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2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


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626444 No.626444 [Reply] [Original]

Ask your stupid questions here instead of creating a new thread.

Old Thread:
>>622276

>> No.626448

was i born on my birthday

>> No.626451

Does each timezone have its own sun?

>> No.626452

where am i?

>> No.626453

should I give Blender a try?

>> No.626455

>>626448
yes
>>626451
yes
>>626452
yes
>>626453
lol no

>> No.626457

>>626444
Anon, I... uhm... I'm sorry this is very embarrassing. I, uh, I love you.

...will you go out with me?

>> No.626462

>>626457
Only if you can go a full day without shitty individual threads being created to ask retarded questions, /3/-san.

>> No.626486

what's the fastest you've completed a high quality production ready character? or at least, how long should it take? i'm talking sculpting from scratch, retopo, rigging and materials

>> No.626497

How do I attract schoolgirls with maya skills?

>> No.626499

>>626444
The actor John Gielgud believed that of all Shakespeare's characters Hamlet is probably the one most like Shakespeare himself–since, of all Shakespeare's characters, only Hamlet can be imagined to have written all the Shakespearean plays. How good an understanding of Hamlet's character does Gielgud's belief reflect?

>> No.626513
File: 310 KB, 580x282, ThisIsFine.png [View same] [iqdb] [saucenao] [google]
626513

>Create thread to contain shitposts
>Get shitposts of a different nature

>> No.626516
File: 335 KB, 1920x983, mark-sungho-lee-ion-new.jpg [View same] [iqdb] [saucenao] [google]
626516

Can someone hook a nigger up by getting me the Titanfall: Assualt 3d models. I need them for 3d printing, I want to play a Table Top RPG and they seem ideal for models.

>> No.626531

>>626497
You show them how good your hard-surface modeling skills are by comparing your model of a crowbar with a real crowbar. Then hit them with the crowbar and drag them, unconscious, to your basement. You are a man now, you should know how to proceed from this point.

>> No.626532 [DELETED] 

>>626531
That's excellent, Anon. Just hoping no one enters my room at this precise moment.

>> No.626594
File: 37 KB, 460x215, toolbag.jpg [View same] [iqdb] [saucenao] [google]
626594

>>626444
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.
I asked in previous thread, but got no replies.

>> No.626595

>>626516
why not get papercraft mecha model sheets?

>> No.626597

>>626595
Because I want specifically TitanFall

>> No.626604
File: 295 KB, 960x540, thefuckdude.png [View same] [iqdb] [saucenao] [google]
626604

So I'm trying to figure bifrost out, but for some reason, vray is not rendering the liquid when I set it to use CUDA rendering. Any ideas about what may be happening?

>> No.626741

I am trying to weight paint a jaw-bone, but when I switch to try to move it, the bone influences more vertices than I have painted - I tried turning on colour-view for the weights, and even flooded everything with 0 just to be sure - any ideas? It was added as an influence, don't know if that makes a difference

>> No.626774

>>626741
weight paint mode -> T menu -> Weight Tools -> Clean

>> No.626781

How do u approach an environment?

Takes me like 3 days to complete a prop how tf can i finished an whole environment with like 30 prosps, thats like 300 day bros

>> No.626787

>>626594
Akeytsu may have problems with its exporter. FBX Review is another way to give your model a check.

>> No.626801

Where can I pick up fast workflows for hard surface? Most of the tuts I've watched so far never actually taught the core approaches, just "how to model that specific thing"

>> No.626807

>>626801
you should probably use hotkeys for every operation (or most).
second tip is to learn the camera controls, camera control is 50% of your speed. learn how to lock views and do quick views, most programs have a "focus" function
all modeling is basically a combination of extrude,move,scale,weld,bridge and sometimes bevel. there are a few more special functions but you will learn them over-time

>> No.626828

>>626774
>weight paint mode -> T menu -> Weight Tools -> Clean
I can't find anything that says "Clean" in that menu

>> No.626869

>>626807
Aye thanks but I was talking about the other stuff I mean I briefly saw the short vid some time ago where dude was building a robot, he would just quickly model a rough low poly form, then he just mass imports high poly panels, devices, joints, pistons, etc(I assume dude has a library full of standard hard surface templates made beforehand), tweaks them slightly and then he just does something with them and BAM they start WRAPPING around the low poly blocky shape. He just welds them afterwards and fixes issues and it's done.
Because not only this just looks cool as fuck, it's sort of how the actual robot would be built irl - it has a logic, if you look at panels were designed to fit each other, interlocking and holding the shape, you can trace how it was assembled.
This was really impressive and I wonder if there are other tricks like this, I would really like to adopt them.

>> No.626871

>>626444
What's better for low poly models to use in games, max or maya?

>> No.626874

>>626871
Blender

>> No.626876

>>626787
The same fbx I exported from akeytsu plays fine in blender, but has problems inside marmoset, so I don't think it's akeytsu.

>> No.626881

>>626874
FUCK YOU

>> No.626884

>>626869
sounds like kitbash/imm brushes
the problem is, kitbash kits are expensive and creating a kit can be more time consuming than making a model.

>> No.626888

>>626871
I've always heard MAX was the better option for games.
And Maya was the better option for movies.

>> No.626889

>>626888
That was true like 10 years ago

>> No.626890

>>626604
stop wasting your time and learn houdini or realflow

>> No.626900
File: 291 KB, 1919x1079, 1524357796304.png [View same] [iqdb] [saucenao] [google]
626900

Why are textures not showing up on my model?

>> No.626903

>>626889
Yeah well now I hear that all autodesk programs are basically the exact same shit with different UIs.

>> No.626917

>>626900
because cycles uses nodes

>> No.626923

>>626917
Changing to a different renderer doesn't help.

>> No.626924
File: 40 KB, 238x871, 2018-06-08 22_18_50-Blender.png [View same] [iqdb] [saucenao] [google]
626924

>>626923
in blender internal
make sure you use images & movies to enter a new texture
open your texture, make sure the influence is set on color

>> No.626926
File: 118 KB, 1341x750, 2018-06-08 22_32_38-Blender.png [View same] [iqdb] [saucenao] [google]
626926

>>626924
if this doesn't help, open your grid map through the UV editor while your model is selected in edit mode, and make sure to have a lamp when in material mode

>> No.626927

>>626926
Also, turn of matcaps.

>> No.626933

I've heard a Maya recommended a lot for animation. Why is this? I've become used to blender, and I really like it, except when it gets down to animation. I'm constantly having to manage the tool rather than make convincing movement, and it's getting in my way. I don't want to switch over for no good reason, so is there actually a benefit to Maya for animation specifically, or is that bullshit?

>> No.626935

>>626933
here is a detailed comparison

https://youtu.be/e1WAZzDMQ_4?t=371

>> No.626943

>>626935
btw i recommend every beginner artist to watch this, just to put the rumors aside and start working

>> No.626963
File: 1.76 MB, 200x189, Mateba_WTFshading1.gif [View same] [iqdb] [saucenao] [google]
626963

Why does Sketchfab hate my topology so much?
I can understand the weird jaggy shading in the corners where a lot of thin triangles fuck shit up, but what is up with the rectangle in this gif?

Model: https://sketchfab.com/models/639e23220e3e4f7a83daeb44a37e758a

>> No.626965

How long can it take to finish an environment? Ive given myself one month, is that too short?

>> No.626966
File: 25 KB, 450x299, 11741269-cruise-ship-deck-background.jpg [View same] [iqdb] [saucenao] [google]
626966

Hey guys how would I go about making a texture like this?

Im thinking to sculpt it in zbrush, but then in Substance do I just slap on a texture? I've tried it before and it looks like Lino / plastic, rather than real wood

Thanks

>> No.626967
File: 687 KB, 1252x707, NORMALS.png [View same] [iqdb] [saucenao] [google]
626967

>>626963
Looking through the model inspector, it looks like the problem is coming from your normal map. I am going to assume that you baked your normal map from a high poly model. I would check the geometry there as it seems that it could be dented in. If the geometry is fine, then I would suspect your bake method.

>> No.626969

>>626967
Hm, yeah, that could be it.
I'm experimenting with retopoing and baking from HardOps-made high/midpoly FWN stuff.
Thanks for the suggestion!

>> No.626970

>>626966
substance designer

>> No.626971

>>626967
Thinking about it now after looking at the rest of your normal, I think what you should do is change your smoothing method for your high-poly. This looks like an issue I was running into when I would smooth and entire model and then compensate with shit loads of beveling. It kind of works, but then you end up with problem areas like that. If you are using blender. See the attached screen shot.

>> No.626984

>>626967
Hm, I tried flattening all plane surfaces of the lowpoly, and it helped a little with some areas, but it didn't really solve the problem.

https://sketchfab.com/models/0d29c3b9c62c4ecd8721da4db81e023f

>>626971
Well, it's FWN, so I can't really do anything about the smoothing. Perhaps it's just not very compatible with baking...

>> No.627029

>>626965
Depends.

Is your environment just a blank room with a chair in the middle?

>> No.627057

>>627029
Not exactly. It's got lots of props, an underwater scene

>> No.627157

What is a good software to do uv mapping? I hate max's tool.

>> No.627161

I found a copy of 3dsmax 5 and put it on an old laptop to play around with. Where can I find free models to download that work with it?

>> No.627193

>>627157
uvlayout,3d coat
>>627161
free3d.com

>> No.627251

How can I take a video and use it to map out the movement of a 3d model? Something like saying "This part is the wrist", and as it moves, have the wrist update position in a 3d package. I don't expect it to be perfect, but there must be a way to do this.

