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739869 No.739869 [Reply] [Original]

/questions/ - Questions & Help Thread
General Questions and Help about anything /3/ related, hardware and software.

>> No.739877

>>739869
where can a nigga get a pirated version of zbrush?

>> No.739881

When making a scene, is it ideal to add material/texture to every model I create as I go? Or model the scene completely and then go through and add material/texture to every object after the fact?

>>739877
Piratebay nigga

>> No.739892

>>739877
>>739881
>nigga
niggers.

>> No.739894

>>739892
Yes.

>> No.739895

How can I make a vertical line through a face

>> No.739897

Is it worth baking a normal map from a 2 million tri sculpt? Or will you get a significantly better result from doing a high poly retopo, applying a subdiv and using that for the bake?

>> No.739900

>>73989
>and he KNOWS hes a nigger
can't make this shit up. Shine my shoe while your down there, black.
>>739895
Going to assume you're using the most common platform on this board... Ctrl+R, hover over the face of your choice.
>>739897
That's going to take a long ass time but if its for the same results and your computer can handle it, I would just bake as is.

>> No.739902

>>739897

If the 2 mil sculpt looks clean with no faceting just use that.

>> No.739903

>>739902
>If the 2 mil sculpt looks clean with no faceting just use that.
See this is the part I'm trying to figure out. If you use Blender's dynamic topology (for ZBrush the equivalent is dynamesh I believe) the sculpted mesh is full of triangles, and there are probably always going to be some crusty areas. I'm just wondering if it usually has a significant impact on the normal map.

>>739900
>That's going to take a long ass time but if its for the same results and your computer can handle it, I would just bake as is.
Thanks.

>> No.739914
File: 856 KB, 1120x729, tail.png [View same] [iqdb] [saucenao] [google]
739914

What are the best tutorials with regards to setting up rigs for animating things like hair, tails, tentacles etc?

Mine likes to mangle itself whenever it gets told to move in a direction it doesn't like for whatever reason.

>> No.739933
File: 45 KB, 1000x1000, primed-jeld-wen-doors-without-glass-thdjw166100278-64_1000.jpg [View same] [iqdb] [saucenao] [google]
739933

When modeling something (like a door for example), would it be better to create the actual mesh of the door? Or would just a door sized cube with good normals/a bump map be more efficient/smarter?

>> No.739937

>>739933
It depends what the door is for.
If it's for rendering or film, mesh. If it's for videogame or real-time rendering, normalmap.

The latter will always look worse, but it's necessary for any kind of real time rendering.

>> No.739940

>>739937
I'm making my first ever environmental scene in blender and I want it to look as realistic as possible. I would try to go for photo realism but I'm not good enough with materials and textures. Regardless, it'll just be for still images, and maybe slight animation in the far future if/when I get good enough

>> No.739952

Where the fuck can I find HD, 3-angle reference images of a penis?

I gotta sculpt

>> No.739954

>>739952
is this a joke?

>> No.739956

>>739954
I'm not a guy, so I don't have that luxury

>> No.739958

Are ue4 questions okay for this board?

>> No.739962

Newbie here, can blender be used for anything but modeling?

>> No.739963

>>739962
Yes
>Modeling
>Sculpting
>Animation
>Video FX in some cases

>> No.739964

>>739963
But is it any good on that?
I hear on this board how bender is shit in some aspects.

>> No.739965

bros donut is raping me
donut man uses the snap shit to avoid object entering another but it just isnt working for me wat do
2.8 btw

>> No.739967

>>739964
Programs like blender, maya, and 3ds, etc are just tools. It depends on how you use the tool if you want something good. Yes each program are better at something than another, but in the end they're all relatively the same. An example is Blender and ZBrush. ZBrush is a top tier sculpting program and you can only sculpt in it and people make amazing things with it. Blender has a sculpting side but it's nowhere as good as ZBrush, but that doesn't mean you can't make anything quality with it. Your skill and development of your skills matter at the end of the day.

It's like drawing 2D art. It doesn't matter if you use a pencil, pen, or colored pencils, your skills decide the outcome. And you can choose which utensil you want to hone your skills with

>> No.739968

>>739964
Blender is arguably the best for polymodeling. The reason it's not more widely used is because big studios still use 3DS and Maya and changing their pipeline requires too much time and money.

The people who shit on Blender are insecure brainlets and potentially suffering from post-purchase rationalization.

>> No.739973
File: 294 KB, 1000x667, Depositphotos_76495611_m-2015.jpg [View same] [iqdb] [saucenao] [google]
739973

>>739968
>Blender is arguably the best for polymodeling
PFFF HAHA

>reason it's not more widely used [...] big studios still use 3DS and Maya [...] changing their pipeline requires too much time and money
OH NO NO NO NO AAAAAAAHAHAAHAHAHAA

>> No.739974

>>739973
Case in point: brainlets like this with no argument whatsoever can only resort to exposing their idiotic nature.

>> No.739979
File: 123 KB, 400x575, der_blendie.jpg [View same] [iqdb] [saucenao] [google]
739979

>>739974
Stay mad blendie. Go shill your enthusiast-level software somewhere else.

>> No.739981
File: 2.84 MB, 1440x810, 1560668605021.webm [View same] [iqdb] [saucenao] [google]
739981

>>739968
>Blender is arguably the best for polymodeling
pft..ha
hahahaha
>The reason it's not more widely used is because big studios still use 3DS and Maya and changing their pipeline requires too much time and money
HAHAHAHAHAAHAHAHAAHAHAHAAHAHAAHAHA

>> No.739982

>>739979
I already know you're a complete moron, no need to further prove it.

>> No.739984

>>739973
>>739981
>when you're so bad at 3d all you can do is go on /3/ to shitpost about tools to rationalize your investments

>> No.739985

>>739981
>sataniaposting
blendelets btfo!

>> No.739987

How hard is it model a robot?

>> No.739988

>>739984
>blendlet anus status: annihilated

>> No.739989

>>739987
Depends on the robot?!

>> No.739990
File: 925 KB, 1348x1824, obvious_autist.jpg [View same] [iqdb] [saucenao] [google]
739990

>>739973
>>739979
>>739981
Shouldn't you be sperging on FlippedNormals' comments section or something? If you want to run hasbara for Autodesk, go do it to your industry-standardized heroes over there.

>> No.739991

can anyone provide me with a updated torrent for MAX?
I can only find 2011 versions

>> No.739992

How can i make alpha in a thick clothes so it looks as it was torn.
This is easily done with plane mesh with no thickness but i want a little bit of thickness in the cloth and i want also somewhat low poly models to be displayed in real time at least.

>> No.739993

>>739990
It's afraid

>> No.739995
File: 351 KB, 512x512, 1500185338493.png [View same] [iqdb] [saucenao] [google]
739995

>why yes i dont mind autodesk botnet on my computer how did you know

>> No.739998

>>739990
this picture makes blendlets look bad

>> No.739999

If you a hobbist just go blender
everything else is just too expensive
also
>botnet
thanks no thanks

>> No.740010

>>739995
What the fuck are you talking about.

>> No.740011

>>740010
> scans your computer for pirated autodesk products
>implying it's the only thing it scans
Do you also play those chink mmos with "anticheaters"?

>> No.740015
File: 116 KB, 404x404, 5aa125149b39c33eeb903d9f4ba26db001aa817a19a2838048e27504e43fcb54.png [View same] [iqdb] [saucenao] [google]
740015

What is the best way to create terrain that is supposed to go into a game? I'm looking to just sculpt terrain and add the nodes and material's to make it look like dirt and export that as a gtlf file. Will I lose my node information if I load it into a game engine like godot or UEIV and if so, how do I get around this?

>> No.740035

Anyone know how to sculpt an asscrack properly?
I'm using blender and the cheeks are too far apart

>> No.740037

Anyone animating?

>> No.740039

>>740037
ya

>> No.740049

>>739952
>>739956

On the off-chance that this isn't a shitpost, just look at random dick pics. It really won't matter if you're combining the features of multiple references so long as you're looking at some relatively similar proportioned examples.

>> No.740052

>>740035

Does it have a pinch brush.

>> No.740054
File: 8 KB, 150x250, 1586268646468s.jpg [View same] [iqdb] [saucenao] [google]
740054

Anyone hates the stage of preproduction ? I know it's absolutely the base in big studios, but my school makes us do group projects of a few months and the stage where we have to design everything is the most boring and annoying part. It's a pain in the ass to work with others like this, we never get along on what we want to do, but none of us wants to be dicks, so in the end we settle for a mediocre pool of our collectives ideas.

