select will not be unwrapped. If you don't have seams properly made, then your UV map will be skewed/stretched in weird ways.

"Smart Unwrap" could work here but use sparingly.
>>
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I'm having a bit of a problem, /3/. I was hoping somebody here might be able to help.

I'm trying to distort my model a bit to give it a stylized look. In the past I've done this, and it works well. However, I recently upgraded to Max 2017 and am having issues now when I go to distort my model.

The textures get fucked all sorts of war and distorted in an unnatural way. I've never had this issue before. It can be avoided by subdividing, but that kind of defeats the point.

>from left to right
>deformed plane with texture applied and no extra geo/division
>same plane but with two loops going through the center
>majorly subdivided geo
>base geo

In short, I used to be able to get uniform distortion like the third object but without lots of subdivision. Now no matter what I do, I can't get uniform distortion. It's always skewed.

Any help would be appreciated.
>>
>>618466
>>618473
thx will try
>>
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I've been trying to raytrace round edges all fucking day. Mental Ray can't handle concave areas. V-Ray is garbage. Redshift can't bake normal maps. Corona can do both, but Max's retarded tangent basis makes the map useless. Cycles look good, but even though Blender uses MikkTSpace, the normals still won't sync with Unreal.

Is there any way to do this without buying Modo? The Dynamesh shit that Ubisoft does is painfully slow.
>>
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>>618490
Forget it, I'm an idiot. Blender and Unreal treat mirrored UVs differently.
>>
>>618491
>>618490
Could you explain how you solved it? I'm unaware of the flipped UVs thing and don't want to get stuck on it in the future.
>>
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>>618494
The base of the cylinder was flipped for some reason. I just flipped that one UV island and baked a new normal map. It's never been a problem when I bake in Substance.

This Bevel node is really cool, though. Modo users have been making Boolean assets like pic related for years, but I prefer Max's modeling tools. Using Blender 2.8 as a baking tool solves everything.
>>
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Is there a way to make fillets look "better" in Fusion 360? They end up changing the radius of the outside/inside portions instead of having a constant cross-sectional area.
>>
>>618496
Noted.
>bevel node
Fucking hell, that looks useful, shame I've never heard of it until now. Looks like it'll solve (or help) my #1 time-waster: manually bevelling edges to make them look nice.
>>
>>618496
>tempted to look at the code and port this from blender to a more useful 3d package
>>
>>618501
No company would allow this.
>>
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I'm working on a quick barbed-wire fence to add to my scene, and I figured I could just put together a quick wire and use the cloth sim to just have it hang naturally before I freeze it to use in the scene. My problem is that it's not really hanging like I want.

I'd like it to be somewhat taut, with only a small amount of slack in the wire, but no matter what I try it always just droops down like a wet noodle (webm related). Ideally I'd just want it to slack like half the amount in the webm.

Any tips? I've tried softbody instead of cloth sim, but that wasn't very good either.
I've got the wire pinned at either end by the way. I don't know if it's relevant information, but it might help.

Thanks.
>>
What is the best way to follow a tutorial. Is it ok to just watch it or should i be pausing the video and do it in maya then unpause then follow the next step like that
>>
What's the problem with MODO sizing? I have set unit as centimeters. If i try to make models of meter scale (E.G. simple table 1m x 1m) MODO makes it REALLY hard to work with. With simple flicks camera is bouncing around like i model some microscopic size thing. It only gets comfortable if i go kilometer sized models.
>>
>>618525
just make the wire shorter??? it's drooping down so much because of all the leftover material
>>
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>>618539
I tried that and it just stretches to fit. Probably because of the pins or something.

