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Archviz Edition

previous: >>684104

Reminder!
This thread is for any help you need with your work, regarding technique and/or software. All simple and/or stupid questions should go in here too.

Also, please do head over to the previous thread and help to answer any unanswered questions!

I don't know why everytime i save an image png format, some items/props are missing.
>i.e.
I just rendered this one (raw) and those bags are missing.
I need to save it in jpg, so i can layer it down png image.
>>
how do i get a girlfriend
>>
>>688070
ZBrush
>>
>>688052
you're saving your image with alpha anon..
>>
When it comes to handpainted textures, I sorta get the gist of create model>unwrap>paint texture but I sorta confused how the texture is actually applied to the model. In blender theres a way to paint directly on the model but what if I want to use something like PS or Painttool Sai?
>>
>>688185

You would save a uvw template and paint on that as a guide.
>>
Any good tutorials on how to model humans? I asked this last thread and it was largely ignored.
Took a look in the sticky and most stuff is 404 or not really relevant.
>>
>>688194

People stopped modelling characters in 2005. Get straight to sculpting in zbrush.
>>
>>688052
Im going to start with blender because im from an underdeveloped country, should i begin with environment or characters?
Ive been watching vg porn vids and one from warhammer because most of them look better than the ones in hooktube, whats the trick?
>>
>>688206
Fuck that. I know how to model, I don't know how to sculpt. I'm not about to start back from 0 and learn sculpting, just so I have to model it all over again when I retopo.
>>
>motivation goes down
>creativity goes down
>quality goes down
>feels like I'm learning nothing as a result
>motivation goes down even further
How do you even grind 3d?
>>
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>>688221

I found a guy on artstation that gives me this reaction. I now have to be better than him.
>>
This maya tutorial is talking about cutting a character mesh into pieces, then animating this proxy mesh before applying animations back to the original mesh.

My understanding is that this is done for performance reasons.
Is this necessary for animating game characters?
>>
>>688221
>How do you even grind 3d?
You don't? I've just done larger and larger scale personal projects. It's forced me to learn new things to accomplish the goals or get a specific look out of something. It's not the same as grinding, but at least I don't get bored or burnt out with it.
You're gonna get burnt out grinding anything, really.
>>
>>688052

Does anyone know of any xsi to 3ds/obj converters? I have some models from Dark Reign 2 I want to convert.
>>
>>688268
When you can't make the things you want to because you suck you pretty much have to grind though.
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>>688221
Pretty much this >>688241, whenever I need motivation I sit down and browse what people who next level whatever I'm into is up to. Aim for the stars and you'll reach heights even if you fall short of your aspirations.
>>
>>688281
Then you just do a smaller project that you'd want to do.
Want to make an environment, but you don't know how to model for shit? Start basic and do little stuff in the scene. Get a handle on things, then work your way up to more detailed shit. All of a sudden, you've got a fully fleshed out scene, and you've got the skills to make another in a fraction of the time.
>>
Any of you fine tr/3/pots happen to know a link to a repository of cubemaps?

Keep using the same few I have on hand for all my testing purposes and would like to expand the collection.
>>
>>688359
Why cubemaps? Do people even still use those? I thought everyone pretty much switched to hdri.
There's plenty of places for those.
>>
wtf bros why does it look like this
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>>688371

You need to rotate the uv or the texture.
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>>688373
the orientation is fine I mean why is the texture on the model all blurry even in rendered view
>>
>>688374
>>688371
I found the solution. I had to set the interpolation to closest in the texture tab, the model looks the same but the render is fixed.
>>
>>688371
well, it's something. So how do I render this with jaggies added?
>>
>>688390
you mean some low resolution aliasing? or are you talking about unstable polys that are truncated to the nearest whole number(PSX)?
>>
>>688396
yeah the aliasing, like this guy's work:
http://www.kennethfejer.com/3d.html
I read into it and aliasing isn't possible on cycles render for some reason so I have to do it on blender renderer, unless there's a way to do it with cycles?. I might also look into the psx thing you mentioned.
>>
>>688398
Not the best method, but you could always render small, then scale up with nearest neighbor.
Like I said though, it's not the best method.
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>>688402
blender renderer is not the best? Then how do I recreate aliasing on cycles?
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Why is there a brown splotch on my model when I bring it into substance painter. I tried polypainting it all one color in zbrush and nothing changed.
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>>688406
No I mean my suggestion isn't the best.
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>>688409

Vertex colors maybe.
>>
>>688409
It's a shadow. Change your environment and you'll see.

But what the heck is that unwrapping? Cut it along the inner ridge.
>>
My student license for Maya 2015 just expired. It's what I've learned on, is the UI and layout I'm used to. Does anyone know any work arounds or have cracks) keygens? I signed up for another student account but nothing before 2016 is available for download on the education portion of the Autodesk site.
>>
>>688438
Why not use a modern Maya version?
>>
>>688438
The program I'm enrolled in; AnimationMentor; recommends 2015 for it's rigs and file management/pipeline tool/client.
>>
>>688447
Sorry, meant for >>688443
>>
>>688447
$2500 for animation basics? This seems to be a little silly, no?
>>
>>688514
Maybe but it's $2,500 for each class across the board; six classes; studio grade rigs, a teacher (mentor) who has worked in the industry and plenty of provided reference material, lectures and tutorials.

Maybe I'm naive?
>>
>>688514
Not him but if I were focused on animation I would probably get a mentorship. It's not that much money for a whole year, considering how difficult it is to come up with reliable animation feedback as an isolated learner.
>>
I want my model to have no shadows whatsoever but I also need to use light mhat do?
>>
>>688625
Sorry maybe that question was asked weirdly but I've seen this person's work https://twitter.com/Circlesoldat/status/1121448178966863872?s=09 and I noticed that his models lack shadows (the shading is drawn in the texture) but whatever I try my lamp still seems to create unwanted shadows. What I want to know is how to make my models highly visible in the render but not also have shadows.
>>
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This will sound stupid since I have zero knowledge of 3D stuff, so forgive me if I use the wrong terms.

I wanna be really really good at 3D modelling and sculpting. I'm not interested in animation or any of that stuff, but I really wanna create models such as pic related (edgy example, sorry). I know it'll take me a decade to be as good as pic related, and I'm willing to put that much effort, however, I only wanna ask: Is experience and skill in 2D art required to make something as good as this? It seems that every 3D artist is also a great 2D artist.
>>
>>688625
Just use an emissive material instead of a diffuse one. Don't even need lights in your scene.
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>>688652
2d skill and artistic concepts carry over into 3d yeah, the inverse is true as well. You can be decent at 3d and be shit at 2d, but a good artist is a good artist. You could know the program inside and out, but if you're a shit artist everything will come out looking like 3dguy's stuff.
Not to mention, you'll never really reach your pic's level. You say you're willing to put in that much effort, but really you're not. You're gonna get burnt out just like you did when you told yourself you'll learn an instrument or anything else that takes effort or skill.
>>
>>688654
You forgot to turn off the projector, dude.
>>
How exactly can I know if a model is low poly? How many corners do I have to cut in order to keep it that way?
>>
What is the best film size for indoor shots?
>>
>>688664
Most would say 35mm is okay, but I favor large format with cameras capable of tilt-and-shift.
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>>688221
I practice with the pictures you'd find in those architecture books you see in Barnes & Noble and try to recreate them. You can study them and see what works and doesn't. Maybe change it up a bit here and there as you go along.
>>
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wtf is up with my Fusion 360?
when i start to get into a bit more hardware wise demanding models my selection suddenly stop working, gif related, trying to loft this shit but my cursor clicks aren't registering, what's going on?
>>
How would I bake a diffuse map with transparency in blender? I made a hair material with transparent strands at the end using nodes and I want to bake the result into an image, but it always ends up opaque.
>>
Should i upgrade from 2.79 to 2.8 blender? or wait for stable version?
>>
>>688669
If you are using Blender that means you're not on a production pipeline or doing any kind of paid work, so you can freely upgrade without any fear of jeopardizing your job. Go for it.
>>
whats the difference between substance painter and substance designer
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>>688679
>whats the difference between googling and not googling something
>>
>>688677
I'm pretty sure he's just asking if 2.8 is stable enough to switch to.
>>
>>688658
Bullshit and you know it. Anyone with lofty goals like that is going to get burnt out, or get bored before they get there.
If he had said, something more reasonable, then yeah it'd be doable. This is 4chan though, and more specifically /3/. No one is capable of anything here, and no one actually does work.
>>
>>688679