Makes me want to quit 3D. If I have to redraw another storyboard because my fucking teacher doesn't think that this camera angle is interesting enough i'm gonna kill him. I don't even know how to draw. I just want to do 3D. At least in the job industry you are just given something and ask to do it right...right ? I want to be a 3D brainlet

>> No.740057
File: 349 KB, 1334x579, hairmesh.png [View same] [iqdb] [saucenao] [google]
740057

how exactly do i make (left) hair mesh?

i have strands made from paths but how exactly do artists merge those strands into one mesh?

connecting the polygons by hand seems a little silly to me

>> No.740059

>>740057
you can try modeling it flat and then adding some modifiers to bend it onto the head

>> No.740061

>>740054
That's done so you get familiarity with the process, but in a big/medium studio you'll be specialized and only concept artists/writers/storyboarders etc will be doing that sort of work. Regardless, try to make the most of it now.

>> No.740063

so im trying to key frame my rigged models but everytime i do they just stop moving in the timeline when i let it play. i tried turning off the locks in channel control

>> No.740188

>>739877
do you not browse this board? I put like two versions of zbrush out there on a google drive. Here: >>733159 . You're welcome. It was tested by the other anon who downloaded it, works fine.

>> No.740206
File: 67 KB, 734x697, Zbrush_c0RnO2f2CM.jpg [View same] [iqdb] [saucenao] [google]
740206

Just finished this boy in Zbrush, my first original sculpt. Where do I learn to make a professional render and compositing?

Have been considering subscribing to Gnomon Workshop but I'm overwhelmed by the amount of courses and no learning path, don't know where to start.

>> No.740209

>>740206
LearnSquared

>> No.740214

>>740206
You should add fur with fibermesh.

>> No.740217

A couple of unrelated questions.

What should I aim to learn if I want to make a couple of fighting scenes using low poly models? Should I try morph animation for this or will it look unnatural and lack dynamism?
What's best to retouch the sculpt of a low poly model and prepare it to print in 3D?

>> No.740222

XNALara beginner here. Anyone know how to select between different states of something that are on a single texture for an item, like different sets of eyes on the eye skin PNG?

>> No.740294
File: 105 KB, 1028x882, ECb3-rkU4AA8wvU.jpg [View same] [iqdb] [saucenao] [google]
740294

The vast majority of Zbrush tutorials I've found are super stylized disney/pixar art style stuff which I don't really want to do.

Are there any good courses/tutorials that teach modeling of this sort of semi/realistic style of charters?

>> No.740296

>>740294
>Any good courses/tutorials that teach modeling of thus sort of semi/realistic style of charters?

Uniroincally blender.

>> No.740298

>>740294
Sauce on this? I'm too retarded to read the signature.

>> No.740355
File: 250 KB, 1000x1300, dforce-fashionable-bob-for-genesis-8-females-00-main-daz3d.jpg [View same] [iqdb] [saucenao] [google]
740355

What ethnicity is this?

>> No.740365

>>740355
The Dalit caste.

>> No.740369
File: 1.03 MB, 1916x982, IK FK Switch bones.png [View same] [iqdb] [saucenao] [google]
740369

Do I have too many FK bones? Trying to make a IK FK Switch.

>> No.740370

>>740206

That's pretty good. I would look into game engines to render in. Marmoset or Unreal. They are better than traditional ones and more user friendly.

>> No.740371

>>740222

That's normally done in a game engine with uv sets.

>> No.740375

How do I make clothes in blender?

>> No.740419
File: 171 KB, 1120x1120, 1566605640645.jpg [View same] [iqdb] [saucenao] [google]
740419

>>740355

>> No.740423

>>740375
Take a plane, add a billion subdivisions. enable cloth physics.

>> No.740437

>>740419
...Netflix?

>> No.740495

can i learn sculpting if i am shit at drawing

>> No.740545

Where do I find freelance designers to make a model off of a picture I have?

>> No.740548

>>740495
although there is some shared knowledge it's not necessary

>> No.740562

>>740548
bro are you high?
sculpting is essentially drawing, only that you draw on an digital 3D canvas. It uses the same muscles, the same fine motor skill and the same areas of the brain.
>>740495
Yes you can, but if you are shit at drawing you will be shit at sculpting too...

>> No.740575

>>740562
>sculpting is essentially drawing
yeah, 6DoF ortho/perspective canvas is but a 'minor' difference

>> No.740583

>>740562
but can i learn to draw if i am shit at it?

>> No.740585

>>740583
not unless you have a license from the federal government

>> No.740586
File: 41 KB, 275x287, Scre2enshot_1.png [View same] [iqdb] [saucenao] [google]
740586

>>740585
shit bro i really like "creating" but my brain just wasnt made for it fuck...

>> No.740594

>>740355
Rigify makes me want to kill myself. How do I clean up the weights on a rigify rig?

>> No.740601

>>740355
Whoops, sorry, >>740594 wasn't meant for you.

>> No.740607

>>739952
You're just going to have to search for images of them. If you look for "penis anatomy" you should find some. If not, try "penis reference image" or "erect penis reference". I had the same problem a few months ago, but I don't remember what I actually did. I didn't unzip dick, because it's difficult to take perfect references of something like that yourself, especially when your phone only takes grainy 0.5mp photos.

>>740583
You can learn to draw using software if your hands irl are shaky autism. You can sculpt if you can't draw irl. So long as whatever you choose to do, you stick with it, and don't expect overnight results.

>> No.740611

>>740594
https://blendermarket.com/products/auto-rig-pro

>> No.740612

lmao pornfags have to expend hours looking at dicks to make their shit
they really are degenerate fucks

>> No.740617

>>740612
If you want to do classical marble statues, you better have a good understanding of dick anon

>> No.740620
File: 131 KB, 800x1200, 1672901.jpg [View same] [iqdb] [saucenao] [google]
740620

Is it better to sculpt a character in a T pose or in a pose?

What would the sculptor that did this have done? T pose sculpt and then pose or pose or sculpt it already posed?

>> No.740644

>>740620
Resin figures are usually made by assembling kits of stock parts like detached limbs head torsos, hands etc and only sculpt/ fill in the connecting joints or altering the bulging of tissue/muscles of the figurine at a per pose basis. Then add in all the unique detail like hair/clothes etc.

>> No.740668

Can someone give some good threads/tutorials/references on good human and animal topology?

Some tutorials for box modelling humans would also be quite handy!

Thanks

>> No.740691

>>740620
Goddam I hate those proportions.

>> No.740696

>>740691
Fat fuck detected

>> No.740766

How do I model inside of the mouth?

>> No.740771

>>740766
with polygons

>> No.740773
File: 671 KB, 1474x858, teethInserts.jpg [View same] [iqdb] [saucenao] [google]
740773

>>740766
Since we don't pull on the cheeks and scrutinize the gums I model the mouth cavity sorta as a bottle where the lips are the opening at the neck, then I have a separate insert model of teeth that looks a lot like a pair of wind-up joke teeth I place inside that mouth cavity. Pic related.

>> No.740838

>>739869
Sasso?

>> No.740840

How do you export blender files to keep the texture?

Why and when is good topology important?

Do my files need a light source in order to be used in games?

>> No.740843

>>740840
>How do you export blender files to keep the texture?
separately
>Why is good topology important?
A hundred reasons the ancient masters handed down to us.
When is good topology important?
When good quality is dependent on it.
>Do my files need a light source in order to be used in games?
no

>> No.740851

Apparently its trivially easy to get student versions of Max and Maya, but they can only be used for "educational purposes", not profit, and I assume that would be a problem if you tried to sell the raw model file, but would there be any issue with exporting stuff I make in an educational version to fbx, tossing them into unity, and using them in a for profit game? Like, is unity going to pop some message saying the file can't be imported or some other roadblock?

>> No.740854

>>740851

Why not just get the indie version when it's time to release. You are going to pay for unity anyway.

>> No.740862

>>740854
According to all their documentation, stuff made in educational versions of max and maya cannot be transferred to indie/pro licenses, according to them I would need to recreate everything from scratch in the licensed version

>> No.740885

I'm making some animations in 3DS max. How come when I freeze my transforms on a keyframe it ruins and misplaces all of my bone positions on the keyframes before it?

>> No.740900

>>740885
Your statement is confusing because freezing a transform in max means you toggle the ability to select that transform without unfreezing it first.
And freezing can not be keyframed.

If you could show a before and after screen shot of what happens perhaps I could be of help.

>> No.741054
File: 277 KB, 1223x708, file.png [View same] [iqdb] [saucenao] [google]
741054

how should I rig this mouth? I've tried skinning and weight painting with these bones but never comes out good, did I just fuck it when modelling?

>> No.741056
File: 2.19 MB, 2658x854, dynastuck.png [View same] [iqdb] [saucenao] [google]
741056

Hi i'm new to 3D and i'm stuck in zbrush,i'm trying to fuse the neck with the rest of the body using dynamesh and smoothing after merging ( if someone know a better way i'm all ears ), but it fuck up the rest of the meshe especially the head, any work around? Upping the resolution doesn't change much.

