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Old one at bump limit
>>614406
>>
>>622276
What is a question?
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>>622286
The kind of random shit we normally get people to start an entirely new thread about.
"How do I model x? Does anyone have any tutorials?"
Here's one to start then.
Does anyone know of any free 3D painters?
Alternatively, are there any cheaper less known alternatives to Substance, 3DCoat, and the like?
>>
>>622291
Blender
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>>622291
>>622292
genuinely this
inb4 "bunch of blendlets" but blender's suite of texture painting tools aren't honestly that bad given the fact that it's free
they're really only good for cartoon artstyles though, don't expect to be able to do substance-level textures
layer support isn't natively supported (in cycles, i believe blender render can do them [rip br though]) but there are plugins out there
there are also repos for texture brushes though good luck finding those as you're much more likely to run into sculpting brushes
>>
>>622302
I really meant dedicated painters, or at least decent painters where you can do multiple textures easily/quickly.
Blender is still extremely lacking imo.
I was thinking something that had multiple map support.
Like doing Diffuse/Normal at the same time or being able to switch between the two extremely fast.
I like blender, but I wouldn't texture paint in it.
>>
hey guys!! where can I download ripped character models?
ainly Street Fighter V models?

thank you for your help,
oh and BTW, i tried googling already, that's why I ask you guys )
>>
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What is going on with my normals bake? It's set to bake from tangent-space but the resulting maps all appear to be object-space. No non-manifold geometry on the low poly, normals the right way around (on the low poly at least, every time I try to go into edit mode on the sculpt it hangs for like 10 minutes), any ideas?

>>622311
Sfmlab is popular in the SFM community, but is shit if you're animating in another program because SFM has skinning (bone weights, not textures) restrictions expected of an engine from the early 2000s.
p3dm.ru has a ton of models, but they're hardly categorized and not everything is translated, and it's run by Russians. Deviantart has a lot of XNALara models, which can be converted for use with other programs fairly easily. Xentax and Facepunch are also a good place to look for models ripped from newer or hard to find games, because they're usually the first ones to figure it out, but don't be one of those faggots begging people to rip X from Y, you'll just get yourself banned. If it comes down to it, you could just rip them yourself, using tools and information found on Xentax and Facepunch.
>>
>>622312
don't bake with cycles it will be solved
i know the baker is very similar but its not the same
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>>622307
3Dcoat is hands down the best painter for handwork especially.
if you want even more "handwork" painter go for bodypaint 3d.
btw blender is equally capable but the painting UI is all over the place
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>>622314
Well I'll be damned, you were right, that did fix it. Cycles is great but holy fuck can it be gay at times. I hope 2.8 and EEVEE rectifies shit like this. Thanks guy.
>>
What's the meaning of life?
>>
How do you get multiple lambert attributes to apply to different parts of a separated mesh? I cant apy my textures to the mesh because my lambert shader keeps wrapping one texture over the whole model instead of just the section selected. Using maya 2018.
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Any substance painter tutorials for characters. Preferably one that I can download in a video format.
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>>622318
Doughnuts. A whole 42 of them.
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>>622312
>Xentax
>27 years strong
>SSL Certificate expired on December
>>
What are some easy, beginner 3d projects to model?

Im talking BEGINNER.
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>>622335
Barrel
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>>622335
Some doughnuts. There are even tutorials for it.
>>
in 3ds max can i somehow pull up a 5th seperate vieport that i can drag to a side screen and have my camera view on it?
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>>622352
No, not really. Max only supports viewports within the main application window, however you can drag off just about every other type of window to other monitors.
There do exist two workarounds however, the first is that you can use monitor span or Nvidia DualView in span mode to stretch the Max program window across both monitors and position the viewport split between the two displays, so it seems as though you have viewports on both sides.
The other workaround is to get a plugin that creates a true dedicated viewport, it's called NewView: http://boomerlabs.com/newview but this option costs money, though if you need it badly enough, it might be worth it.
>>
Alright I spent the entire day yesterday trying to figure this out and nothing I was doing was working. Yesterday was mother's day and my mother is a big fan of "Homestuck" and I wanted to create a model that looks similar to the pic without the headband I could 3d print that she would enjoy. No matter what method I tried though it just wouldn't work. I tried box modeling but one axis would always have conflicts with the other two. I tried curves but that didn't work at all.
Needless to say I'm not that experienced but I'd really like some suggestions on how to go about making this?
>>
>>622370
that plugin looks nice, but for me is not really worht the 100 bucks, shame its not on cgpeers tho
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>>622378
learn cad instead
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what is this fuckery? all the other houses behave be the green ones are being gay
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What are some of the best beginner tutorials for someone just getting into Maya?
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What modifier was used to make these teeth?
How do I make teeth with geometry like this?
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>>622441
looks like a subdivided cube with the vertices pulled around to me.
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>>622438
Look up the Gnomon one on Maya 2017.
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>>622441
That's easy doable by hand, but you can use a subdivided cube, and apply a lattice deformer to it.
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I'm working on a VRchat avatar in Maya. However, I want to just use prefab doll parts for MMD (.pmx) to create the base body, before adding the clothes I've modeled.

Should I connect the doll parts in MMD? Is this easier? I've never used MMD but was told I should use it because it can do some auto-rigging.
>>
>>622453
Why is there such a huge lack of 3dsmax tutorials on gnomon? So many interesting topics and courses but it's all for maya.
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>>622462
pluralsight have much more
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I have a question - look at pic related and notice the planks on that wall. Even when you look at them from the side, they appear like they are slightly rotated, so it can't really be a normal map if it is blocking the vertical pillar, right? I noticed this in RDR2 trailers as well. Do they actually use individual planks for their walls now or is this still just a normal map?
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>>622464
each one of those planks is 12 tris at most. It's an insignificant cost and would look like shit if they tried to bake that shape to normals / displacement.
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>>622469
I agree and wonder why wouldn't game engines today be able to handle that cost, even for open-world, but I had to ask because I often hear that even that is too much and that everything should be baked. Then I have one more question - how do they texture these so that every plank looks unique? Do they join them together and texture the whole wall or do they texture individual planks (maybe with some procedural material)?
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>>622472
It's probably just one large wood texture atlas and the faces of each plank is mapped to a section. The undersides don't have to be textured, and even if they are I wouldn't be surprised if they just reuse the plank textures. You can have many many seams on your UV map, y'know.
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>>622453
Thanks anon. Can I pirate this?
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>>622481
Yes.
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How did I manage to "improve" the shading by fucking up muh topology even more? I added these 2 shitty loops in pic related and, even though the shading is a bit different, at least it's not messy across the plank like on the one in the background. Goddamn, wtf am I supposed to do with holes like these... And I know I went too far with the amount of faces, I'll optimize it.
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>>622335
A barrel full of fruits.
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>>622496
1. get rid of ngons 2. Don't use matcap
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>>622462
Tutorial sites have a tendency to lean towards specific software even though it's not really advertised nor enforced.
Gnomon is mostly Maya
PluralSight (formerly Digital Tutors) has Max content
CG Cookie has Blender content

That said, you should learn to look past program specifics and consider the idea of what's being taught, unless you're specifically looking for application training. Most high-end 3D editors have very similar tools, and if you already know how to use Max and the tutor verbally says to perform a certain action like extrude, cut or mirror, then it doesn't matter how he's doing it, you can do it the way you know how.
>>
>>622472
>I agree and wonder why wouldn't game engines today be able to handle that cost, even for open-world
Game engines today can handle large polygon loads, it's texture resolution and shader complexity that's the bigger limiter a lot of the time, especially as display resolutions continue to increase. If you're targeting 4K, it's better to add more geometry than try and fake it.