One paints, one designs.
>>
How can I show an FPS counter on Blender's viewport directly, not using the playback workaround? Can this be done with Blender or with a third program, like Fraps?
>>
>>688677
>>688688
Yes to be more specific I was asking if 2.8 was any better or worth using over 2.79
>>
>>688677
Get a load of this faggot.
>>
Is there any way to make it so a procedural texture varies in size on specific parts of a single model while retaining it's seamlessness?
>>
I've been doing architecture/game assets on Blender for more than an year now, but for my next project I want to pose a realistic human model in it.

What is the easiest way to model it with clothing and such to be ready for rigging?
>>
>>688677
savage
>>
>>688715
haven\t done this personally but I would go with a daz model, clothes in MD then rig in blender
>>
what's the right workflow to create a 3d character: max/maya modeling - zbrush sculpting - max/maya uv mapping or skipping the first modeling part and start with sculpting right away?
>>
Anyone ever get go-z to work with Maya LT. It finds the app but wont work.
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>>688708

Substance painter/Designer
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Retard here. I'm looking to get into 3d modelling to make my dream video game.
Should I get a mouse with a trackball or a 6 button mouse? I have a drawing tablet too, if that's relevant.
>>
>>688762
it doesn't matter. Start working on your shit now and stop worrying about it because that will only help you marginally
>>
Is there a Discord community for /3/ fags?
>>
>>688659
Low poly is 30k at most. You don't cut corners?

You continually remove vertices while keeping the overall shape intact until you're at the desired poly count.
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>>688724
Don't Daz models have a shit load of polys though? I think the guy wants to use it for games.
>>
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>>688763
I needed a new mouse anyway and had 30 minutes to decide because of reasons, I bought a G403 already.
See you around, anon.
>>
>frame 70-100: Reverse handy animation

Is there an easier way to sort out my animations than writing this all down?
Using 3ds max.
>>
>>688052
I'm especially new at 3D modelling and the last time I attempted to model a human I tried to do it in one piece and the arms were bizarrely jagged like they were made out of ice even when I tried to fix the part where the arm begins. Though using the smoothing tool made the arm look fine if a little simple, it's poor form and I'd love to try and fix this for future attempts.
I did this on 3DS Max on an older computer and I just DL'd Blender. Is there a method to the madness or do I just have to keep at it until I get the feel for it myself?
>>
>>688782
Try sculpting.
If you don't want to do it all from scratch, model as much as you can, then use the sculpt tools to bring it to completion.
>>
>>688765
Yes.
>>
I'm getting started using Marvelous Designer and I have a question before I begin.
I've made a model with blendshapes for different things like a bigger bust and bigger thighs, but I'm wondering if MD supports that sort of thing.
Like could I import the model, and be able to simulate and export clothes with the different blendshapes in program, or will I just have to export the model with the blendshapes applied? It's not too big a deal either way, but I'm just curious. I haven't really dived into MD, so I'm hoping at least I can make the clothing patterns and import the different models as needed for the sim.
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>>688796
Neat what is it?
>>
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C4D-fags:

I want to tie a materials attributes to the length of a spline, such that as the spline is longer the materials opacity decreases.

How do I tie material attributes to a spline length?
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why does my normal map have so many artifacts? I just baked it in substance and the AO map came out similar too.

t. retard
>>
Can anyone here tell me the IOR number of keratin?
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>>688803
I haven't used MD in a while, but IIRC you have to rely on animating from neutral to blendshape -- there's no built-in support for them. Have a look at this: https://www.artstation.com/artwork/Z4QDZ
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>>688833
Try making your ray distances shorter. Also, have you smoothed your normals both in the low and high poly meshes?
>>
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>>688838
Take pic related and this: https://en.wikipedia.org/wiki/Cauchy%27s_equation
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>>688840
I wasn't expecting such a great answer thank you anon
>>
>>688838
Periodic reminder that IOR in render engines is almost 100% artistic interpretation and you should just use a value that looks good. IOR in render engines is meaningful for things like water and glass IF your scale is 100% perfect, however for reflections or if you have even the slightest inaccuracy in some other part of the shader the approximation errors in BRDFs become overwhelming and trying to match real-world IOR values is cute but pointless.
>>
>>688874
But IOR is also used to compute reflectance with the Fresnel equations, isn't it important to set correct values in that case? I don't mean scientifically accurate values, just accurate enough (say within +/-0.01 or so).
>>
Anyone know why I'm getting weird locked CV guides?
>>
>>688916
forgot to include picture
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>>688839
Thank you. I think I can use this and just pause the sim and export at different sizes. I mean I still have to go and learn MD, but from what I've seen it's pretty straightforward, and intuitive.
Just gotta find a nice place for clothing patterns. Preferably free.
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>>688833
Open up your low poly in 3ds max/program of choice and average your normals and set smoothing groups to 1. Also make your ray distances in substance painter smaller.
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very dumb question for you blokes but how do I into textures? I have literally no idea where to start, i obtained a copy of substance painted and have no clue what to do, all textures are showing up black with big ugly
>>
>>688965
Start by UV unwrapping. You can do an automatic unwrap, but it also helps to do it properly.
As for SP, make sure no UVs are overlapping or crossing outside of the boundaries.
You can have entire UV islands outside of the boundaries, but you can't have one cross over.
After that just start applying materials, masks, painting and all that shit.

It can also help to watch Substance Painter's official tutorials to get familiar with the program.
https://youtu.be/IGGQl9kVB1M?list=PLB0wXHrWAmCwnqWfKdGEmbtSKN2EzvLrY
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I'm fairly new to SP, watched a lot of tutorials, but whatever I do, the normal map is not as 'crisp' like in marmoset for example. I'm not sure if missed an important setting here, or such
Left pic is SP, right is marmoset
>>
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Is the difference between mouse and tablet REALLY big enough for sculpting to justify going out and buying a tablet?

I've tried to pick up zbrush a bunch of times but with a mouse I can't get shit done at all. I do all my character modeling with edge loops and shit because of this.

Is an Intuos enough to git gud?
>>
>>688982

It's inverted. You have to pick open gl or direct x whichever one you don't have in marmoset.
>>
>>688983

I have the basic bitch intuos and it's perfect. You can to pressure levels with a mouse so sculpting will be impossible.
>>
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>>688986
thanks for the tip, I appreciate it!
open gl looks way better
is there a way to get it even smoother? Like, the marmoset level of smoothness? it still has this weird hard edge on the left side of the nose
>>
How should I approach modeling costumes like this? Use cloth modifier on blender?
>>
>>688983
Even the Bamboo or cheapskate Logitech brands will do.
ANYTHING but a mouse, anon.
>>
>>688983
you can get a huion h420 for like $30 as a cheap start for drawing tablets
>>
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>>689013
Marvelous designer.
Though there's a few ways to do it in Blender too. None of which is really all that great.

You could model the costume like a normal mesh, then apply the cloth modifier.