>> No.741235

When I make a handle Linear in Blender it deletes one of the handles. This doesn't happen in Maya, how to fix in Blender?

>> No.741248

maybe a beginner question, but how can i add a folder to zbrushes lightbox startup menu? i keep my project folders on a secondary drive due to space limitations (primary drives an ssd, but small so i only keep programs on it, store files on a 2tb disk drive) and navigating to this folder every time i want to open a project is a bit tedious.

its by no means game breaking, its just a minor annoyance, but i want the folder right in that main default menu so i dont have to click around looking for it. just simple 1 click as soon as i launch zbrush

>> No.741249
File: 40 KB, 479x791, will you make to chirstmas alive this year.jpg [View same] [iqdb] [saucenao] [google]
741249

>>741056
Dynamesh will always fuck up details.
But it´s a essential tool for the rough shapping of the model anatomy - meaning you use it on low resolutions until you have the entire body appendages (toes, fingers, etc), so your mistake in this case was adding eyelid details BEFORE turning the body into only one single mesh - and by the way, the eyeballs, teeth, tongue and hair are separate objects from the body mesh, always.

>> No.741250

>>741248
nevermind, figured it out. just pasted a shortcut in the zbrush native projects folder and it worked.

>> No.741251

>>741056
separate the eyeballs from the head (as different subtools) so they don't dynamesh together. or, you could place them in different polygroups then turn on the GROUPS option next to dynamesh

>> No.741298
File: 158 KB, 375x500, 1555018494879.jpg [View same] [iqdb] [saucenao] [google]
741298

anyone got an idea on how I could do Maya point lights whose light color changes depending on the distance from the source?
In other words, something like a ramp light color.
I tried attaching the ramp shader to the color already and its not working, by the way

>> No.741305

>>741298
Sounds like a trippy idea but falls outside of how the lights work. Easiest way would prob be to write a custom shader that alters color based on distance to lightsource if that would suffice.

You'd prob need to be able to rewrite the sourcecode of the lights/renderer itself to have them be able to shine different color over distance onto any shader.

>> No.741307
File: 415 KB, 1920x1080, blenderseed.png [View same] [iqdb] [saucenao] [google]
741307

Hello. I recently started 3D modeling, and, after doing a render using cycles in blender, i thought of trying appleseed renderer to see how it'd look. problem is that when i select the appleseed renderer everything turns pure black like in the attached screenshot. There's supposed to be a table, glass, donuts. And yes, i have a light source.

>> No.741333
File: 208 KB, 960x540, Test123.png [View same] [iqdb] [saucenao] [google]
741333

>>741298
>>741305
Yeah I had a similar idea to sample individually lit points and change the light color depending on the distance from the light source.
Eventually found a much simpler way though, I'm just using multiple lights in same positions with different colors / intensities in combination with Arnold's light decay nodes to specify exactly where one lights influence starts and where the the other ones start.
Thanks for the suggestion anyway.

>> No.741371

>>741249
>>741251
So in the end i just removed the eyes and teeth like you said, that gave me a way smoother result. I appreciate, cheers.

>> No.741498

How do you go about learning 3D animation using animator survival kit as a guide? Do all the examples in the book and make a schedule or is there a better way to go about it? And is the auto rig in Maya good to use to just get a quick rig to start animating?

>> No.741756

>>739869
can I use polypaint projection onto the same model with updated UVs? will that work ok?

>> No.741767
File: 125 KB, 548x327, elbow.png [View same] [iqdb] [saucenao] [google]
741767

how do i do this in blender, smooth u joints?

>> No.741770

>>741767
look up bezier curves in blender.

>> No.741771

>>741770
thank you

>> No.741780
File: 41 KB, 1067x742, not the cleanest example.png [View same] [iqdb] [saucenao] [google]
741780

>>741767
You could also select the edge loop ends of one side, mesh>edges>bridge edge loops, and then subdivide the long edges with smooth set to 1

>> No.741808

>>741767
why do you people keep using this amount of divisions early, don't you see it fucks you up

>> No.741819

>>741756

Yes. Polypaint is just vertex colors and uv agnostic.

>> No.741829

>>741819
thank you.

>> No.742281
File: 233 KB, 435x432, order 1886.png [View same] [iqdb] [saucenao] [google]
742281

What is the idea way to UV map a face?
I can never get a nice result like pic related

>> No.742295

I want to play around with generative art/design, would I be better off using grasshopper/Rhino3D, blender, or something else?

>> No.742296

>>742295
houdini focus is basically that, if you just want to play around go grab some apprentice it's free

>> No.742422

>>740188
Not that anon but thank you for this. I'll start posting things I make here in the future. Sculpting is something I just find myself enjoying these days in programs but I've never tried zbrush. Gonna go all in on a tablet soon when I get used to it.

>> No.742431

So i am terrible at organic modeling, I need to make some characters soon and I have only used Mudbox before with some success. What's your opinion, should I go back to Mudbox, try out Blender's sculpt tools, or suck it up and use the worst program ever designed ever called zbrush?

idk how anyone can use that shit. every tutorial is 11 hours and that's just over the interface.

>> No.742458

how do I add a noise generator in substance painter 2018.3.3?

>> No.742470
File: 464 KB, 940x1019, im poor.png [View same] [iqdb] [saucenao] [google]
742470

Anyone got a free version of Cinema 4d R21? Im using a pirated R16 and I would gladly still use that, but I'm trying to get octane render and I don't know if its exclusive to newer versions.

>> No.742471

>>742470
S22 is the newest i think, i'm not sure what I'm allowed to post on this board but you can find it in Computer Graphics Persia.

>> No.742478

>>742471
>Computer Graphics Persia.
how does one get a account on there forums? I have a account on the main site.

>> No.742480

>>740188
>>733159
I got 2019, Is 2020 worth upgrading too? does zremsher work any better?

>> No.742483

>>742478
no idea, i've had an acct since 2013. didn't know it was closed.

>> No.742484 [DELETED] 

>>742478
you have one hour
instructions should be inside with hackerman
https://pastebin.com/3DHB35QJ

>> No.742501
File: 493 KB, 1440x2456, untitled.jpg [View same] [iqdb] [saucenao] [google]
742501

When I render in blender you get all this pixalated grain shit all over the picture, mostly prevalent if you zoom in on the face. Does anyone know what causes this? Pic related

>> No.742505
File: 582 KB, 765x897, 1575051755886.png [View same] [iqdb] [saucenao] [google]
742505

Newbie question. Say I want to make a 3d printable figure out of a model that has several parts sometimes even colliding with each other (for example a creature with teeth and/or spikes or a mechanical figure with several pieces), what is the correct approach to do so since I tried with booleans and they fuck up everything by leaving tons of manifolds? Retopo once it's posed and sculpted? Sculpting it in first place?

>> No.742506

>>741808
What would be a good amount of divisions for a first step cylinder, 12, 16?

>> No.742528

>>742501
you need more subdivision

>> No.742535

>>742501
this is only a guess, but that kind of noise usually results from path tracing rendering. It's a well known by-product of the technique. I am assuming you are using the Cycles renderer in Blender. To attain better results you need to use a different renderer or try and find a script that will denoise your image. You could also try setting the Cycles renderer to maximum settings, it will take considerably longer but it will probably stop some, if not most, of the noise.

>> No.742544

fuck bros creating 3D shit looks so rad but it looks like so much work

>> No.742548

>>742544
I started with this tutorial for blender years ago, and that's all i needed,

https://www.youtube.com/watch?v=btxXrkPoW5w&t=62s

You should probably just use this one (because it uses Blender version 2.8 aka the newest one) or choose another (whatever model looks interesting) and follow along. It is especially helpful if they use hotkeys throughout the video which makes the work easier. 3D modeling is not very hard until you get into organics, then it starts to rely on your skill as an artist but you can learn enough techniques to be a good modeler without being a great artist, I should know.

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

>> No.742569

>>742548
I am probably feeling like it will be too much work because i am into mechas and they look like a TON of work, but i think i will just put effort

>> No.742578

>>742528
>>742535
Thank you friends

>> No.742596
File: 3.14 MB, 1949x2013, featherband.png [View same] [iqdb] [saucenao] [google]
742596

I've been trying to make this band of feathers.

It turned out almost perfect, only I can't get the bit at the start of the bezier curve to match the rest. It is somewhat more bunched up than everywhere else where I can control the angle.

Instead of being able to control the angle like on the other vertices if I rotate the handle on that vertex it makes the curve twist around on itself, subsequently making all feathers rotate as a whole. Presumably because it's the first node in the curve.