>> No.627331

>>627251
https://www.engadget.com/2010/07/12/videomocap-creates-3d-animation-from-any-2d-clip-video/?guccounter=1

>>627157
3d-coat

>> No.627390
File: 68 KB, 1078x672, dragonfly.jpg [View same] [iqdb] [saucenao] [google]
627390

Any riggers around? How would you build a skeleton for this figure?

>> No.627402
File: 935 KB, 1542x811, 2018-06-11_08-46-30.png [View same] [iqdb] [saucenao] [google]
627402

>>626444
>>626594
>>626787
left is fbx review how it should work, and right is fucked up fingers in marmoset toolbag 3.

I have no idea why it looks different in MT3

Please help me

>> No.627408

How should I approach to modelling if I want to sell my models at stocks like cgtrader? E.g. I wanna make a nine, should I create it so that it would be ready for rigging, all moving parts are separate objects, etc, or that's not necessary and simply making it shiny and pretty is enough?

>> No.627413

>>627402
Looks like your Culling your weights.
Or looks like a weight limit

or a vertex group is not being used on the left, but is on the right.

>> No.627416

>>627057
then if you got the props and every model is done. I dont see why It should take a month.

assuming its only for a poster.

>> No.627423

What's the best way to start learning texturing? I can do it via maya and photoshop, but hand-drawing every texture is probably not the best way to go about it.

>> No.627436

>>627413
I don't know what
>Cullin your weights.
mean, but the weight limits are fine, and I don't use vertex groups. I don't even think Marmoset has that option.

None of it makes sense, because the animation looks fine in Akeytsu, Blender, and FBX Review, but in Marmoset Toolbag 3 the fingers look broken.

It's frustrating because I thought I finally got an easy real time rendering for my animations, but when I searched for a solution to my problem, I only ran into more people saying that animations in MT3 are buggy.

Now I'm considering getting Unity, or Unreal, but I really don't need a game engine since I only want to render out animations.

>> No.627445

I am looking to use the Manuel Bastoni Lab (a plugin for blender) for a project of mine. Is it possible to use the console to edit body parameters or preferably use the load measurements function?

>> No.627456

>>627423
start with 3Dcoat or bodypaint instead, work your way up with gumroad tutorials

>> No.627559

>>627436
Have you tried exporting different formats (obj, fbx)? You could also try exporting from blender to see if that makes a difference. Blender supports a ton of import/export formats if you enable them in file > user preferences > addons.
If you find a format which works from blender but not from whatever you're modelling in, I'd be tempted to compare the two versions of the file (e.g. with winmerge) to try to figure out what's different and how to work around it.

>> No.627589
File: 117 KB, 1752x742, 2018-06-12_14-39-53.jpg [View same] [iqdb] [saucenao] [google]
627589

>>627559
As far as I know, I cannot use OBJ for animations.
Both ASCII and Binary FBX exported from blender have same problems.

Allembic works, but normals are messed up pic related left is .fbx with broken fingers, and right is .abc with correct animation, but messed up normals.

I don't care if I need to convert to allembic every time I want to render my animation in Toolbag 3, but I need to figure out how to get normals to work.

I also exported allembic without normals, which looked better, but UV seams were very noticeable. I'm going to play with export settings for allembic to see if I can get it to work.

>> No.627591

>>627436
If the animation works in Blender, you could consider Blender 2.8's Eevee real-time renderer. While everything else in 2.8 is one tremendous mess, Eevee's surprisingly working fine.
I don't see why you wouldn't want a game engine to render out your animations? Unless this is just a one-off animation, they're perfectly good real-time renderers. Just look at how many in-engine trailers there are right now being released due to E3. They're all in 4k60 too.

>> No.627592

in 3ds max is there a way to make it so that when i make an object it automatically sets material that i want?
i the object color set to black and i want the material to be grey, is there a way to skip the manual applying of the grey material?

>> No.627605

How do I go about most accurately recreating a scene from a 2D still in 3D? I'm thinking there must be a bit of science behind it; camera's focal lengths, perspective, etc., but I'm at a loss as to actually using them. Is there a guide/some pointers I can use?

>> No.627607

Can someone tell me on blender why my model rig seems to disappear after restarting blender? Why is this happening?

>> No.627612

If I make a shape key, then try to move my model afterwards, the verticies I've moved in the shape key stay in the global position where I moved them to create the shape key. I want the shape key to apply the local transformations. How do I do this?

>> No.627613

>>627605
i think having a drafting scene is always good.
use cubes for placeholders and use text/pencil to write down the dimensions next to every object. this is also good for testing camera angels

>> No.627650

How do I get followers to my instagram / artstation?

I have 0 followers btw

>> No.627651

>>627607
It may be caused by "Written Protected"

>> No.627652

>>627650
you post works somewhere else with a watermark link to your artstation, instagram, whatever.

Whore your artwork even on 4chan, I guess

use shit ton of tags

>> No.627655
File: 35 KB, 555x780, SVGLpdj.jpg [View same] [iqdb] [saucenao] [google]
627655

How do I make the bones point towards the head?

>> No.627731

>>627607
Post screenshot after saving but before exiting, then again after quitting and restarting.
>>627651
What?
>>627655
Watch a rigging tutorial, my dude. You're doing it all wrong.

>> No.627868
File: 36 KB, 640x640, 1526407211158.jpg [View same] [iqdb] [saucenao] [google]
627868

I want to make 360° videos that I can use on my phone with a cheap google cardboard. Is there a good way to repeatedly test different videos without uploading them to youtube or facebook each time? I'm talking about videos like this:
https://www.youtube.com/watch?v=4h1ztPZyLGM

>> No.627888

>>627868
If only there was some way that you could watch a locally stored 360 video on your phone. https://play.google.com/store/search?q=360%20video%20player&c=apps

>> No.627939

>>627888
nice digits and thanks for answering my retarded question

>> No.628014
File: 41 KB, 157x157, grain.png [View same] [iqdb] [saucenao] [google]
628014

So I'm trying to bake a World-Space (bent) normal map from a single mesh (no highpoly), and render to texture won't work as it just gives a flat image, however i was told making a Mental ray "Ambient/reflective Occlusion material" with type set to "bent normals (world)". When i did i got what I wanted except rendering was quite slow and I got a lot of grain as seen in this picture.

I attempted to use xNormal with an OBJ file of the same for the HP&LP slot and was faster and was totally smooth, no grain. I also tried a third method of Blender + TexTools plugin with the Bent normals bake button that also produced a smooth no grain result fast.

So is there a better way within max that im missing? All the search results I can find are this slow method.

>> No.628016
File: 926 B, 129x129, normal_object.png [View same] [iqdb] [saucenao] [google]
628016

>>628014

I think I figured it out. In the "Ambient/reflective Occlusion material" I set the "spread" default value to 0 and it rendered fast and fine. Also, max seems to have the green and blue WorldSpace channels swapped from what xNormal & blender do. Also for some reason the saved image was black but copying out of the render window worked. Huh.

>> No.628025
File: 112 KB, 560x719, body.png [View same] [iqdb] [saucenao] [google]
628025

How does one manage the polycount to avoid mismatch when connecting body parts.
Example: Leg to torso, feet to leg, torso to head.

>> No.628026

>>628025
with a topology reference

>> No.628040

>>628026
What do you mean by topology reference?

>> No.628049

>>628025
by planning.

>> No.628054
File: 32 KB, 1000x428, model_loops&flows.png [View same] [iqdb] [saucenao] [google]
628054

>>628040
this by example.
see those highlighted loops in the body? you are supposed to follow these. once you have them down the routes of connecting polygons is easier

>> No.628079

Looking for decent vag/ass textures. I've found a few already, but none that are actually good. They all look very obviously drawn. Where can I find one that has a semblance or realism?

>> No.628082

>>628079
Why not use photos of your girlfriend, anon?

>> No.628083

>>628082
T-that would be a temporal paradox! I haven't created her yet!

>> No.628086

>>628083
Oh. How about just using regular skin textures with texture paint?

>> No.628091
File: 38 KB, 787x364, SVGLpdj.jpg [View same] [iqdb] [saucenao] [google]
628091

>>628025
by cheating.

>> No.628112

https://www.cgpeers.to/register.php
How do I get around (Error: 0xE3000003), (Error: 0xE4000005), etc.? Already tried different e-mails, browsers, and using my phone.

>> No.628209
File: 84 KB, 701x534, select.jpg [View same] [iqdb] [saucenao] [google]
628209

Anyone know the correct syntax here for this retard-simple bit of MaxScript I'm stuck with?

I just want a certain part of my Max ribbon to become available when I've either got nothing selected OR when I have more than one thing selected. When I have just one object selected a different ribbon appears.

I've got it to work fine with nothing selected, but (pic related) but can't find the correct way to specify 'zero, or more than one'.

Anybody?

>> No.628212

I'm afraid to do 3d. anyone know this feel? WTF I'm actually afraid....

>> No.628213

>>628212
3D is mostly for fun, leave the competitive aspect aside

>> No.628230

>>628212
Fear of failure. I don't know the solution either.

I've tried everything. And when I do have the balls to try I produce a shit that looks nothing like I envisioned and fall into depression again. And I don't like feeling depressed, therefore I don't begin. I am seriosly fucked in the head.

>> No.628231

>>628230
What's your ultimate end goal with 3D?

I've always wanted to make animations since I was a kid. Never owned a camera until last year. I've always wanted to do stop-motion and vfx. So last year I started playing around in Blender and got overwhelmed super quick. I went on cgpeers and downloaded over 100 gigs worth of tutorials. I still had major anxiety every single time I sat down and tried to learn 3D but then I started to realize that I was trying to cram every single piece of the software into my brain. Eat, sleep, and breathing it. It still wasn't clicking and I was getting more and more discouraged.