>>622496
You need to find a way to either isolate the shading of the holes by editing the normals, or adding enough support loops until you get rid of all the ngons. It would help to know what software you're using.
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>>622542
>don't use matcap
Wut?
>>
There's this 3d printed toy, an animal or some shit like that. Can roll into itself and stuff. Anyone got a link?
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>>622472
>I often hear that even that is too much and that everything should be baked.
This used to be the case back in the days of software renderers and BSPs, but nowadays tris are extremely cheap. Not as cheap as normal maps (Which basically only cost RAM), but so cheap that if you can get a noticeable improvement by modeling something instead of mapping it (i.e. the detail contributes to the silhouette, as your example does), you may as well go for it. A single plank like that is probably 2 quads/4 tris, since only 2 faces are showing, the back and top faces that would turn it into a cuboid can be removed.
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>sculpt cartoonish character
>retopo it, unwrap it, bake maps
>realize at this point that I fucked up by sculpting and retopoing it without the eye spheres in place, so now the eyelids aren't shaped correctly and clip through the eye when deforming
Do I need to go back and re-sculpt the area correctly, retopo it, and re-bake the maps, or can I get away with just modifying the low poly?

>>622560
Not very specific there bud, but a search for "articulated" brings up lots of such toys on Thingiverse: https://www.thingiverse.com/search/page:1?q=articulated&sa=&dwh=635afb76bb1a617
>>
>>622586
well it depends how much you fuckeed up
if its not a big deal just adjust the lowpoly mesh to the eye
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Are floaters frowned upon? Should I be modeling everything into the model?
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>>622589
usually people delete the invisible parts when they use floaters
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Is Cinema4D ever used in character modeling for film animation or am I better off just using Blender for that if I can't get Maya?
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>>622493
would the gnomon intro to maya 2017 get me to a level good enough where i could model low-poly things like pic related (assuming the reference was given to me)
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>>622597
Characters are usually sculpted in Zbrush/3DCoat/Mudbox and then retopologized in Zbrush/3DCoat/Maya and textured with Photoshop/Substance Painter, but it really comes down to which workflow is most comfortable for you. You could do Zbrush -> Blender or even do everything in Blender. For all the shit Blender gets, it's in a league of its own when it comes to the scope of its capabilities. You can sculpt, you can retopo, you can texture, you can rig, you can do the entire workflow in Blender.
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is this topology correct? its supposed to be like a bar stool
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>>622713
On a real stool would the crossbar be a part of the vertical shaft? Or would it be something that slots on top of the shaft and is then pinned or welded in place? From a manufacturing perspective I think the latter makes more sense, in which case it should be implemented with floating geometry, in my opinion.
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>>622716
well to be perfectly honest i have no idea. you're probably right.
i saw it somewhere online, probably artstation, and thought it would be a good practice to try and remodel it
in my attempted it supposed to be welded together. whole thing is just a topology practice
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Has anyone used Substance Painter with GPU integrated in 2200g/2400g? Im not expecting it to work with complex scenes at high res, if i could do couple of layers in 2k i would be fine until GPU prices go down.
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>>622604
I don't know, sorry. But if you want to learn Maya, then by starting with that course you won't go wrong. And you can do some character-focused course later if you need it.

(Yes, you can pirate them on CGP.)
>>
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Whats the correct topology for this? Want to make two creased lines merge into a single one smoothly but with the star its causing a big bump
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>>622713
you need another edgeloop around where it's been welded so it can be raised a bit.
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How do we get to this guy's level?
> http://www.sbrusse.com

Most people hit a roadblock where your renders look fake even when you've applied every map or textures under the sun

pic related, it's nice and all but something still feels fake about it. It's not as good as any of stan brusse's works
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>>622828
Th problem with that render is lighting and mise en scene. Everthing is too clean, too perfect, and too evenly lit.
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>>622311

Not streetfighter but there is a site that has a lot of rips of videogame models. A lot of them are from Nintendo. But I've seen Bayonetta, Monster Hunter (PS2- 3DS) etc. You'd be hard pressed to find highly detailed ones though due to how they keep that shit on lock for good reason. You might be better off finding a fan model.

It's called The Models Resource I think.
>>
>>622335
Basic revolver
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Hey fellas. I'm following Mike Herme's bucket tutorial, and i've hit a block.

When he makes a cylinder, he tells us to move it toward the string i've created, select the face connected to the string, and and raise it's division to 150. When he did it, the cylinder expanded and followed the string's path. But when I do it, nothing happens. All I can do is move it around a bit, and in this case it just keeps going straight.

Anybody got any ideas as to why this is happening?
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>>622839
Oops, forgot a picture. this is in maya 2018
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>>622832
The problem is the absurdness of it. A shower, a bathtub, and a full-body mirror in front of the bathtub.

And a fucking Vermeer beside the shower and above a radiator.
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>>622856
to be fair, that is the exact type of thing I would expect some 20 year old boomer living in NYC to do
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>>622828
i think most of this comes down to a good understanding of scale and light.
despite not having many props, he chose the props carefully and put alot of time into them
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>>622858
how exactly does a 'twenty year old boomer' work, being that it's not 1965?
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>>622871
https://www.google.com/search?&q=%2220+year+old+boomer%22
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>>622871
Haven't you heard of time travel, m8?
>>
So I've been learning for a couple months now and I feel like I've been conditioned to always avoid using triangles. From my understanding using triangles isn't a bad thing when you are not going to subdivide, am I correct? And you won't be subdividing for in game assets that are going to be rendered in real time because it adds tons of polygons, am I right for this as well?
>>
>>622959
You're more or less right.
To reiterate:
Modelling in quads makes iterating and making any unforeseen alterations much easier: if everything has a nice quad-flow, you can throw in edge-loops easily, safe in the knowledge that the new loop is going to integrate with the rest of your topology without you having to fix anything. So for one thing, having nice quad topology to start out makes the rest of the modelling phase more straightforward and less stressful.
Secondly - as you said; quad topo results in much, *much* better results when using smoothing algorithms of any kind, and relating back to my first point - any support loops that need to be added to make your smoothing method work, will be much more simple to add to quad topo than topo which has triangles and ngons.
Here's where your understanding seems a little patchy: subdivision *is* often added to game models in the hi-poly stage, prior to baking. So even if you're working on a game asset, it's best to build with quads because you're likely still going to want to smooth it.
Additionally - when exporting to game engines - your FBX exporter should be set to triangulate your outgoing geometry. Even if you don't do this, your game engine will offer you the option to triangulate any incoming geometry automatically.

To summarise: converting to triangles when you have quad topo is a trivial matter. The reverse is not true.
>>
>>622961
>subdivision *is* often added to game models in the hi-poly stage, prior to baking. So even if you're working on a game asset, it's best to build with quads because you're likely still going to want to smooth it.

I should just add that, if you're working on static-meshes after your hi-poly model is finalized, your lo-poly version can be a random messy mix of triangles and quads. It doesn't matter at all, as long as it:
a) has the same silhouette as the hi-poly
b) is not going to be subjected to deformer animation.

