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/3/ - 3DCG


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760674 No.760674 [Reply] [Original]

>What is the sexcret simplest way requiring no effort to become best artist ever?
>Can I still get very good if I almost never practice?
>If I put water and become become the teapot, must I move to Utah?
>If I DAZ long enough will I come to understand the Mayan people?

Questions that don't deserve their own thread thread.

prev thread: >>752424

>> No.760677

Is it worth upgrading from Zbrush2019 to Zbrush2020?

>> No.760679

>>760674
Think of 105-2016 tier AAA videogames. The CGI animations for those games. Exactly how much rendering power should a person need to render stuff of that quality? For a 3 minute short of that type, my best guess is having a small server with 7-10 2080ti GPUs rendering 16 hours a day for 6 months.

>> No.760681
File: 137 KB, 826x1800, 31190273_1.jpg [View same] [iqdb] [saucenao] [google]
760681

Will i get in trouble if i upload my work in pirated Marmoset Viewer on Artstation?

>> No.760684

>>760681
possible - I wouldn't do it.

>> No.760687
File: 878 KB, 1024x576, 113114.png [View same] [iqdb] [saucenao] [google]
760687

>>760684
Mmm okay, would be it be safe to upload turntable video at least?

>> No.760689

>>760681
The file contains image urls. If you use your name on your desktop it would show. I stopped using it because the upload size was too low. Sketchfab is better imo.

>> No.760691

>>760689
Something tells me certain big company wouldn't be happy if i uploaded fan art of their character on sketchfab.

>> No.760695
File: 3.45 MB, 1920x2160, 1552552543568.png [View same] [iqdb] [saucenao] [google]
760695

Does cinema 4d have a future?

>> No.760709

How often do you abandon projects and start over? I feel as though I misinterpreted character references and bulked up the body more than I should have.

>> No.760720

>>760695
I don't think so. Cinema4d, Modo and Lightwave are already marked for death - just a matter of time.

>> No.760721

>>760679
You don't want to use a renderfarm?

>> No.760723

>>760681
Just put together a still image showing off your topology and normals

>> No.760724

>>760695
Instagram will always need shitty simulation videos

>> No.760725

>>760720
C4D won't die in the foreseeable future and will only get stronger and more widespread unless Maxon makes some very stupid decisions, Modo will last at least for another decade unless Foundry for one reason or another decides to gut everything that is not big boy studio software (Nuke, Mari, Katana), and Lightwave surely has enough old farts still using it to last for a while too, though it is a dead-end software.

>> No.760731

>>760709
Couldn't you fix this in a few minutes with sculpting tools.

>> No.760735
File: 454 KB, 1920x1086, LYCON_Worship_01e_BM.jpg [View same] [iqdb] [saucenao] [google]
760735

>>760674
How would you approach making something like the blue dude in pic related? Sculpting? Curves? You think there's a way to rig something like that so it won't be a one big clipfest?

>> No.760736
File: 444 KB, 1920x1057, hanger_scene_01_o.jpg [View same] [iqdb] [saucenao] [google]
760736

>>760735

>> No.760751

>>760735
>You think there's a way to rig something like that so it won't be a one big clipfest?
I'd make one limb and copy it a hundred times, and go from there

>> No.760754

>>760709
thus far? Not once.

If you start it you finish it, don't move on unless you're satisfied with how it looks at that step and you don't have duds.

Anything in 3d can be fixed with the application of elbow grease.

>> No.760769

>>760735
Same as making trees.

>> No.760773

>>760674
Tourist from /ic/ here, 99% of fags on /ic/ are absolute shit yet on a very quick glance you guys seem somewhat competent, is 3d easier than 2d or are you just hard workers? Also if I started would I have a slight headstart as I understand 3d space and anatomy
>Inb4 pyw but idk if that's a thing here

>> No.760774

>>760773
>on a very quick glance you guys seem somewhat competent
You haven't glanced long enough.

And don't go into 3d thinking it's going to be easier than drawing, unless you are only planning on sculpting and posing, in which case it's probably not terribly different.

>> No.760775

>>760773
3D is rewarding but learning all the programs is crushingly tough.

>> No.760776

PSA: spend a few minutes each day going into menus, reading tool tips, playing with settings/preferences, clicking on things, rearranging windows, trying different themes and layouts, etc.

it's a great way to learn your software's quirks, gain familiarity with its layout and features, and so forth

preferences are a great place to start. start learning what visible (if any) effect disabling and enabling things has. see if you can find the feature in your software's manual and read about it. if you don't understand it, just shrug your shoulders and find something else. make sure you learn how to reset your software to factory settings, or to save your settings and load them, if possible.

it's also helpful to think of things that most software typically allows. for example, what happens when you drag and drop an image into the window? a sound file? a video? a program? a rom? lol can you answer these questions confidently? if so, give yourself a pat on the back.

ever tried to see if you can purposefully get the interface into an unusable state and then back again? makes you feel a lot more confident that you can make the software do your bidding. can help demystifies things. blender's scenes, layers, workspaces, etc. are all painfully ignored by beginners. i'm guilty, we're all guilty.

hope this helps someone =]

>> No.760777

>>760776
this wasn't directed at anyone, btw.
just posting information in a question thread.

>> No.760813

Anyone has a list of "things to learn" in some logical order for 3DCG? I remember /ic/ having some learning paths at some point. Can't really see an entry level to intermediate path list on here.

>> No.760822

>>760813
3d is too wide to really do that, if you want to do character modelling you need to learn good sculpting above all else while somebody who wants to do a lot of guns and rocketships likely won't need it at all, not everyone will need to know rigging and animation etc.

Zero in on something you want to do and learn that specific pipeline first.

>> No.760848
File: 55 KB, 200x200, =.png [View same] [iqdb] [saucenao] [google]
760848

Tuesday's coming, did you bring your coat?

>> No.760980

>>760674
>What is the sexcret simplest way requiring no effort to become best artist ever?

since art is subjective, you can see every pice of art you do as a masterpiece even it is a dot on a blank canvas

>> No.761000

Where would you go looking for a 3D artist if you were trying to make a third-person game with realistic, attractive human characters? And all you got is random artwork and front references

>> No.761003

>>761000
So your an idea man? Lean a skill and make something first, then you can try find people

>> No.761014
File: 59 KB, 281x404, ikstretch.png [View same] [iqdb] [saucenao] [google]
761014

I'm following a rigging tutorial and the dude says IK stretching and strecth/squash in general is great for cartoon animation.
But if I'm planning on adding different clothes to the model, should I discard stretching entirely?

>> No.761019

>>761000
look around artstation for people with "freelancer" in their bio

>> No.761083

How many polygons must a sculpture have in order to be considered "low poly"?

>> No.761108

>>761019
And how to find someone good, look for what?

>> No.761112

>>761083
lowpoly in most cases means 'realtime', so the realtime version of your character would be considered the 'lowpoly' as opposed to the sculpt itself the 'highpoly'. Depending on what your target system and type of game is lowpoly will be anywhere from a few thousand to a couple of hundred thousand polygons for a character.

>> No.761127

>>761112
So, assuming I want to get into animations someday it means I must super-decimate my sculptures to make them "workable" in Blender/Maya?

>> No.761128

>>761127
Yeah you generally want to bring it down to 1 or 2 million for ez retopo

>> No.761137

>>760773
>is 3d easier than 2d or are you just hard workers?
Compared to /ic/, only a small handful of us are schizoid trannies, compared to the 65% of /ic/ anons.
That's pretty much the only real difference. /3/ is just as trash as /ic/, you just lack the 3d eye to see it.

>> No.761138 [DELETED] 

Is there such a thing as a 3D workbook for anatomy?
>make a femur ten times
>now you know how to make a femur, make the rest of the body
It feels off drawing and copying other models, with no real direction. People might do this or have done this for years, but this can't be the best way.

>> No.761142

What's usual rate of small to medium props for junior 3D modeller?

>> No.761147

>>761142
*I mean money.

>> No.761148

>>761127
Yes, but If you do not have access to maya or other software, I would start doing kit moddeling using roma- plastilina, and practising hand drawn animation (flip books are very easy practice) in order to build up you're foundations. A lot of maya work is about organization and optimization, so doing simple things like practising good file management on your computer will help you get a very good head start on using Maya effectively.