I've been trying to see what I can do to make it better but not had much luck.
Adding another vertex between the first and the second and placing it real close to the first seems to help the most, but when tweaking it adds distortion just the same. It also doesn't make for a clean curve object, though I don't know if I should care about that.

Any ideas on what I could/should do?


As a reference to anyone wanting to do something similar, check a tutorial for array+curve modifier and if you don't want the object distorting along the path refer to the method in the following link.
Second link is also a common pitfall I expect.

https://blender.stackexchange.com/questions/5910/how-do-i-prevent-object-distortion-when-applying-a-curve-modifier
https://blenderartists.org/t/array-fit-curve-not-working-as-expected/617534

>> No.742608

Hey /3/ I'm new to blender, Just started learning on Sunday. I made an Object and I'm editing it, How can I add a new shape to the object and have it connect to the mesh that's already there. For example I made a planes fuselage and I want to add a cockpit canopy

>> No.742636
File: 298 KB, 2560x1400, bypY1xn.jpg [View same] [iqdb] [saucenao] [google]
742636

Hey niggas In trying to learn some basic dyntopo sculpting on blender 2.8 and Im having trouble making surfaces look smooth as they always end up looking rough/ not natural looking. I read somewhere that you use the "Detail Flood Fill" option in the dyntopo settings to smooth everything and have it all in the same face size/resolution but where the resolution was higher than the level I set it to I get these weird artifacts and the whole thing looks like ass, plus its still not the same detail size around the whole object. Can anyone tell me whats going on?

>> No.742650
File: 959 KB, 1557x885, Capture.png [View same] [iqdb] [saucenao] [google]
742650

I've made a model using a tiling texture, is there any way to automatically set the UV to match how it's tiled? Baking would be impractical because of the shape I think, and I need a small image size.

>> No.742651
File: 1.18 MB, 2541x1359, help.png [View same] [iqdb] [saucenao] [google]
742651

So thanks to Grant Abbit I've finished my first animation clip (idle wobble) and managed to successfuly put it into my Unity project.

Pretty amazing feeling. Now I want to do a walk animation though, so I can start working on some AI behaviors

But I don't know where to switch to a new empty animation clip. Help!!

>> No.742652
File: 1.20 MB, 1870x1056, spin.png [View same] [iqdb] [saucenao] [google]
742652

>>741767
Just spin bro

>> No.742654

How in the name of fuck do you avoid the thousand yard soulless stare in your models? How to imbue a character with life?

>> No.742659
File: 477 KB, 1920x1080, diego-honorato-lilith-marmoset-21.jpg [View same] [iqdb] [saucenao] [google]
742659

>>742654
1. Fake AO (shadow is crucial to toning down the "shocked" look)
2. Eyelashes (frames the eyeballs and adds even more shadow)
3. Eye glass shader (adds more life to the character's eyes; similar to weeb cartoons where loss of the eye glint signifies death/loss of hope)
4. Hours and hours of tweaking the eyelids, but that time tends to get shorter as you gain more experience

>> No.742661

>>742505
I've had success just having intersecting faces, probably isn't the best practice, but it works

>> No.742663
File: 1.64 MB, 1920x1080, FarLoneSails.png [View same] [iqdb] [saucenao] [google]
742663

>> No.742664
File: 1.10 MB, 1920x991, help.png [View same] [iqdb] [saucenao] [google]
742664

>>742663

Does anyone have some idea of the general construction of this? The sky itself is one big canvas that follows the camera but I am a bit confused at the terrain below. It probably uses a bit of fog + the canvas to give the illusion of it cutting off into the distance. I'm confused about the size of this and whether or not this is one big sculpted terrain like pic related.

>> No.742666
File: 564 KB, 1052x814, 1589732888601.jpg [View same] [iqdb] [saucenao] [google]
742666

>>742664

Also, does the size of mesh really matter besides having to account for size inconsistency art-wise. If the mesh is too small it becomes difficult to zoom into specific parts, but the landscape there seems to be clearly bigger than what I made, unless it's all smaller than it seems and just loaded in seamlessly during the game.

>> No.742670
File: 539 KB, 1175x943, autoboolean.png [View same] [iqdb] [saucenao] [google]
742670

>>742608

Do you mean like connecting the vertices of two objects together automatically like this? Pic related is an add-on named Bool Tool and can be activated with ctrl shift b. You have to turn it on first for it to work.

>> No.742672
File: 897 KB, 600x900, witch-2020-05-18-01.webm [View same] [iqdb] [saucenao] [google]
742672

>>742654
I'll tell you once I've figured it out. Faked AO seems indeed very important. Also, most of the magic probably happens around the eyes the eyeball itself doesn't do much after all.

>> No.742682

>>742654
study 2d character animation
don't tween facial animation very much
animate eyes by hand with a joystick/slider controller rather than a flying IK target

>> No.742684

Is there a way to make a Mirrored linked Duplicate.

Lets say I want to make a pair of gauntlets, I want their Proportions to be the same, but i when i make the fingers I want them to be mirrored. Is it possible?

>> No.742707

https://www.youtube.com/watch?v=6FQgJUmw3j8&feature=youtu.be&t=515

where can I get the B_pinch brush he uses in the linked video?

>> No.742712

>>742684
Anon, it would help if you told us which tool you are using.

>> No.742713

>>742666
>>742663
what game is it?

>> No.742720

>>741056
>>741249
>Dynamesh will always fuck up details.
what no it doesnt? it doesnt change the topology that much, it corrects it in fact. it rmeoves poles, merges overlapping mesh and evens out topology, what are you smoking.

>> No.742725

>>742672
..what does ao have to do with anything

>> No.742729

>>742725
Not him but your eyes are always in shadow from your eyelids and eyelashes, in computer graphics unless you're rendering some crazy high GI solution
there wont be enough photons or shadowmap resolution etc in the scene to mimic these fine shadows around your eyes.

So you need some kind of trickery (such as AO) to add very fine shadows to the eye area, esp since we're so ultra sensitive to the look of eyes psychologically.

>> No.742761

>>742725
>>742729
It goes even further than that because the sclera is somewhat translucent it'll absorb even more light at the area where it touches the skin due to subsurface scattering. It's subtle but it's there, simulating it in realtime isn't possible and even with an offline renderer it might not be worth it. (Unless you are going for something hyper-realistic overemphasizing the effect seems better than leaving it out)

>> No.742764

Is there a way to mask each individual tile in tile sampler/generator, in Substance Designer? I want to work on them separately.

>> No.742772

>>742650
Never mind, I brute forced the shit out of it

>> No.742788
File: 2.60 MB, 2480x3508, far_vehicle_01.jpg [View same] [iqdb] [saucenao] [google]
742788

>>742713

It's in the file name. Far Lone sails. The entire game is basically you in a giant mechanical car traveling the wasteland. No enemies. It's really good.

>> No.742817

Should I update Blender to 2.83 or 2.9? I'm still using 2.79, but I haven't been on it for a while (and I was never really good) so I've mainly forgotten all of the shortcuts and things anyway. I pick things back up quickly once I start doing them again though so I don't want to have to relearn all of the shortcuts from scratch, but I know that's the only option if I do upgrade.
Someone pls halp brainlet.

>> No.742821
File: 60 KB, 405x444, shortcut.jpg [View same] [iqdb] [saucenao] [google]
742821

>>742817
Just re-learn it and re-map the keys as you go. The shortcuts screen lets you search functions by name or by key press, so it's easy to find what you need. If that's too much for you, you can still assign shortcuts on pretty much any function that you come across.

>> No.742822

>>742707

You have to buy it from his gumroad

https://gumroad.com/#zQUQb

>> No.742829

>>742712
Of course, Just in blender.

>> No.742833

>>742821
Based, thanks I didn't know that. Would you suggest 2.83 or 2.9?

>> No.742834

has skinning gotten better in max? I used 2012 for years, finally got 2019, I'm looking for a skinning tools (i wish i could get my hands on BonesPro), or do i just git gud at Max? last time I followed a tutorial (i followed a few before this) and it was slow, tedious and complicated, the results were not great. but admittedly I could have spent some more time with it. mesh was also 25k verts

>> No.742841

>>742833
If you're planning on sculpting, then 2.9. Otherwise, it doesn't really matter.

>> No.742847

>>742834
Skinning in max is the same as back then. When skinning in max I never use envelopes or any of that stuff and set all weights manually by weighting all verts 100% to the root bone and work my way up the chains transferring all weights above each joint 100% to that joint til you finish.

If you need to weight something with too many verts you do it by first creating a simpler proxy mesh to skin and then you just transfer weights from that one via a skinwrap modifier.

>> No.742848

>>742847
ok thanks, I'll definitely try that.