I changed how I was working, or trying, with the program. I stopped all the beginner shit. and jumped into what I actually cared about learning and tried to see how far I would have to backtrack to understand what I want.

So for example this week, I just got into animation nodes. I had no clue as what to look for but that was something I wanted to incorporate alongside my music. I just never knew what it was called.

I also grabbed the Flip Fluid addon that's floating around here and it encouraged me even more with vfx because now I can make horror-esque things to composite (blood, goo, shadows).

My goals are simple in the long run and it's all about finding the right tools for your needs. It's easy to be swayed of different opinion on this board with all of the baiting and shitposts but find an end goal with 3D. Don't be afraid to buy assets, rip them off, whatever...as long as you are understanding your wants and achieving your goal until you are satisfied or get good. It may take a while, you may have bursts of inspiration and then hit a wall. But that's natural. That is literally what makes this whole world and art fucking awesome.

I'm just some anon and you are too but I believe in you. Shiposts and dumb shit aside, we are all working towards a goal and I hope you continue your 3D journey anon. Keep going!!!

>> No.628244

Why the fuck do my normal maps baked in Marmoset look like utter shit when imported into Quixel?

>> No.628245
File: 903 KB, 900x1500, 64064681_p0.png [View same] [iqdb] [saucenao] [google]
628245

Anyone have any experience making 3D look 2D as much as possible? Pic related is 3D and I can't figure out how the nips do it so perfectly

>> No.628250

>>628245
That's perverted. Post source, I need to investigate.

>> No.628255
File: 98 KB, 850x637, sample_191d7645ecc77494434db7ab93a9ff3c.jpg [View same] [iqdb] [saucenao] [google]
628255

>>628250
look up tng1014 for the artist and this is another one of his works. True nip magic

>> No.628262

>>628255
Thanks for the lead, Anon. I'll follow the source of this perversion and finally do something about it.

>> No.628283

>>628245
I'd say that the shading is being painted on after a simple shadeless render. That's the easiest way to get 2d-styling on a 3d model without handpainting everything and doing all that custom normal stuff to get 2d looking right in 3d.

>> No.628288

I'm looking to convert vtf files into something usable in blender for texturing. I'm on a Mac - and regretting it - and don't have enough space for a Windows VM - I'm too poor for more space. How do I go about getting my vtf files into something workable for blender?

>> No.628306

>>628245
This came up in my YouTube recommendations the other day: https://youtu.be/KSlud8DFXEk
In fact Daniel's channel is pretty great if modelling waifus in Blender is your goal and he also has a super cute voice ^_^
>>628288
>another iToddler can't into search engines
This was linked in the first search result on DuckDuckGo: http://nemesis.thewavelength.net/index.php?p=40
The GUI application is .NET so you might be able to run it with Mono. Alternatively it will probably work with WINE. As another alternative, he says that the command line tool is open source and written in C and C++ so you should be able to just compile it to run natively.

>> No.628347
File: 217 KB, 850x1133, __3d_custom_girl_and_original_drawn_by_taii_tng1014__sample-f459429ded8b934de7454b5fc4ee8ecf.jpg [View same] [iqdb] [saucenao] [google]
628347

>>628306
thanks i've been following daniel's tutorials for a very long time they are very helpful but another anon brought up a good point that after the shading you add the detail in post production so i'll have to give that a try

>> No.628350

>>628347
The lack of enough subdivision on the balloons bothers me.

>> No.628519
File: 111 KB, 774x572, SVGLpdj.jpg [View same] [iqdb] [saucenao] [google]
628519

How do I fix this curve?

I'm not sure whats going on.

>> No.628566

>>626444

Is it possible to densely retopologize with enough polys to capture most of the muscle definition? Stuff like scratches and wrinkles will be baked into normals. The model is not for any games or anything, just animations.

>> No.628574

>>628566
the important part of retop is getting the edgeflow right, and that doesn't take too many polys. For more detail just add on edge loops from there easy

>> No.628607

why is it whenever i use that blend shape exporter from zbrush to maya it always just brings up an invisible mesh for me in maya and i cant check it. ive gotten my model to show up with the correct blend shapes on it exactly once but I realized there was a mistake on the face so i smoothed it out in zbrush and havent gotten it to reimport since

>> No.628614

>>628607
like just visually invisible? try assigning the default material to it

>> No.628615
File: 17 KB, 259x224, sticker (60).png [View same] [iqdb] [saucenao] [google]
628615

>>628614
like if i do a lasso tool randomly i can select something that has the name of my model in zbrush i tried scaling it to see if it was really small but nothing came up no matter how big or small i went. I once tried hitting show all and i actually saw all of my blend shapes show up in green but i couldn't figure out a way to select the model that they were all attached to. Currently waiting an eternity for update 3 to go, thought maybe it was a bug in my unpatched maya 2017.

>> No.628616
File: 365 KB, 2560x1372, 名称未設定 3.jpg [View same] [iqdb] [saucenao] [google]
628616

>>628614
update didnt fix it and i tried slapping a lambert material on it and that didn't do anything either very frustrating

>> No.628619

>>628616
for anyone that finds this i managed to get around it by changing the name of my tool in zbrush i noticed i was getting a read error on in that maya console so i assume deleting the file out of C:\Users\Public\Documents\ZBrushData\ZPluginData\BlendShapesData\ would have fixed it as well

>> No.628621

https://youtu.be/GfGt17GoV_Y?t=29s
How do you make that portal effect in maya with objects going through it?

>> No.628631

>>628621
and by objects you mean dicks?

>> No.628645

>>628621
?
literally just move the object in a single frame and mask a little in post where the portal line is

>> No.628647

>>628645
https://www.youtube.com/watch?v=I2Wgqw8Zns8
I thought maybe they had portal script for maya.
Theres a scene where portal was used so the character punches herself.

>> No.628656

>>628647
something like that would be overkill for just a normal animation. I mean sure i guess some fancy script can be made that has actual portal physics, but what's the point if you can do it way easier using normal compositing

>> No.628662

>>628656
But its not a normal animation.
The characters limb is going through the portal and appear in a different location.

>> No.628670

>>628662
not that anon, but the objects going through could be done with instancing and masking, and background inside portal just in post.

>> No.628672

>>628519
>I'm not sure whats going on.
me neither
>>628244
could be you baked them in directx or fllipped Y normal direction

>> No.628674

>>628670
so to have character going through the portal and appear in the other location in the same scene, you just animate 2 of the same character and mask them?

>> No.628677

>>628674
just duplicate the animated character.

you could use a plane/portal to even paint the mask as the character touches it and invert it for the hidden character. Same way as you make skin wet when it touches water, the difference is the plane applies a mask and not a wet map or weight paint.

I still think the best way of doing it is through multiple passes and post fx.

>> No.628678

>>628677
I saw the movie and there are some scenes where characters have to interact with the portal.
I'm just guessing its more of the animators job than post fx artist.

>> No.628704
File: 2.21 MB, 1920x1080, MarieNoSubsurf.png [View same] [iqdb] [saucenao] [google]
628704

Please excuse the blatant lewds, but I want to know why this model looks like shit. I've ported it from LA's SFM Marie. The model is tri-based, so I figured I'd just press forward and see what I come up with.

Is the model looking blocky because of the tri-based mesh? It's relatively high poly (ish: 34k tris), the normal/diffuse maps are pretty good, etc. So I'm wondering if I've fucked something up, or if this is just what you end up getting by leaving quads at the road side?

I'd tried a subsurf, but as expected, it doesn't improve anything. I think it actually makes it look a little worse in this case.

>> No.628709
File: 121 KB, 592x591, capture.png [View same] [iqdb] [saucenao] [google]
628709

is there easier/faster way to make a curve like this rather than making having to manually extrude and rotate

>> No.628711

>>628704
First, check that the entire model is smooth-shaded. If not, it looks like you have split edges. Merge vertices/remove doubles/whatever it is in your program to make it one whole object. If it still isn't, probably something with the normal map would be my last guess.

>> No.628715

>>628709
You could try making a single extrusion turn and then using bevel to have it automatically generate steps between the two angles, which is more precise if you're looking for more engineered precision, but for most things that looks unnatural and manual extrusions are the way to go.

>> No.628716

>>628709
Draw the extrusion path with a NURBS/Bézier curve, then use whatever your program offers to extrude along that curve, creating as many divisions you need to get the level of detail you want.

>> No.628812

>>628704
check if flat shading is off, and make sure the normal map is plugged in correctly. No exp with sfm models, maybe you need to inverse green channel, but that is the last thing I can think of.

>>628678
portals may be cubes, and not just planes, so you can have characters interacting with objects inside portals and seeing it in 3d from different angles.
Was the film good? I didn't realize it was out.

>> No.628817
File: 374 KB, 1947x1053, Capture.jpg [View same] [iqdb] [saucenao] [google]
628817

Decided to do my first rip of an ArtStation post because of reasons. Came out with this. At first, I thought it must have been a problem with the rip, but after I went back to ArtStation and inspected the model up close, I saw the mesh is actually like this.

Is there any reason for this? How common can this be among """trending""" posts?

>> No.628819

>>628817
Was the post from just one angle? It might be just a showpiece rather than a workable model. It's kinda the same thing of sculpting in the final pose rather than sculpting in T-/A-pose and going through the rest of the workflow just to pose it.

>> No.628822

>>628819
>Was the post from just one angle?
No, there is a headshot in what appears to be neutral pose, plus other beauty body shots, a turnaround, and of course the 3D view.