Character artists and animators will have more to say on the subject of lo-poly topology as it pertains to animation/deformation, but I'm an environment guy so I have nothing to add in that area.
>>
Why would one of the tables legs be rotated in the UV unwrap but the others are fine?
>>
>>622972
Because the algorithm for determining how things unwrap is black magic that everybody is too scared to figure out how to fix. Do yourself a favor and grab the Textools For Blender addon and use the Peel Edge and Iron Faces tools in it.
>>
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>>622972
>>622973
Also if you unwrap the legs like this you can avoid having a nasty seam on each of the 4 vertical edges, instead having 1 on the insidemost edge and 3 on the bottom edges that will likely never be seen if it's a table.
>>
Is a 24 inch monitor really enough?
>>
>>622768
Um hello can anyone answer this????
>>
>>622972
unwrap each one individually and it will be the same
>>
>>622973
>>622975
Thanks, I'll check those out as I'm too retarded for Blender in its normal state.
I tried letting Blender do its own retarded unwrap and texture from that, but I don't get why it wouldn't fit as the calculations are correct. It should fit but it just doesn't.
>>
>>623030
>>
Just started relearning anatomy, any good proportion tip for the superior anterior illiac spine ? How do you place your clavicle ?
>>
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Do you guys think this will work for 3D work?

https://www.bestbuy.com/site/viewsonic-vg2453-24-ips-led-fhd-monitor-black/5710426.p?skuId=5710426
>>
>>623036
>How do you place your clavicle ?
At the top and front of the ribcage in front of the base of the neck. It curves down to meet the Sternum and curves back to meet the scapula at the tip of the shoulder, creating a sort of weak U shape around the neck.

>>623059
Looks fine, but get something 120-144hz. Asus, Dell, and BenQ are the top brands imo. I have an Asus VG248QE that I've been very happy with but it has a TN panel so the color reproduction leaves something to be desired, which is the whole reason to get an IPS panel.
>>
>>622961
>>622962
Makes a lot of sense, thanks.
>>
What's causing this shading on the faces? Very noob here.
>>
>>623059
http://www.dell.com/en-us/shop/accessories/apd/210-aliv?prg=1&VEN1=12578053-8289238-36e1e1e3-4004-4c34-93bf-7be534ec1150&AID=8289238&dgc=CJ&DGSeg=DHS&cid=198375&lid=45846&acd=12309198375458460&VEN3=111304404007537783

absurdly good price for 99% srgb coverage

the 'hdr' they're touting is fake though. 8-bit and something like 250nits on these.
>>
>>623163
>the smooth, dark blots
Smooth Shading tries to normalize the normals across the surface of your mesh, the mesh itself is fine.
>the bright grey patches
The surface of your low-poly is clipping into the high-poly. Again, not a problem.

I recommend retopologizing in Flat Shading because it's just easier to see things.
>>
>>623174
>99% srgb coverage
That's nothing special, m8.
>>
>>623163
The subsurface modifier Subd mesh is shown while you also see the low poly base mesh in edit mode and somehow that fucks up the shading.
Turn the modifier off when you work on the base mesh.
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>>623178
@ 150 us it's a good deal bruh
>>
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How do I make doing this fun again without the use of stimulants?
>>
>>622832
Don't camera settings also make or break the render?
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>>623190
Unless its coffee, tea and other mild plant based stimulants, these kind of compounds are usually very bad for your health/psyche in the long term.

Go the opposite way. Diet, Sport, meditation and the right drugs.
Instead of sniffing cocaine, drinking coca tea made from leaves is actually healthy.
So are some psychedelics under the right circumstances.
Than there are other plant compounds which when micro-dosed can enhance your cognition and perception while being beneficial to your overall health.

Just stay away from chemicals and RC's and the stronger known synthesized psychedelics like LSD and DMT.
>>
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So I was trying to make some porn. Did a load of blender basics tutorials, then decided to try importing this model to learn a little about rigging/animation. Thought I'd do a test render just for shits and giggles, and I'm getting this. My best guess is my potato computer can't handle the full render so it stops before it's done? Any obvious culprits for this behavior?
>>
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>>623195
>>
>>623213
Z-fighting.
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>>623190
Stop doing it if you don't enjoy it, unless you are trying to get a job or already have one doing 3D.
>>
>>623066
Hey, thanks for the answer, I struggle with it a lot, atleast I think so, I was thinking more proportion wise, I know part of it should be atleast according to riche 2 heads above SAIS but I don't have a way of reliably placing that as well, I know I need to probably train my eye to do it better
>>
in 3ds max how can i set it up so that i can use the same shortkey for accessing to the connect menu (picking how many edges and spacing i want to add when i have multiple edges selected) but also connecting two vertex together?
Right now i have a shortcut on the first ConnectOptions and it works fine and the pop up "menu" opens when i have edges selected, but it doesnt work when i have two vertex selected
How do i make it connect vertex when they are selected and show the connect menu (number of edges/pinch/slide) when i have edges selected ?
doesnt let me put the same key on multiple actions
>>
>>623240
I find it helps to not just think of the clavicle, but also the trapezius, scapuli, and tendons of the neck.
>>
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>>623245
Currently working on this, the back seems to be where I have the most trouble, and then overal shape of thorax, stuff underneath thepecs :T Also, once again thank you for taking your time, Even though im just a stranger on the internet, I value it a lot.
>>
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>>623249
The outer tip of your clavicle goes too far back and is too defined. It's a little hard to see in this gif, but the outer tip of the clavicle is at the front of the shoulder, it doesn't wrap around the deltoid - it's also a rather subtle shape in the deltoid area because the ligaments that connect it to the scapula soften the transition.

As for your back, I think it's just a matter of the scapuli not being as visible as perhaps they should be (they should subtly protrude to an extent) and the outer thigh area being cut off making him look proportionally wrong.
>>
>>623250
I always thought it attaches more closely like in this picture, but I do agree the upper area is tad too defined. Also, sorry what do you mean by not wrapping around the deltoid >