Another option is to do it similar to how MD approaches clothing, and use actual clothing/sewing patterns. Basically you'd model out different sections of the pattern, and arrange them in roughly the right position (left side of pic related).
Make all of it one mesh, then connect the areas you need to sew together with edges (not faces). Start up a cloth sim, turn the gravity influence kind of low to start off, and make the sewing strength nonzero. When you sim, the edges that you placed will draw together. Once everything is "sewn", turn up the gravity during the sim, and let the cloth fall down. Have collision enabled on the model you want the clothes to be on (preferably a lower poly version to speed everything up).
Should everything go right (it won't) and you've got your settings and stuff good, you'll have a piece of clothing. If not, and chances are nothing will work right, be prepared to spend hours fucking around with it until you get things right, have it fall exactly how it needs, fix all clipping problems, and whatever else Blender decides to fuck up during the sim.
Then you'll realize that Blender's sims are fucking ancient, and that MD was built exactly for this, and just buy it or "acquire it". You'll then live happlily ever after when your clothes work first try without any fucking around.

There's Blender addons you can buy that do what I said above but makes things easier, but you're still fucking around with Blender's shitty sims, and that's the real linchpin of the problem that there's no getting away from and why they can't compete with MD. MD was built exclusively for cloth sim, Blender wasn't. There's no getting around it.
>>
What do you do when you don't know what to model ?
>>
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Is there a way to mesh dense rain particles in Houdini without bogging the scene down? Something like alembic or frost where you can morph between less geometry files than frames for optimization.
>>
>>689002

When you baked did you use the mikkt normal map format. This is what you need for substance painter.
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>>688839
How do i navigate to this guys other tutorials? I can only see his other sculpts.
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>>689047
I don't know if he has posted anything else. Maybe not?
>>
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zbrush question, probably a super simple one.

how do i use symmetry with the new 3d gizmo for transposing? just got the new version of zbrush and i have always just used the transpose tool, but the new 3d gizmo's ability to work on an entire group of subtools or to use folders to group subtools for easy manipulation is pretty handy, so handy its almost like something every other 3d software has had for 20 years already.

anyways, cant figure out how to turn on symmetry when moving the pieces such that, for example, when i move a pair of arms or legs, each moves in a mirror direction to the other (how it functions in the transpose tool with symmetry (x) turned on), but as it is the 3d gizmo just drags both parts off to one side or the other, and i dont see a way to enable symmetry for it. did they just not add in that functionality from the transpose tool? would seem like a pretty big oversight if thats the case.

probably just something simple i overlooked, but my google fu didnt yeild anything helpful
>>
>>688983
I think you can be cheap and get away with digital sculpting. Ive been using zbrush with a mouse no problem. Most of the things like scratches, dents or other details can be solved with an alpha and normal maps. Im not saying having a tablet a bad idea but when people spend upwards of $1400 its like you could put that money to a lot better things.
>>
Alright so whats the discord channel for /3/?
>>
>>689033
Thanks a ton, this fixed it for me! never heard of mikkT till today haha
>>
>>689081

Alt click on the object to center the gizmo to it. Then rotate the arm. It's best if it's a separate subtool.
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>>689091
found the solution to do it. if i use the transpose tool with symmetry on and draw out the line, then turn on the gizmo, the gizmo seems to respect the symmetry and origin point of the transpose line and i can then use it to transpose an entire folder or selection of multiple subtools with symmetry. for some reason you just cant activate symmetry if the gizmo is already active. seems like a weird hoop to have to jump through, but i've been using zbrush since about '13, its always been weird.
>>
Does anyone have any pictures or guides on low poly shoulder topology and deformation?
>>
>>689086
.gg/m8BVYp
>>
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>>688052
I have 2 straight legs. how to make right and left leg?
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>>689222
2 right legs*
>>
Best tutorials for zbrush for a guy with literally no sculpting experience?

I want to mostly do human characters as opposed to much hard surface shit or wacky monsters
>>
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Lads, I don't understand how to model planes. The block-outs I do in 30 minutes with primitives end up looking better than a section of fuselage I spend an hour on. I find the basic shapes somewhat easy to understand, but find the finer details (How to canopy bubbles out, how the metal on the fuselage bends around the intakes, for instance) to be very difficult to understand, even with reference pictures and blueprint drawings. The result is a mess of topology that becomes impossible to work with. Even after dozens of attempts, I'm just not getting it. Are there any tutorials you guys can recommend to me (free or paid) to help me out? Blender tutorials are preferable, but if there are software-neutral tutorials, I'd be happy to check those out too. I just want to make cool models of cool planes like in pic related, but for months, I haven't even gotten close to something like this.
>>
>>689256
I'd really hate to do this kind of work in a subdivision poly modeler. I use Rhinoceros for everything with complex compound curves, like automotive and vehicular design.
>>
>>689240

https://www.youtube.com/user/Pavlovich2005/playlists

https://www.youtube.com/watch?v=J2B0x9TkFuA&list=PLkzopwqcFevYqrk_0MKIaUwrWYILzYsp6
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>>689256
you just do it breh, that's it. also keep in mind that without textures or normals or highpolys for bake your aircraft will look like shit period.
t. working on a mi-24 for a long ass time
>>
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>>689259
>Rhino3D
Looks like it works more like a CAD program. I don't have a lot of time to invest in learning a totally new way of modelling, but it's something I'll at least look into. They've got a free trial, so I guess there's really nothing to lose.

>>689264
>you just do it breh
Believe me, I've tried.

t. taken stabs at F-5, Su-33, F-15, MiG-21, EF-2000, F-4 multiple times each.
>>
>>688194
>>688206
what did he mean by this?
Im a newfag and i want to learn
>>
>>689266
you drop that shit too early. i'm about 400+ hours into my mi24 (including rigging) and it's just began to take shape. did fuckton of mistakes in process, redone same pieces multiple times. aircraft modeling is completely different level compared to baby first AK or Abrams. you have to keep grinding until you learn your aircraft and adjust to modeling workflow for aircrafts. choose one and work on it until it's good. time spent doesn't matter. you'll learn in process and next one will be times easier.
>>
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I'm trying to export an FBX of an idle animation from Blender for Sketchfab and i'm having trouble with the leg IKs. It seems like the animation isn't baking properly because the feet slide back slightly in the FBX, but in the .BLEND the feet are perfectly still.

Is there any way to correct this?
>>
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>>689291
>400+ hours for one aircraft
Save me, lord.

I was able to do pic related in about 10. It's not great, I know, but the problem is the topology goes to Hell in a hand basket pretty quick, especially when I add the wings. I guess I just don't know how to manage the topology on such a complex model. If major components like the wings and fuselage were separate objects, that would help, but that in and of itself creates new problems.
>>
>>689317
Forget topology. 99.9% of hardsurface models will never deform in any way and if your renderer doesn't totally suck it won't trip over a few tris or ngons.
>>
>>688677
lmao, way too accurate
>>
How do I turn my selected faces into a perfect square?
>>
>>689317
just keep going breh
and consider splitting everything into manageable parts. especially if it's different parts IRL
pretty much all aicrafts are patchwork as fuck. learn your reference and find those seams
>>
>>689324
>>689390
Okay, I'm going to step away from aircraft for a few days, and come back to it fresh. Maybe in the mean time I'll do a Udemy course to sharpen my skills in general. Thanks anon(s?).
>>
>>689317
>>689291
Is it just as hard for older planes that have blockier designs? I was planning on making an SB2C Helldiver and TBF Avenger so I have something to use the bomb and torpedo I'm working on.
>>
Do you guys have a book thread like we do on /ic/? I need some free books.
>>
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Anyone have any good information on modelling intricate details like acanthus leaves on Corinthian capitals or other shit? Or just filigree in general?
Obviously it has a lot to do with repetition and patterning, so it's mainly made of a few pieces, but this shit is so full of detail sometimes I can't wrap my head around where to start.
Program doesn't matter, but I am using Blender.
I guess it's totally possible to just use texture planes and shit, but I'd also like to know how to make them in general.
>>
>>689460
i find old choppers/crafts more easy because they care less about aerodynamics and other shit and also have less equipment and maintenance ports. so it's easier in general because shapes are more simple and there's just less to model in general
t. mi24 guy
>>
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>>688052
I know shit about topology. When I make a model, I decide how many edges I want the torso and limbs to have, I place them, and I try to connect them without using trigons.
What is the proper workflow to model low poly humans and creatures? Are non-planar faces an issue? Also what is the proper shoulder and ass topology for this level of complexity?
>>
>>689461