I got tired of trying to get it to work and just did it all myself.
Still very much a work in progress, but the barbed wire looks alright enough. Too bright for now though.
>>
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>>618496
>>618499
>>618491
I can't seem to find the Bevel node, what category is it in? Blender Wiki says it's a Shader but it's conspicuously missing from the menu ( https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/input/bevel.html ). I'm using 2.79a and Cycles.
>>
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>>618574
After carefully re-reading the page, it's still missing from the *actual* category it should be in.
>>
>>618575
it's 2.8 content ya nig
>>
>>618580
Well, damn, I guess that explains why I can't find it. Weird that it's listed on the 2.79 wiki page. Is there any reason I shouldn't just drop everything and use 2.8, any major features broken, etc.?
>>
>>618581
afaik modifier support (still) isn't in yet (you'll have to apply all the modifiers so you can actually see their effects) and the viewport is a whirlwind to navigate (either i'm a brainlet or solid mode is completely gone and switching to cycles only gives a permanent rendered view)
eevee's cool as shit but 2.8 is an absolute mess (though i haven't used it in a week and things may have gotten updated already)
>>
>>618581
bevel shader in 2.79 master
>>
are there any active solidworks server?
im looking for one
>>
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how the hell do i unwrap this thing? it's giving me nightmares
>>
What is the best (and free) 3D CAD program that most resembles Autocad?
>>
>>618534
It depends if everything in the video is new to you, or you just need a part of the tutorial. If it's something I struggle with, I like watching the whole tutorial first at faster play rate, and then follow along with watching a part, pausing, doing the part myself, and then watching next part.

>>618581
Last time I checked, the undo function did not work, and some wacky things happened when you changed view modes.
>>
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pretty sure this is just a simple problem with the model
using ue4 for pic

also, for exporting animations from blender
how do I make separate animations on the same blend, and then is there a way to bulk export them to individual FBX for each?
>>
>>618682
seam exactly where you marked the sharps
>>
>>618689
all autodesk products are free, just sign as a student
>>
>>618331
No, you can seriously build a linux powerhouse and model on that. Many people across all tech fields use linux.
>>
>>618783
PC Master race = {Linux, Windows}
>>
>>618700
yeah, that's what i ended up doing, thanks
>>
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I have trouble finding concrete resources on lowpoly/game asset topology, mainly joint stuff.
>>
How quick can 3D modelling be?

Like say you set a goal to model all 150 Pokemon or something. Is one per evening a reasonable goal? Can it be that quick?
>>
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>>618832
Depending on the quality you want and the experience you have, sure, it's do-able. Textures, probably not, unless they're very simple. If you're just starting to model I'd say it might take you at least a few days per pokemon if not more.
>>
>>616804
Also worth noting if you are are noob this is a staggeringly hard project to do, will will spend many hours on this you may give up early , you may finish the car then discover that you have to remodel the entire car to get the correct defromation. But it will be worth it if you manage to finish this project.
>>
>>618832
you can even do 3 a day depending on your skill level.

i know zbrush artists that make triple A busts in one afternoon
>>
I'm following an old Houdini tutorial that uses these old expressions ($SIZEX, $CEX) in transform translate and scale, which give me errors when I try to use them.
From what I understand I should be able to achieve the same effect by creating an attribute wrangle node above the translate and creating attributes with:
v@size = getbbox_size(0); v@cent = getbbox_center(0); and run that over primitives.
After that use size.x and cent.x instead of those $ expressions.

I can see the attributes created in geometry spreadsheet but I still get zero values when referencing them. Am I getting the center and size values correctly or is there something else wrong with my project?
>>
>>618829
http://wiki.polycount.com/wiki/BodyTopology
http://wiki.polycount.com/wiki/Limb_Topology
>>
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>>618496
I couldn't get into modo because it lacks some basic things I need, but boolean stuff was still on my mind. I started using Fusion360 recently, and it makes blocking out hardsurface stuff really easy. I don't have to think about topology at all. And then the model can be exported to 3ds for proper lowpoly editing and unwrapping.
So maybe look into that.

Of course, Fusion has it's own set of issues that makes me want to bang my head against the wall sometimes, but there is some seriously cool stuff there compared to poly modelling.
>>
>>616185
can i get a job with this?
>>
>>619077
>smartass answer
No, nobody uses CG for video games, advertisement, movies, or simulation anymore, ever.

>short answer
Yes.

What kind of answer are you looking for?
>>
Does anybody else have problems with shitty performance in ZBrush 2018? I imported my tool I previously worked on in old version of ZBrush. It has around 5.1M polys and everything already lags for some reason. Sculptris also blocks me from using it if I reach over 5M, but that can be changed in the settings. So I increased the limit and the Sculptris is slow as fugg too. What is happening?
>>
>>616185
I'm a comp sci student who does 3d shit as a hobby. I really wanna do research with something involving 3D design or VR, but can't think of anything that hasn't been done. Anyone ever done something like this or got any ideas?
>>
>>619132
"acid trip simulator" is the first thing I can think of but it's probably already been done
>>
I only need to work in quads if I'm planning on using a modifier like turbosmooth or meshsmooth, right? Otherwise working with tris is no problem?
>>
>>619132
Spiderman style sim.