Thanks again
>>
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>>623253
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>>623254
Ah, I see what you mean, that part is actually mostly acromion, but Isince it doesnt read well I guess it isnt proper
>>
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So I stole this model, and when I imported it, by default it shades as the right image with blender render, but cycles didn't work, so I redid all the textures to get it appearing as left. What am I missing to get the transparency in the hair in cycles similar to the version on the right?
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>>623275
Mix with transparency using the alpha channel of the hair texture as the factor
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>>623277
Gives some kind of transparency, but not at all the kind I was going for.
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>>623280
try inverting the alpha with an invert node
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>>623282
Fuck! That worked perfectly. Thanks anon.
>>
What is the easiest way to do upper arm and forearm twisting in Blender?
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>>623244
Bump this
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I'm working on a walk cycle. I'm trying to mirror the pose. I've checked the naming of the armature (The arms aren't named properly right now, but the legs are, and I can't get them to mirror properly). I hit ctrl + C, shift + ctrl + V and I don't get anything like what I'd expect. Is there a likely culprit here?
>>
>>623292
I use maya, but hopefully same concept applies. Adding another chain of 3 joints under the elbow onr in hierarchy, but dont connect them to the wrist(that should still be under elbow). And then controlling their twist incrementally with expression(a piece of code)
>>
>>623310
Already solved the problem, but funnily enough it's basically exactly as you described it. Demo: >>623306
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>>623309
I'm an idiot. I renamed the bones in the dope sheet, not in the bone panel.
>>
Who wants to colab on a project?
You do the work, I take the credit.
>>
>>622276
what sort of size are textures maps for films and tv?
>>
>>623370
4k and 8k
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>>623370
That is the wrong question.
They use UDIMs which means they can have as much UV space they want and need per object.
An hero-asset in an movie or film is never one 4 or 8K texture.
Its a set of 5- 250 files with 4 or 8K each.
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I want to move this selected edge so it's the same height as the top of the cylinder, how do I accomplish this while keeping the slope surface perfectly flat? I'm using Maya 2018
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>>623478
switch pivot to normals
move the edge and snap to vertex
>>
Downloaded this 2b model. Rigged in blenrig. Everything's fine. I get halfway through a walk cycle, and I do something (Not sure what) that caused all the rig to disappear. Now I can't pose at all, and I've hidding alt H, it doesn't seem to be hidden or anything. Where's it gone?
>>
>>623503
they are on different layers
>>
>>623504
I'll admit, I should have checked that much earlier. Thanks anon.
>>
>>623506
No problem.
Happened to me yesterday. Downloaded some nude model, played around with her a little, did something, shit was gone, but i figured it out after a minute or 2.
I rarely use layer in Blender, so i tend to forget them too.
>>
When I go to edit mode in blender, all my textures stop showing in the viewport, just leaving a gray color. They're still working if I hit ctrl z, and in renders and the like, but not while I'm working normally. What's causing this?
>>
how the pish do I sculpt lips?
>>
>>623580
I had that same question like 2 days ago, this is the best video I could find.
https://www.youtube.com/watch?v=74cxOjr2zBw&t=200s
>>
>>623576

alt + z
>>
Why is ZRemesher in 4r7 so fucking shit?
>>
hey bois, i've been fuxin with zbrush a little n wanna do sum anatomy stuff.

is it okay for someone new to jump straight into the deep end with scott eaton's digital figure sculpture course, or should i be doing something a little less intense than that to get ready for it?
>>
>>623603
You should be learning proper 3D fundamentals, not ZBrush fucking-around-fuckery.
>>
>>623580
https://www.youtube.com/watch?v=6G4xm2a3dZM
>>
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>>623495
Thanks for the reply, but I tried that and it and Maya won't snap it to the correct position.
>>
Which one would be better to render fur, tail and mane (regarding texture and physics) on a horse: sfm, maya or blender?
>>
>>623647
Maya with V-Ray > Blender with Cycles > power gap > Blender with the Internal renderer > SFM
>>
>>623647
Maya with Yeti + Arnold. Or Houdini with Mantra. The latter is cheaper and more versatile.
>>
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Is this topology okay? Meant for animation, will be used with subsurf. It looks okay when subdivided, but I can't picture how it might react when deforming.
>>
>>623647
maya comes with the xgen interactive grooming tools and those are amazing. With arnold also included you really can't beat it
>>
>>623663
yes. but it depends on the amount of bones your'e gonna have on the finger/wrist

anyways, don't forget to smooth the mesh before you bake
>>
>>623616
but i'm tired of sub-d modelling and just want to have some fun, gramps.
>>
when making a hardsurface model is it better to manually model everything and have highly detail geometry or just make a low poly mesh and then model the detail separately and bake them into alphas and add details with SP?
>>
>>623706
Can't be answered, its something you have to decide yourself.
In general, you would want to have the highest quality in hero assets, while smaller or background assets don't need that much detail.
>>
>>623616
could you please list proper 3d fundamentals
>>
>>623718
stop asking for hand-holding.
Nobody gives a shit. Learn how to learn yourself.
>>
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>>623721
>Questions Thread
>stop asking
>>
>>623721
>asking for directions for proper tutorials
>being hand held throug everything
can you be any more retarded ?
>>
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Any suggestions on how to bridge these loops? I'm at a loss, don't know where I could add geometry without screwing it up.
>>
What's a good method to paint seamless tiling textures?
>>
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Could use some advice gents if you don't mind.
>>19589726
>>19589726
>>
>>623751
>>>/adv/19589726
>>
>>623626
Try doing the same thing but by holding V to snap to Vertex and clicking the box in the center; this moves it along all axis, which is normally unwieldy but is a great way of putting a feature right where you want it to be.
>>
>>623734
A few questions:
1) Is this going to be exported to a game engine?
2) is this specific area going to be deformed through animation?
3) is this specific area perfectly flat?
If 1 and 3 are yes but 2 is no, use triangles.
if 3 is yes but 1 and 2 are no, use ngons
if 1, 2, and 3 are yes, good fucking luck m80, you're going to have to add edge loops on the left and right edges and probably the bottom.
>>
>>623750
From scratch? Krita is free and has a tiled painting mode.
>>
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>>623755
1) Subdivided mesh for baking, so eventually yes but not this model
2) No, static object
3) Yes, completely flat
I ended up doing pic relates, but the topology is absolute garbage. I always struggle with adding detail to surfaces like this since I don't want to mess up the subdivision by adding extra geometry.
>>
>>623758
There's nothing wrong with strategic use of tris, but those poles on the left and right edges might cause pinching when subdivided.
>>
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>>623760
Noted. Somehow, it manages to look alright - I was also worried about the poles but turning it all to tris instead of n-gons seems to work okay.
>>
>>623758
use retopology. you can use grease pencil to pre-plan your lines
>>
>>623756
Not necessarily from scratch; just any program or method that you could use to see real quick if your texture doesn't look fucked. I'll check Krita out, regardless, but I'm more looking into making sure everything lines up nicely.
>>
>>623784
Most image editors can do tiling display, GIMP can do basic tiling correction, and Aseprite works really well for low res (<= 128^2) tiling stuff.
>>
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>>623753
I'm not sure we're on the same page because this isn't what I want. My goal is to move the edge so it's at the exact same height as the top of the cylinder without altering the slope at all. I already tried the slide edge tool but it isn't precise enough to get the exact height.
>>
>>623813
you can lock your edge to the surface in the transform options in the modelling toolkit, then go into an ortho mode and do the snapping with the y transform handle
>>
>>623813
slide with snapping on.
>>
>>623813
What you could do is draw a line from the top corner of the slope to the bottom, using the Bezier Curve tool and using the V key to snap to the relevant vertices, and then align the edge at its proper height to the line manually. While there is a command for "snapping to curves," it doesn't seem to be working for this purpose. I'm sorry this method isn't precisely what you had in mind (shifting the line along the axis of the slope to meet your global height needs), but for most cases I would assume this solution could go by quickly and without any errors cropping up because of literal microscopic levels of human error occurring.
>>
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>>623819
I set the transform constraint to surface and this is what happened
>>623820
This helps with getting the approximate height but I want be accurate and get the exact Y position
>>623823
Thanks, I'll do this if there really is no other option, but if anyone here knows a better method I'd really appreciate it
>>
>>623827
From that webm, it seems to align itself properly when going up but not downward, so a real simple solution would be to put a subdivision below the height of the cylinder, and then raise it to meat the height you want.
>>
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>>623827
fun
I've tried doing this and think I came with a makeshift solution:
https://files.catbox.moe/1hxnzx.webm
[spoiler]pls dont boolli[/spoiler]
>>
How do I make deformable anus/vagina?
>>
>>623835
This didn't work for me, vertex snap just doesn't work correctly when I have transform constraint set to surface.
>>623845
I gave this a shot and it works, thanks you for your help. Though I am surprised Maya doesn't have a built-in function for this specific purpose.
>>
>>624008
>Though I am surprised Maya doesn't have a built-in function for this specific purpose.
Don't be. Frankly speaking, Maya is an animation package first and a modelling package never. Maya is for animation, Max is for modelling, and Autodesk will never merge them because they like money too much.
>>
>>624013
>modelling package never
maya is perfectly fine for general purpose modelling, but it's not built for perfect accuracy like some CAD program.
>>
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How do you go about modeling subjects like a gun? Do you model individual piece like real guns, or do you block in the shape and add detail?
>>
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>>624062
Abuse the ever-living fuck out of floating geometry. You'll tear your hair out trying to do it all as one piece. I've also seen people start with a sculpt and retopo.
>>
In Blender, how efficient/costly are hair particles? I want to put a subtle peach fuzz on my character's body but I can't figure out a pure material way that doesn't look like shit. Very short hair particles with a pure white diffuse material looks good, but I don't want to just inject 50,000 hairs into the render for a subtle effect if it's going to significantly slow things down.
>>
>>624063
Thanks, I'll try it out!
>>
>>624067
>In Blender...
No.
>>
>>624062