I would finally learn about practical lighting, lighting terms, and material light physiscs right away, as this is the magic sauce that make CG possible and marketable (and people will pay you money to just render objects and light them well. You will be ahead of all the cartoon and animation only practitioners. )

>> No.761150
File: 100 KB, 570x473, Isometric camera.png [View same] [iqdb] [saucenao] [google]
761150

>>761127
Final tip. Start drawing objects in perspective on paper. Use Isometrics or other angular perspectives for starters. This will tech you allot about blocking and other principles which you will use later in CG modelling practices (such as blocking an object out as a cylinder to get the correct perspective and filling it in for details afterwards. (Aka polygonal modelling) many modelling techniques have their roots in drafting, so take a look at them.

>> No.761192

It only seems to be getting bigger from what I see, at least in smaller studios. It's just so easy to use.

>> No.761420

10 years ago I used 3dsmax and photoshop for a bit - probably about 8 months worth of time. I learned a lot and didn't realize at the time how proficient I actually was until, well, 10 years later. Anyways, I've gotten into cosplay and I want to make my own 3d modelled armor as well as always wanted to make some game models for fun.

How much has 3ds max changed over the years? Would I feel more comfortable going back into that or just pick up blender? Will I need to learn zbrush/maya at all (suck at drawing)?

>> No.761443

>>761420
It's not changed much, mostly UI and new tools you should be able to jump back into it. I would recommend marvelous designer for fabric clothing but for hard amour max would be fine.

>> No.761454
File: 33 KB, 482x488, file.png [View same] [iqdb] [saucenao] [google]
761454

Blendlet here. I've imported a reference image and I want to use it to accurately model something to scale. The image has been corrected for perspective, has a lot of small features, and I know the outside dimensions. How do I give my image the correct dimensions? When I imported it it was an "empty" object, and it doesn't have any dimension options that other object types have.

>> No.761457

>>761443
Alright, thanks. I didn't know if blender or 3ds max was better nowadays. Like gimp vs photoshop type of thing. I have a bad case of FOMO with anything and everything.

>> No.761466

>>761454
Kind of a stupid workaround, because I'm sure there's a proper way to do it...
I just make a plane that has the exact dimensions that I need, say you need your object in the ref image to be 2x3m, so you make a plane with those dimensions, then mess with the image plane until it matches the dimensions of the plane.

Like I said, it's a stupid workaround, but it's worked well enough for me that I don't bother finding the actual solution. It has the added benefit of working on images that aren't cropped exactly to the size of the object, or images with multiple views of the object as well.

>> No.761470

>>761466
That's pretty much what I'm doing right now. Thanks for the reply.

Actually right before I was about to press submit on this reply someone else I asked told me there's an Images as Planes add-on, so give that a try perhaps.

>> No.761500
File: 430 KB, 2280x1080, fuckmobilegames.jpg [View same] [iqdb] [saucenao] [google]
761500

I have been very curious about 3D animation for a while now. I loved the cute style of older games like Ape Escape and newer pixel art like sculptures/animations like like https://youtu.be/KpxzUd0r9Rk

I want to be able to learn what it takes to replicate art like this. Now all I got is a mouse and a pretty beefy laptop so im all I need is any experienced anons out there that could spoonfeed some good learning resources. Like on skillshare or a anon approved video series i could follow, maybe even some software recommendations to build models on from my shitty stick art that I could learn on and go from making circles on up to stuff like pic related.

Its a long shot type of aspersion, but I'm very patient and have plenty of free time in between my written projects to learn a thing or two from /3/, since its needed for the VN and fighting game format that I would like my work to be presented in.

>> No.761509
File: 1.06 MB, 480x720, 1530075195761.gif [View same] [iqdb] [saucenao] [google]
761509

how the fuck do I approach character modeling. It makes no sense to me

>> No.761520

>>761509
Sculpt naked character while naked yourself. Add clothes to character and remove geometry under clothes.

>> No.761528

>>761470
>Images as Planes add-on
I was assuming you were using that to begin with.
Still, the "workaround" still works in that case as well.

>> No.761737
File: 327 KB, 1278x1754, EZVhgzhVAAUanxb.jpg [View same] [iqdb] [saucenao] [google]
761737

Ignore that it's a coomer video for coomers to coom to but how hard would it be to make a stage/environment (how do you guys call it?) like the one in
>https://ecchi.iwara.tv/videos/lkq83clqonuwelwna
?

Just so you know, I've never done anything in 3D.
pic unrelated

>> No.761755
File: 334 KB, 1503x1080, pathetic krool.jpg [View same] [iqdb] [saucenao] [google]
761755

>>761737
I'm not clicking on this video but I guarantee you it's more effort than the meager willpower you have can muster.

If you wanted to learn 3d you wouldn't be sitting around asking how hard certain things are before even trying you'd just be making stuff right now.

>> No.761780

>>761737
>I've never done anything in 3D.
Then you have no reason to ask that question yet.
Even one month of practice will put into perspective how long something like that will take at your skill level. At 0 right now, it might as well be years. One month down the line, it might just take you months, a year down the line, weeks maybe, a bit longer, you could have it done in a few days to a week.

Get experience under your belt before asking shit like this. It's as meaningless as asking what pencils someone else uses thinking it'd make you draw better.

>> No.761920

can 3D printing be used for clay figures? I really know nothing about either clay or 3D printing but I was thinking of making claymation hentai of a clay school girl getting molested by a grocery store octopus

>> No.761971

How big are the changes in 2.79 to 2.8X? I don't mean as far as improvements go I mean more about workflow like hotkeys and things. I like the idea of the mouse buttons being like any other program I've used, but at the same time I'm used to them the way they are in Blender. I don't like dramatic changes where I have to relearn something all over again.

>> No.762020

>>761971
>How big are the changes in 2.79 to 2.8X
Insignificant. Stop being a stickler and switch. The changes are largely visual. If you're used to Blender already, the new "tools" won't be any use to you. The only real thing that's new was Eevee. Which may be a gamechanger for you, or it won't.
You even have the option to swap hotkeys to 2.7x so there's absolutely no reason to switch unless you NEED to use internal.

>> No.762028

>>762020
Based. Thanks I'm going to download it now.

>> No.762033

>>762028
Sounds good friend.
It might take a day or so to get your head around things, but it's largely superficial.
There are some notable improvements that might snake their way into your workflow, but you'll know them when you start using them. Nothing totally game-changing, but enough to be useful enough to make you glad they're there.
The workbench/lookdev/material preview or whatever they call it (the texture view in 2.7x), is super useful for materials. You don't have to be in rendered mode to fuck around with materials anymore and it has live performance.
It'd be slightly different to the cycles output since it uses Eevee for the preview, but it's a really good way to nail things down before you have wait for samples to fill in on the Cycles preview.

>> No.762140

Can topology be copyrighted? If I copy a tutorials topo 100% could I get in trouble? What if I copied a artstations models wireframe topology?

>> No.762153

>>762033
>Nothing totally game-changing, but enough to be useful enough to make you glad they're there

That's what I was hoping for really. Generally a layout change doesn't bother me because I just get used to it anyway. Like I say it's more commands and hotkeys that kind of thing. The nearest example I can think of is playing a game I've played for years and gotten used to and then the config being changed in the next iteration of it.
I did download it last night, but I haven't played around with it yet. I'm going to give it a shot shortly. It seems all of the improvements that are unrelated to hotkeys etc are all pros and no cons though, so I definitely can't complain about that.

>> No.762417
File: 41 KB, 1008x720, 3F50FEF3737C4FD19EC55CF63426A13B.jpg [View same] [iqdb] [saucenao] [google]
762417

Is there any online 3DCG community besides /3/, that's active and gives critiques?
Kind of like /ic/ or something.

>> No.762429

>>762417
You're not going to like it.
Polycount
CGSociety
BlenderArtists
Reddit
Discord groups

>Kind of like /ic/
You like failed normalfags and Tumblr-Twitter tourists crabbing on each other and shitposting social media dramas that much?

>> No.762434

>>762429
Polycount is actually good though, literally every question has been asked on there.