Modelling books are mostly shit. What do you want anyway.
>>
I tried googling but only found the opposite of what I want. What is the easiest way to convert a sprite to a (flat) 3D model?
>>
>>689485
>What is the easiest way to convert a sprite to a (flat) 3D model?
Load it as a texture on a plane?
>>
>>689471
sculpt
>>
>>689506
Yeah obviously, but I'd still have to retopo it. Which runs into the same problem of having to model it anyway. Not to mention it's easy to make shit look super doughey and inprecise.
>inb4 they sculpted it irl
>>
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How the hell do you git gud at normal maps? Sometimes my normal maps bake spectacularly and get everything I wanted them to have while others are horrible and don't seem to be fixed by anything, sometimes both happen to different parts of the model. Trying to bake left to middle, and right is the result. Trying it in xnormal, averaged normals on low poly, everything scaled up as recommended, high poly encasing low poly which has given me very good results before in spite of the opposite being standard I think.
>>
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>>689562
Why would you even need to on that model? There's nothing in it that normals would even make a difference for.
Regular smoothing would just make it look like the left anyway. Even on a cylinder with like 8-10 faces.

The only thing that would actually use the normals is that little ring under the fins, and even that isn't a total waste of faces.
If you really wanted to use a normal map for that part you could just make a strip with those bevels, bake it into a normal map, then just unwrap the thing and move the uv up to it. Trimsheets basically.
>>
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>>689570
The default smooth shading is really fucked, I wanted to give it a normal map so it'd know what to do. Here it is with just smooth shading and no normal map. Are you supposed to be doing this sort of thing some other way?
>>
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>>689570
Nevermind, I'm a dumbass, I forgot to use an edge split modifier to bring all the marked sharp edges into effect. It's baking as I've been wanting it to now and it's just a matter of tweaking it.
>>
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>>689573
I don't know what you're using, but I'm assuming blender (since you're talking about modifiers), just turn on autosmooth.
You don't need edgesplit or anything like that.
>>
>>689577
Yeah, Blender. Isn't a normal map preferable if you have the computing budget for it, since it makes more natural rounded edges? It'd probably never be noticeable for what I might use the bomb for, but learning how to make normal maps work is a good skill in and of itself.
>>
>>689581
If you're not bringing it into a game, then you shouldn't really need to worry about it.
If you're trying to get rounded edges, just use the bevel modifier and set it to "weight" then just assign weights to the edges you want to bevel.
Hell if you're using cycles, there's even a straight up material node that does bevels automatically when rendering.

Learning to make normal maps is a good skill to have, but this isn't the thing to learn it on. Not with the amount of detail you're working with now (which is next to none).
>>
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>>689586
I was learning on a Mark 13 torpedo which has a lot more surface detail, the AP bomb is mainly a side project while I figure out how to fix some baking errors in that, and I need it so I can arm the dive bomber I'm going to make.
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>>689534
Just rough it out and use the sculpt as a normal map. No need to overcomplicate
>>
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>>688052
Is there any way to paint skin weights so that they move in the *opposite* direction of the bone they are weighed to? Like negative weights or something? Specifically I just want it to move opposite only on the Z axis and to move the same direction as the bone on the X and Y.

I am trying to use skin weights to add butt jiggle to a Resident Evil 2 Claire model mod. To do this, I am just painting weights to the bone of the necklace pendant that bounces around on the character's neck. It looks bad for the ass because whenever the pendant moves or bounces forward, as it makes her butt kind of implode inwards on itself unnaturally. It looks good for the tits though because they're on the front of her body so it just looks like they're stretching naturally / she's sticking her chest out.
Can I paint it so the butt bounces backwards when the pendant bone bounces forwards? Sorry I'm very new to modeling.
>>
>>689614
Why not just create a bone for an imaginary pendant she turned around and is now resting on her back?
>>
>>689690
I don't think the game will animate an added bone, but I'm not sure because I don't really know what I'm doing with regards to animation / skinning (I only started messing with modeling like 2 weeks ago).
No other RE2 modder has ever added a bone to their model AFAIK. I think I am limited to only using the bones already in her animation skeleton
>>
Whos attending siggraph this year?
Also disc invite expired if theres another thx.
>>
>>688052
I want to get into archviz, i have the 3d skills but lack the skills for actually designing the exterior/interior. Is there some place where i can download free 2d plans that im allowed to model after and put that in my portfolio so i can show that im atleast capable of visualizing someone elses design?
>>
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>>689711
>tfw you won't get to experience the Solaris reveal firsthand
>>
>>689737
just look at professional interiors and model those. There's thousands so I doubt theft would be a big deal
>>
Is there a way to use Skin Utilities in 3DS Max to import the skin data from only some of the bones when importing skin mesh data from a model with an identical skeleton? I just want the skin data from one bone, but when I try to paste only that bone and leave the others alone, it clears the skin envelope data from every single other bone in the list, and the envelope for the bone I pasted is not even the same
>>
There was an architecture ama but I guess it died so I'll ask here. What do you know about architectural technologists/technology? My class starts late august and so far my surface knowledge is that 3d is used and you learn like "standard" build protocol. I know that I didn't really want to get into engineering, and I personally feel like I lack creativity most professional architects have so this sounded like a nice in between.
>>
How would one go about researching how to animate a 2d sprite over a 3d model?
Yes it's autistic anime eyes hovering over the model
>>
>>689829
Would copying something from archdaily be ok as long as i link it?
>>
>>690000
I have no idea personally on a legal stance. But i've often seen character artists referencing the work that the model was based off of and then link it in the description. Since you want to be into 3D interiors I think it's important to have knowledge of interior design but it's more important to focus on adapting interiors to 3D
>>
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Using Substance Painter, how can I turn the likes of "have" into the likes of "want"?

I've got absolutely no Idea on how to achieve volume/height using just painted layers with this; I only know how to do it on Designer using B&W maps...
>>
I'm a bit confused about normal maps. Can you fake this peach fuzz effect on a character who doesn't have the actual super-detailed fuzz geometry on them anymore just by having baked normal maps of them from when they did have it?
>>
>>690187
What the fuck are you even talking about
>>
>>690195
/gd/ sent me here; they might've guided me wrong - but to be frank, I had no idea where to ask, either.

I've to put textures on UVs for a model someone else made, using Substance Painter.
While the model is mostly OK, the way that the boots were modeled, it's very hard to put any kind of texture over it on top of the base leather material.
I was wondering if there is any relatively simple way to, without editing the model (only painting or using textures), get the boots to look like the one in the lower half of the image.
>>
>>690197
Just paint it?
Put a leather texture onto the boots, add another layer that just edits the height (put it to a positive value), paint the straps or whatever with height.
Do the same for the buckle bit with a diff height value, then slap on another material for the buckle. Put a black mask on it, then a paint layer and paint in the shape of the buckle.
It won't look as good as if it were modeled, but if you try and keep it clean it should look fine.