is that sombras smg?
>>
I'm learning animation in blender. I'd like to make heavy use of references frames for a while to get a feel for things. So I'd take a video and basically just move things around to the right position, frame-by-frame, probably skipping a few to get used to interpolations and the like. Is there a way I can do this simply? Right now I imagine just setting up BG images one-by-one, moving things around, keyframing, etc., but this seems a bit slow.
>>
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How does one get a job in europe as 3d artist?
>>
Complete noob here, what software do I need to learn in order to make Overwatch Rule 34?
>>
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>>624089
>>624062 here. Apparently. I entered a competition for 3D assets in the animation institute I'm in. They gave these bunch of references for us to model. Since I don't play Overwatch, I didn't know. Now that you've mentioned it, turns out it's a weapon from Overwatch. Just when I thought I couldn't be more disappointed of this institute... and yet here I am. Thanks for mentioning that dude, I can now get better references than the shit they provided us with.
>>
>>624101
Moonwalk3D is the best animation tool for your needs.
>>
>>624102
But what's the point, if it's an already-existing asset? Isn't it better to model something new?
>>
>>624104
I have no idea. They've given us a bunch of asset renders with shitty references and we've been told to create strictly one of those as accurate and realistic as possible. Probably stolen from other artists and games.
>>
>>624102
lmao. your welcome. I hope you didnt pay alot to be able to attend that shitshow.
>>
>>624102
post the reference they gave you
>>
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>>624111
Stuff like this. Badly lit for reference use and so on. I had no idea what the other side looked like until Anon mentioned what it was in the post above.
>>
>>624077
>>624063
I've seen how the Borderlands devs make their guns and can confirm. On a related note it's an absolute pain in the ass to reconstruct into a solid mesh.
>>
How do you handle lighting with multiple angles? I don't mind doing set-ups for each one, but I don't want it to seem inconsistent just because I thought it looked better to do whatever in a given shot. Bit of a noob at lighting, would appreciate any advice.
>>
>>624116
you simply fake it, there is no way (that i know of) that you can put on a sun lamp and the light would be amazing.
i was brainwashed to believe natural light is the solution but actually you need to set it up with studio lightning, few areas,few points
>>
>>624112
I certainly hope that one wasn't among the reference pictures they gave you.

https://community.foundry.com/discuss/topic/133182/uzi-weapon
>>
>>624132
wew, all of them in fact, haha.
>>
>>624135
Holy cow. You could tip the author, that's stolen IP. So he can sue the institute. For teh lulz.
>>
>>624135
>>624136
Yes, please do this - art theft is a serious issue.
>>
How do you usually model? Do you use image planes or just look into references and eyeball it? Do you draw a rough sketch beforehand or just jump right into the modeling?
>>
>>624139
I use image planes and block out the rough model before I go into detail. If the model is multiple pieces, I tend to try to finish one "segment" at a time rather than the whole thing at once so. References are also useful in case I want to take inspiration from several sources but the image doesn't lend itself well to a 2D view.
>>
>>624139
jump right into it.
I sometimes draw some super-quick and dirty thumbnail sketches which usually won't take more than a minute and then i am going at it.
I am designing the details while modelling.
Since i don't work from detailed and final concepts i can experiment and try out stuff.
It's a little slower than working from exact references, but drawing and concepting all that stuff would cost me equally much time.
>>
When I see people make 3d movies with assets from games, are they using actual models ripped from them or a reproduction?
>>
Do I still need to get an ips computer monitor if my drawing tablet has an ips screen?
>>
>>624182
Usually, the models are ripped. The higher quality they are, the higher the chance they were ripped.
>>
>>624182
Ripped and modified.
>>
How do big studios like Pixar do clothing like the boy's top in >>623684 's image? Is it all matching topology and clever rigging, or is there actual collision simulation going on?
>>
>>624203
nowdays there's no reason not to sim the clothing, check out marvelous designer.
>>
>>622276
Where can I download meme models?
>>
>>624476
free3dmememodels ( . ) com
>>
I have no experience in drawing, modelling or animating. I want to do an experiment.

Posing 3D models and then converting them into 2d sprites, (using Pixatool, even if I can't find the latest version because I am a poorfag) I figured SFM might be the easiest solution. Question is, should I just follow these basic tutorials here
https://www.loverslab.com/topic/67167-18-sfm-animatingposing/

Or am I making a mistake?
>>
how do you guys go about creating characters for unreal engine 4?

i've looked at fusecc, daz3d, reallusion CC and they all seem to come w/ their own problems.

thinking about sculpting my own in maya, but then how does rigging/skinning work..?

idk. what's the best pipeline here?
>>
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Is it stealing if I:
>find some anime model sheet/character reference png
>trace over it and add new hair and other features
>then use that to make anime model in 3d

also what counts as stealing involving refs
>>
>>624744
Is it your IP/original work? If yes, then you're fine. If no, you're stealing. It all depends on how tolerant the company/individual is of fanart/etc.
>>
>>624744
Like this guy says >>624745 it depends on what constitutes fanart. Most people draw 2D art based on existing 2D mediums and even sell said art for commission. If you're making a 3D replica of something that's 2D, that should put it even further off the mark, never mind any changes you might implement.
The most important factor to consider is whether or not whatever it is you're doing can potentially interfere with sales of the original IP, if not, then no one will care.
What could be different about this is whether what you're copying is an individual work vs. a company production. Individual artists are typically much more conscious of people stealing their ideas than an organization might, like Disney has never told any of the millions of people online to stop drawing their characters.
>>
>>624743
i suggest going with the .fbx pipeline. especially from max/maya if you can.
if you are using substance, there is a direct pipeline from substance to UE4, there are many youtube tutorials on that.
if you make your rigs/animations in maya it should work well, UE4 is very robust when it comes to import/exports
>>
Face weighted normals: I've heard the term thrown around in the past and not really paid any attention to it till today, and learned how it can be used. I use Max, so I downloaded one of the many scripts available to perform the task, and ran it... Ok. I get it - it's great, it cuts out the need for HP modelling in a LOT of instances.