>> No.762436

>>762429
If you stay in the draw threads and keep a brain filter for all the bullshit non-artists it's actually quite a good community

>> No.762478

Why don't my emission textures give off any kind of real light? They just look bright, but not like a light does. They don't reflect off anything or nothing, they look more like a highlighter pen.
What am I doing wrong?

>> No.762482

>>762478
What are you using, and what renderer?

>> No.762484

>>762482
Blender and it's in in the render preview (that I think is eevee). I've seen other people use the render preview and have no problem with it showing as it should though.

>> No.762509

>>762478
>>762484
Never mind I'm a retard, I didn't switch it to cycles.

>> No.762562

How do I convert an unity armature into one that was made by mixamo?

>> No.762564

When you're sculpting, how important is using a reference to sculpt a character? Am I wasting my time trying to align my sculpt with the reference?

>> No.762592

>>762564
How important is using reference? Vital.

How important is lining your sculpt up against the photo and making it match 100% ? Not at all, that's where your artistry comes in to create a realistic interpretation of it in 3d space.

>> No.762605

Can I reach the same quality of fluid sim when I export it as alembic in UE4 or is there a quality limit for some reason? Keep in mind it's not for a game, so I could crank it up to max, I just wonder if the quality can be matched to what I can achieve in Blender for example.

>> No.762617

>>762605
wouldn't you want openVDB

>> No.762632

>>762509
:^)
Yeah that'd do it. Eevee emissives don't actually transmit light.
Though you can get them to do that with the light probes. Though you can't mess around with the lights unless you re-bake the lighting.
Or just fake it by using area lamps and point lights in the same places your emissives are. For screens, windows, and such it works fine, but for smaller shit like emissives on a character it won't.

>>762564
Always use reference. For absolutely everything. Characters, hard surface, plants, terrain, everything.
Even if something is imaginary, as long as it's not completely non-representational abstract art you can bet your ass that some part of it has some kind of basis in shit you can find in real life.

If you mean "tracing" reference, then nah, you don't need that. Aligning your sculpt against a photo isn't really necessary, though it may help. If you're having trouble matching your photo, maybe look into drawing tricks that help you match references. Plumb lines and shit. Being able to "see" is something that I think is a bit easier to pick up through drawing, but as with anything, practice on its own will help. So keep doing sculpting if you really want, you'll pick it up.

>> No.762687

>>762617
I honestly don't know which one is the right thing to use. I've seen alembic fluid sims used in Unreal, but not an openVDB.

>> No.762719

>>761014
yes.

>> No.762720

>>762687
There is no VDB in Unreal AFAIK. And the alembic importer is experimental and pretty shitty.
If you use Blender, good luck getting anything in via alembic except meshes (also animated meshes seems to be broken).

>> No.762724

>>762720
>If you use Blender, good luck getting anything in via alembic except meshes

Not a problem, I can just use Maya if it doesn't work with Blender. I only wanted to create a small water stream from a pipe, and render it in UE4. I just want the best results possible, be it with alembic, vdb or even Niagara, if it can create such effects.

>> No.762727

Alright. I got into 3d during this lockdown bullshit and I've got a hold of modeling now but now I want to step onto texturing and I've got no idea how to UV stuff. Can you guys help or link some helpful videos and whatnot? I use Maya so if you've got any Maya specific tips, that'd be awesome.

>> No.762746

I have this pic of a store front that I want to use as a low poly model. The problem I have is with the windows. In the pic the windows reflect the buildings across the street and the interior of the store. But I want to put my own store interior inside the windows with some posters in the windows too, that kind of shit.
I wouldn't mind the reflections of the opposite buildings, but it's going to look completely fucked up if it has two interiors, especially one that won't have any real depth to it. Therefore I've came to two possible solutions and I just want to know if either of these will work well enough, which would work best if either will work, or if there's a simpler/better way of doing it.

>Cut out windows in editing software
>Save as png
>Open image as plane
>Select window faces that are now empty and give them a glossy and transparent shaders
>Build store interior from there behind them

Or basically the exact same as above except rather than cutting the windows out filling them in white and following the same steps.

>> No.762766

>>762746
Why not just use something like the knife tool, and cut out the windows inside your 3d program?

>> No.762788

>>762766
There wouldn't be anything there then would there? It would be like window frames with no glass in them, it would be too noticeable. Even though it's low poly it would be close enough to the camera that it would look odd.

>> No.762791

>>762724
I tried to bring in animated meshes from Maya too, but all I got in was a garbled mess or lots of errors.
I think the brokenness is universal, but Blenders half done alembic implementation makes it worse.

If the stream is very consistent in shape you could fake it with animated noise and tessellation on top of a stream shaped mesh + many particle effects of drops and mist.

Good luck with it.

>> No.762979

>>760674
there is an old 3d lowpoly editor for some old Nintendo system, something similar to today's Google Blocks, how is the game called? I cannot find it anywhere

>> No.763033

>>762788
You said you wanted an interior.

If you want to keep the face
>knife tool
>change the material of the face you just made

Your overly detailed description that doesn't make anything clear could really use an image.

>> No.763052

Blendlet here, should I pirate zbrush? Does zbrush work very well in wine?

>> No.763071

>>761127
You can also not sculpt at all.

>> No.763103

>>762979
I think something like that was on the 64dd.

>> No.763108

>>763052
What exactly is stopping you from pirating ZBrush and finding out yourself it doesn't exactly take very long

>> No.763128

>>760674
This is probably answered already, but does anyone have good tutorials for Blender 2.8? Most of the good tutorials predate this, and I'm not at all familiar with where anything is located, or what anything is, so I can't compensate for the difference.

>> No.763139

Where can I download a decent horse ecorche model?

>> No.763179

Is there any possible way in Maya to add a warning sound when batch render is done?

>> No.763210

>>760674
If a friend is planning to invest into AA and good/decent pixel games...Should i learn photoshop or illustrator?

>> No.763216

>>763210
illustrator is for vector art not pixel art

>> No.763217

How much RAM do I need for simulations in blender ?

>> No.763225

>>763217
At least 8GBs, 4 will do too but your system will get hot af. probably will damage the board if it's a heavy ass file

>> No.763226

Will I get in trouble if I post my work on artstation cuz I use pirated Maya and Substance?

>> No.763227

>>760724
they use Blender for everything shitty now

>> No.763234

>>763226
I wouldn't risk using a pirated marmoset, but you will be fine with Maya and substance.

>> No.763283

>>763128
The difference between 2.7x and 2.8x is mainly visual. As long as you have a few braincells, the difference in terms of tutorials is negligible.
If you insist that a new coat of paint is locking you out of learning something, might I suggest the donut tutorial that every other blender newbie does.

>> No.763284

>>763226
What are they going to do, look at your jpg and find "Made with substance" in the code?

>> No.763289

>>763283
Yes, it's visual. But they also turned everything into an icon, and I have no idea which icon means what

>> No.763384

>>763289
>hover mouse over icon
>icon tells you what it is
Not to mention everything is in pretty much the same place.

>> No.763559
File: 2.81 MB, 960x540, fluid.webm [View same] [iqdb] [saucenao] [google]
763559

Is it even possible to make somewhat decent (not necessarily hyperrealistic, just not terrible) fluids with stock Cinema 4D's Thinking Particles and metaball?

>> No.763560

>>763559
i'll pee on you for a price

>> No.763702

what is the most convenient to pirate version of zbrush? and maya? or are the old versions outdated enough they're not worth pirating?

>> No.763739

>>760674
Help a brainlet out anons. I wanna create some decently realistic looking cloth using cloth sim and make it a part of a real time/game model. I make a dense mesh, run the sim, the mesh folds nicely, and more or less acts how I'd like to. But how do I retopo it for low poly, so the UVs from the original mesh get preserved and whatever texture I put on it follows the simulated folds nicely? Using Blender atm, but I assume issue is the same MD workflow, so any non software specific advice welcome.

>> No.763772

>>760674
How important/helpful is a graphic tablet if I wanna learn the advanced basics of everything involving 3D?
Lost my pen and a new one is at least 80-100 bucks.

>> No.763774

>>763772
Tablets are for sculptors and texture artists. If you do 3d, chuck your tablet in the trash.

>> No.763776

>>763774
Isn't sculpting optimal for faces and organic stuff though?