If you don't know at all what I said, I suggest you watch the tutorial Substance has on its Youtube page. Specifically the SP tut with the lantern. This type of stuff is covered in the first few videos.
>>
>>690192
You are missing the point of the trick that is being applied here.

Whats happening in that image. is the normals of thr fuzz mesh is being aligned to the normals of the face mesh.
>>
>>690197
It's achievable but will look like shit, as the model does. Looks more of a plate armor sabaton than a leather strapped boot.
>>
>>690203
As I understand it, geometric normals like the ones you average and align in modeling software are not the same as normal maps (the purple, blue and pink texture maps you bake from your model that simulate bumps). They are different. I just posted that picture as an example of peach fuzz. My question still stands
>>
>>690457
You need real geo. Normal maps store the difference between the normals of the actual surface, and those of the baked one. They won't help you with this, because the fuzz cannot have their own normals different from those of the skin (that's what the capture you used shows how to avoid); if you baked them to the skin's normal map, it would break it's appearance.

What can help you, when the fuzz is short and very dense, and not to be seen from up close, is a subtle sheen factor. But it's more of a hack anyway.
>>
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>blocking out a character in Zbrush
>it goes nicely
>decide that it's a good idea to move a whole arm, with hand and fingers, a bit closer to the torso
>fingers start flying in random directions because I accidentally made them on the other side than the rest of the arm
How do I fix this mess?
>>
>>690535

Undo or drag the gray square to the left.
>>
>>690540
OK, let me rephrase that: how to put all of my objects on just one side in a painless way?
>>
>>690551

Either geometry/modify topology/mirror and weld or Deformation/mirror. Then subtool merge down if necessary.
>>
>>690558
Thank you!
>>
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What's a good laptop for 3D Rigging, Raytracing and VR? Im moving to a college dorm in Autumn but it's too fucking tiny for a Desktop rig.
Suggestions?
>>
>>690591
Any new laptop with 16GB of RAM and big screen will work just fine. Just make sure that your laptop have all necessary ports: enough USBs, HDMI and so on. And laptops that have numpads are more comfortable to use.
>>
Why was interface in Zbrush designed by a drunk baboon?
>>
>>690655

Press tab and make a right click menu.
>>
>>690667
THANK YOU!
>>
The more I'm modeling the more I seem to just watch when my hands model stuff on their own. Especially when sculpting or polypainting I'm not even sure how I'm doing half the stuff I'm doing, but results are good and nobody is complaining.
Is this normal?
>>
>>690696
I guess so. Practice is everything. You are building experience and muscle memory.
>>
>>690696
Autopilot is a sign that you're getting better, but also a sign that you need to start doing something more difficult. There's a concept called deliberate practice that states you need to be actively concentrating on what you're doing and pushing to improve in order to see much progress.
>>
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Pic related: Using Maya 2018 & Arnold 5 renderer. Settings for the mesh's Arnold displacement height in orange. Why does my displacement appear flat? Changing these settings only shrink and expand the mesh itself, and the displacement map I used is Grayscale, with the indents completely black, and baseline 50% gray. What am I doing wrong? And don't jerk me around with 4chan banter and trolling, no need for that shit.
>>
any good cum simulation guides/tips?
>>
What do I need to do to (automatically) combine Blender files?
Let's say I've got five files:
>world.blend
>asset1.blend
>asset2.blend
>asset3.blend
>info.txt

The info.txt would have information much like
>asset: asset1.blend, x: 12, y: 32, z: -300, p: 0, b: 0, r: 0
>asset: asset2.blend, x: 543, y: 1223, z: 40, p: 0, b: 0, r: 0
>etc...

running some script(?) would read the text file and act accordingly, placing the assets into the world
>>
Someone know a program in which you can select meshes based on the amount of faces/tris they have? For example "select all meshes that have 53 faces"? Or generally a way to select meshes that are the same as another mesh? I have a scene with plenty of the same mehses but nothing is grouped in any way so i want to group them myself. Sadly there is no seperation by objects/material/uv/name or whatever i could use to select the same type of meshes, literally the only thing they have in common i could select them with is that they have the same amount of faces/tris. I can't seem to find that option in Blender so i guess i need to use something else.
>>
3ds Max: is there a shortcut to hide everything else except the object that I'm currently working on?

I tried to google, but I couldn't find anything.
>>
>>691044

Alt Q
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>>691045
thanks!
>>
Where the fuck can I BUY 1.8M UBB C to USB C 3.1 braided cables?
All the ones on Amazon are only 1m or USB 2.0 only
>>
>>691059
Wrong board sory
>>
My work has asked me to make some videos, the shitty software they have is Camtasia 8, the other suggestion they had was Adobe Spark. I don't want to use either. I have the option to loan a MacBook Pro and use iMovie. There is a Premiere/Avid suite available but I don't think they're willing to let me go and use it because I'm an entry level pleb. I don't think our office desktops are fast enough to run Davinci Resolve but I could be mistaken. I also suspect we won't have permission to install apps on the loaned MacBook Pro.

tfw people who claim "i don't know anything about making videos" tell you what software to use.
>>
Is there a relatively modern software, still in development, with full support of OpenSubdiv modeling? I already have software for everything else I need, and I don't want bloat (Maya, 3ds, Modo) or bad performance (Blender). Just modeling. I heard of Silo and NVil but these seem to be on a slow development track or even abandoned. What options are out there?
>>
>>691063
Blender has a video editor, albeit it's pretty shit. Depending on what you're doing it might be fine though. There's a good amount of stuff you can do with it, and you can do compositing with it, but like I said, the actual sequence editor leaves a bit to be desired. It's free though at least.

If you go and get a month of the Adobe suite, or just Premiere Pro, you might be able to talk your boss into reimbursing you if the video is good enough. Since it's a work related expense. I think it's only about $20 or something.
>>
>>690925
For those that find this: I solved by using aiSS > Geometry section > bump > file, and kept the other settings, they work together.
>>
>>691092
I need the ability to cut clips together, do a gradient overlay, animate some rich text (typing or blocks appearing), perhaps transform/rotate the text and the flexibility to do time lapse style effects which I think iMovie is a bit limited by (0.1s max frame time). I know I could use ffmpeg or something to get around this but that's an effort and another tool to install.
>>
>>689222
MAke a right leg, then mirror it.
>>
>>691063 here
managed to get some good results with Resolve but kept crashing on work PC. Think it really needs a dGPU which work computers don't have. Didn't get on with Blender's interface. Probably has some weird flexibility that Resolve doesn't have but it's going to take a lot to learn that.
>>
Lets say you can't draw, how likely is it that you can do 3d models?
>>
>>691162
Plenty of people who are complete shit at art can do 3d. It just won't be all that good or interesting.
Just look at the Blender Reddit.
>>
>>691168
>>691176
Thx.
I don't know why I even asked that dumb ass question, I'm sure I can do nice 3d models.
>>
How do I do this but for a curve (svg)? https://blender.stackexchange.com/questions/65633/how-can-i-create-twisted-geometry Never used Blender here so whatever this person is saying didn't got into my head
>>
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Is this shit as it is my first serious 3d model and first work with substance painter?
Yeeh i did want to do 40k model but that shit was hard as fuck
>>
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>>691216
back without textures
i even did animation with this walking (using walk cycle) but that shit was terrible
>>
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>>691217
with
>>
I started learning with Maya (barely a week or two). Then I was told that Blender was better, but it feels really awkward to use. Should I continue with Maya or soldier on with Blender?
>>
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Is there a better way to use the grab/pull or whatever tool it's called in Marvelous Designer to move fabric while simming?
It only ever grabs like 1 tiny point which is next to useless when trying to move the fabric. Not to mention half the time it'll spaz out, or it'll just go right back to where it came from and completely fuck everything up.