My question is - why the fuck are there no integrated tools in the main polygon editors to perform this task? I think Modo has a native tool for it, right? But everything else - Maya, Max - you have to go get a plugin or script or whatever.

Why the fuck is the workflow not more mainstream, I guess, is also what I'm asking?
>>
>>624807
because assets need to be transferable between engines and software.
>>
>>624808

And how does adjusting the angle of a vertex normal make an object significantly less compatible?

And compatibility doesn't explain why Autodesk etc, haven't implemented a tool to do it in their major polygon editors.
>>
>>624809
because you want to bake certain objects. if you bake object with weighted normals into its original model it wouldn't work properly.
and about autodesk, maybe they haven't implemented it yet because they are not required to (yet)
>>
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how the hell does the select by angle option in 3ds max works?
is it the angle of the face? the angle of the camera when im selecting? the angle of my selection?
it makes no sense
>>
>>624540
>posing 3D models and then converting them into pixel art.
This is like like learning to grow pretty fruit so that you can get better at painting fruit bowls. If you like pixel art you should probably just focus on getting good at that. Even if you're already working with a pre-made rig, it's going to take you a while to learn how to setup scenes, pose, animate, light and render. Even after that theres a good chance your converter may just butcher all the details of your render. I think it's a creative idea for someone who's already a 3d animator with pixel art skills but if you're trying to do it this way to save time and effort you're going to have a bad time.
>>
>>624814
This being said the tutorials you posted shiel should teach you just fine. Valve also has a series of tutorials on YouTube that should help.
>>
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>>624810

Was totally failing to see how this would be a problem, so put it to the test and.... still can't see how it would be a problem....

Pic1: Original mesh, with FWN in Max....
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>>624822
>>624810

Pic 2: Self bake set up; hi and lo poly both are the identical mesh.
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>>624824
>>624810

Pic 3: the result... um... what's the problem? normals just appear slightly stronger, as they would in any self bake.

So... seriously... what's the problem?
>>
>>624825
i thought you would make something akin to the bevel shader, this is still very close to the original.
so if this is the case, you are not really saving many polygons
>>
>>624811
It's based on relative angle of the selected face to the neighboring ones, in a cascade, so if you have "select by angle" active and click on a face, it will extend out until it reaches a surface that exceeds the amount set by the option.

>>624807
Initially it wasn't used because most game engines were forward-renderers, and what you may gain in geometry optimization you lose in the extra overhead from the way the geometry has to interact with the rest of the rendering passes. In deferred rendering, geometry and lighting are separate, so polygon count no longer has an intrinsic link to the complexity of the shading. Advances in geometry processing also means that vertex count is more important than tris, because the engine can "pack" groups of coplanar triangles together, significantly reducing transform workloads.

>>624809
A variety of reasons I can imagine. Custom normals are very fragile and will screw up if you try to tamper with the mesh after setting them, this of course extends to the game engine editor itself. In Max, most modifiers and tools can't be used after setting the normals or else they'll be dropped and you'll have to put on an edit normals mod to reset them and try again.

Another reason is that chamfers don't play well with baking of any kind, and by extension that means light baking - the game will have to utilize an entirely dynamic light/shadow system, and the two prominent such games that use this tech, Alien: Isolation and Star Citizen, both have fully dynamic light because of this.

And now that baking is off the table, that means that unique textures are as well, meaning you have to rely on tiling materials with decals, vertex paint and overlays to texture your model with, which means you can't even really see what the material will look like until the asset is complete and in-game, and of course the engine needs these features in the first place.
>>
>>624831
Other downsides of FWN include the loss of automatic LOD generation, since as I've said you can't tamper with the mesh anymore. You have to create a low-detail stand-in manually, if need be. Some combinations of engine or hardware also choke on triangles that are smaller than a pixel, which can have the opposite effect of the expected performance benefit, and this technique does produce a lot of triangles that'll be sub-pixel a lot of the time.
>>
>>624835
Despite of all of this, I do agree with you that Autodesk needs more comprehensive tools for the FWN workflow, such as making normals more robust across the board, and creating an edit normals modifier that has all the breadth of selection options that edit poly does, as well as some more fine tuning of normals, like being able to select level of hardness, or perhaps detecting if you have a chamfer modifier applied below it, and masking the edges automatically. The problem is that the normal tools are based on the editable mesh system within Max, rather than editable poly, and the mesh tools have been laying by the wayside for over a decade, being seen as more of a legacy feature than anything.
>>
I've been playing with Blender for a few weeks now and I'm just starting to get the hang of things in it. However, I really have been more interesting in vfx. So C4D has been recommended to me a lot since I work with AE and Premiere a lot. Is it worth it to drop blender in favor of C4D? Should I use both in the workflow? Any pro's/cons for C4D vs Blender? Thanks for any advice or help in advance.
>>
I really wanna learn to model and animate. I think I’m going to use blender as it has a ton of resources (thinking of making stuff for Unreal).

Are there any books on the functions or systems of Blender I can like read when I have time but no computer?
>>
>>624901
C4D is indeed a better pick for vfx, motion graphics and integration with video and camera tracking workflows.
For pure vfx you can't beat Houdini though, or any procedural rule-based system like Thinking Particles, however C4D's version of TP hasn't been updated in years.
>>
>>624904
https://www.blendtuts.com/learning-blender/
>>
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Why is YouTube constantly suggesting me I watch BlenderGuru's videos? How can I stop it? How? Please!
>>
>>622586
>retopo
how the fuck do you retopo without the eyes you brainlet. gotta go back to modelling the shit if you wanna get it right. theres no halfassed shit in modelling
>>
>>625035
Watch nothing but political videos for a few days. Then you'll be fucked and get nothing but those forever and ever.
Alternatively, just make a new google account for youtube.
>>
>>625040
Drastic measures... but entirely justified.
>>
Best retopo program?
Maya is slow as shit and I need to keep deleting my pref folder or quad draw symmetry breaks.
How's Topo Gun?
>>
can you recommend me some more advance tutorials on creating better and more photo realistic materials with 3ds max and vray
>>
>>625088
Look into Blender with Retopoflow 2.0. Both are free if you get the second from GitHub.
>>
>sketch stuff I want to model in detail
>too anxious to actually start modeling
wat do
>>
>>625340
Just do it. If it goes good, great; if it doesn't, what's the problem? You start again.
>>
>>625340
maybe you need to work on your technique first
>>
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Is out there a tutorial, way or something to apply real grass at this area (marked)?
>>
>>625350
https://www.youtube.com/watch?v=WlJn6yHuYqM
>>
gnomon workshop's intro to zbrush 2018 course is a mess.

if anyone's thinking about picking it up, go get michael pavlovich's stuff instead.
>>
I want to make cool 3D models and animate, im currently messing around in blender but my friend who went to college said i should learn Maya as itll be harder to switch to in the future.

Any advice? is maya better for game assets and animation?
>>
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can someone help me with the back anatomy, specifically the scapula?
how does the flesh cover it?
>>
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>>625374
also no wireframes version
>>
>>625368
>maya better for game assets and animation
For modeling game assets, they are comparable, though there are some advantages with Maya. For animation, well, it was made for it, though Blender is competent enough.