If just a showpiece, I don't see how it can work. The goal seems to be creating a game-ready character, but what the mesh reveals is not good enough, as far as I can tell.

This just makes me question the quality of what I see on ArtStation.

>> No.628825

>>628822
Oh, that's really interesting then. Guess the presentation was executed well enough for people to look at it. Link? I want to see it for myself.

>question the quality of what I see on ArtStation.
Tacking on to this: While ArtStation is where many industry artists dump their fantastic art, there's a huge community of amateur artists posting as well. It's usually the freelancing crowd that knows their stuff, but you'd be surprised with how much deviantArt-tier pieces are posted every day. It's stuff that I'd be embarrassed to even post on tumblr, let alone ArtStation, but the fact that they exist just goes to show maybe ArtStation isn't as "elitist" as you thought.

>> No.628827

>>628825
>Link?
https://www.artstation.com/artwork/GB3N3

>just goes to show maybe ArtStation isn't as "elitist" as you thought.
Yeah, I suppose I was being naïve. I'm very much a beginner in 3D and can't help but feel impressed by some things I see in ArtStation. But now I'm more disappointed than anything else, considering how easy it seems to cheat.

>> No.628829

>>628825
>>, but you'd be surprised with how much deviantArt-tier pieces are posted every day

This, a thousand times.

I've said it before and I'll say it again - if you go to Artstation and you feel disheartened by the level of quality there and feel inadequate, try this:

On the front page, change the filter from 'trending' (the default) to 'latest' - so it just shows an unfiltered stream of everything that is being uploaded... hooo boy. It outs things into perspective real fucking quick.

>> No.628830

>>628827
Ah, yeah, that's definitely just a model for show. All the different images are actually in the same pose. It's just a little hard to tell because of the cloak, but if you track the position and bending of her right arm and its fingers, it's pretty easy to tell the entire model is static.
I wouldn't call it a good tactic, but the usage of the cloak and the hair to hide the mesh errors you pointed out in your first post is pretty smart thing to do when you're just presenting a turntable model.
From the wires you posted in your first post too, the model doesn't seem to be animation-ready either (biggest flaw: all tris! then there's the issue of all the loops and stuff), meaning it's not at the stage of being game-ready if the author really is going for that and didn't just box-model without subdivisioning the final project.

>> No.628832

>>628830
Oh, sorry, same anon. Was rereading and missed out a point. In my original post I said "angle", I actually meant "pose". Whoops.

>> No.628837

>>628812
films got some sick scenes, I prefer big hero 6 over this.
Still a 7/10.

>> No.628851
File: 64 KB, 1541x631, boolean.png [View same] [iqdb] [saucenao] [google]
628851

Why is this happening when I try to use the boolean intersect operator in Blender? As far as I can tell the two individual meshes are fine

>> No.628853

>>628851
Likely because the two meshes have the same bounding box size so Blender's having trouble figuring out which is the target. Boolean ops work best when your meshes are different sizes.

>> No.628857

>>628853
Scaling one of the objects up by .001 seems to have fixed it, thanks. I see that in the several years since I last used Blender not much has changed except for the important stuff like where every UI component and menu option is.

>> No.628859

>>628709
In blender you'd use the spin tool or
>>628716
Does your software have something similar?
>>628851
I see you've sorted this, but also be sure to remove doubles, check for non-manifold edges and check none of your normals are inverted if you're having problems with booleans in future.

>> No.628871

>>628859
>remove doubles, check for non-manifold edges and check none of your normals are inverted
Yea I did try to check as many of the known causes as possible before posting, it's a shame their documentation doesn't allow people to post comments/have discussion pages so useful information like this can be centralised.

Are there any other free, noob friendly alternatives other than SketchUp (which frankly at this point is looking pretty tempting)? I'm just trying to make a simple model to 3D print and the learning curve on Blender seems to be as masochistic as ever.

>> No.628873
File: 261 KB, 1920x1080, screen01.jpg [View same] [iqdb] [saucenao] [google]
628873

>>628871
>Are there any other free, noob friendly alternatives other than SketchUp (which frankly at this point is looking pretty tempting)? I'm just trying to make a simple model to 3D print and the learning curve on Blender seems to be as masochistic as ever.

FUSION THREE SIXTY
https://www.autodesk.co.uk/products/fusion-360/students-teachers-educators

Free for students. Install now, thank me later. Pic related. That's mine. I did it in Fusion. It's a piece of cake. The end.

>> No.628875
File: 193 KB, 400x300, image.jpg [View same] [iqdb] [saucenao] [google]
628875

How to breast expansion?

>> No.628905

I'm trying to get an effect where physics driven objects all land in a perfect formation, despite initially seeming randomly thrown in. How do I do this?

>> No.628906

>>628905
Arrange them in the desired target location, make the inverse effect of what you imagine (an explosion, for example), then render the sequence in inverse order.

>> No.628915

>>628875
Absolutely disgusting.
>>628905
What software, and can you explain in more detail what you're trying to do? Don't forget to invert gravity too if you try this:
>>628906

>> No.628935

Is this actually good?
https://blendermarket.com/products/voxel-heat-diffuse-skinning

Or should I just use my pirated Maya to do this instead. Just asking because I recently learned how to do all the bones and rigging and weight painting stuff in Blender and don't really want to have to relearn everything in Maya again

>> No.628948

>>628873
>free for students
I need something that's free for wagecucks tho

>> No.628953

>>628948
It is. Even for commercial usage, as long as you don't earn more than a fuckaton of money.

>> No.628960
File: 58 KB, 500x500, iu-1 copy.png [View same] [iqdb] [saucenao] [google]
628960

Hey /3/ I want to make a character that looks like Sun Wukong but, I need a good full body anatomy/reference image of a monkey/chimpanzee to start with. Does anyone have (or know a good site) that has a monkey reference drawing that I can use to model after? Preferably in a T-pose or something close.

>> No.628965

What's the best ray-tracer for Blender? Cycles just can't render glass (i.e. caustics) in any efficient manner, and I'm hoping the other render engines out there don't have such an issue.

>> No.628977

>>628965
Octane may give you what you want. Good caustics, wavelength transport, real dispersion.

>> No.629002

Where can I download a bunch of free models?
Same question as >>627161. I like this answer >>627193, but I'm looking for more options.
In the past, I've just grabbed stuff from SketchUp Warehouse (for Revit renderings), but Trimble continues to buttfuck its userbase, so I'm looking for a new go to website.

>> No.629020

Anyone know how to replicate the default viewport lighting from Quixel 3DO into Marmoset?
I've found the HDRIs that 3DO uses, so that's solved 50% of it - but there also appears to be a direct light source in there that I can't quite get my head around. Anyone know anything about it?

The 3DO viewport is gorgeous.I wish Marmoset had a 'make this look exactly like it does in Quixel' button.

>> No.629043

>>629020
If only both products were open source, anon. You'd be able to identify exactly how it's set up and add a button to replicate it in Marmoset. You FOSSlets will never know this feel.

>> No.629045

>>629043
>If only both products were open source, anon.
They wouldn't exist in the first place, because of the lack of market incentives to develop such software in open source form.

>> No.629059

hello lads, hoping someone can point me towards some material for getting my head around texturing/shading.

i've already gone through the mograph intro to arnold 5 and seen plenty of arvid's stuff on youtube. i think i've got a rudimentary understanding of the arnold ubershader now, 'but i still feel quite lost when it comes to things like laying out UVs properly for texturing, using image based maps (e.g. if a texture pack provides albedo/rough/norm/disp) and just generally texturing and shading stuff beyond using arnold's mix shader in combination with curvature maps, or just using noise as masks.

should i be looking at something like substance painter/DDO?

>> No.629075

>>629059
Start out in substance. It's far, far easier and faster. It's probably going to kill Quixel off to be honest.
Quixel is slow, buggy, badly thought out.... but holy shit does it kick substance's ass in terms of quality.
But yeah, quixel is basically only usable if you've got a 1080 and decent amounts of very fast M.2 storage, because it is basically writing/reading from huge .psd files with every action you take in the application. It's a fucking nightmare... but the quality.... oh the quality....

>> No.629079

>>629075
sweet, thank you.
just a quick question about painter - does it have a feature similar to mari's paint through image thing? i know very little about mari, but that feature seems really useful for laying down displacements

>> No.629084

>>629079
google substance projection

>> No.629087
File: 11 KB, 345x345, 35798827.jpg [View same] [iqdb] [saucenao] [google]
629087

>>629084
ta muchly

>> No.629106
File: 99 KB, 991x783, maya_2018-06-15_03-17-02.jpg [View same] [iqdb] [saucenao] [google]
629106

I'm a beginner, wanting to learn about hard-surface modeling. Which software has the best plugins for the job? Are any of them free?
I wanna save time by choosing the best tool for the job.

Pic related, modeled this thing in Maya the other day (and this is the only screenshot left after accidentally deleting the project)

>> No.629108

>>629106
>hard-surface modeling. Which software has the best plugins for the job?
Houdini.

>> No.629109
File: 70 KB, 702x1024, XHBa71T.jpg [View same] [iqdb] [saucenao] [google]
629109

>>629108

>> No.629111
File: 431 KB, 851x606, outline-side.png [View same] [iqdb] [saucenao] [google]
629111

What kind of price range am I looking at to have someone create a 3D printable model of pic related? I just need the cab portion done (from the door to the nose), without the wheels.

I've tried making this in Blender, I've tried making it in FreeCAD, and I'm starting to question if the time I'm putting into trying to learn them wouldn't be better spent elsewhere seeing as I don't intend to do this for a living or use this skill very often.