Also, anyone know any decent places for patterns and stuff? Mainly I've just been using Pinterest but I figure there might be a better place. I've been trying to find a decent male blazer but I can't really find anything. I mean for the most part it's simple enough, but the long collar that starts low on the suit and wraps around is confusing.
>>
>>691216
Did you just drag and drop materials on it?
If so you didn't really do anything at all.
Give it a story.
>>
>>691259
>regurgitating meaningless advice from a FlippedNormals video
>>
>>691262
ngmi
>>
>>691258
1. it's not exactly what you're going for but use pins

2. just look up free sewing patterns online you can find a bunch

3. This isn't the pattern for a male blazer but for the collar that wraps around like you asked about; refer to the line that cuts right through the front. Make that an internal line and create a sharp fold angle and just flip it over while simming. Then once it's folded over just sew it to a collar
>>
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Trying to get a render look like the image on the bottom left. Tried all sorts of parameters and material presets but got nowhere. Is there some good video game-y renderer, or a tut on how to do that?
This is what I'm working with: https://www.mediafire.com/file/vmtfjpej6rn5o7r/des_battleaxe.7z/file
>>
>>691270

Everyone uses marmoset or sketchfab now. Max is kinda depreciated for gameart.
>>
>>691270

You need to give a metallic look to your axe. Since you'se using the spec gloss workflow, your diffuse map should be almost black (you can darken it in photoshop), then use your current light diffuse texture as a specular map.

Or better, stop using that outdated, tedious spec/gloss workflow (specularity isn't even a thing), download unreal engine 4 and use roughness/metallic workflow.
>>
>>691275
>>691276
Thanks, I'll try a different program. Trying not to edit the textures or model, as I have ~100 models I want to render.
>>
>>691270
Overcrank your values or touch up in post.
>>
>>691262
Who?
All I'm saying is that slapping smart materials on something and calling it a day doesn't mean shit. It's half finished.
It's some kind of battle robot, give it some details to show that. Scorch marks on the barrels, dings and scratches on the feet to show it's been around and in battle (kicking around shit or walking over rubble). Gouges and shit showing the metal underneath to show it's taken some hits.
>>
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Are there any glaring flaws in the shape of this wing I need to fix before I attach it to the plane and finish up the flaps? This is the first plane I've made and the airfoil shape gave me a lot of trouble so I'm still not sure if I've got it right.
>>
>>689575
There you go bud
>>
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>>691297
Should have mentioned, the plane is an SB2C Helldiver and this is for the low poly, plan on keeping it around 7K tris and using normal maps.
>>
Would anyone please share some base model reference sheets that aren't fucking furry?
>>
>>691256
You answered your own question. Use Maya, assuming you have access to it and it meets your needs. You can always pick up Blender at a later date if you need to.
>>
>>691256
>I was told that Blender was better
You're being played, son.
>>
>>691281
yeaah it was my first work witb SP so it was just mart materials with a litlle touch of my work here and there
>>
>>691361
>>691281
but shoulders and tanks, power source on back/weapon was pure my work, rest is worse.
and i did some normal maps but they are not so visible on these pics sadly
>>
>>691309

There used to be a thread here with over 200. Check a 4chan archiver. It was called orthographical reference or something.
>>
Blenderfag making the switch to maya- is there any plug in for maya where I can use a "pie wheel" for settings like vertex/edge/face selection and transform/rotate/scale? I used the one in blender and it made navigation super quick and easy, now I'm having trouble just navigating easily in maya, and the keybindings aren't as fast
>>
>>691404
Oh and if anyone is so kind as to help me on how to change the keybindings for navigation since they're not in the hotkey editor, I just want to be able to rotate the screen without pressing "alt" and the middle mouse button.
>>
>>688052
I'm very new and might be misunderstanding some concepts but
If I want everything on a model to be quads for models to be used in a game, how would I do spikes? Inevitable something is going to have to have 3 vertices if it ends in a point, right?
Does adding spikes add unnecessary polys if you're trying to stay low poly?
tl;dr how do you optimize spikes
>>
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>>691409
>>
>>691421
Holy shit anon you're a genie
>>
How do I make a material with this kind of look?
>>
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>>691435
Oops, let's fix that.
>>
How do I do this but for a curve (svg)? https://blender.stackexchange.com/questions/65633/how-can-i-create-twisted-geometry Never used Blender here so whatever this person is saying didn't got into my head
>>
>>691409
>all quads
>>691421
>5 massive ngones on the top of the model
>>
>>691436

A floor AO map and some painting of shadows. It would look shit when it moved tho.
>>
>>691436
Uniform diffuse color, high roughness, low specularity, low/no Fresnel effect. Big area lights close to the object, perhaps a touch of ambient fill.
>>
What's a good workflow to create a mesh from the neuron morphologies on neuromorpho.org e.g. http://neuromorpho.org/neuron_info.jsp?neuron_name=May3IR2d-PFC

The morphology files are basically a tree-like description of the neuron's wireframe/skeleton as a bunch of vertices with associated position, radii, and their parent vertex. Pic related.

I'm pretty sure I could write some Python to parse this into Blender but what should I do after that to get the radii correct and everything looking nice and smooth? Also if it's easier in some other tool that's fine too, doesn't have to be Blender.
>>
>>691519
Made some progress. Wrote the script to parse the file, skinned it, and subdivided. Don't really know how to adjust all of the skin vertex size things to the proper radii. When I tried it on one of the vertices it apparently executed this command:

bpy.ops.transform.skin_resize(value=(4.36354, 4.36354, 4.36354), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)

Don't know how I'd extend that to all the vertices via the script. Looks pretty good so far though I think.
>>
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I'm trying to break up some obvious patterning on a normal map in Substance Painter.
I had figured I could just make a few duplicates of the original, change the seed values, then blend them in with a noise mask (also at different seeds), but for some reason, instead of straight replacing what is below it, it just adds them together making the normal map stronger. I've tried changing the blending modes in the normal channel (including each of the different types of normals blending in there), but nothing really works.
I'm not really sure what I'm doing wrong, because in my head it made sense that it would work.
Is there something I'm missing (like a filter that breaks up patterns) or something special about layering normal maps to replace what's underneath?

Pic related. Hopefully it shows up well.
Top is original without layering. I circled a pretty obvious shape that repeats to show the tiling.
Bottom is with another map layered on top to break it up. It breaks it up, but as you can see the normal map is stronger. I thought it wouldn't make much of a difference, but it definitely shows up in material view.
>>
>>688390
this looks cool even though its simple. what program are you naking your textures in?
>>
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>>691576
Plot twist. Got it figured out (albeit really hacked together)
Seems you have to completely zero out the normal channel to overlay and replace another on top.

So I had to put my initial map down, add a fill layer that resets the normals to default, add a cloud mask to that so some of the old normals show through. Then duplicate the initial map, and use the inverse mask of the flattened normals to fill in the gaps.
Lather, rinse and repeat, switching up seeds for each pair.
Also, it doesn't work in groups for some reason :^)

Don't really know if it will help anyone, but figured I'd post the solution anyway. Seems like a really roundabout solution though.
>>
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>>688677
i made some pretty good assets in blender recently. interesting thing was, i advertised them as maya assets. i got an email offering me a job, and your mom was so impressed with my work she sucked my dick anyway, so im not really sure what to tell you other than that.
>>
>>691589
Anon... his mom has been dead for over a decade...
>>
>>691657
THEN WHO WAS SUCC
>>
Can I assume that everyone on /3/ has at least some experience with traditional or digital art and/or /ic/?
>>
>>691977

What's the question.
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>>691980
I want to know if most 3D modelers had art experience before starting with the 3D, if skill with 3D can be transferred to normal art and vice versa, and which one is harder to learn or is better to start with.
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>>691982
Art helps, drawing is great for nailing concepts and keeping a vision the whole way through.
If you're looking for something that will help 3d, learn photography as it's easier to get up and going than with something like drawing.
It'll teach you everything you need to know about composition, lighting, color theory, pattern and repetition, mood, exposure, file formats, and even compositing.
I've found that I've used most of my photography knowledge way more than drawing, but art all uses the same basic concepts so once you know them they transfer over and gives you an edge over someone who doesn't.