>> No.742849

>>742682
>animate eyes by hand with a joystick/slider controller rather than a flying IK target

Have not animated at all yet, but why is this the case?

When I saw someone set up eyes so they would follow a target location, i.e. where the character is looking, that seemed like a great solution.

>> No.742854

>>742841
Thanks dude I'll just do 2.83 for the time being then.

>> No.742857

is adobe dimension a /3/ or /gd/ program ?

>> No.742868

Any good videos that explain the concepts behind topology, specifically in blender 2.8

I don't want a tutorial that tells me what to do, I want a video that tells me why it works in certain ways. so that I can understand how to do it better.

>> No.742875

>>742868
Nothing blender specific about it, just read thru these wiki entries http://wiki.polycount.com/wiki/Topology

>> No.742877

How do I pirate Substance Painter without making my MacBook part of a Russian botnet?

>> No.742878

>>742849
just my personal experience (2d animator coming to 3d)
i suppose an ik target is necessary for automatically tracking in a game, but when it comes to acting, posing the face and making expressions, it was a pain to get quick or darting movements (needed huge translation of the target distant from the rest of the rig, easy to lose the target) or appealing "gaze" (the target setup tended to make the gaze slightly walleyed or very crosseyed)
ymmv

>> No.742879

>>742878
I like to aimconstrain one eyeball so I can aim the gaze but have the other one constrained so it just copies the rotation of the aim constrained eyeball, that way you direct the gaze thru aiming at any range and avoid having the character go crosseyed.

>> No.742886

>>742431
tried sculptris? I'd only try blender if you intend on using blender for most things, not just sculpting

>> No.742887

>>742877
Substance Painter would fry a MacBook.

>> No.742895

>>742886
i just picked up mudbox, i guess I'll go with that, sculptris looks really good but they stopped developing it in 2011. I just fucking know I would run into problems with win10.

>> No.742896

>>742431
Blenders sculpting is really impressive and def usable, but it lacks sculpt layers so I'd def opt for mudbox for that reason alone.
Being able to scale back and fade in/out your edits ontop of one another lets you try a thousand subtle variations in a few seconds.
In blender what you see is what you got and if you wanna lessen the impact of some edit you made you gotta remodel it manually.

I use this feature alot to dial in on the perfect shape for my sculpts so for me that's a dealbreaker on using blenders sculpting in a professional capacity.
Replicating my mudbox results in blender would be possible but cost me way too much valuable time and with that loss it's no longer 'free'.

>> No.742897

>>742895
oh wow, I had no idea it is dead, thanks for letting me know.

>> No.742898
File: 225 KB, 1868x940, Screenshot 2020-05-19 16.18.53.jpg [View same] [iqdb] [saucenao] [google]
742898

how do I make this shape curved underneath but flat on the top and sides
I plan to have the top white part a separate piece

>> No.742899
File: 236 KB, 1351x913, file.png [View same] [iqdb] [saucenao] [google]
742899

>>742897
yeah no lie, this is what it said when I tried to download it, you can still get it though it probably works well. I would have tried it but I just downloaded Mudbox

>>742896
I spent some time in blender 2.8, I like it, I don't like it enough to want to use it for my project though. I went back to max, mudbox seems like the easiest solution for me. I'm just not a master at sculpting, zbrush has always seemed way overkill for what I use it for. thanks for the help though

>> No.742900

>>742822
that link isn't working and his brush pack doesn't list B_pinch in it. I think he mentions using Zbro's brush pack but I can only find Zbro's matcaps.

>> No.742903

>>742899
zbrush is great but unfortunately you gotta be immune to brain cancer in order to operate it.
Switched to mudbox back in the day because that UI kept pissing me off to no ends.

>> No.742905

>>742903
Mudbox really is nice, it's so intuitive if you've used Max or Maya. Everything is just so simple to understand, you don't even need a tutorial and it syncs well with max.

The last time I did any work in mudbox was 2013, since then it seems like everyone has gotten on the substance train. I only know a tiny bit about it from doing some small texture work for Fallout 4. I guess I need to incorporate substance painter for the PBR? I read about PBR a long time ago and I thought it was a rendering technique that Knuth was involved with, now it seems like it's associated solely with texturing. I tried painter basically right when it came out, now it looks a lot more complicated with all the fancy shmancy tools

>> No.742908
File: 569 KB, 882x888, punch.png [View same] [iqdb] [saucenao] [google]
742908

trying to make a low-poly fruit drink, using bezier curves for the first time. How do I make it low-poly? the resolution is already low (matching the number of verticies of the rest of the straw) but is still smoothed out like shown.

>> No.742914

>>742908
nevermind, in edit mode mesh > shading > flat faces

>> No.742924
File: 261 KB, 523x475, bisecting object in half.png [View same] [iqdb] [saucenao] [google]
742924

So I want to bisect this object evenly in half. Is there a way to do that if it is not on the crossroads of the X and Y axis? It wont let me do a clean loop cut due to the object having several smaller objects? Also does blender ever have trouble with splicing software when it comes to 3d printing? And if so is there a way around it?

>> No.742925
File: 206 KB, 2560x1400, R0NDq4B.jpg [View same] [iqdb] [saucenao] [google]
742925

Why did my smooth brush stop working correctly? When I try to smooth it leaves little peaks that make the character look like it has facial cellulitis

>> No.742927 [DELETED] 

I was told to come here from /gd/

if anyone could help
>>388068

>> No.742929
File: 1.16 MB, 1261x915, file.png [View same] [iqdb] [saucenao] [google]
742929

I was told to come here from /gd/

This is probably going to sound retarded but I've only really done modding,

I've made a model, I've made a texture map (1st draft), I have two questions:

1) I'm using photoshop, i've got the general idea down (pic related), now i want to start making some adjustments like dirt, wear and tear, scratches, etc. Is this something I would do in substance painter?

2) I'm trying to get this in unreal engine 4, I've only made dds normal maps before, should I be trying to bake a normal map from Max or can i make my own in photoshop? What format of normal / bump maps should I be looking to use for ue4?

>> No.742936

>>742929
>>742929
you can create the other maps manually in photoshop from the albedo theres lots of methods

an option thaat may work for you for the normal map in photoshop
Filter > 3D > Generate Bump Map
theres also CrazyBump($), or google NormalMap-Online(free in browser)

>> No.742938
File: 62 KB, 528x454, 53453534.png [View same] [iqdb] [saucenao] [google]
742938

is it as good as everyone claims?

>> No.742939

>>742936
ok so that's kind of why i asked because I used crazybump to generate normal maps for years when I was modding but then some "pro" made fun of me and said something about i had to bake the textures which I know almost nothing about. I just kind of assumed crazybump was like legacy tech or something.

>> No.742966

>>742925
You need to work with lower poly density to get the main shape created, only increase the subdiv levels one you need more polys. This helps to keep objects smooth, or maybe blender's sculpting is just shit.

>> No.742967

>>741780
>>741767
>>741770
>morons not using the spin tool for an obvious use case
Absolute idiots.

>> No.742973

In blender, what do I have to do to an image to make sure it works as a stencil?

>> No.742977

>>742925
because blender sucks ass for sculpting

>> No.742988
File: 518 KB, 557x712, bad anisotropic metal.png [View same] [iqdb] [saucenao] [google]
742988

>>739881
Model everything individually including materials. However, before you model in detail, do a blocking out of the scene using primitives and assign textures to those blocks so that you can get an idea of what the scene will look like before you start. This will make sure that you pick a cohesive set of materials before you begin, and will help you to know more or less what the final product "should" look like.

I'm looking for help with this material, trying to make brushed metal using this donutman tutorial (https://www.youtube.com/watch?v=t4MTnpnahu0)) and maybe something has changed since 2.65, but this looks fucking bad. I set subdiv 2 and even turned on smooth shading, but it just looks like this no matter what. How do I turn it pretty and smooth like in vid linked? Pic is supposed to look like a polished piece of metal and instead it shows every edge with hard definition.

>> No.742991

>>739940
do it top-quality first and then if you ever need to trim it for real time, then you can bake it down to a simpler mesh.

>> No.742992

>>742973
you mean as a reference image?
https://youtu.be/CRUDeiuWnoM

>> No.742995

in substance painter do i need a high poly mesh to paint on? it seems like every tutorial I've seen seems to be painting on models that, to me, look subdivided a few times for no reason.

I'm trying to wrap my head around the workflow. I'm making relatively low poly models for a game, i make a high poly model, export it to sculpt, export that to substance painter, bake the maps, use them on the low poly model, does that sound right?

>> No.743004
File: 31 KB, 150x150, 1578073399089.png [View same] [iqdb] [saucenao] [google]
743004

Where can I find realistic dog models? Fully modeled if possible.