>> No.763777

>>763776
It depends really. It's the optimal way to start off from scratch doing a face, but nowadays 3d scanning is taking a lot of that workload off, and is now widely available. Photogrammetry is taking giant strides.
Same kind of methods are used to scan real environments.

>> No.763778

>>760674
How do you decide to texture something in let's say Substance Painter instead of procedural texturing in redshit/octane/arnold/cycles ?

>> No.763787

>>763774
... So sculptors and texture artists are not considered 3D artists? Only hard surface modelers are now 3D artists?

>> No.763807

>>763739
>But how do I retopo it for low poly, so the UVs from the original mesh get preserved

You shouldn't want to do this. The new mesh will have it's own character. If you do it the other way you will have warped uvs. I never use grid uvs because you end up with a load of texture stretching.

>> No.763809

>>763807
So what's the right way to do it? I was under the impression that cloth sim doesn't stretch faces and just operates on angles. By this logic, if I have a straight UV and a texture slapped on, the whole thing should look just like a real printed fabric, with texture following the folds. If this is wrong, what is the right approach?

>> No.763811

>>763809
I will do an image later.

>> No.763814

>>763811
Thanks, much appreciated.

>> No.763840

>>763739
here is the method I use to retopo cloth sims, but i use MD.

https://www.youtube.com/watch?v=cvbTVxYhQmc

using this method you could bake the textures and normals onto a better UV'ed low poly mesh. I don't see how this method would cause any stretching, but I would like to see how other anon does it, since his way might be better idk.

>> No.763850

>>763840
This explains it pretty well desu

>> No.763898

>>763840
>>763814

Ya that's a good video illustrating it. I should have clarified. I use these methods too but because I do a lot of modification to the marvelous mesh the uvs it makes are often useless. If you add more folds they would appear stretched if you projected the uvs. Cloth sim uvs arent very good for texturing imo. On a tshirt for instance the collar would be seperated and the arms would be rounded at the top. I also dont like grided topology like that. because it shades badly. I much prefer to start with a base like that then manually retopo the big folds with proper edgeflow and connect it all as I go. That's why I do my own uvs anyway.

>> No.763916

What's the better way to merge objects for sculpting in blender, boolean modifier or remesh in sculpt mode?

>> No.764109

>>763898
>>763840
Adding to the first question, what's the best way to animate that? Run sim in MD and import keyframes, or just rig the low poly mesh with bones and animate by hand?

>> No.764124
File: 212 KB, 1155x768, 08.jpg [View same] [iqdb] [saucenao] [google]
764124

>>760674
I'm making a close-up still shot of water surface with lots of small things sticking out, is there an efficient way to create surface tension around objects? It won't look good without it.
My first thought is to just do it by hand and edit the surface, but it feels kinda retarded and time-wasting, and I will need to make readjustments every time I decide to move something. Not sure if it's possible to do with sims.
Suggestions either for Blender or C4D are fine.

>> No.764134

>>764124
In blender and in C4d is something called proximity shader (that's the name in C4d) it generates pixel on a surface were objects are close or penetrating it.
You can use it to create/bake a texture which you can use as bump or displacement.

>> No.764140
File: 512 KB, 1364x740, field.webm [View same] [iqdb] [saucenao] [google]
764140

>>764134
Thanks.
I also figured out it can be done simply by using fields and sticking them to objects right after I posted the question.

>> No.764141

>>764140
I quit C4d couple years ago, never played with the fields system. Throw a noise on top so that it doesn't look so uniform and you'll good to go.
Good luck with your project.

>> No.764148

>>764109
I don't know if it's the best way, but I would make it in MD then retopo with the vids method and use the game engine to sim the rest in realtime. that would only be for stuff like skirt swaying or reacting to leg movement not complex folds though I guess it would depend on how detailed you need it to look in game. If you are not aiming to have it in a game engine, then I would run a sim in MD a bake it out.

>> No.764172

this is a retarded question but it is bugging me. i restarted my laptop. and the disk portion on which i have zbrush 3ds substance painter and daz just gained more than 20 gb in space. i've been hibrating/sleeping my laptop for a while. is it possible that those programs emptied their cashe upon restart? it can't possibly be i lost a portion of my porn collection right?

>> No.764173

>>764172
substance tends to create huge cache and autobackup files, so possible

>> No.764178

How do I end up with a nice looking surface when I finish sculpting? I'm pretty OK with capturing the shapes in general, but my sculpts always end up being a bumpy mess.

>> No.764241
File: 474 KB, 336x252, shifty eyed dog.gif [View same] [iqdb] [saucenao] [google]
764241

>>764178
the smooth brush?

If you haven't been dynameshing or remeshing or whatever that may have also contributed.

>> No.764272

>>764178
Try the scrape brush, but turn down the strength and size. This really helps with the remesh bumps that blender likes to leave.

>> No.764276

Can someone explain me the purpose of uv unwrapping? I've managed to make a lot of sculptures and paint them with polypaint without having to do this. However I constantly see other artists doing it all the time. Why?

>> No.764277

>>764276
If you want a mesh with a manageable number of polys, then you need to retopo and texture your low(er) poly mesh.

>> No.764287

>>764277
But like, if my current purpose is not animating and not creating characters for games, only sculptures, then I don't need to uv unwrap right?

>> No.764292

>>764287
Sure, I guess. It might hurt your rendering time though.

>> No.764296

>>764287
>can I just keep being retarded, please?

>> No.764537
File: 103 KB, 1280x720, 1501542720027.jpg [View same] [iqdb] [saucenao] [google]
764537

I still can't make sense of how sculpting anime faces works
Theres no nose (just a representation of it) and the landmarks just look wrong in profile

>> No.764604
File: 65 KB, 276x184, pantsu.png [View same] [iqdb] [saucenao] [google]
764604

>>760674
As an artist in general, is it a good idea to use firstname lastname on places where you push and showcase your "artwork" or work in general?
Would it be better or worse to use some kind of "username" or abbreviation?
I guess the usual answer would be if you do NSFW stuff use some kind of art name and for real life portfolio stuff use your real name?
Kinda hard to judge in the current online climate.

>> No.764609
File: 179 KB, 600x1080, 1449060880238.jpg [View same] [iqdb] [saucenao] [google]
764609

>>764604
A pseudonym, or pen-name, is rather useless because if you get famous enough some snoops from 4chan will find your real name.
I mean, let´s say, DarkCookie who makes Summertime Saga and 67.000 US per month on Patreon alone.
If his real name leaks, what of it?
Unless he was looking to be employed by a christian fundamentalist, the only thing his real name leaking can do is giving him a very awkward time with his parents, which might look the other way when they see the numbers he´s making.
I myself try hard to hide my work from mom - i mean, that would be so embarrassing, all the little girls.

>> No.764610

>>764609
It's not about shame to me, but what you say makes a lot of sense.
Considering my real name sound and reads poorly in the English firstname -> lastname sequence would using something like Firstname+Websitename as my name on social media be appropriate? David isn't exactly a rare name.
Perhaps using my real name only on artstation for portfolio purposes.

Also nice work, if its yours, I see why you would rather not have it shown to (I assume) elderly parents.

>> No.764625

Hey I have access to, what I believe, are animations, models, and textures for the Shambler gun from Metro Exodus. I have a tool that can let me extract everything, but I don't know how to put it all together. I don't know how to open the .m2 files and apply the textures and animations. Any help? I just want to use it as reference.

>> No.764631

>>764625
Must be a proprietary file. You will have to convert it into someting useable.

>> No.764653

>>764604
>>764610
I only post under a pseudonym because my last name is rather unique, so I'm kind of sol if anyone decided to go after me.
It's not much security, but still.

That, and I've already built up a following off of other venues (Photography, GD and music) with the same name, so picking up 3d as a tangent and running with it let me bring those follower/fans over. So I think of it less as a pseudonym, and more of a brand. Plus I think using your name is rather narcissistic and unoriginal.

It's the work that employers care about, not whether or not you post under a different name. It should be easy enough to show that you're the person you say you are, and if you lie about it and they call your bluff, you're the one in the sticks when you can't keep up with the work due to inexperience.

tl:dr
it's really up to you.

>> No.764663

>>764631
Fuck man. I just want to make a replica in real life, and I didn't want to be a nerd and use FPV only, or half-baked concept art, I don't know what to do.