>> No.629116
File: 541 KB, 1510x567, file.png [View same] [iqdb] [saucenao] [google]
629116

>>629111
i'll take 500 USD for it

>> No.629117

>>629106
If youve not done much and it seems like it, i would personaly sugest the blender anvil tutorial. I assume good topology is the same in all programs

>> No.629119

>>629116
idk, for that kind of money I can get "additional access" to the shapeways design team, so my counter-offer is $5.

>> No.629120

>>629117
This one from Blender Guru?
https://www.youtube.com/watch?v=yi87Dap_WOc

>> No.629122

>>629116
Nice, Anon. What toon shader settings did you use?

>> No.629130
File: 358 KB, 1536x1884, 1520193045565.jpg [View same] [iqdb] [saucenao] [google]
629130

Guys would you say one high quality environment / character is enough to get a job?

I'm embaressed of my olders works and I know recruiters say put your best work up. So if in theory that environment is nice enough, will they overlook the fact theres nothing else?

>> No.629133

>>629130
One good work is better than one good work and one mediocre work.
I've heard of people who got a job with ONE piece in their folio but i don't think you can pull that off.
Still, if you think your older work is embarrassing, other people will think it's shit too.
So you have no options.

>> No.629162

FEW QUESTIONS.

1. Is there a way to have a Animation in one file.
And and the original in another file, can go back to the original file to update it the model(like adding a shape key driver, or something along the lines. And will Update the Animation's Model?

2. Is there any Facial rig(Custom bones) I can just steal from. Planning something like this isn't I'm to interested in.

3. I notice my copy rotation from my butt Bone only works when I lift the leg. But, when I bend it from the hip, it doesn't apply the copy rotation, Why Is this, And what can I do?

>> No.629168

>>629162
>1. Is there a way to have a Animation in one file.
yes in fbx format you can add multiple "animations" called actions. each action is an individual animation strip.

>can go back to the original file to update it the model
well.. not that i know of, i think some engines have a 1 button update method like unreal 4

>2. Is there any Facial rig(Custom bones) I can just steal from. Planning something like this isn't I'm to interested in.

sorry i don't steal so i wouldn't know

>3. I notice my copy rotation from my butt Bone only works when I lift the leg. But, when I bend it from the hip, it doesn't apply the copy rotation, Why Is this, And what can I do?

maybe its because the location of the root bone, i wouldn't know because im not an animator.

>> No.629182

how do you future-proof 3d?

it's no secret software comes and goes; and with each software, there is a different project file format.
how do you ensure you will always have access to what you create, say, 30 years down the line?
sure you can save everything as .obj, but what about other stuff like fluid sims or particle systems? that stuff isn't compatible (i think) with the obj spec.

with music, you can use traditional instruments or a sample-based workflow and just convert the audio files as needed.
with 2d art, you can use traditional tools or save as .png/.jpg and convert as needed.
but how do you do this with 3d?

>> No.629183

>>629182
just use 3ds and vray. people will use it 100 years from now.

>> No.629184

>>629183
No, no they won't , not with Eevee and Blender 2.8 coming out

>> No.629185
File: 107 KB, 600x450, IMG_1274.jpg [View same] [iqdb] [saucenao] [google]
629185

>>629182
The only way to 100% reliably archive any digital media is to convert it to an analogue format. This includes music. For reference, there are albums made in the 1990s on DAT whose master tapes are now unplayable because the way the DAT media they were recorded on degraded. Those albums are gone forever and any reissues of them will have to be made from second generation sources. If those masters had been transferred to standard 2" analogue audio tape they would be ok.
Same goes for any digital moving image work - the only way the source can be reliably archived for generations is to transfer it to film; a 35mm negative has a molecular resolution depth equivalent to a 6k render so unless you're rendering at 8k there is a *lot* of resolution overhead available.
A case that proves my point was the Star Trek TNG Blu-Ray remaster: TNG was shot on 35mm film, and the negatives of all the live action were spliced together in editing the old fashioned way, with razors and splicing tape. The CGI sequences, however, were never transferred to film - they were printed to standard 1990s broadcast TV resolution video tape, (approx 0.5k). along with a transfer of the film edit and this was the tape that was then broadcast. So, when it came to remastering for 4K - the 35mm just needed to be scanned, the CGI sequences, however, needed to be completely remade from scratch. The original CGI project files and software were long, long gone.
Again - if the CGI had been preserved on a archival quality analogue format, it wouldn't have been an issue.

The other alternative is, I guess, - 8bit paper punch tape. (Pic related). You'd need 4; one for the R, B, G and A channels. And I'd guess several warehouses to store the reels for around 10 seconds of animation.

>> No.629186

>>629120
Yeah. You can get hardops on cgpeers once you know what you're doing.

>> No.629188

Where should I go/what should I get to learn good anatomy?

>> No.629192

>>629184
You're joking but you may have hit on something;

In a way, proprietary vs. open source is analogous to digital vs. analogue archive formats.

DAT (Digital Audio Tape) was a format created by Sony in the late 70s that was supposed to revolutionise audio recording; digital quality stored on tape. The trouble was, it was proprietary; it used a non-standard encoding system so not just any company could make a DAT recorder - you had to pay Sony to license the technology.
The trouble was, that proprietary system was crazy unstable - the data was actually encoded across the surface of the tape at a slanted angle, as opposed to perfectly vertically aligned like every other tape format on Earth. This meant that over time, as the substrate that bonded the metal oxides to the tape shifted slightly the tapes became utterly, irretrievably corrupted. No DAT player could make sense of the garbled 1s and 0s it was reading. It was a clusterfuck.
Analogue tape, on the other hand, is open source, completely standard. The data on analogue tape is a collection of magnetic signals that will produce the same result on any player that can drive the tape past a playhead. Don't believe me? There was a guy in Russia who hand-built his own 2" tape recorder machine, from scratch. This guy's hand built tape machine will play any analogue audio tape in the world, without issue.

Open source = archivability.
Proprietary = digital dark age.

>> No.629193

>>629168
1. Not that. I'll keep looking.

2. k

3.
What I'm talking about is when my character is in this Position (L) It works
And when its in this position (¬) it does not.

>> No.629208
File: 383 KB, 1576x1011, Capture.png [View same] [iqdb] [saucenao] [google]
629208

im trying to learn how to uv unwrap and unwrap this chair cushion in the process, but is this shitty, unpleasant expirience. I finally got somewhat of a decent looking result, but im not sure how correct it is.
can you cc and give some advice ?

>> No.629211
File: 292 KB, 1450x592, Capture.png [View same] [iqdb] [saucenao] [google]
629211

>>629208
whole chair with turbosmooth on, the legs are just uw map set to box mode. the curve on the backrest feels wrong, but i dont know how to fix it

>> No.629212

>>629208
Result looks ok but it's hard to critique a UV layout without knowing what the intended use of the asset is.
Trying to UV something over the top of smoothing modifier isn't a great idea imo, because as you can see it causes the UV faces to appear triangulated and its harder to work with. If you're UVing the model, that means you're finished modelling. If you're finished modelling, why haven't you collapsed the turbosmooth modifier into the mesh?

Creating an initial UV layout prior to final smoothing isn't a bad idea as it may be easier to work with fewer polys in the UV editor for breaking apart shells etc, but after applying and collapsing the smoothing modifier into the mesh you should still go in and relax the shells a little because they will have changed shape slightly.

General Max UV tips:
1. Get Marius Silaghi's 'Unwrap Pro' modifier. It looks and functions exactly the same as the Max unwrap modifier, but with impproved unfold algorithm and shortcut keys. I couldn't live without it now.
2. Don't use the UVW map modifier for anything that's going to get a custom texture map. It's only for tillable textures really. It's a waste of time otherwise. I never use it.
3. Try my general all-purpose UV workflow with the Unwrap (or Unwrap Pro) modifier;
i) apply unwrap mod, select all faces of the mesh and hit 'quick planar map' all the faces are now on one island, there's no seams and we've got a clean layout to work with. Collapse this first mod into the mesh.
ii) now we start creating islands - go around either selecting faces, that you want to be isolated islands. When you've got your island selected, hit quick planar map again - it's now an island. Now with Unwrap Pro you'd just hit spacebar to unwrap the island and it'd be perfectly flat, with regular Unwrap use either custom relax or 'relax till flat' in the UV editor and it's done. Keep doing that around the mesh till everything's unwrapped.
iii) chose 'pack custom' in the UV editor. Done.

>> No.629213
File: 22 KB, 800x600, 1717078151a391749ab6ca3741eaa642.jpg [View same] [iqdb] [saucenao] [google]
629213

What's better? A tight or diffused ambient occlusin?

>> No.629216

I started modeling some humans with realistic proportions, eventually I want to make cute waifus for my game, are there any artist you would recommend to look up and learn from or are there any sites where japs post their models?

>> No.629243

>>629185
>>629192
while archiving is an important thing to consider, i was referring more to compatibility.
what good is it having a reliable archive of your project files if you can't open them because the software used to create them no longer exists? you would just have inaccesible assets sitting on your computer with no importer plugin for the software of tomorrow.

what i think we need is some sort of extensible meta-format that acts as a software-agnostic project file.

>> No.629251

>>629243
>some sort of extensible meta-format that acts as a software-agnostic project file
http://graphics.pixar.com/usd/docs/index.html

>> No.629257

>>629243
ASCII format file types go some way to enabling this.
.bmp and .obj files are actually pretty future proof in this regard.

But as far as materials, lighting, animation etc. yeah I agree, nothing is standardised.

>> No.629258

>>629186
Okay.
That is why I asked about free tools, it's bad to invest money on things you don't understand.
But there is something else. For learning purposes, Blender seems fine, but I also don't want to invest on tools for a software that won't get me a job.
Well, unless clients doesn't care about the tools you use, when you work independently.