Of course you don't have to know art to do 3d, and depending on what you're doing it might not even apply. If you're looking to have a style and image or make anything interesting then art is important.
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>>692016
Thank you.
>>
Trying out some archviz

Apart from the horrible bed cover at the bottom that I’ve already fixed, is there anything offensively bad about this? I’d like to add a bit more complexity to it without making the image too cluttered
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>>692029
The direction of the light from the sun on the background is not matched by the scene. And the cubes on the table don't have caustics, which makes them look weird, almost as if they were floating/slapped on the image.
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>>691364
god damn it search doesn't work on archive on /3/
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>>688070
Vray
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>>692101
Found it, was easy to search because I remembered the typo. https://i.warosu.org/3/thread/651845
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>>692103
thanks
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Anybody know why the walls of the rod are so fucked up? The tube is a cylinder with a semisphere on each end, I think was was an issue with how they connected. I used TinkerCad and Autodesk if that helps.
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I recently found out about this maya addon for rigging, does anyone know where to find it, and my second question is if I end up buying it will it work with a pirated maya?

https://www.youtube.com/watch?reload=9&reload=9&v=WABa0_tH7Pg
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>>692137
>>692137
fix your

N O R M A L S
O
R
M
A
L
S
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Any idea why I'm getting these weird edges on leaves when I bake my maps? I tried baking in SD and xNormal and results are the same.
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>>692149
This is the high poly btw.
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>>692149

So are you just baking this to a plane or do the leaves have uvs. Might be padding set in the app.
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Custom bone shapes in blender are fuckin retarded, is there any way to make these motherfuckers work without lots of work in edit mode?
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>>688052
I was sent here from wsr... I need this picture put into a 3D format to look like the hieroglyph as it is, except a couple of adjustments. I've been quoted (ballpark) $250. Can any of you get this done for me sooner? To be specific, I need it in a dxf file. Anyone wanna help a newfag out?
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>>692193
Like as a bump map? Or like a full 3d scene?
You could throw this into something like crazy bump or similar to get some surface detail if that's what you're trying to do.
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>>692205
I'm not as interested in surface texture as I am in making sure the characters are all represented. I'll be machining this depiction out of a 2 inch thick piece of foam. The depth of cut looks like it's no more than .5 inches. I'm not aiming to make the texture and everything worn present in my model... and I also don't mind a bit of photoshopping out the "writing."
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I'm completely new to 3D modelling and I want to use this model I found to feed into pepakura designer and create a paper model so I can play around with it. A lot of the objects clip inside the body and when I go to unfold it they hidden parts show as part of the template. How do I remove the parts that clip inside? The file I got has everything as a single object. Also any advice on simplifying the amount of faces? Right now I'm manually selecting faces and dissolving them where applicable.
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>>692154
It was a padding, yep.
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>>692228
Using Boolean operations may help you get a closed mesh without self-intersections, although I don't know if Papakura would with with the resulting mesh (it would have messy topology). Give it a shot maybe. Modo is great for that (MeshFusion) and Houdini has excellent Boolean tools too.

Other than that you could do a manual fix-up, but that is more involved.
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>>692279
*would work with
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>>688070
Corona.
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>>688070
Sculpt her in Blender
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>>692193
Am I not offering enough money? Is this a difficult task? Can anyone do this?
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>>692317
You need to be more specific. Do you want a 3D replica of the bas-relief to print it?
Something like this (this took 5 minutes btw)?
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>>692321
THANK YOU SIR!!!!!!

I would like as much detail as possible. The cuts and scratches in the stone are not necessary, and the "writing" on the image can be erased. I'm trying to get this image, in 3D, in a dxf file, so that I can machine the depiction on a CNC router. The characters in the hieroglyph need to be protruding from the base of the stone, just like the original hieroglyph is.

The problem I'm running into when getting quotes for this is that almost all CNC router operators/programmers rarely do 3D with the Z axis. They generally cut 2D objects out of wood, or other similar material. The Z axis depth of cut should only be .5 inches or less, but that hasn't helped me. The radius that is present in the legs and bodies seems to trip up these guys. I fould someone willing to try it on his machine, but he doesn't know how to write the code/tool paths for machining 3D. He asked me to get a dxf file made so that we could plug it into the CNC router software and just start machining.

Thank you very much for responding, AND putting actual effort into it. It'd be much easier to meet in person. Are you in the USA?
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Who in here is good enough to do a request for me?

https://polycount.com/discussion/213316/3d-toy-story-woody-face-model#latest
>>
Is there any 3D modeling app for Android? It doesn't matter if it's simple or limited.
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>>692325
>Are you in the USA?
No, I'm not even from an English speaking country.
I have no idea how this CNC thing works and what are the requirements for the 3D model. I can only sculpt the bas-relief, it will be very high poly, like a million triangles or more. I'm not sure this kind of model will work. You should probably do a research and come up with specifications.
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>>689471
You can generate the capital procedurally in Houdini. You can find a course by Rohan Dalvi that covers that here: https://www.rohandalvi.net/ornamental
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>>692437
The examples in that pic are pretty basic to be honest, compared to the anon who was askings image
>>
I have maya, blender and clara whats the best way to make hair? Xgen? Ornatrix? Yeti?
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>>692438
cry more fgt
>>
Installed Maya 2019, there's no substance folder in the installation directory.
What happened?
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>>689256
Aero dynamic models like planes cars and boats are meant to be made with curve(maya) modeling, not blocking them out.
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>>692437
Except you still have to model the leaves and stuff, which completely misses the point.
Not to mention, having to listen to that Indian accent is insufferable.
>>
Anyone know the best course for rigging in maya using quick rig. I think having finished models in t or a poses lets my presentation down all the time.
>>
Dumb question but can someone tell me how to rip models from Sketchfab that are not normally set to be downloadable? I'd like to imagine there's a script out there that would work for it.. Also sorry if this is a rude thing to be asking for. I am very ignorant.
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>>692408
Please respond.
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>>692408
Truesculpt maybe.
Honestly this is something easy as fuck to google. You could have done that in the time spent waiting with no response.
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>>692545
Yes, but I wanted to consult experts first.
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>>692488
>having to listen to that Indian accent is insufferable
this
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Guys I can't draw; can I still make it?
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>>692553
Just try it and see how it turns out. If you get good at 3D, clearly you just weren't trying hard enough at 2D.
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Anyone know how to rig a sword or other item in blender so that the unit can not only pick it up as a child object, swing it and such, but later put it down without it just going back to its place before set inverse was pressed.
>>
Newfag here with no exp with 3D.

Since the advent of BDO, I've seen a lot of Android Games like Isles of Dawn/newer MMO all having a character creation slider that modifies the proportion of certain features while maintaining a base model.

Anywhere I can read up more on that, like I want to know how to do/tinker around my own character slider and stuffs.
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>>692582
You're looking for a term called deformers, but i imagine most developers use blend shapes.
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>>692553
Most if not all of the artisric types in my collage were absolute garbage in 3D, all that matters is if you're good with computers.
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>>692456
Anyone?
>>
Ever since I found out that parametric modeling (à la SolidWorks) is a thing, what advantage does non parametric modeling softwares (Blender) hold over it except for creating stuffs by hand like Zbrush?