>> No.764708
File: 53 KB, 596x597, 1541793935601.jpg [View same] [iqdb] [saucenao] [google]
764708

I'm currently learning blender for making game assets (vehicles, buildings, weapons, etc), but I'm curious about materials and textures, and tools in general.

Let's say I made a 3D model. Where and how do I apply colors and materials and bump maps/uv and etc?
- In Blender itself?
- Do I export the mesh to another program and paint there? (substance painter???? is that a thing?)
- Use a game engine (UE) to create materials?

I feel like there are so many options for painting models. I guess I'm askign for some kind of overview or tip on how to approach this.

>> No.764714

>>764691

>> No.764716
File: 20 KB, 521x403, 1449575138856.jpg [View same] [iqdb] [saucenao] [google]
764716

>>764610
Don´t sweat about it - just think of a original name, search the internet to see if it is not taken and start using it.
Your real name goes on social media stuff that requires it, like facebook - and you´re NOT advertising your work there.
Your pseudonym is for Patreon and Discord only.

>> No.764721
File: 1.75 MB, 1335x1167, unknown.png [View same] [iqdb] [saucenao] [google]
764721

are the udemy courses for Maya any good for complete beginners? I wanna make a rigged anime character head for my unity game.

>> No.764728

>>764716
Alright don't mean to bother you too much.
I keep reading that on a portfolio site like artstation its a good idea to use your real name to cause less friction with potential employers.
Should I in this case have separate models prepared for portfolio purposes only?
Do you think employers would give a fck if they got a link to an artstation profile with a pen name if I explained it to them?

>> No.764737

>>764721
>udemy courses good.

>> No.764750

>>764721
There are rumors immemorial that some Udemy courses are good, but so far I haven't met anyone who had came across those elusive creatures.

>> No.764756
File: 707 KB, 890x489, unknown.png [View same] [iqdb] [saucenao] [google]
764756

>>764750
I thought about this book but I couldn't find a translation

>> No.764759
File: 209 KB, 1280x763, 1489991330611.jpg [View same] [iqdb] [saucenao] [google]
764759

>>764728
Some would do, especially if they were american or old.
I was doodling some non-explicit comics for fun once while my machine rendered stuff, went to get a coffee and the paper was gone.
Next day the doodle was pined by the boss secretary in the company entrance, as some kind of original comic from us - she just snagged the paper and thougt it would be a god idea to do so.
A week later, i was fired because one of the owners saw it and found it off ill taste.
You can use your real name if you want, just be mindful of the Bin Ladens in the real world who will think bad of your ideas - some will like the way you think, others will try to take you down.
It´s just a matter of which one of them will pay your salary.

>> No.764767

i've been using zbrush for about a year now and can sculpt just about anything. I am lacking in my texturing process though.

Does anyone have a good beginners guide on using Substance Painter and zBrush together to texture sci-fi/fantasy characters?

>> No.764779

>>764767
Get a pluralsight trial and check their catologue.

https://www.pluralsight.com/courses/substance-painter-fundamentals?clickid=XlrW98VWOxyOTEOwUx0Mo3EHUkiQuaw9n2rSxU0&irgwc=1&mpid=1192701&aid=7010a000001xAKZAA2&utm_medium=digital_affiliate&utm_campaign=1192701&utm_source=impactradius

>> No.764843

I'm trying out Zbrush 2021.1.1, and when I move an object in edit/3D mode, it hangs completely. Anyone else experiencing this? I'm using wine if it matters.
If I go back to 2.5D mode, I can move the object without zbrush hanging.

>> No.764867

if anyone happens to know about this >>764845

>> No.764891

>>764843
Weird. If you´re not wearing an eyepath, you should consider upgrade to the latest version. Upgrades are free and stable on the current windows version.

>> No.764951

>>764843
Update: If I convert the object to a polymesh before attempting to move it, it doesn't hang.
>>764891
I already have the latest version.
>eyepath
what in tarnation

>> No.764970

>>764951
>eyepatch
>wooden leg
>parrot on shoulder
>Jolly Roger flying
>AAARRRRRR
>??????
>Profit

>> No.764974

Kind anons, I will repeat my question: do you have any advice on creating semi realistic, real time skin? Obviously things like SSS won't work, so how do I approach it to make it look decent?

>> No.765034

>>764974
SSS does work, I don't know were you get your info's from but they suck.

>> No.765057

Just got a new computer and am getting started with VMs. Should I install Maya on the main Windows OS, or on my Linux VM?

>> No.765077

is there a way to work with zbrush curve brushes with actual curves? i mean using spline/edit point style curves instead of this wiggly noodle garbage that messes up the shape of my whole curve every time i go to adjust it?

christ, i mean its quick for drawing out a curve in 3D space but its a nightmare to actually get into a good position.

>> No.765080

Does blender treat images opened as planes different to images used as textures assuming both images are the same? In terms of things like render times I mean.

>> No.765083

>>764609
>I mean, let´s say, DarkCookie who makes Summertime Saga and 67.000 US per month on Patreon alone.
> If his real name leaks, what of it?
Someone could dox him and send swat to his house.
>>764604
I wouldn't use my real name even if I did only sfw stuff, people can do horrible things sometimes.

>> No.765093

>>764708
Check out quixel mixer, it's kind of like a simplified substance alchemist and it's free. Combine it with xnormal or blender itself for baking and you have a solid free pipeline for props.

I think it's a bit shit for doing characters is all

>> No.765098

>>765077
There's a curveshelper plugin that lets you use chains of zspheres to make a curve follow that path. The alternative is to make a polygon strip with a polygroup border following the length of the strip and doing a polygroup Frame Mesh.

>> No.765129

>>765080
They're straight up image textures plugged into an emission node.
There's nothing special about them.
Emission materials are basically free in terms of render times.

Unless you mean the reference images, in which case those are empties with some weird shit going on with them.

>> No.765143

>>765129
Based thanks dude

>> No.765147

As a beginner, would Neobarok be easier to learn and make cool shit in than Blender? Or should I just go with Blender?

>> No.765158

>>765147
Say what you want about Blender - at least it resembles a classic and normal 3D program.
Neobarok is just madness - made by one crazy guy.
I doubt you'll get anything "cool" out of it. Hell, I doubt I can get something cool out of it and I am doing 3D for over a decade.
Also, you better get this in your head as soon as possible...if you start from nothing, you have to go through the valley of suck.
Just accept it and learn about it. There are no shortcuts - don't fucking waste time to try to not learn by going magically shortcuts, you cannot cheat learning, either you learn it or you don't. The shortest way is to learn everything as best as you can starting from art basics and then the specific art foundations you'll need depending on whatever goal you want to archive.
If you don't have a solid foundation, you'll stay in the valley of suck, forever.
In order to become an 3D artist, you have to become and think like an artist first and somebody that uses 3D second. Remember that.

>> No.765170

I'm trying to import meshes from blender into substance painter one of which uses udims
When I check "create texture set per udim tile" meshes that don't use udims get merged into the first udim tile rather than having their own texture sets
Is there a way to prevent this?

>> No.765176

>>765158
I guess I should rephrase: I need a monster for a game I'm making, and I was hoping this could fast track me to a passable model. Similar to how I was able to fast-track to decent looking buildings in SketchUp. I wasn't entirely asking if it's viable for long-term, just if it can fit that niche of "slap together something passable"

If that makes sense....

>> No.765208

>>765170
Assign separate materials to the objects you want to have separate uv tiles before exporting

>> No.765229

Anyone know how to make an alembic seemlessly loop using either max, or blender?
The animation is a cloth sim from MD so there is no way to make the animation itself loop, but using something like animation layer blending it may be possible, I know it can be done in Houdini but that's a last resort.

>> No.765230

>>765176
I don't think so.
A piece of paper with a quick drawing and sculpting tools will probably get you further.

>> No.765247
File: 41 KB, 773x574, bust.jpg [View same] [iqdb] [saucenao] [google]
765247

Hey guys, I have a question about uv.
Basically I have this bust in zbrush that I did. (like pic)
I'd like to UV it in zbrush for substance painter. Problem is that there is a visible seam near the neck area. If I auto unwrap it with zbrush and protect area, there is no visible seam but the uv island is huge, and the face area (where I want it to be the focus on) is super tiny, so the resolution is shit. I didn't retopo in maya, only duplicate and zremesh it.