Shoot some webs at buildings and swing all over.
I think there's a game that does this already, but not in a city.

I spent some time in Google Earth VR flying through NYC and it was fucking great. Really wish there was some sort of experience like that but with swinging physics.
>>
>>619106
I haven't noticed a significant decrease in performance. But glitches and crashes seem to happen more often.
>>
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>>619147
You can work with tris even if you use subd, in some cases it's unavoidable. But you need to know what you are doing to avoid issues with smoothness.

There are some cases where quads are preferred, like character topology in places that need to be deformed. But it's not like software is going to throw an exception and crash if you have tris in the model.
>>
>>619168
I see people who stream themselves making character models for VRChat and they exclusively use tris. Like, there's not a single quad to be found? What's the deal with that? Also, when I pull a model of a pistol from a game like Fallout: New Vegas, it's also exclusively tris.

Are finished products supposed to be all tris?
>>
>>619177
AFAIK all engines convert to tris since a quad is an "ambiguous shape", since 3 points is needed to define a plane (polygon) and anything over that could result in the engine misinterpreting how it looks if the vertices aren't all coplanar.

I don't suppose you have videos of those people making characters? It seems odd that they would use tris to do so, do you mean they converted to tris at the end or was their process based around it?
>>
>>619178
Fucking, hell. I tried like 8 different times to post three links and every fucking time, no matter what way I format it, twitch videos/clips are considered spam by 4chan. Fucking nigger gook moot. Let me try it like this:

Here's some examples. These are streamers though so it's hard to find good, short videos that'll show you what I mean, but these should work:

There's this guy Shonzo:
clips *
twitch *
tv %
"bullshit text to break up the link"
CrackyBusyMonitorAMPTropPunch

This dude Bem (skip to 1:45:00 and you'll see it):
www *
twitch *
tv %
"more bullshit text"
videos %
243581507

There's this dude I never heard of, but he's live right now and working in all tris:
www *
twitch *
tv %
"tried it 8 different times now, hopefully this works"
simplycurio

Is it just a Blender/VRChat/Unity thing? I don't get why these guys always do only tris. Sorry I had to break the links in such an autistic way; 4chan thinks I'm spamming otherwise.
>>
>>619178
>>619180
The typical (dot) and spaces to break up the URL wouldn't work no matter what combination or way I reformated it or what text seperated it with would work. I've never such a clusterfuck of a time trying to post a URL on this fucking website.

The '*'s are '.'s and the '%'s are '/'s.
>>
>>619183
>>619180
Thanks mate. Yeah, I chalk that up to "whoever made the model exported it as tris" for the reason I mentioned above - if you hit Space in Blender and type "tris to quads" you can clean it up real quick and non-permanently if quads are more your thing, it should work most of the time.
>>
>>619185
Sure, but these people will work on these models for hours an never change it to quads. They get the base models in tris, work on it in tris, then upload it in tris. All tris all the time for them. I just don't get what makes it different.

Is it because they use prefab base models, usually taken from deviant art or ripped from a videogame, that they edit and sometimes combine with other prefab base models as opposed to building the models themselves from scratch? I have only a bit of experience in 3ds, they're all using Blender. Whatever the equivalent to turbosmooth and meshsmooth is in Blender, they never use it. So as far as I can tell, working in quads is only necessary for modifiers like those two. Is that a wrong assumption to make?
>>
>>619186
What you said is likely, yeah (or at least probable). Videogame rips will often be in tris as well IIRC.
>>
>>619187
Thanks for answering my incredibly drawn out question. I've been asking around but haven't been able to get any sort of answer from anyone. I plan on continuing to learn 3ds and then start learning Blender too so I'm sure I'll start to really understand it when I have more time to fuck around with the both of them and break stuff and find out how to unbreak it. Thanks again.
>>
>>619188
Sure, no problem. I lurk in this thread and in >>615405 if you come up with any more questions.
>>
I'm not 100% how to ask this question but where do i start when learning to sculpt anatomy? I want to learn how to sculpt human anatomy and how to rig them to have realistic movements/deforms, but i have no idea where to start in learning these things. I don't really care about making anything game ready as 3DCG is more of a hobby that i got into about a year ago.