>> No.629274

>>629258
Then pirate the shit out of everything.
Maya + Hardmesh is a solid choice for hard-surface modelling.
If you work independently and clients only care about the end result, they mostly will not care about the software. But if you work bigger jobs, clients might demand V-ray or Arnold renderings, or the files itself in a specific format so they can read it. Blender won't help you then.

>> No.629286

I'm looking for a guide to character topology that has a focus on the why. I've learnt general pointers, looked at references, but I'm still stuck as to why I need to have certain loops here or there, and getting the answer "For good deformation" is so vague it doesn't cement anything in my mind. I don't mind learning from books or tutorials, whatever, just something that's in-depth with a focus on the reasons rather than blindly copying.

>> No.629289

>>629122
I can't believe it's not lambert! only carried by my carefully crafted texture!

>> No.629292

>>629213
depends on the environment

>> No.629318

I was working on a model in 3ds Max, mostly because I wanted to learn the software. Now I'm somewhat comfortable with it and want to work on the same model in Blender.

Should I export the model as an .mmd file and import that into Blender? If so, how? Or should I just export it as a .fxb or .3ds file and import that into Blender?

>> No.629319

>>629318
I would try FBX first, knowing that it may behave wrong. If that were to happen, then I'd try OBJ.

Alembic (pure geometry) and glTF (geo + mats, if 3ds can export to it) are other good options.

>> No.629393

>>629318
>i've been using this nonshit software
>how do i change to using shit software

>> No.629398
File: 106 KB, 640x775, 1524948600004.jpg [View same] [iqdb] [saucenao] [google]
629398

>>629286
there's probably something better now a days but i remember theres some like 2009 3dsmax tutorial where you model a lady by just extruding planes and following a reference sheet to do it. in that set the guy had a bunch of simple anatomy tutorials where he explained why you modelled it a certain way and the anatomical reason for putting edge loops in certain places to help deformation and stuff like that. those parts specifically might be helpful?

>> No.629404

>>629318
>the absolute state of /3 and retarded millennial's in general.
It takes fucking 20 seconds to try it out for yourself.
With that attitude you'll never get anywhere.

>> No.629416

>>628915
I'm using Blender. And even though the reversing of effects sounds great, it doesn't seem like it will actually take when actually done. For example, if you are trying to have dice roll horizontally into a perfect grid, just reversing the effects would just cause the dice to flatly land instead of the natural rolling curve.

>> No.629418

>>629416
maybe make it so it hits an empty (trigger) and follows a curve (guide) afterwards?
never tried it

>> No.629441

If I'm just starting, would it help if I tried to stick to low poly or does it not really matter?

>> No.629442

>>629416
To be honest I think that it will be difficult to make your dice fall into a pattern from the same origin without it looking very awkward and unnatural. Rigid body sim is the way to do it realistically but Blender's solver is only designed to work forwards in time as far as I know. I'm not at my PC but you could definitely try adjusting the frame rate mapping (same place as you set the render resolution) into a negative and/or setting the rigid body cache to run from 3 to 0 seconds, i.e. in reverse.
Assuming that the rigid body solver can't be made to run backwards, I would try to brute force the sim by writing a quick script to adjust initial velocities, surface response, random seed (if rigid body has one) and perhaps force fields. The script would opengl render the last frame of the sim with settings displayed in a text object so that I could just run it for a few hours and then choose the settings I like.
You could control the number the dice land on by just UVing after you're happy with the physics sim.
How's your Python?

>> No.629447

>>629416
Use Blender.
Get what you want from the simulation.

Choose one.

>> No.629456

What exactly is involved in ripping a model from a game? Where can I learn more about how to do this?

>> No.629459

>>629456
Depends a lot on the game in question.
The ideal case is that the models are just dumped in some folder as obj or fbx, which is most often the situation with indi stuff where the developer can't be bothered with coming up with fancy packing schemes, or don't wish to pay for a middleware solution, although AAA games that are intended to be modded may also have exposed assets.
The second scenario is that all the assets are packed into some obscure or custom archive/container format, and all you need to find is a tool that can unpack the contents, you tend to see such tools pop up on forums dedicated to modding or model ripping, usually russian ones.
The most complex case is if the game files are somehow hard-coded or encrypted to high hell to the point where it's unlikely that you'll ever be able to parse them in the "intended" way, or if it's an online/browser game where the models aren't even accessible. In this case you have to use a tool like Ninja Ripper that injects itself into the runtime of the game executable, and simply dumps all the model data wholesale, but this of course means that you need the model(s) visible on screen to dump it, and that you'll have a shit ton of trash data to sort through, since you'll literally be dumping everything that's a polygon on-screen. Another bad point to this is having to clean up all the models in your 3D editor of choice, you may have a big triangulated mess on your hands where you have to go through and weld up all the broken polys yourself and flip normals, but of course, results may once again vary. Either way, this is the most hands-on approach.

>> No.629462
File: 295 KB, 500x425, 458221.png [View same] [iqdb] [saucenao] [google]
629462

Is there a template body figure with moveable joints optimised for shapeways? I want to model a humanoid but it seems pointless reinventing the wheel

>> No.629463

>>629459
Ok thanks, I'm not sure what format the game uses (haven't downloaded it yet) but it'll almost certainly be some custom container format - can you point me towards any forums?

>> No.629469

>>629463
As I've said it it depends on the game in question, there can be entire forums dedicated to modding just one game depending on popularity and whatnot, but since for example Ninja Ripper is a Russian tool, unless you know the language or use google translate, the forums won't be particularly helpful - at least the included instructions are in English.
You should start by searching for [game title + modding] and look from there, talking about this in a general sense is kind of pointless otherwise, as there are as many variables to the amount of work you'll need to do as there are games out there. It could well be that you will encounter anything from as simple a solution as a ready-made import script for a 3d editor to one of the options I've already laid out above.

>> No.629477
File: 35 KB, 1379x841, mata torso1431474475.png [View same] [iqdb] [saucenao] [google]
629477

The two cylinders in the midsection of pic related are supposed to be pistons. I'm not knowledgable about weight painting yet, and it'd like to ask if it's possible to rig them so their top follows the upper body while their bottom follows the lower body like in the right.

>> No.629491 [DELETED] 

>>629274
>Then pirate the shit out of everything.
I wouldn't mind, for learning purposes.
Where do you find Hardmesh for download?

>> No.629517

>>629477
i don't don't know if you should rig or weight paint them. object animation doesn't need rigging. you just have to border each object so it won't associate itself with other objects

>> No.629523

>>629477
Yes. Look for the Track to constaint.

>> No.629526

>>629477
https://www.youtube.com/watch?v=eF4CuIX40XE

this tutorial is perfect, watch it

>> No.629531
File: 396 KB, 849x661, export.png [View same] [iqdb] [saucenao] [google]
629531

my shit aint exporting right to substance painter. right side is a bit warped with an extra edge thrown in somehow, from a mirror modifier.

>> No.629536

>>629531
it looks identical

>> No.629538

>>629531
Is your center loop exactly parallel to the origin point? Just select it and try to drag it left and right with merge and clipping enabled. Does anything look off if you disable the mirror? E.g. extra geometry on the other side of the mirror. I take it you've already removed doubles?
You could always just duplicate to another layer and apply the mirror if you don't care about fixing the underlying problem.

>> No.629680

>>626444
I've been sculpting for around 3 or so months now. I really want to make anatomically realistic humans, would sculpting human figures with actual IRL modelling clay help? Or should I just go back to reading from anatomy books?

>> No.629681

>>629680
real clay would just improve the hands-on tactile experience, while being inferior in every other aspect, if you can't into anatomy in one medium, you're hopeless in every other medium. even just drawing good anatomy is already a step towards sculpting good anatomy

>> No.629745

>>629681
Do you have any good places to start learning anatomy?

>> No.629750

>>629745
I think you should practice one body part at a time. Iv seen many do that. Make a collage of 5 pics and join them together on ps/gimp then outline all the important areas, use that as a reference image

>> No.629773

>>626486
I made a character model from scratch and it took me more than 2 months, it looks like it's ready for shipping, but if you're making a complex model, the time that it takes you to made it shouldn't matter.
I just follow the paradigm of "When it's done is done"

>> No.629775

>>626900
Textures are not shown in edit mode. Use the render view or texture mode.

>> No.629781

>>629002
Sometimes I pick a random models from models-resource.com just for references. There is a ton of models from popular games.

>> No.629854

>>629212
i finally got some time to try this last night and its amazing. im getting really nice result so easy and way faster that i did by manually placing seams. thank you for this

>> No.629878
File: 171 KB, 579x687, mgardevoir.png [View same] [iqdb] [saucenao] [google]
629878

Is there anything particularly good about the official Pokemon models? How long would a beginner have to practice to get on a similar level?

>> No.629886

>>629878
about 300 hours.

>> No.629888
File: 169 KB, 452x570, asd.png [View same] [iqdb] [saucenao] [google]
629888

I want to offer a 3D-printed model to my Patrons. Should I buy a 3D printer and make it myself? How much does it cost to print a 3D model? Which 3D-printer should I buy? What materials can I use? What materials *should* I use? Is there some other thread to better ask these questions in?

>> No.629890

>>629463
http://forum.xentax.com is the site you want.

>> No.629928
File: 1.09 MB, 1920x4160, Blender Bender.png [View same] [iqdb] [saucenao] [google]
629928

>>628709
Here's the way I do it in Blender. it gives much cleaner, faster results than manually extruding and rotating. Of course, I'm sure this is applicable to other software as well.