The character is naked, so I have nothing to 'hide' the seam. What to do ? How to seperate the face and the neck without the seam being too visible ? I already created a skin material in painter, and the seperation is really visible. Not sure what to do, i suck at uv and don't really want to polypaint it. Is it something about UDIMS ?ty

>> No.765248

>>765247
>30 billion tris in substance
Hf

>> No.765249

>>765248
?
>only duplicate and zremesh it.

I have a low poly. I'm just asking what to do for uv

>> No.765251

>>765247
Related question from someone who hasn't gotten into texturing yet. Why do seams matter when you're using something that projects over the Island boundaries like ptex in (I asume they use it) substance, mari, and 3dcoat.

>> No.765252

Lol

>> No.765253

>>765251
apparently I misunderstood what PTEX is, but I still don't get why seams matter when you can paint or project over them in 3d.

>> No.765254

>>765247
If you are putting that much effort into a character then zbrush uvs and zremesh wont be good enough. Learn to uv properly and look up texture padding to reduce seams.

>> No.765255

>>765254
Yes that's what I'm thinking right now.. fuck I hate retopo by hand. I'll look at texture padding, thanks

>> No.765257

>>765247
Have you tried triplanar projection in substance?

>> No.765258

>>765257
Yes, no change :(

>> No.765275

How can I render glass and water realistically with caustics with blender? I see luxcore render, but it doesnt support cuda

>> No.765620
File: 360 KB, 824x960, lil pope x.jpg [View same] [iqdb] [saucenao] [google]
765620

Hey cunts, anyone know the name of that image software that lets you put shit ton of images in one window to use as a reference? I saw it a couple in various videos and shit but forgot the name.

>> No.765647

>>765620
I know the program, but I wont tell people that call me a cunt.

>> No.765648

>>765647
Pretty please my king.

>> No.765652

>>765648
No gods or kings, just man.
https://www.pureref.com/

>> No.765653

>>765648
Also they seem to aggressively try to get some money from people lately.
Don't let it confuse you.
You have to click on custom amount and set it to 0 to get it without money.

>> No.765654

>>765652
Thank you, appreciated

>> No.765689

>>765653
Can you really blame them? They probably make almost no money for this really useful software

>> No.765691

>>765229
No one? To try and simplify: I have an animation that when looped has a viable seam, anyone know how to make it seemless?

>> No.765698

How important is it to be able to do simulations (liquid, smoke, rigid body) if you want to make it as a generalist?

>> No.765753

Is there any room for learning on the job in 3d or are you expected to already make an attractive product, and fast/efficiently, before you even get your foot in the door?

>> No.765757

>>765753
Interns and juniors have the same responsibilities as seniors in a studio, the only difference is pay. Attractive females may get more leeway, even help from thirsty leads and senior artists, the rest are just expected to deliver on time every time.

>> No.765758

>>765698
It's useful to know some ground level stuff so you know what needs to be a sum and what you can get away with another way, learn it when you need it, or if it's interesting to you, learn it for fun.
>>765753
Yes absolutely, but to a degree:
Can you make a really shit animation with lights textures ect to a minimum degree of quality? £10,000 Apprenticeship

Can you make a decent quality still and some post production? 6 month
£18,000 Probationn junior artist

Anything below that, keep practicing you'll get there.

>> No.765759

>>765757
This is also true, kind of: you may have the same responsibly but you won't be expected to push client work out the door straight away, senior artist are happy to help and guide in my experience

>> No.765767

>>765691
Split in the middle, put the start and ends back to back and fade between.

>> No.765775

>>765689
>Can you really blame them?
Not really, but the implementation feels a bit dishonest. Gumroad does it better, as it shows the free option from the start.

>> No.765778

>>765767
Sure I get the theory, how do you actually do it? There arn't any key frames.

>> No.765851
File: 360 KB, 1067x853, ThEgAmE.png [View same] [iqdb] [saucenao] [google]
765851

Anyone here makes armor and armor pieces? I'm trying to make a fantasy conquistador armor and I just finished the helmet. Should I make the rest of the armor a single mesh since its physically separated from the helmet or every piece should be a different mesh? Also what is the best place on the body to start from? Thanks in advance/

>> No.765903

>>765851
Keep separate meshes if they are different in real life.

>> No.765915

>>765851
JUST DO IT

>> No.766043
File: 262 KB, 1587x977, 1572505774277.png [View same] [iqdb] [saucenao] [google]
766043

I'm working on my first hand sculpt, but the fingers seem off, mesh seams aside. What to do when your sculpt feels off and you can't find good references?
Also is it better for rigging for the fingers to be curled or straight?

>> No.766064

>>766043
what you mean you can't find good reference just look at your own hands lmao

>> No.766067

Why is fusion360 such a performance pig compared to inventor? Are there any free cad packages around that will let me do basic shit for CNC/3d printing?

>> No.766074

How do you decide what to specialize in, /3/? I feel like if I learn one thing / one program I have to ignore the others. I am stuck.

>> No.766076

>>766043
the fingers are too long compared to the palm. I also overdid the arch on the knuckles

>> No.766078

>>766076
>I
you*

>> No.766088

>>760674
Are the official pixologic tutorials for zbrush useful to go through? Sounds dumb but I've gone through a bunch of other tutorials and didn't even think of looking at the source documentation.

>> No.766094
File: 60 KB, 960x501, 81242137_10157849871222863_4312252550796541952_o.jpg [View same] [iqdb] [saucenao] [google]
766094

>>760674
What the hell is this?

>> No.766098

>>766094
Sub with tempail it gives you free zbrush materials and lights.
https://www.youtube.com/watch?v=rAaiK7yLMAk
Other than that it looks like traditional artists working with modern tools. Pretty based giving away hours and hours of free knowledge.
Thanks for sharing.

>> No.766107
File: 239 KB, 1200x917, Who+has+the+best+butt_3dabdb_6871500.jpg [View same] [iqdb] [saucenao] [google]
766107

I was asked to make model for Source game, how do you approach rigging? Valvewiki says to use Xsi but its abandoned.

>> No.766109

>>765851
>Also what is the best place on the body to start from
From biggest to smallest, start with large part and move to smallest.

>> No.767060

>>764663
there would be ways to open it, search it up and look at some forums

>> No.767196
File: 70 KB, 674x619, 0bd[1].jpg [View same] [iqdb] [saucenao] [google]
767196

>>766107
https://developer.valvesoftware.com/wiki/Softimage_Mod_Tool
https://developer.valvesoftware.com/wiki/MilkShape_3D
https://developer.valvesoftware.com/wiki/Blender_Source_Tools
https://developer.valvesoftware.com/wiki/Maya
https://developer.valvesoftware.com/wiki/3DS_Max
https://developer.valvesoftware.com/wiki/Compiling_a_model

>> No.767201

Can anyone help me pick a CPU/Motherboard combo?
I looked around and the following are in my budget / available in my country:
Ryzen 5 3600 ~ $250
Ryzen 5 3600X (Same price as a 3600 just different cooler wtf...) ~$245
Ryzen 7 2700X (Cheaper than the 3600/3600X) ~$205
Ryzen 5 2600 (Cheaper than the 2700X) ~$195
Ryzen 5 2600X (Cheaper than all of them) ~$180
Mother boards I have no clue, probably something with a B450 in its name based on what I saw online.
It's replacing a budget i5 3000 series from 8 years ago. Gonna buy a GPU after.
Which would be better in general and for computer graphics? (I don't play games anymore and I'm only a hobbyist 3D blender user.)

>> No.767202

>>767201
>>>/g/pcbg

>> No.767263
File: 28 KB, 400x400, Frogthink .jpg [View same] [iqdb] [saucenao] [google]
767263

So you know those futanari videos where the girl has a cartoonishly large cock? When penetration is animated, where does it go? Do they just scale it down or something?

>> No.767315

>>766107
stop making a game with children

>> No.767322

>>767263
You can do things like having an animated auxiliary UV set and use a black and white 'cut-off' texture animate
so that it makes the clipping geometry invisible at the same time it inserts.

I've never made any gargantuan genitalia, but when I've needed a character to put on/off boots/gloves that is how I've solved it.