I don't know how to draw but i understand the fundamentals and was told knowing how to draw isn't required.
>>
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>>619205
In the pinned thread there were a couple of gifs that helped me. Although it was rather annoying because I was trying to study this or that slide, but because it's a gif it keeps going so I made it into a still image with all the slides in order. Maybe it can help you get started.
>>
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Trying to replicate something Ive been able to do in blender but not 3dsmax. In blender you have keyframes for position that are local and position keyframes. So i have this running animation where the root bone has lots of subltle sway and movements and I can keep this all unaffected while moving the whole model using a Position keyframe. Now in max everything seems to be local and if I do the same I lose all the subtle local movements. Is there some mode or separate keyframe set im missing?
>>
Is 3d modelling more of a skill you learn and can make pretty much anything or is it more creative and artistic, if you know what I mean
>>
>>619927
ask autodesk support :)
>>
>>619930
It can be as far in either direction as you want. On one hand you have CAD where you model stuff mainly by punching in numbers, on the other you have sculpting where it's down to your ability as an artist. 3D requires a lot of technical skill either way, but if you have no artistic sense you can always model guns or machine parts.
>>
>>619933

Yeah this guy said it best.

Hard-Surface is for the more technical/engineering side of things, and Organic is on the more artistic side of things. However there is a lot of overlap as ive seen some people model a perfect topology and rigged vehicle in hard surface but didn't know anything about material and color theory and made the worst texture imaginable.

and the inverse where someone made an amazing proportioned character model that is visually pleasing in every way but is a clusterfuck of bad topology, 4K textures for flat colors and a polycount that is absurd.

>>619930
When i learned 3D, the most jarring thing for me was that it wasn't just a "modelling skill" 3D is more like 10 skills you have to learn at once almost. You have your topology, model proportion, UV unwrap, material theory, texture creation, rigging, lighting, optimization, animation, and many many more things. Its a long process that is overwhelming at times but its worth it in the long term.
>>
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Any tips for getting faster renders through Maya, Arnold?
Our shot film involves the skydome light, textures with aistandard on the base color and two rigged characters.
Pic related. Took about a minute to render. Thanks /3/
>>
>>620047
disable samples for features you're not using like sss, refraction.
Use AOVs to optimize render settings
>>
is subsurface modeling dead?
>>
>>620117
You mean subdivision surfaces? No of course not, there's always a place for it.
>>
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why the fuck am I not casting shadows
>>
>>620147
there is no floor
>>
>>620148
Why's the skull not casting onto the jaw
>>
>>620149
there is shadow, its just that you setup your lamp in a way that its fully lit.
you need to cast from above to see shadow below
>>
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>>620150
the light is above though
>>
>>620151
hemi light is full cast, use spotlight or area.

if you want to test my claim, put a hemi light anywhere on the scene and render, you will see that its fully lit
>>
>>620153
Ah, not I get it

time to figure out what this shit is
>>
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>>620154
forgot pic
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>>620155
only spot seems to work
>>
>>620155
ugh, what the hell are these shadows?
never happened to me, tinker with the shadow settings.
do you have a gpu?
>>
>>620156
area works fine for me
>>
>>620157
my computer being roasted is likely the cause
>>
>>620160
that's just one object, what I'm trying to do is cast a monkey shadow onto another monkey. The skull and jaw are separate parts, as are the caps that cover the eyes and nose holes. Should I merge them?
>>
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>>620162
you can see it on the spot in the back of the mouth but not the area here.
>>
>>620162
its the same thing.
>>
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nothing on the floor
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>>620165
why is your light so incredibly intense?
>>
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are there any good tutorials on rendering a bust on keyshot? something like pic related.
>>
>>620168
it was just because I was flipping through a bunch of types
>>
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>>620156
Press the make it look better button in the T menu
>>
>>620180
See, the inside of the jaw isn't lit up red. I have no idea why the light just goes clean through the objects.
>>
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how are you supposed to model arms in an A pose while maintaining straight/level edge lines/loops as needed to keep things even looking?
>>
>>620155
>blender render
there's your problem
use cycles my guy
they're removing blender render in favour of eevee in 2.8 anyway
>>
>>620213
I guess I'll look into it
>>
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Will I get fucked by autodesk if I post animations and stuff on youtube using the student license version of maya?
>>
>>620252
nigger how the fuck would they even know
>>
When a game or movie has a certain art style/aesthetic, is there a texture team that works on it or do the 3D artists learn and adapt to that style?
>>
>>620297
That's what Art Directors feedback is for.
>>
>>620297
yes and yes? A style or aesthetic choice that covers the whole game is touched by every single person working on that game
>>
hello boyos,

so i've been attempting to find good topology that results in clean, sharp extrusions and holes cut into curved surfaces (e.g. cylinder sides) that sub-divide well.