You could start with any of them, really, but at one point, when you have learned the fundamentals of modeling and animation, you should test both programs (and some others, even) and pick which one you prefer. Since Blender is free and will pose you no legal headaches, I suggest starting learning with it.

>itll be harder to switch to in the future
It will take some time (two, three weeks of devoted study) but it won't be hard. Instead of being more of a "how do I model this" scenario, it will be a "which buttons do I have to press to obtain this" one. At that point, it's easy to switch. And, in fact, you'll probably have to use different programs during your career, so being able to jump from one to another is more of a given than a plus.
>>
>>625379
I'm a student so i just signed up to get maya for free, should i get the 2018 or 2017 version?

I think I'll learn maya first as ive used it before and i have a friend who has used it so he can answer my questions if i have some
>>
>>625344
>>625349
I fear I'd just waste time for nothing
there is no sense of progress ;_;
>>
>>625390
Waiting for an answer is still more of a waste of time. Just get your feet wet. If you don't like it, move on to another one you do like. There's always progress even if it winds up being the wrong thing.
>>
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Is there a setting in Substance Designer to display the values being inputted into function nodes?
>>
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Hey guys, what is the workflow for producing an environment? I start producing models but the environment one by one without texturing or anything and then I get burnt out and fail to complete it, and Im not so confident with texturing so my motivation gets lower.

Am I meant to complete assets to completion, put them on the scene then move on? I feel like it could help my motivation to know I have a model complete, rather than it waiting waaay down the pipeline to be textured and whatnot. If that makes any sense. Thanks
>>
How do ppl make super nice textures? Do y'all just download textures and make bump maps from them?? I think im in an old school mindset where I dont feel satisfied unless I make everything myself, which is paralyszing me.
>>
>>625382
You'd pick 2017 if there were a good reason for it (e.g. because your studio requires it), but since you are starting, start with the latest, 2018.
>>
>>625390
>there is no sense of progress ;_;
Do you keep track of your work across weeks/months? I ask this because it usually happens that one does not feel there be any progress, but looking at past and current work can prove otherwise.
>>
What are the different jobs for a 3D Artist? What's the difference between a 3D Modeller, 3D Concept Artist, and all that? Is it basically concept artist but 3D, or is your job just to bring concept art to life?

It's a stupid question but I'm curious.
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Is it worth it to pay 200 extra dollars for a GTX 1080 over a GTX 1070?
I figure I should with GPU prices being the way they are right now, but in what scenarios would I need one over the other?
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>>625398
Today's industry has moved on from texturing that way, now it largely comes down scanned textures, procedurals, or painted textures.
Texture scanning can obtain the most realistic results, but you need the right hardware to do it, and of course you can't make things that don't exist.
Procedural texturing means using Substance Designer to create tiling texture by building them up from layers upon layers of nodes that describe what the texture is supposed to be like, the advantage here is that you can auto-generate every relevant map type that you need, and everything updates if you make a change anywhere in the stack. Want to change the shape of your kitchen tiles? just change the shape input node, and everything updates in a cascade to reflect that change.
For objects that require a more unique tough, you can use 3D paint tools like Substance Painter or Mari to paint directly on the model itself.

>>625438
The closest thing I can imagine to a 3D concept artist is what's called a "Lookdev" in today's terminology, which is someone bringing an idea to life in 3D without regard for the methods needed to get there. You can think of this as the quintessential "E3 Trailer" that's often dressed up with effects and running on a beefy PC, compared to the "downgraded" final game that will no doubt be used as a point of comparison in a crowbcat video. The point is to create an idealized version of the final game that the other artists working on actual optimized assets can use as a visual reference.

>>625445
Depends on whether an extra 25~30% processing power is worth that cost to you. You may consider getting a 1070 Ti, by my local prices it's almost the same price as the 1070, but it's actually a "1080 lite" being only some 1~2% slower.
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>>625469
>The point is to create an idealized version of the final game that the other artists working on actual optimized assets can use as a visual reference.
Sounds like a cool job, but at the same time a bit disgusting.
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>>625469
Thanks for replying to my question about 3D concept artists. Aside from that, what other "jobs" do 3D Modellers have? What are the things they'll be able to do within the gaming industry?

I know the jobs you can have for the film or TV industry, but there seems a lot more in gaming. I'm not sure.
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Would I be better suited to get into the modeling part of the industry or the animation part?
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>>625504
It breaks down into a few groups. Modelers who make high-detailed assets and VFX that can hold up visually while blown up on a cinema screen or for still renders, and artists who work on optimized assets for real-time applications. The two cross over to some degree, as a game artist will invariably have to work with high-res assets that are used as the bake-down for in-game models, and high-resolution models often need a more primitive variant to act as the stand-in or proxy for the high-res model that's only loaded in a render time. Within these two major groups you have character modelers, environment artists, clothing and prop design, an so on.
So really you have to consider whether you want to make things for the purpose of having them look as real as possible at any cost, and if so then what those things are going to be. It would be a tall order to start learning all of them at once, so most people start small with hard surface modeling.
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>>622725
pls respond, am poorfag and will barelly even afford ryzen 2200g, mobo and 16gb ddr4.
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how do you model Larger breast size. The ones that sag over the initial area so that its easier to rIg.
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>>625535
You'll have a better chance of getting an answer on Allegorithmic forums. Not enough people here.
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I want to make a proof of concept for a shmup in Blender. How would I mass animate the complex patterns of bullets, or am I forced to draw the path for every single bullet individually?
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>>625576
That's probably the worst idea ever. Why would you torture yourself like that?
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>>625576

There are some specialized SDL libraries for handling complex bullet patterns/motions
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>>625568
>how it should be done
Model the breast sticking out sufficiently that you can texture and rig the breast for deformation without stretching, and then deform it to the sagging shape after rigging
>how it is done
Model the breast already sagged, stretching be damned
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>>625615
Is there any examples that you can suggest?
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>>625638
Not really, because as far as I know no one does it the intelligent way. Porn artists are lazy, and outside of porn, nobody models breasts that do that kind of deformation.
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>>625643
Damn, Because I've been trying that. I'm not getting good results. I've been looking for examples and came up with nothing. so if anyone knows. bless
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>>625576
Bullets in shooter games like these are often driven by algorithms that "draw" the pattern by sequencing fire direction and speed. You should be able to program a bullet spawner if you know any math.
In fact, almost everything in shooters is handled by spawners that handling the timing and update of background details, enemies, and bullets as the game progresses, so it's something you should seriously look into if you have any hope of making anything.
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>>625576
Animation Nodes
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>>625652
I know that. I'm just wondering if it's possible to implement the programming into Blender.
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>have an offer to get into 3d-related job without any prior knowledge
>model furniture\environments for VR in 3dsmax
>guys said they will teach me np
Should I dive into it? At least for a while to get experience in max and get some much likely minor dosh out of it
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>>625857
If it doesn't interfere with your life and you're able to learn fast and work under others, I don't see the problem.
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>>625860
Don't have life anyway, more worried about whether this experience will be useful to get better job in future.
You see everyone around here ask for either portfolio or 2-4 years of experience on the stuff.
I don't know for a love of god how completely new people would even get into the industry, so maybe this one is a valid opportunity idk.
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>>625867
Oh, then more the better. Realise this, this is an incredibly good opportunity to build that said experience and portfolio everyone is looking for. Unless your ideal 3DCG position is making environment art or doing character art (because you'll end up building experience in the wrong field), there's really no issue with going for it.
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>>625868
I'm not really sure what my ideal 3dcg position is h-haa, never tried anything for real so I want to do everything. Being jack of all trades or generalist is most likely nothing but a pipe dream.
I wonder if I'll be able to pull this one off; getting experience in environment at work and getting dosh for it and doing characterworks in spare time, then decide what I like more. Thanks.
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have my heads gotten better?
also are there any errors on the new one so far?
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>>625907
The muscles on the front of the neck are way too broad and flat, while the sides of the jaw look like they have scarring rather than developed muscle. "Better" is hard to say - while you may have gotten better at the technical aspect, artistically, the old one is nicer to look at.
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any drugs that can get me over the fear of starting a 3d project?