>> No.743005

>>742995
Poly count doesn't matter. I made a bunch of low poly assets with no problem.

>> No.743006

>>742992
No, I want to paint some letters and a roundel on the side of a plane i'm making.

>> No.743013

>>743004
>Fully modeled if possible.
do you mean with a cock? there is one with a cock on smutbase but I think it's a rip from some game with a cock added on, I don't know of one with a spade that's available anywhere but I would like to have one of each myself that could be used commercially, so one that is not a game rip. If you don't need a cock renderhub has some ok ones with sheaths modeled.
>>742938
I don't know if it's any good, but I thought it's thumbnail was the "whoops almost stepped in shit meme".

>> No.743018

>>743013
I did already find some nice models there but they are all expensive. Is there a way to pirate them?

>> No.743019

>>743018
link to them, and post your email, I recommend protonmail.

>> No.743025

>>742967
>mom, my method is the only method that matters!
Have donuts, blendcel. If he gets multiple solutions, that's even better for him.

>> No.743031

>>742938
It's ridiculously slow. Like I had a single character running unsmoothed and it can't playback at 24 fps. Even posing is janky. Easy to use tho

>> No.743033

>>739877
where can a nigga get a pirated version of maya?

>> No.743035

>>743033
https://lmgtfy.com/?q=where+can+I+download+torrents%3F

>> No.743041

>>743019
can't you just upload somewhere when I give you link?

>> No.743058

>>743041
I've seen anons get banned for posting DL's here before so I wanted to just email it to you.

>> No.743071

Question only for guys in the industry:

I want to make a (very) short film, but the problem is that I think the scale is still too big for 1 person, UNLESS I go with a """cheating""" approach, by relying a lot on photo textures, Megascans etc. I feel that's the only way to generate enough content to populate all the scenes in the shots.

The "problem" I have is that I want it to be a good portofolio piece as well. I'm not really focusing on materials, props etc. I'm representing myself as a 3D generalist, but still, I don't know if it's a bad thing to go with what is basically a photobashing approach. I'd still model and create some important materials, but I'd have to use a lot of premade stuff as well.

Ya know, I really feel cucked when I have to worry about creating my art because potential employers might not like it in a portfolio.

>> No.743090 [DELETED] 

>>743058
chromos7@protonmail.com

>> No.743106
File: 19 KB, 544x384, a or b.png [View same] [iqdb] [saucenao] [google]
743106

When modeling things that are going to have physics applied to them, like boobs or hair, is it best to:
>A. have the part sticking out unnaturally & then let the physics simulation handle the rest
or
>B. model the parts already naturally drooping before adding the physics

>> No.743120

>>743106
Model them how they would be in 0G.

>> No.743122
File: 149 KB, 640x360, 1289378127312.png [View same] [iqdb] [saucenao] [google]
743122

Retard here. I'm your typical moron obsessed with pipeline/workflow instead of actually creating stuff. But because I'm obsessed, I can't resist asking here. And maybe once I figured it out, my OCD will stop and I'll start doing stuff.

The goal: Have a very efficient and easy pipeline/workflow for various 3D tasks, mainly Unreal Engine 3D game creation and Twinmotion architecture visualization. The focus is cutting down time/work required and simplifying the process. As example, 3D Coats Autopo tool is amazing and saves me a lot of time. But maybe there's even something better? If you have any suggestions, please let me know. Otherwise I guess this is sort of a "rate my worklfow" post.

Architectural visualization:
Simple: Revit2020 - Twinmotion Direct Link Plugin - Twinmotion + Quixel Megascan Library
Advanced: Revit202 - Datasmith Exporter - Unreal Engine - Clean up as documented - Quixel Megascan Library

Video Game:
Soft surface high poly modeling: No idea, 0 experience. Zbrush I guess?
Hard surface high poly modeling: Maya or 3D-Coat. Blender as alternative.
Low poly / Retopo: 3D-Coat Autopo or Simplygon. Maya Quad Draw Tool for manual fixing.
UV Unwrap: Maya for very simple stuff, RIZOMUV for key assets.
Material Color ID: No big advantages to my knowledge, Maya or Blender will do fine.
Baking: Toolbag
Character Cloth/Skins: Marvelous Designer
Texturing: Quixel Mixer with Bridge to Unreal Engine. It's less powerful than Substance Designer/Painter, but faster due auto node setup with UE.
Rigging/Animation: Maya AutoRig, Blender Auto-Rig Pro or quick n dirty Mixamo.
Video Game Creation: Unreal Engine
Game Engine Render Showcase: Unreal Engine + Octane
Asset/Character Showcase Render: Toolbag

I believe that these extra tools can save a lot of time, especially in the UV/retopo department, as opposed to just using Blender or your favorite 3D Software. I don't care if it's worth the extra cost, I'm on a mission with no brakes

>> No.743136

>>743122
tl;dr

Just start doing shit and modify your pipeline as you go along. Give yourself a small, manageable project, and start going at it, piece by piece. You can never plan a pipeline well enough without having gone through a few projects. Treat your OCD with that: to have a better pipeline, first you have to forget about pipeline.

>> No.743155

>>743136
>Just start doing shit and modify your pipeline as you go along
Yes, I'm at this step now. Just made this post as a last check up in case I missed some obvious preferable software solution. Only he who seeks shall find etc.

>> No.743172

>>743071
Just point out the unique assets you made and don't worry about it. Loads of companies use megascans now.

>> No.743174

>>743122
>Baking: Toolbag
desu it's been superseded by painter now. It's advantage was gpu baking but painter has that now. If you are going to be texturing using painter you might as well use that for baking. I wish I even had an rtx card to use some of the new features it has.

>> No.743193

>>743122
I would suggest an easier sculpting tool, like Mudbox especailly if you're familiar with Maya. Zbrush is the king but just go take a look at any tutorial, it is extremely unintuitive and that's because it's got a bazillion tools and specific things for master sculptors. I'd leave it alone until you really need to step up your game in that dept.

As for the rest, just use whatever 3D program you have. It all does the same stuff. I wouldn't use too many tools unless they're absolutely necessary. Here's a list of what I consider absolutely necessary.

>After Effects
>Illustrator
>Photoshop
>Max
>Substance Painter and Designer

outside of illustrator, there's other tools that do similar stuff, just pick one, even the free ones are good. Notice i didn't even add in mudbox, because unless you're going for some ultra crazy detail, you can use your 3d program's own sculpt tools along with some clever texture work to achieve powerful results.

>> No.743198

Beginner here. How do I actually use only half a texture that I would mirror onto the other half without using extra texture space? In blender ofc.

>> No.743202

>>743198
Symmetrical modeling would take care of that.

>> No.743203

>>743058
https://free3d.com/3d-model/dog-8898.html

https://free3d.com/3d-model/belgian-malinois-black-multicam-id-collar-low-poly-6454.html

https://free3d.com/3d-model/belgian-malinois-shepherd-low-poly-9338.html

https://free3d.com/3d-model/siberian-husky-rigged-7081.html

https://free3d.com/3d-model/german-shepherd-2685.html

https://www.turbosquid.com/3d-models/3d-tiger-animation-fur-4-1163190

https://www.turbosquid.com/3d-models/3d-lion-rigged-fur-model-1302124

https://www.cgtrader.com/3d-models/animals/mammal/my-dog-3d-animated-dog-model

https://www.cgtrader.com/3d-models/animals/mammal/wolf-grey-rigged-3d-model-high-detailed

These are the ones I'm interested in.

chromos7@protonmail.com

>> No.743204

>>743198
Make half a model using a mirror modifier and the other side will automatically mirror it I think. Then when you're done apply the modifier. As usual there is 100 ways to do this in Blender but this is the first one that came to my mind.

>> No.743205

>>743204
So basically unwrap and texture while the modifier is active, and then applying will draw the texture on the mirrored side? Will this work when exported into game engines?

>> No.743207

>>743205
I think it should work. If the modifier is applied then I think it should also work in game engines.

>> No.743208

>>743207
>>743205
To clarify. Game engines can't understand Blender modifiers so obviously at the end of the process you need to apply the modifier.

>> No.743209

>>743207
>>743208
Alright, thanks anon. It gets annoying to dig for such specific information.

>> No.743212
File: 696 KB, 1920x1017, 1582930102243.png [View same] [iqdb] [saucenao] [google]
743212

>>743209
I just tested it and it does work. You just work one side and it appears on the other

>> No.743231

This is a pretty stupid question, I know that already.
If I'm doing something like a skyline and there's water in it (say as a river) do I have to use the water physics to fill the area or is there some kind of trick I can use with a 2D pic or something like people use for a background/sky/whatever? It won't be animated obviously, it'll just be a still image that I'm trying to create.