and by clean i mean, no obvious creasing, pinching, swelling etc of the geometry.

the only really clean solution i can find boils down to this:
https://www.youtube.com/watch?v=eec15FjPv3g

which involves pushing up the number of divisions. low-poly solutions simply do not appear to exist in sub-d.

i don't mind doing it, since i'm only modelling for pleasure and don't mind pushing polycounts higher. but is this really the only way to do this in sub-d?

if so, should i just learn to live with a little bit of creasing on small scene elements?
>>
>>620297
That's also what distinguishes a professional modeler from a hobbyist. They know how to achieve different asthetics, depending on the game they're working on.
>>
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>>616185
Should I get toolbag while it is on sale for rendering fbx animations, or should I learn unreal even thou I'm not a game dev?
I'm a hobbyist with money to spare, and I'm interested in rendering nice looking animations.
>>
I just got SpeedTree for UE4.
I want to bring in a small-ish (size of a tennis court) environment mesh to use just to model hand-drawn trees and vines so they accurately flow around the scene geometry.

I'm not having much luck bringing in the scene geo into SpeedTree. I output a small chunk of the scene as a test, and this took a fairly LONG-ASS time to import (5 mins?), but it worked. But bringing in the whole scene geo (which works perfectly in UE4 and Substance Painter btw) is just not happening.
SpeedTree doesn't appear to crash, it looks like it's doing something - but we're 15 minutes in here and.... nothing.
Any ideas? I don't want to do anything complicated with this geo btw - I just want it there so I can draw vines etc around it. If ST is optimizing the geo and creating all sorts of collision meshes and shit like that - I'm pretty sure I don't need it.
Any suggestions for how to export the geo from Max so it will work better in ST?
>>
>>620424
Toolbag is just a great piece of software, whatever you do. It's a great baker, renderer, previewer.
Yeah, get Toolbag if it's cheap. It's just real useful for a lot of tasks.
>>
>>620427
edit - took around 20mins to import, scale was wrong and claimed there were overlapping UVs (and there fucking are NOT any overlapping UVs, fuck you very much).
Would really appreciate help on importing terrain geo here if ST is gonna be this much of a cock about it....
>>
>>620428
ok, thanks.
Does it matter if I buy it off steam?
>>
in 3ds max when animating objects that move through the scene , how i can lock my perspective view to move with the object so i can better see how is behaving through the animation?
i really dont want to set a camera just for that since the rend result wont need it
>>
>>620445
just make a camera that fulfills your need dude. it's not like you have to build the thing out of gears and circuits
>>
Is it possible to use shapekeys to move UVs? If so, how? Preferably in Blender, because that's what I've been using for UVs especially
>>
>>620550
I know you can use bones, I don't know about shape keys.
There is blender lego tutorial on youtube that tackles animating flat face textures, by moving bones location between different parts of texture image, maybe that will help.
>>
I was playing around with Blender Freestyle outlines just to get a feel for how they work. I got the black outline working correctly, but decided to just revert the session because I had marked so many random faces and edges for testing purposes. Now, whenever I set Freestyle up again, the outlines are stuck as this grey-ish white color, regardless of the color set for them in the options panel. I can't tell what I did differently before to make them black.
>>
Hey, back at my cabin I dont have internet but I'd like to learn substance painter while I'm out there. is there any tutorial I could Download to bring that I can follow for characters painting?
Like skin, clothes and what ever.
>>
>>622272
>dont have internet
>makes a post on the internet
>>
>>622273
I thought it should go without saying, but I haven't left to go to the cabin yet. I got 3 days. but back at the cabin there is no internet.... So I wont be able to post and or check anything.

Didn't know that was a difficult concept to grasp my lad. Sorry You didn't quite understand the situation.
>>
>>622278
>reddit spacing
>takes shitposting seriously
>>
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>>622282
Clever.




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