havent touched maya in 6 months rly scared
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>>625911
vodka
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>>625907

Either sculpt the planes of the head or sculpt skulls.

Spend a day sculpting a skull.
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>>625950
>sculpt the planes of the head
b-but I did that using the claytubes brush in the early stages
what did I do wrong?
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I know there’s the wiki and I’ve read through it. There’s no Maya 2018 intro book though :(

What’re good books to learn technique and not just buttons?
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>>625955

Either do it planes of the head model again or sculpt a skull.

The face is just skin over skeleton. So just learn the skeleton.

Pick up Paul Richer.
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>single asset such as a prop can take 2 days at full intensity if everything goes right
>environment has so many props and textures to produce

Man Im such a slow worker, it would take months to finish a shitty envionrment. How the fuck guys.... I watch tutorials and read 3d blogs people do environments in like 1 or 2 weeks and it looks amazing Just WTF.

Worst part is when I hit a roadblock and I cant get something to look right, the work just stops and I get more depressed. How to get over this?
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>>626108
I guess you should try and concentrate on the important parts of your scene. If I were to make a book case full of books, I wouldn't be detailing every book to the point of burn out.
As for getting over the depression from not doing anything because of roadblocks, I think it is good to do multiple but small projects, so even if you are stuck with one, you still progress with another thing, and it makes you feel good.

>>622276
I made my animation in separate software (akeytsu), exported fbx and put it in Marmoset toolbag 3. The animation looks just like in akeytsu, except for 2 fingers which look like they were broken.

I put the same fbx into blender to check if and fingers look normal, so I think it might be a problem with Marmoset toolbag 3.

Anyone with similar problems? I found a workaround by putting the fbx into blender and exporting it again as another fbx with either 7.4 binary or 6.1 ASCII, but I don't remember, and then putting it into marmoset.
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What is the best introduction tutorial to 3dsmax available? Im looking for something on par with gnomon workshops maya introduction.
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updated my Maya 2017 from SP4 to 5 because interactive playback was crashing the program constantly.
Now interactive playback is causing my viewport to update at like 8 FPS in a scene that was running fine at 200+ fps, if it didn't crash.
Maya now takes like 5x longer to launch than it did before, everything is fucking slow. Is my install fucked or is SP5 fucked?

I'm thinking i might just install 2018. is 2018 fucked still or have AD got it at a functional level?
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>>626190
pluralsight is heavily into max, check em out
https://www.pluralsight.com/courses/intro-3ds-max-2015-1578
this one is probably objectively best introduction
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I am looking at being able to make a 3d model from a script. so far I am looking at using meshlab server. Is there any way to plot points/vertices using a script? My idea is to have a base model -> edit the script to adjust the model->execute script to create new model. I am new to this kind of stuff so apologies if this seems stupid.
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How do I sketch properly for 3d? Need a modeller's insight on this guys. What sketches do you consider the most informative and useful?
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>>626208
I don't even understand the question?
You doing concept sketches for somebody who does 3D?
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>>626205
The closest thing I can think of might be OpenSCAD
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>>626208
Front, side, 3/4, beauty.
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I'm going to try to make one of my first characters, weighted, rigged, the whole shebang. I'll be working in Maya, if it will matter. What are some features I should avoid as a beginner? Dresses? Long hair? Anything else?
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What kind of programming do I need to learn to do 3d?

I'm honestly not cut out for artistry and would prefer to do coding instead. I've so invested in this field and know a decent amount of 3d, people always say "learn programming" so might as well make it related.

To pursue a technical artist position, or something, what kind of topics would I need to explore? Thanks.
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>>626232
ty
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>>626239
learn MEL
https://www.youtube.com/watch?v=eXFGeZZbMzQ
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>>626239
>>626254
No. Learn VEX.

https://www.youtube.com/watch?v=tKzDvvpP7G0
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>>626208
3d guys need front and side views, 3/4 is also helpful and any important parts covered in detail. pic related, scanned by myself. Those drawings were made for 3d modelers working on old ps2 berserk video game.

Can anyone answer my Marmoset toolbag 3 question? >>626114
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Blender user here

What's the best way to rig a character's spine? I figured it's important to know how to do this stuff manually so I decided not to just use rigify.
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>>626274
Are you talking about FK, IK or just in general
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>>626288
In general, but I'm assuming IK would be better
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There was a mega and other site link floating around a few months ago about some Japanese CG books and can't for the life of me remember or find the link. Can anyone help an anon out?
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Does anyone know of any decent tutorials to start learning how to do digital painting? Especially for texture work
I'd like to start with the basics and 2d painting before I start learning 3d painting like substance painter, though to be honest if you recommend I start with a different approach I'm all ears
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In Freecad is there a better way to constrain two lines together without setting the distance to 0MM and have that floating around the model?
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>>626291
This is my way
1. Spine00
Parent to hips
Copy Location To Pelvis
2. Hips
No parent
3. Pelvis
Lock Locations
and parent to hips.


Still trying to do a good way to go about the Chest.
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So I have a lot of Bones for the facial rig for blender.

I would like to know some cleaning tech

Like making a facial expression using my bones, and then saving it, so I can apply it for a later use.
Or changing how some bones work ect.
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>>626316
I have just learned about Post Libary. and Bone groups.
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>>626308
I have pretty much the same setup for the lower back. The upper back is what I'm having trouble with. Do I just use an ik spline with a bezier curve?
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>>626341
I use these bones as Pointers and have trackers.
And when you tilted them to a 90 degrees they will be disabled.

It makes it really easy for me to animate.
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Reposting from here >>625918
Are there any good tips or tutorials on how to unwrap making the most out of your texture space like this? Or do you just play Tetris with the pieces?
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>>626387
I don't quite follow. can you explain in a bit more detail? or maybe there's a tutorial somewhere?
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I'm trying to combine lewd parts onto a model without them. When I try to join verticies, the model just shoots into shit, resulting in this. I've joined other verticies, and they weren't causing this behavior, so I don't know what's different here?
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>>626409
I have damped tracks for each spine bone.

I made a shape key driver so when you tilt the bone 90o it disables.

sorta a ik to fk control switch.
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>>626479
Ok thanks. Do you find it easy to work with?
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>>626546
yea, that save a bunch of time. and When I dont need them I just turn them off.
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>>626619
Thanks. I'll give it a shot




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