>Step 1
Make the three extrusions for your tube as shown in the first picture. Notice how each extrusion occupies a 2x2m grid, where the blue hallway transitions to the red hallway via the purple turn.

>Step 2
Add the desired number of loop cuts. Five is usually what I do. I strongly suggest using odd numbers of loop cuts.

>Step 3
Place the 3D cursor exactly where the three grid squares share a vert in the interior of the turn. [Shift +S → Cursor to grid] is great for this. Set your pivot center to the 3D Cursor

>Step 4
Start by selecting all five of the loop cuts you added, and scale (S) on both axis EXCEPT the Z axis. You can lock it by pressing Shift + Z after you press S to scale. Once you scale the five loop cuts, deselect the outer two and scale the remaining. Do this until the last loop cut as shown in the final four pictures.

And that's how it's done.

>> No.629934

>>629878
I assume just very efficient with poly count and texture maps.

Stuff like Pokken models will be more difficult

>> No.629938
File: 33 KB, 642x562, wa la.jpg [View same] [iqdb] [saucenao] [google]
629938

>>629928
Uh, you ever hear of the spin tool? Go into ortho, place your 3d cursor where you want your pivot point to be, spin [Alt+R]. Adjust angle and number of segments. Viola.

>> No.629940

>>629888
bruh you have patrons with this?

i need to get on this ....

>> No.629944

>>629888
Don't really know much about 3D Printers, but plastic is the common material.
The printers themselves are getting pretty affordable, there are lots on the market for less than 1k nowadays.
You can also go higher tier and get ones that work with metal. (I think)
The cost of making models yourself is a lot cheaper than having a company do it for you, however printing models in 3D requires a little bit of extra technical skill for the prints. Also low quality prints (cheap printers) will be a bit rough.

>> No.629946

How much more difficult is it to do freelance work over working for a company and still make a living?

>> No.629953

>>629944
Something that works with metal would be pretty darn nice. I'm afraid that's out of my budget right now, though. Thanks for the help!

>> No.629962

>>629946
That depends. How opposed to selling your soul to make shitty furry 3D porn are you?

>> No.629965

>>629928
>reddit spacing
>convoluted method which requires adjustments "by eye"
>not using the built-in tool which was designed for the job and has already been mentioned in an earlier reply
JUST

>> No.629969

are there tutorials specifically for characters that are good? i want to learn how to make clothing and shoes and the like, but every tutorial is like "HOW TO TRACE A SHOE". i just want to know how to make footwear or gloves on a pre-made character i have, but these seem to not exist. it can be in blender, maya, zbrush, whatever.

>> No.629995

what's the min spec of my pc to do 3d modelling for beginners like me? i have i5 4600 and 4gb ram. will it be enough?

>> No.629996

>>629995
i want to make source engine map with my own story. im 21 btw

>> No.630004
File: 2.62 MB, 540x304, 1529236032334.gif [View same] [iqdb] [saucenao] [google]
630004

>>629888
check out an actual printing company like shapeways where you can actually upload your design to their website and they can print to order your design

>> No.630014

Where do you find textures, for something like a wet surface? How would I coat a window with water droplets? I've heard about using seamless water droplet textures, but all the one's I've seen have a coloured background. Won't that be a problem?

>> No.630016

>>629965
At least we know he didn't just learn how to make buttons do everything for him.
>>629969
https://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.php
Old but gold. Not sure if it covers what you need, but this has been a go-to for /3/ since forever.
>>629995
>>629996
Unless your computer is like 15+ years old, you should be able to use SOMETHING.
Just go grab some programs and try them out.
>>630004
Printing individually can get expensive with these companies though. Not sure if the offer bulk orders, but don't order them 1 by 1 if you're looking to make a lot of these.

>> No.630017

>>630014
>Won't that be a problem?
No? Depending on what you mean by coloured background, of course. If you just mean black or white, that's far from a problem. You could mask those colours out easily. It's only when it's not a solid colour, then you'll have to think about it.

>> No.630018

>>630014
Look into different types of texture maps. A "wet surface" can be handled separately from the diffuse texture so that it doesn't look like the water is just painted on.
Gloss/Specular Maps would be a good place to start.

>> No.630022

>>630017
It's light blue-ish. I'm not sure where to find simple black and white textures. Also not that sure how do I find something which is seamless.

>>630018
I thought maybe a duplicate layer, with the water droplets as bump and specular?

>> No.630032
File: 547 KB, 645x648, ソーダ.png [View same] [iqdb] [saucenao] [google]
630032

>>630016
I was referring to something like this: https://www.shapeways.com/marketplace

You upload your model and people can buy them without ever coming in contact with you and all the shipping and stuff is handled by them. It's basically like uploading a t-shirt design and letting a company take care of the rest. This would have no cost to you and you won't have to painstakingly learn to use/repair a printer. sorry for the shill but I just wanted to be clear

>> No.630058

>>630032
The OP mentioned Patreon, so I assumed he would want to handle the shipping and stuff himself. Doesn't make much sense to tell his supporters to go out and spend more money.

>> No.630059

>>630058
>>630032
Alternatively that might be exactly what he needs.
Saw some pretty stupid shit on there earlier, so I assume it's easy to get "approved."
You sound like you might have personal experience with this kind of thing, do you know what their market share with you is, if there is one?

>> No.630062
File: 32 KB, 602x641, 3dsmax_2018-06-27_14-28-31.jpg [View same] [iqdb] [saucenao] [google]
630062

Is there any problem in setting 3dsMax to work with Maya hotkeys?

>> No.630130
File: 22 KB, 479x476, 酔っぱらい.jpg [View same] [iqdb] [saucenao] [google]
630130

>>630058
fair point but I think looking at some online option is a lot better investing a huge chunk of time learning to use a printer. I'm not saying "thanks for supporting me buy my stuff lol" is the solution but using a service somehow is a good possibility.

>>630059
"Each object has a Standard Price that includes fees associated with selling. You simply set your mark up for each product. When you sell an item, we keep the standard price and we send you the markup. An additional 3.5% transaction fee will be charged on all markups." - from the faq

also anon i've never even used this service but I know about it because a lot of people use it to print out their waifus. i just thought it might be interesting to look into

>> No.630163

>>630022
>>630014
https://www.cgbookcase.com/
https://cc0textures.com/home
https://virtualshade.tumblr.com/Home
get or make a water droplets mask. use that to switch between wet/dry shader setups and for your bump or displacement height.
>>630062
>i use maya and max btw :)

>> No.630275

>>630163
Thanks a bunch. Didn't know there were these sites!

>> No.630310

should i watch porn instead of SLEEP?

>> No.630319

>>630310
Reward yourself for a job well done with faps.
If you been slacking off, no jacking off. :^)

>> No.630411

>Having to bump a thread on /3/
What madness is this?
Trying to combat what seems to be an influx of newfags.

>> No.630413

>>630411
Direct any question thread you see to this thread. Don't bother even answering them unless they post here (or in a future questions thread). That should help.

>> No.630415

>>628905
Individually bake the objects animations driven by the sim then adjust their locations in the final frame maybe?
Or regarding the dice just bake them rolling then remap your UV to the correct number side of the die be on the top of the cubes

>> No.630449
File: 81 KB, 450x350, 1333536734269.png [View same] [iqdb] [saucenao] [google]
630449

are there any beginning tutorials/courses/guides that teach you the ropes and give you homework to try and do to learn that you would personally recommend besides what's already in the sticky? personally recommend being a keyword here since there's so much floating around it's hard to decide what to actually stick with.

no real preference of software since i've never really touched a 3d program in my life, although i'm curious about 3dmax/maya

>> No.630450

>>630449
cgcookie actually give you home assignments, but its the only place that does that (i think)

>> No.630452

>>630450
i'll take a look, thank you!

>> No.630460

>>630449
>Umineko
>Beatrice using a tablet
ANd now i have to buy Umineko questions/answers arcs on steam. Thank you.

>> No.630505
File: 85 KB, 771x664, Capture.jpg [View same] [iqdb] [saucenao] [google]
630505

Hey guys. I arrr'd a model from one of those UE3 games, and it's all tris.
I've started to "retopo" it by hand(mainly just following the locks, deleting extra edges adjusting them a bit, if that even qualifies as retopo) and now I'm starting to wondering about what I'm even going to do with this. It came fully weighed and with textures. I don't think I can use triangulated mesh for anything though. At least all tuts I've watched and all folks I've read here and there said that tris are only for finished product, and this one here was clearly finished product otherwise it wouldn't get into game.
But I want to tweak it so turning it to all quads seems like a logical choice.
Doing all of this by hand seems quite tedious though. Is this the only way? Or are there other more intelligent tools to get the thing back without breaking flow too much? I clearly can see it in this model with all those locks and even uvs. Unfortunately maya's quadrangulate does not. Or maybe I just don't know how to use it.

>> No.630514
File: 242 KB, 1920x1810, kaleb-rice-gator-1.jpg [View same] [iqdb] [saucenao] [google]
630514

What's a good website where I can hire someone to create a 3D character model that can be animated for a mobile game?

Also, what's a good price range for asking someone to create a similar model like the attached picture.

>> No.630515

>>630505
You could try Max or Blender which have slightly different algorithms. Also try giving the quadrangulate some "hints" by deleting edges first around the model to get it started.