>> No.743258
File: 2.36 MB, 1687x945, file.png [View same] [iqdb] [saucenao] [google]
743258

>>743231
not sure exactly what you're doing but you could always make plane, texture it and animate the UV's to give it some ripple effect, especially if it's meant to be viewed far away. or if you mean like pic related, then there's all kinds of options. You could use some wind physics or ripple physics in your 3d software to get the affect, you'd control it through animation frames. There's a bunch of tutorials on that. Or just use a high poly plane and slap on some noise and ripple modifiers and you should be able to mimick water no problem. There's a lot more ways to do this too.

>> No.743268
File: 1.63 MB, 3840x2160, 345221.jpg [View same] [iqdb] [saucenao] [google]
743268

>>743258
>not sure exactly what you're doing
Biting off more than I can chew without a doubt. The whole thing is much more advanced than what I should be trying, but I'm still going to give it a shot anyway.
In my mind the water was pretty close up but I checked my semi-reference pic (pic related) and really it isn't as close as I'd imagined at all. I thought it was a lot more detailed than it is.

>just use a high poly plane and slap on some noise and ripple modifiers and you should be able to mimick water no problem

I was thinking something along those lines once I looked back at the pic. Because it's dark/night I thought something like using a noise modifier on the plane and giving it a bit of a glossy texture would maybe work?
Thanks for your help though. I'm sure I'll get there in the end.
There's a lot of things I don't really know how to do in it, but I'm hoping I can work them out on my own or use google so I don't have to shit the thread up. I'll only do that if I get really stuck.

>> No.743275

>>743258
really old stuff

create a plane with your background
create a flat plane for water
draw some mask on the bg that sets the correct parts to transparent and blends them better with the flat ground plane
position the camera correctly

super old and simple setup

>> No.743336
File: 245 KB, 1197x239, Screen Shot 2020-05-20 at 9.53.51 PM.png [View same] [iqdb] [saucenao] [google]
743336

going to also post in /diy/

how can I design a good cable-clamp/cable-gland? I'm thinking of going to home depot tomorrow and seeing if I can buy one for reference. I want to design in Fusion 360 (and comfortable) but I'm very new to threads and this specific concept

>> No.743443

How do I add an outline on particles in blender? I want to make some particle hair with an outline in the back (not an outline in every hair, just around the general shape). Is that possible or will I have to make a similar silhouette and put it behind the hair in every render?

>> No.743445

Got any good examples where I can showcase realtime GI and realtime reflections in a scene? But something not as generic as giant opening windows everywhere (Metro Exodus) / collapsing roof (UE5 showcase), and super reflective surfaces EVERYWHERE (Battlefield V raytracing).

I guess I understand now why they always use those types of shots, it's because you actually won't notice them often in most regular scenes.

I'm creating some video where I'm showcasing those things, but I wanted them to fit the environment I'm making (small town exterior). I'm surprised to realize I'd really have to go for some very specific shot if I want people to really see the effect. Otherwise it's either not there or barely visible.

I don't know if I can showcase these effects with a town exterior. My ideas were even originally very basic, I thought about a bus station where when doors of the bus open, light bounces of the walls and back to the bus, but it's barely visible in practice, unless the lights are as bright as the sun or unless the wall is bright and right next to the bus, only then can enough light bounce back. And for the realtime reflections I thought you would see a bus approaching, reflected from some metallic object on the ground. Still barely visible.

I really don't want to go with sci-fi emissive spheres floating through the rainy scene full of dark asphalt lol.

>> No.743475
File: 1.69 MB, 1812x1492, D2D5C7D9-31FB-49A0-8449-3E1B0CC31F56.png [View same] [iqdb] [saucenao] [google]
743475

I got a question. I’m a new fag who wants to make sure I’m learning to model the right way.

1. How would you begin modeling a mac? I started with a plane and made the “screen” frame, then making the front cover, and extruding it back

2. Is my vert/face count ok for this model? How low do you think you could get if you modeled this?

3. Is there any blatant areas where I could optimize the topology?

I think I did terrible. I’ve been “modeling for 9 months“, which is basically off an on periods where I’d model for a couple hours 2 times a week. Quarantine gave me a lot more time to work

>> No.743482
File: 43 KB, 640x860, 1585364308428.jpg [View same] [iqdb] [saucenao] [google]
743482

/fit/fag tourist, i'm in civil engineering and want to get into being able to produce a 3d design on 3ds max of a structure. Have any good video tutorial, most shit i find is on object modeling or animation, only used cad 2d till now so i need the guide to start from basics. tnx

>> No.743487 [DELETED] 

>>743475
1. most of my models start as a plane, especially if I"m trying to copy a reference. Depending on the model, I"ll make a reference plane in the 3d program and just start extruding edges from a single plane and follow the design exactly.

2. I'd be less aggressive on chamfer'ing the corners if i were putting it into a game, but it's fine.

3. if you're ok with it being relatively low poly, then it's fine, if you're wanting to do some sculpting on it, then it is going to cause you some problems. Ideally you want the faces to be somewhat uniform across most of the mesh, obviously this is difficult but whenevver you start subdividing you'll make a rats nest wherever your edges are close togheter.

Here's an asset I'm doing for a game, it's not really that far off from what you did, I just try and keep my edges uniform, but as you can see sometimes you just can't really do it.

For a game, it needs some minor work, for any type of visualization it needs to be reworked with edge topology firmly in mind. It's not bad though for someone just starting out.

>> No.743489
File: 308 KB, 1512x785, file.png [View same] [iqdb] [saucenao] [google]
743489

>>743475
1. most of my models start as a plane, especially if I"m trying to copy a reference. Depending on the model, I"ll make a reference plane in the 3d program and just start extruding edges from a single plane and follow the design exactly.

2. I'd be less aggressive on chamfer'ing the corners if i were putting it into a game, but it's fine.

3. if you're ok with it being relatively low poly, then it's fine, if you're wanting to do some sculpting on it, then it is going to cause you some problems. Ideally you want the faces to be somewhat uniform across most of the mesh, obviously this is difficult but whenevver you start subdividing you'll make a rats nest wherever your edges are close togheter.

Here's an asset I'm doing for a game, it's not really that far off from what you did, I just try and keep my edges uniform, but as you can see sometimes you just can't really do it.

For a game, it needs some minor work, for any type of visualization it needs to be reworked with edge topology firmly in mind. It's not bad though for someone just starting out.

>> No.743507

Is there a brush for relaxing vertices in zbrush when you're working with low poly subtools? I was hoping the smooth tool would work for this task but it does not

>> No.743555
File: 224 KB, 1066x1267, Abe_front.jpg [View same] [iqdb] [saucenao] [google]
743555

Newfag question, but how much better is sculpting characters compared to modeling characters from just cubes (I forgot what it's called)? I've been doing some object modeling in blender, but I'm more interested in characters. Which is "easier" and which creates a better result?

Also, semi-related, but is ZBrush better than the Blender sculpter? I have ZBrush on my computer but have never used it, as I assume it's better than Blender for sculpting since that's what it specializes in.

>> No.743781

>>743555
modeling with a cube and pulling verts around is called box modeling, and yes ZBrush is leagues better then blender for sculpting. There is a lot of fanboy anons here who will say X is the best or Y is shit, because they only use X and don't use Y but as someone who uses blender for most things, I can't recommend it for sculpting, and ZBrush is the sculpting industry standard for a reason.

>> No.743783

has anyone had any luck with selling models through online distributors? either the commercial use sites or 3d printing focused sites? is it lucrative? what do the price points look like?

>> No.743796

>>740355
Egyptian

>> No.743913

I have a bad habit of scaling UV's of certain models when I want to make a tile-able texture, but using substance, I'm wondering if I should just leave the islands in one UV panel and scale within Substance. I think I know the answer to this, baking the textures have had very strange results when uv islands where extended past 0,1 and/or I piled islands on top of each other. I'm just not sure how to think about UVs now that I'm trying to substance painter.

>> No.743957
File: 86 KB, 1121x782, D6C2ECC3-EE5B-45A6-B3A8-A955B44B3E5E.jpg [View same] [iqdb] [saucenao] [google]
743957

Adding onto this >>743555, but how do I get started sculpting? Should I just start learning how to block out first and create sculpts from that? It should I learn how to create individual body parts first? It seems very vast and I’m confused on what to start with.

>>743781
Thanks a lot. I’m getting started with ZBrush in that case, but I’m having an issue with above

>> No.743971

>>743957
start with one of the "getting started with zbrush tutorial" on youtube or download one from cgpeers, cgpeers opens only on the 1st and 15th to register.
>Should I just start learning how to block out first and create sculpts from that?
yeah, I would recommend doing bust sculptures before moving on to full body.

this is a good start
https://www.youtube.com/watch?v=_yKGfcp2z3k

>> No.743974
File: 70 KB, 490x599, 132134563484.jpg [View same] [iqdb] [saucenao] [google]
743974

Would anyone know how to achieve this 90's rendering look in blender or am I shit out of luck and need some ancient program to do this?