>> No.767360
File: 363 KB, 1044x314, sao-paulo-lidar-3d.jpg [View same] [iqdb] [saucenao] [google]
767360

Anyone uses LIDAR data? or point cloud data of any sort?
specifically for architecture,mainly compositing context with a proper 3d model

>> No.767366

>>767360
yes, kind of i never figured out how to get gmap data from blender to max, need cleaning up a lot and mats are messed up

>> No.767394
File: 86 KB, 1016x798, normal vs normal + shit.jpg [View same] [iqdb] [saucenao] [google]
767394

Can anyone explain to a brainlet why Substance Painter does this and how to maybe fix it?
All I'd like to do is export the clean left "Normal" as a texture but the software exports the right "Normal+Height+Mesh" with all the broken shit and oversaturation it adds instead.
Head has a prebaked normal, below is some random material slapped on where the distortion does not happen.
Is it related to Object space vs World space baking or something?

>> No.767400 [DELETED] 

>>767394
To add, the problem seems to be that my green colour channel just explodes in intensity while red and blue stay completely normal.

>> No.767404

>>767366
I know jack shit about 3d modelling,and I tried triangulating the points in Rhino bht obviously it didnt go well,and using a plugin also didnt work.I wonder if theres a smart way to use it,probably better to not try to convert it to a mesh

>> No.767458
File: 94 KB, 703x779, 373-3731472_anime-cute-japan-kawaii-girl-happy-new-party-01~2.jpg [View same] [iqdb] [saucenao] [google]
767458

No question, but going for my first in-person client meeting tomorrow, after going freelance because I lost my full time job. wish me luck!

>> No.767462

>>767394
That's a world space normal you are looking at. Below the neck is tangent. You must have them in the wrong slots.

>> No.767478

what fucking board does one go to for sculpture/clay work?

>> No.767479

>>767478
You can try to make a sculpture/clay thread on /ic/, but don't expect it to go anywhere.

>> No.767491

what kind of shit do you guys do for practice?

>> No.767500

>>767462
I know it's a world space normal. I just can't comprehend where Substance pulls the extra data to fuck it up. The tangent normal is largely irrelevant.
Like, the prebaked normal is okay, the world space normal substance can bake is okay also but for some reason in the end it still decides to fuck everything up and mess up the normals by creating all kinds of artifacts and discoloration as seen in the pic.
As far as I know SP should be perfectly capable of editing either types of normals.

>> No.767513

Aside from SFMlab, what other places can I look for video game models?

>> No.767519

>>767491
Practice for what? In general? I usually set projects for myself that eventually could be marketed, and try my best to do them. For this, I look at what's usually selling (for money or for likes, lel), and try to achieve at least the same thing. I start small and go progressively after harder projects. Even if I fail to get to the level of quality I hoped, I still learn lots.

>> No.767532

>>767500
If you want to export the originals you set mesh maps as the output template in export.

>> No.767536

Any tutorial to model a full figure in Maya?

>> No.767546

>>767536
For cartoon/stylized characters, Create3dCharacters is quite good.

>> No.767548
File: 2.38 MB, 1920x1080, VRChat_1920x1080_2020-08-23_03-34-23.227.png [View same] [iqdb] [saucenao] [google]
767548

>>760751
Dynamic bones with colliders

>> No.767549

>>767519
hmm i guess i was thinking more like... finding things to do to get better?
tutorials are ok but a lot of them are way too beginner level to really stretch your brain out.

>> No.767551

>>767549

Vrchat character creation. Making cancer with friends. Learning to rig vrchat characters to do offsets. The list goes on. Find an outlet that lets you crate for yourself and others then people will flock to you.

>> No.767556

>>767551
never really considered something like that.
having direction and reason is pretty important but i'm not sure VR chat avatars is the right thing for me.
i guess it can be pretty lucrative if you make a name for yourself there.
do people just send you references and stuff and just have you do the heavy lifting? i think i have the hardest time settling on projects and finding enough references.

>> No.767651

>>760674
What's the best way to combine luscious hair and hat/helmet on top of it? I'm talking hair cards here

>> No.767698

Is it normal for the 3dsmax viewport to be laggy when orbiting fast without a selection?

>> No.767700

>>767698
Yeah, more or less, ever since 'nitrous' max's viewports and menus been fucked up. Used to be very instantaneous and responsive back in the day before the B-team took over.

>> No.767783
File: 2.98 MB, 4032x3024, 20200906_132650.jpg [View same] [iqdb] [saucenao] [google]
767783

I've acquired a Valve Index recently, and can now begin exploring my desire to 3D sculpt and model props and environments with user-interaction for good scaling. I am not very familiar at all with non-CAD workflows, but I have a great visual-spatial sense. I'll likely use Blender because I'm broke as a joke. Rather than start with basic models, I decided to be a gluten for punishment and dive right into photogrammetry. Here are my WIP results thus far with Regard3D, MeshLab, and about 45 minutes of effort.

>> No.767784
File: 926 KB, 1600x1600, IMG_06092020_144546_(1600_x_1600_pixel).jpg [View same] [iqdb] [saucenao] [google]
767784

>>767783
I'm not familiar at all with common software groups that people use to quickly hop between modeling/meshing on a monitor, then test their WIP live in a VR environment. Or if you can do any of the work while in VR directly. Mind giving me some direction? Free is king to me, I've got plenty of brain and time to cover weaknesses in features.

>> No.767806

>>767783
That's a strange buttplug

>> No.767807

>>767806
imagine the feeling

>> No.767831

>>760735
This for a vidya game?
If it's for a movie, you film shots and edit around the clipping.

>> No.767833
File: 113 KB, 500x379, the-whole-tiddy-we-60764960.png [View same] [iqdb] [saucenao] [google]
767833

Tutorials for waterfalls in maya? Anything and everything. YouTube is giving me little advice.

>> No.767841

Not familiar with the strict terminology, pla no rude
>Modeled/sculpted virtually
>80% rough clay model scanned with photogrammetry
When would you use (1) or (2) exclusively, and when would you begin combining these two techniques?

>> No.767908

How much should I charge for 1 arcvis render of many? Minimum wage would be £570 per image but its not a minimum wage job, I asked for £1000 and was softly told to go fuck myself, so not sure

>> No.767909

>>767806
It's the Vatican special.

>> No.767921

>>760674
recommend me a good refresher on color theory thanks

>> No.768594

Is it illegal to use a 3D scan of a real little girl and use it to make NSFW

>> No.768611

Anyone have decent laptop recommendations?
I need to be on the go but I also want to DO things.
Which is why I'm not asking for a desktop.
My budget is like 1000$.
I just need something that won't die in a year and isn't garbage. Battery life isn't really a big deal.

>> No.768636

I have a lot of questions that I can't seem to find any answers for, but the two with the easiest answers (that I still can't find anyway) are;

>Smooth shading
Do you apply this before or after you add materials and/or textures?

>Cloth physics
Similar sort of question really, but I think it's the former, do you apply the materials and/or textures before you apply the physics or after?
Another question I have related to this is, why is it that when I apply cloth physics, and it drapes on my collision object no problem, does it disappear after I click on a different object? It's like it keeps its shape but it falls through the collision object and falls through the "floor".

The whole baking thing has me confused in regard to cloth, and presumably all other, physics as to when I should bake things and when I shouldn't too. But I'll leave that for now, I would just like to know the answers to the other questions pls.
I'm sorry for being a brainlet.

>> No.768735

So I'm planning to switch from blender and I'm not sure exactly what to switch to for modelling. Should I go with max or maya? I have used max in the past for school but I'm not sure if maya is better in the long run for modelling.

>> No.768736

>>768594
Making that content is probably illegal in most countries.

>> No.768755

>>764974
>Obviously things like SSS won't work
>Boy how do I simulate sub-surface scattering, an important feature of skin, when sub-surface scattering obviously won't work
As for real-time... Not sure about what you're using, but Cinema 4D has a shader named ChanLum that can be used as much cheaper SSS; it's mostly supposed to be used for fuzzy stuff like peaches, though. Also, neither is real-time in C4D, but if you're in Blender or something, you shouldn't have that problem. Does Eevee not have real-time SSS, though?