>> No.630516

>>630505
Use your software's Tris to Quads feature. In Blender in it's Alt + J

>> No.630517

>>630449
Steal tutorials off CGPersia, paid tutorial = generally better than unpaid (not always though).
Do long tutorial series. If you have a question like "Once I make a sculpt, how do I make a low poly version for a game?" or "How do I texture something?" or any other beginner question, stop asking questions and get back to tutorials.
It's fine to mess around on your own A BIT but many newbies fall into the trap of trying to "skip ahead" or only "do what they like" when there's still tons of basics left to be learned

>> No.630525

>>630514
i would say anywhere from 500-700$, and that's on the cheap side.

btw, this character is too detailed for mobile applications

>> No.630526

>>630525
Awh okay. Know of any website where you can hire someone to create a 3d model for you?

>> No.630538

What are things that Blender cant do that other modeling programs can?

>> No.630539

>>630526
i think indiegamer forums under portfolio section
or devientart under job section

>> No.630540

>>630538
Charge you a subscription fee.

Oh, no, wait ... forgot about Blender Cloud.

>> No.630543

Should I get both Substance Designer and Painter or only one of them?

>> No.630545

>>630543
Two very different things. Designer is for making procedural tiling textures, Painter is for painting unique textures directly to a model.

>> No.630573
File: 207 KB, 1280x720, praise the quad.webm [View same] [iqdb] [saucenao] [google]
630573

>>630515
Could you please elaborate more on edge deletion? Man I wish I could look at how these algorithms actually work inside.
>>630516
That's what quadrangulate is supposed to do in maya. Unfortunately it doesn't take into account loops I can clearly see, I've tried applying it only on faces that should be resolved right now and even then this is the result I get, notice the screwed horizontal loops near the bottom of that patch. Something tells me max algorithms won't be any different, besides I don't own max and blender tris to quads while being clearly a bit better(they recognize horizontal loops) still leaves a mess that complicates things even further.

If that's the only solution I'm starting to think there is no magic "gib quad plox" button and I'll have to clean these augean stables by hand.

>> No.630584

>>630538
Good, fast simulations. Proper baking. Decent UV mapping tools. Non-convoluted custom rig development. Sane interexchange through FBX. OpenVDB support. Good viewport performance, especially in edit mode. Integration with external specialized tools, like ZBrush. Non-destructive modeling workflow. Working undo-redo functionality. Lack of viewport artifacts when modeling in broad-range scales. Enough GLSL shaders representing the Principled shader in the viewport. Direct normals modification. Custom AOVs. Rendering samples configuration per-component.

Pretty sure there are more. Feel free to add to the list.

>> No.630588

>>630584
>Good, fast simulations.
well i wouldn't say that simulation in general are supposed to be fast, am i wrong?
>Proper baking
ill give you that one, for sure
>Decent UV mapping tools
most people are shit at UV unwrapping, and i do fine in blender, so no.
>Non-convoluted custom rig development.
i don't do any rigs so i wouldn't know
> Sane interexchange through FBX
ill give you that one, but the compatibility issues are highly exaggerated, i export to unreal and unity without any issues (if you follow the rules that is)
>OpenVDB support
why would you want that? are you some kind of simulation expert?
>Good viewport performance
bullshit
>Integration with external specialized tools, like ZBrush.
lol.. again.. its not something that you need, why would you need that?
>Non-destructive modeling workflow
ok so it can't do procedural modeling? next
>Working undo-redo functionality
bullshit
>Lack of viewport artifacts when modeling in broad-range scales.
never experienced that
>Direct normals modification
ill give you that, but again.. custom normals is related to some tinkertoy bullshit you hardly ever need.
>Rendering samples configuration per-component.
not true.

on the other stuff i don't know alot about

>> No.630592

>>630588
>i export to unreal and unity without any issues (if you follow the rules that is)
care to share them? I'm interested thnks

>> No.630598
File: 7 KB, 238x79, 2018-07-01 20_47_46-Blender.png [View same] [iqdb] [saucenao] [google]
630598

>>630592
i only know some of the rules, which are relevant to me.

if you export unreal, you have to have a lightmap UV channel into your model, otherwise unreal will nag yo to death.
blender have an automatic capability to do a lightpack, but its pretty bad. so you have to duplicate the existing UV channel and call it "UV0"
for unity there isn't much to say other than its important to create dependencies in blender for multiobject stuff.

pic related, it transfers to unity and it makes it easier to manage rotations
for unreal rigs you might have some issues, but for that you need to place your model in 0,0,0 world position and export it this way. it solves many problems (in unreal too)

>> No.630601
File: 16 KB, 260x440, 2018-07-01 20_56_04-Blender.png [View same] [iqdb] [saucenao] [google]
630601

>>630598
btw the UV channel looks like this
if you click the + button it duplicates it

>> No.630602
File: 5 KB, 171x124, 2018-07-01 20_58_19-Blender.png [View same] [iqdb] [saucenao] [google]
630602

>>630601
this is how you make sure your world position is 0,0,0 (do this before you rig and animate)

>> No.630604

>>630598
>>630601
>>630602
nice thanks

>> No.630615

>>630588
>>Non-destructive modeling workflow
>ok so it can't do procedural modeling? next
akshually it can.
sverchok nodes: https://www.youtube.com/watch?v=5iECfOBOhAE
https://github.com/nortikin/sverchok
animation nodes: https://www.youtube.com/watch?v=nCghhlMOwRg
https://github.com/JacquesLucke/animation_nodes

>> No.630616

>>630615
forgot to mention - the youtube videos are a bit old but both projects are maintained and are fully compatible with blender 2.79b (latest stable). i've been using them both quite a bit lately.

>> No.630617

Is knowing art a neccesity in getting good at 3D modeling and advancing in the industry? I am asking this because I am very interested in 3D modeling but i despise art and drawing and really have no intention in learning that.

>> No.630618

>>630617
its not correlated but you need to develop your artistic sense to make good stylized stuff

>> No.630620

>>630618
welp time to say goodbye to modeling then

>> No.630630

Are Russians total, irredeemable, sub-human scum? I've just kinda got this feeling that Russians are the absolute lowest-of-the-low, sub-human filth that the world has ever known, and they are invading civilised parts of western society in alarming numbers - hellbent on bumming out every right thinking European and North American with their incurable ugliness, misery, alcoholism, total lack of self-awareness and above all their awful *awful* AWFUL fucking clothes, hair, music and food.
Anyone else noticed this?

P.S Fuck Russia.

>> No.630633

>>630630
What did your father do to you to make you despise your ancestry that much?

>> No.630635
File: 107 KB, 960x804, blyatman.jpg [View same] [iqdb] [saucenao] [google]
630635

>>630630
I appreciate the love, but you might consider venting it here:
>>>/pol/
because this is not /3/ related unless ivan stole your job.
which is saying loads about your skill since ivans are generally shit at 3d.

>> No.630639

>>630633
>>630635
It's a questions thread - I asked if Russians are sub-human filth. Answer the question.

(The answer is yes).

>> No.630641

>>630630
>>630639
>still being this mad about le russian troles making the orange man boss

>> No.630643

>>630641
Nothing to do with Trump, everything to do with the characteristics and preoccupations of the humourless, miserable, dishonest, thieving, shameless, listless, ugly, tasteless, man-made-fibres-wearing FILTH that is the Russian.

Side note; anyone else think their language sounds like a recording of a backed-up drain being played backwards?

>> No.630646

>>630643
Honestly I really like Russian accents. 10/10 would put on my nicest girlclothes and ride daddy Putin ragged.

>> No.630647

>>630646
RussCucked.

>> No.630649

>>630647
I hope you're in a better mood tomorrow, anon ^_^

>> No.630651

Is there a way to throttle render resource usage so that I can do fucking anything else while it does it's thing in the background?

>> No.630653

>>630651
Software?
OS?
On windows I usually use process explorer to drop the blender process priority to "idle". On linux you'd use nice or renice.

>> No.630654

>>630653
Huh, I knew that was a thing but I never put 2+2 together. I was thinking I would need a 3rd party app. Thanks much

>> No.630656

>>630651
Reduce thread priority you fucking Russian moron.

>> No.630661

>>630651
Render farms.

>> No.630671

Is blender reeeeeeeealy as bad as everyone says? I'm new to all this

>> No.630676

>>630671
It depends on how much you like donuts. https://www.blenderguru.com/

>> No.630889

Hello guys. I need your help with Sims 4 game files. How to import sim family (sgi. , trayitem, hhi formats) in to SFM?

>> No.630947

>>630889
you need to convert all files to make them work in sfm. You can find a way of importing them into blender, and using that to convert into sfm with a plug in. I don't know how you import Sims 4 files into blender, so you need to research that.

Sims hasn't been decent since number 2, and EA is a terrible company.

>> No.631110

anyone have a good workflow for getting tramissive stuff out of substance (painter) into arnold? e.g. a glass bottle, with non-tramissive layers on top.

right now i'm just setting glass to pure white and then using a desaturated version of the base color map as the mask on a mix-shader in arnold. however, that solution won't work if if have white materials?

do i just have to do another pass where i set all non transmissive elements to black?

>> No.631272

i just followed a tutorial " How to Make Low Poly Video Game Characters and Normal Maps From Sculpts " but whene i finished
and got the low poly model and the normal map image
i imported them to ue4
but when i made a material from the normal map for the model and drag it into the model
Nothing really changes
just the color turns into black
sorry for my englitch lol

>> No.631539

>>626444
Can I extract models from videogames like overwatch to a software so I can render and paint over them?

>> No.632102
File: 241 KB, 1065x710, 1528701644638.jpg [View same] [iqdb] [saucenao] [google]
632102

Is there a mechanical turk for 3d? Do you have any ideas on how those short term, freelance 3d jobs get handed out? I mean aside from patreon porn, how do you get paid without quitting your day job?

>> No.632643

>>629886
Seems reasonable enough

>> No.632647

>>631539
>Can I extract models from videogames

Yes, of course you can, but it is illegal for some games