So let's say I want to model hard surfaces such as a plane, I can find tutorials and walkthrough more easily online than blender (can only find donut, monkey, and character stuffs).

Not to mention it is what people use for mass produced industrial objects, what's holding people from using parametric modeling software back?
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>>692593
Seconding, not him but I want to know about this as well
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>>692593
Nothing. FUCK destructive modeling and FUCK anyone who likes it.
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>>692652
You're a brainlet with no capabilities for planning. Zero talent. Off yourself.
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>>692675
>t. seething brainlet
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>>692593

Does it create some kind of funky geometry, Nurbs used to be a big thing but you couldn't get them into any game engines or texturing software etc.
>>
When i press F to pay respects in maya, the camera goes way back and far from the scene instead of framing just the object. what do?
>>
>>692582
>>692584
>>692593
After googling a bit on that parametric stuffs, I've stumbled across this:

https://mb-lab-community.github.io/MB-Lab.github.io/

A parametric character maker add-on for blender 2.79 and 2.80.

The idea sounds promising, however there's a lack of contents/videos on it. It says that it can be used to make animu waifu, not sure how legit it is.

I guess how it works is it has some universal base topology going on, then add in these "deformers" or "modifiers" then you'll get your character. Then again I'm talking out of my ass since I've yet to delve deep into blender.
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How can I make material with more than 5 vertex paint blends inside UE4?
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Can you change the size of the transform manipulators in blender like in Maya? Im generally not too fond of this feature because i use hotkeys but sometimes want more tactile and freeform control when animating.
>>
Any good tutorials for Marvelous Designer?
>>
are there any good tutorials on how to make hip and buttock hold structures and bone constraints in blender 2.8? i'm trying to replicate this but i don't know how without the rigit plugin the dude is using. i wanna make a properly deforming buttock and hip/pelvis region for extreme leg poses.

https://www.youtube.com/watch?v=Pdp_1NGz8yk
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>>693201
I'd suggest Cgelves. There are gnomon videos afaik but never watched them.

>>692830
Bump. I tried doing this https://polycount.com/discussion/174377/witcher-3-blood-and-wine-architectural-material in unreal but I'm not getting results I'd like. Please I need help.
>>
All the videos on my employers YouTube channel suck. Big time. They wanted some new ones, I said I have a background in /3/ and would probably be okay doing it. I get paid almost half the rate of a video producer. My approach is to do a few videos at my basic rate just for my reel. But how do I politely say "I'm not getting paid enough to do this"?
>>
I only know how to make character modeling (blendlet noob), what are the prerequisites/readings I need to do this???

https://www.instagram.com/p/BlpxiFJDMF6/
>>
3D art styles that look good but are relatively easy to do for videogames?
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>>693719
the flat shaded look, see Kentucky Route Zero.
>>
https://moreandmoreltd.com/50-days

how is the lighting on this stuff so nice and how is it done.
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A while ago someone sent me this video, and I am working on a dungeon environment with this color palette. Picture is also related; I'm hand-painting this in GIMP. I plan to make a video with this environment, with a few characters.

https://www.youtube.com/watch?v=jlivFwSSZsU&t=108s

My question is this-- what colors should I choose for the characters? I am aware that most movies use the blue and orange color theme because they are opposites. However, I'm not sure how to look at this because there's three colors here (grey, aquamarine, and dark purple).

Should I be using a mixture of orange and green for the character's coloring?
>>
Any recommended great architects/interior designers/engineers who's also great artists? I'm a humble engineer who have painting/drawing hobby and I happen to learn AutoCAD and 3DS Max to complement my job and fill my spare time but holy fuck does art becomes much easier to understand and do if you can do 3D shit. I know that Engineers/Architects/Interior Designers don't make crazy shit at work because of time/functionality/money constraints but I somehow expect that outside of work settings there will be a shitload of Architects who make highly ornamented buildings or Engineers who make sculpted engines for examples
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i switched from c4d to maya and have a hard time to get a displacement on anything else than a plane. How to get a displacement on a bent surface?
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>>693787
I'm just posting this because it's relevant information to my question, and generally useful for 3D. An anon from /ic/ sent it to me to answer my previous question. I'm still open to new information though, but this should do the trick for now.
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>>693729
Well shit, this is harder than I thought

If I just use reference pictures how much can I shortcut knowing how to draw and anatomy?
>>
are intersecting shapes bad? i figure they're fine just for a render but not good for use in a game. just started 3d btw
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>>693954
It's fine anywhere as long as it's not noticeable. Probably more useful in games, having improper connections between parts is a lot less noticeable when the model isn't using subdivision. Keep in mind that areas shadowed by intersecting geometry are wasted texture space, sometimes the extra tri count of connecting everything can be more efficient for game models.
>>
how do i prevent volume loss on twisting joints? no amount of weight mapping stops this shit. are there helper joints i'm supposed to place somewhere inbetween the rotation ones?
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>>693993
corrective blendshapes, know them, love them, sculpt them in zbrush. (because who has time for jank sculpt brushes included in the modeling package)

if using maya get the SHAPES adon.
>>
Can someone redpill me on RLM servers, quite a few cgpeers aquisitions comes with their own flavor that you need to run for that specific install, how do you run multiple 'altered' versions of the license server at the same time? if it can be done at all.
>>
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i wanted to install this addon https://www.youtube.com/watch?v=HSAl1USd6CM&t=131s
but for some reason after installing it it keeps giving me this error
>>
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shadows in Arnold only seem to work for me, when the object is levitating. Changing light position and itensity won't make the left sphere(which is located on a plane) cast a shadow. Did I miss an important setting here?
>>
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trying to get a bezier curve to perfectly deform with hooks on the bendy bone but it keeps poking out, what would be the proper way to do this?
>>
can someone point me towards good spline IK papers\algorithms\working solutions?
I found pretty good FABRIK and CCD algorithms, but I can't for the love of god find ANYTHING on splines.
>>
Hello, /3/.
This is my first time posting here. I've been lurking around /3/ for almost a year now, and people here generally hate when someone makes a new thread, just to ask a question. So, I thought I might ask mine here.

Anyways, my question is;
Is there a way to port SFM models to Blender?
I've been watching this thread, and someone mentioned something about a script that "Redeye" made, but I didn't come across anything like it while searching for it.
>>>>672638
I am using Linux, but can switch to Windows if there are Windows specific programs only.
Thanks.
>>
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any way to anchor the edge loops of two seperate objects together without making a single mesh?
the tube here is an array+curve modifier setup so CTRL+J is out of the question
>>
Can someone help me out with zbrush zsphere ?

When i move a sphere inside one another it should create a loop socket but instead it just doesn't do anything. Latest version of zbrush, anyone might know what's going on?
>>
>>695211

First you uninstall both sfm and blender because both are flaming dogshit, then you format your pc and never touch it again
>>
>>692565

You can do that by deleting blender and using something good
>>
>>695401
>>695402
https://www.youtube.com/watch?v=cKxb6uBjpso
>>
i learned 3d modeling in autodesk inventor, i started using blender as a hobby should i learn to model in blender or just keep using autodesk and render in blender ?
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>>695456
everyone here is just going to tell you blender sucks and you should never use it
this is the worst place to ask for platform advice because everyone deep throats their purchase of several hundred dollars.
just do what you feel comfortable with.
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>>695469
>>695470
one was made with blender one was made with maya which one is which
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>>695471
Both suck ass
>>
In Substance Painter, if I have a low poly model do I need to smooth it before trying to paint it? Or do I make a high poly and low poly and bake the high into the low?



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