>> No.768756

Should I subd model and make a HP and then just delete edges to get a LP, also if I did HP model first without Subd modeling (so just messy booleans and topology) should my LP have SubD workflow. Talking about for game assets here and baking high to low

>> No.768872

I have a question about symmetry in ZBrush. If you import a symmetrical mesh that is rotated, is it possible to somehow regain symmetry based on it's geometry or are you fucked?

>> No.768877

>>766074
Try things out until you find the one that is both the most attractive to you, and in which you are the most productive.

If there is some other area that you enjoy more but where you aren't as productive, mark it as second interest or even as your personal hobby.

>> No.768887

>>760735
> make a bunch of curves and place them on the path you want
> create a separate mesh for your tentacles
> create a shader with fresnel and emmission
> join your mesh with the curves
> apply mirror
> enjoy

>> No.768888

>>760773
To make square or non-organic objects definitely 3d is much easier and you also have many advantageous tools that allow you to make perfect symmetries or edit your creation as many times as you want.

>> No.768905

>>768872
Try using smart resym and changing the symmetry to x,y, or z.

>> No.771069

let's say you found an interesting 2D character made by somebody else online, and you made a nice 3D sculpt based on it 100% to test your skills.
the 3D sculpt came out so good that you then proceed to post it online for everyone on the internet to see.
would original creator of the 2D character have any legal grounds to sue you?
would you have to put something like "original character rights belong to original creator, but 3D model is yours"?

>> No.771072

>>771069
Well if you're not making money off it then obviously no
Imagine disney going after retards on deviantart for example

>> No.771073

>>771069
unless they're big and making mad dough from their character, they won't care. just be up front about your sources.

>> No.771078

>>771072
>Well if you're not making money off it then obviously no
>unless they're big and making mad dough from their character
what if they sort of are(ad-revenue, patreon, merch maybe), but are not Disney big.

>> No.771158

>>768756
Make HP first, then make a low poly separate from HP, you can make a LP from a HP but it's usually more effort. Keep in mind your LP mesh doesn't need to be nice, you can animate the HP and just transfer it to the LP

>> No.771170

>>771078
are you that spaceman spiff guy? if so, you shot you shot yourself in the foot already.

>> No.771184

Just watched this video on how to grade photosourced color maps.

https://www.youtube.com/watch?v=v_MzaEeYMN0

Now my question is how do you go about creating a normal and rough map from this single diffuse image?

>> No.771188

>>760674
What is the best sculpting course/tutorial series?

>> No.771210

>>761780
Curiosity is good, don't step on his dick.

>>761737
That stage is nothing more than a collection of simple rectangles and billboards with jap-y shit painted on them. Very low poly.
Given a set of textures, you could shit that out in about 20 minutes.

>> No.771218

>>771184
Substance designer has a node just for this. You could also use bitmap 2 material.

>> No.771249

>>771210
Fuck off.
When the answer means absolutely nothing to you since you don't have the experience to understand it, curiosity is a shit excuse.
It's retarded to ask things that you know is just going to go over your head.
It's like asking a physicist what their hardest problem is and they explain it to you and you've got know fucking clue what they're talking about.

>> No.771250

>>771249
*no fucking clue

>> No.771261

Dumb question, is it normal to use references from other artist to kinda perfect your own style?
Box modeling is fun but I'm nowhere near being able to make something off the top of my head.

>> No.771303

>>771261
Any and all reference is good reference.
Never create without it.

>> No.771306

>>771303
Thanks anon

>> No.771455

Does stealing someone else’s concept art and converting it to 3D make you a hack?

>> No.771456

>>771455
Please bros... i don’t wanna be labeled a hack...

>> No.771457

>>771455
>>771456
Ask for permission and give credit to the concept artist.

>> No.771475

How do you make a model to be configurable inside a game engine? For example, different hair, eye color, height, and of course tits/ass slider.

>> No.771477

>>771455
steal from enough people at once and you can call it inspiration

>> No.771480

>>771475
It loads the different hair. Typically from 1 generic hair texture sheet. Eyes the same. Different meshes are just morphs which would all have to be programmed, or just loaded seperately for different builds.

>> No.771484

>>771480
I see. So you would need to create several permutations for each user choice, I imagine?

>> No.771536
File: 3.40 MB, 2858x1408, jurassic-world-raptors.png [View same] [iqdb] [saucenao] [google]
771536

How is the size of a 3D model kept consistent and true to life when composited into real world footage?

>> No.771558

>>771536
Most 3D software has a in-meters equivalent unit.

>> No.771571

>>771536
Every project decide what length a unit is and stick to that convention. But it's very advantageous to have your system setup so 1 unit = 1 meter.

Reason is that way you simplify any scripting and physics you might run as SI units is the standard language of science and all the algorithms and formula you may use will be expressed in that form.

>> No.771572

>>771536
Also if you asking how you'd fit one to the other you simply measure something on set so you know how tall it is. Like if you know those green container thingies in the back is say 220cm tall you can work it out from there.

>> No.771574

>>771571
Wouldn't you want to use centimeters instead? Unless you're modeling a city, most of your measurements will end up looking like 0.0875 and 0.370.

>> No.771587

is marvelous designer good enough to do drawing studies of cloth folds or do you just stick to photos

>> No.771616

How do I save custom nodes in blender?

>> No.771690

How much do your substance textures improve when going from a uncalibrated gaming TN to a properly calibrated IPS?

>> No.771735

>>771574
If you work in centimeters you are making your world 100 times smaller than if you work in meters.

As you move away from the origin you keep losing decimal points due to computer numbers not being as infinite in size as in the real world
and you now need to store more numbers on the other side of that decimal point to decide how far out you are.

If you run 1unit = 1m you can go roughly 10000 units or 10 kilometers out before you start noticing how your geometry starts 'bubbling' as it moves
like there is noise displacing each vertex of your model, this is due to what is known as a 'float error' in computing.
It happens as you attempt to store too small or too big a number with too few bytes of data.

Now 10km is just fine for most scenes, games etc. But if you run at 1 unit = 1cm you are effectively moving thru your limited space 100 times faster.
Since there is 100cm in a meter. This means by the time you've moved just 100meters away from the camera at 10000cm you are already as far away from the
origin that you'll start noticing a bubbling noise in your geometry.

Centimeters are also a very inconvenient unit to use as you start to move around at a human scale.
It's not a natural way for humans to think about large distances. Is that three there 140 units/meters out or is it 14thousand units/cm out?

It's not very uncommon for games to combat float errors by actually going the other way around and decide that one unit is say 100 meters to gain a
much larger virtual world without having to do trickery and blink everything back to origin once a certain distance has been crossed.
Which is how you typically solve things if you need to travel very far within the same scene.

>> No.771736

>>771735
>>771574
Ofcourse you can build your thing at whatever unit is most convenient to you and then just rescale it to whatever your project uses, just remember to zero out your transforms when doing so. Bet a lot of modelers who grown up thinking in terms of imperial units do it that way.

>> No.771778

Can I bend the blend?

>> No.771781

>>771735
Oh, floating points, right. Makes sense. I guess I just assumed whatever rendering/simulation system you use would convert things under the hood automatically.

>> No.772145

>wasted weekend mindlessly sculpting shitty coombait again
how to avoid this?

>> No.772146

>>772145
buy 3dcoat, if you cannot coom with it

>> No.772167

>>772146
blessed

>> No.772253

If I want to make 2d games what engine is best for that. I'm 100% new to this shit.

>> No.772302

I wanna practice retopology but don’t want to make my own sculpts, where can I find ez high poly meshes to practice on?

>> No.772372

Using blender.

How exactly can you make colors show on the viewport? Also, does Cycles stop working at any moment when you restart the application?

>> No.772861

I sculpt traditionally and got curious reading through this thread and planning to give it a try, this may sound so dumb but I wanna know which is better between blender and zbrush considering my only focus is sculpting and eventually 3d print them. Thank you in advance.

>> No.773230

https://www.youtube.com/watch?v=D6UY0zH_AC8
I'm looking to create some environments like Killer7, how would I set up the strange gradient environment textures that are always facing the camera?

>> No.773445
File: 55 KB, 500x501, 88472068592.png [View same] [iqdb] [saucenao] [google]
773445

>>760674
Where can I find the cheapest talent for hire to make 3d assets for a demo video? I don't care if the topology is crap, I just need it cheap and for them to take some basic feedback.