>> No.743975

>>743974
There's not much to it, just selecting appropriate materials

>> No.744013

>>739869
Can you recommend any tutorials on skin, eyes and rigging? Both general and character rigs would be nice

>> No.744164

>>743974
just the materials and HDRs. looks like a funny prject, lets try it!

>> No.744186

>>743974
literally just do everything wrong
no gamma correction, use a LDR cubemap that's overexposed, raytrace with no blurring and use bump maps instead of normal maps or displacement, then fuck up all of the colors in photoshop to give it that badly printed look

>> No.744211
File: 165 KB, 450x422, 1589877517585.png [View same] [iqdb] [saucenao] [google]
744211

Is there a simple fully-articulated human rig in Blender I can use so I don't have to do rigging every single time? I don't need a realistic human, just detailed enough it can be used as a base for many characters if I deform it.

>> No.744212

https://www.blendermarket.com/products/rtmg
torrent anyone?

>> No.744292
File: 214 KB, 1920x1080, test.jpg [View same] [iqdb] [saucenao] [google]
744292

>>743974

>> No.744293

MAYA 2019

How can I prioritize faces / objects when it comes to UV mapping, using the Layout button? I.E I want to chuck dozens of UV mapped items into one layout, but only want certain faces (those which have text, for example) to have priority over others. Anyway to do this?

>> No.744305
File: 2.65 MB, 1800x2700, 1590291260360.jpg [View same] [iqdb] [saucenao] [google]
744305

I'm trying to get into VFX and rigging; what 2d skills would help me?
It will still be a while until I get a decent computer

>> No.744332

>>744292
NINTENDO HIRE THIS MAN

>> No.744341

>>744305
Study the human form and learn how muscles and joints work so when you rig something you can make sure it looks right. You'll have to draw concept sketches anyway.

>> No.744353

Does everything have to be an aiSurface shader in Arnold or can I still use blinns and lamberts for far away filler objects?

>> No.744417
File: 178 KB, 985x786, daksjfhjklds.jpg [View same] [iqdb] [saucenao] [google]
744417

why do his settings look different? How do I get to the settings he's telling me to adjust? This shit is so frustrating

timestamp 7:02:
https://youtu.be/BIUDZZMfGNI?t=422

>> No.744418

>>744417
nevermind I'm retarded. the settings are different in edit mode. just had to press tab.

>> No.744450

How can I customize different body shapes? Should I make some different types and then adjust between them (kinda like stuff in games or hell clip studio)? For example have a skinny, normal and fat model, and make the normal's arms thinner but waist fatter or something.

>> No.744569

>>744211
Riggify?

>> No.744604
File: 14 KB, 730x175, tin foil.jpg [View same] [iqdb] [saucenao] [google]
744604

What nodes do I use to get the "effect" of the texture? I've done it in the past, I just can't remember how. I also know I was probably doing it wrong and I definitely wasn't using it to its full potential so maybe someone can tell me what I should be doing?
For example, if it was pic related I was using for the texture I'd

>Unwrap object
>Open DIF and and assign it
>Open nodes
Then this is where things get hazy because I'm doing what I think I used to do, but I know it isn't right because it doesn't work
>Add bump
>Add mix shader
>Add image texture
>Open DSP in image texture
>Connect it to bump (tried strength, distance, height, and normal)
>Connect bump and diffuse nodes to mix shader
>Connect mix shader to surface

I'm almost certain I used to connect something to the vector on the image texture node I just don't remember what. What am I doing wrong ;_;
I promise I'm not a brainlet, it's just been so long since I've used it and I was only a novice then. But to contradict not being a brainlet, what are the files that aren't DIF and DSP and how do I fully utilize them?
Teach me /3/ bros, make me your equal.

>> No.744623
File: 1.36 MB, 1280x720, zbrush-blender-grab.webm [View same] [iqdb] [saucenao] [google]
744623

>>739869
I'm switching over from Blender to Zbrush and I'm trying to replicate some of the behaviour that I've grown accustomed to Blender that I can't figure out how to do in Zbrush. Does anybody know how to 'start' the brush logic off of the model and then have it affect the sculpt as soon as the brush comes in contact with the sculpt? Like for example being able to start the grab brush off of the mesh in Blender allows me to grab the very edge of the sphere so I can push in and shape the silhouette however trying to do the same in Zbrush just rotates the camera. This means I have to get very close to the edge of the sphere in Zbrush so that the brush is on the sphere first. The end result is not perfect the and entire process is already slow and cumbersome. One of the most annoying things I have to deal with right now moving onto Zbrush.

>> No.744650
File: 476 KB, 1849x806, 1590572878006.jpg [View same] [iqdb] [saucenao] [google]
744650

how do i make boobs tho, whenever i try to make one it always look weird

>> No.744667

Someone please tell me how to git gud at greeble and detailing in general
Everything I do (especially guns) is incredibly simple because there's little external details on the surface and I DON'T KNOW WHAT TO FUCKING PUT THERE

>> No.744670

>>744667
Like this anon: http://www.neilblevins.com/cg_education/primary_secondary_and_tertiary_shapes/primary_secondary_and_tertiary_shapes.htm

>> No.744673
File: 604 KB, 2048x1219, TIT.png [View same] [iqdb] [saucenao] [google]
744673

>>744650
made a mini tut that might help

>> No.744674

>>744673
Thank you anon, i'll try it

>> No.744685
File: 882 KB, 1680x966, Untitled.png [View same] [iqdb] [saucenao] [google]
744685

I got this phantom polygon here, when I export the model I see the face but other than that it's as if it doesn't exist. I cannot texture paint over it as it doesn't exist in my UV map. What the fuck is going on? Also when I export the model I see black lines where I marked seams, what's up with that?

>> No.744692

>>744685
what if you press alt+h while in edit mode?

>> No.744693

>>744692
That worked, embarrassingly. Now I have to redo UV mapping. Serves me right.

>> No.744694

Are there any character modeling tutorials that are not one of those retarded looking pixar-esque characters? Even the ones in Udemy are about some super racist blackface stupid looking ones.

>>744673
Bless your heart. Thank you.

>> No.744695

How much would you charge someone for a modeled and rigged anime character head with hair?

>> No.744698
File: 55 KB, 1024x591, c44f57f86299a261e2bb0edf2a1a5da5.jpg [View same] [iqdb] [saucenao] [google]
744698

>>744695
Cost of your work hour for your skill level * number of hours spent making said model, like any other professional.

As a frame of reference, time yourself making a low, medium and high complexity model. If they want you to make something beyond that you charge more.

>> No.744724

Why are eyeballs modeled with a dent in the iris and a cylinder going inside the pupil? Shouldn't it just be a sphere?

>> No.744725

>>744724
Look at pictures of RL eyes from the side.

>> No.744726

>>744724
real eyes have transparency to them and complex internal structure making the iris shade like it's bending in the opposite direction of the surface. When you have a piece of solid material that is a way sculptors of olden day figured out how to mimic the complicated shading of our eyes in statues. Artists been using it ever since.

Final eyes in CG i do with more spherelike geometry and more elaborate shaders but my placeholder eyes in untextured geometry are often the kind you describe.

>> No.744727
File: 793 KB, 914x654, Mairead_cropped.png [View same] [iqdb] [saucenao] [google]
744727

>>744725
I'm not seeing the point.

>> No.744728

>>744727
look at where the black pupil is, does it look like it's located on the surface of the cornea?

>> No.744761

>>743974
Download a version of Blender before 2.8 and use Blender Render

>> No.744763

>>743974
btw this guy uses blender https://www.youtube.com/watch?v=LIMdnGQyeek

>> No.744844

>>744698
That post will be useful to someone, but I'm buying, not selling.

And I hate that Tifa that keeps cropping up everywhere, it has an ugly face.

>> No.744865

>>744604
Never mind I solved it :3

>> No.744874

>>744844
Well, gte ready for another 20 years of Tifa porn. Heaven knows people have been fapping to her longer than most of the posters here have been alive.

>> No.744901

>>744874
I'm disappointed over the severe lack of cowtits

>> No.744903

So, let's say I'm making a game and I use non-commercial version of maya and or Zbrush and decide to sell such game.

Do people ever come around to check what softwares I'm using and stuff?

I don't even know what to search in that regard online.
Thanks

>> No.744917

>>744903
For fucks sake...
For the millionth fucking time! Every pirated version of any piece of software has a rootkit installed that pings the company and sends them data on the person who's pirating their software. Normally they don't give a fuck because it's not financially worth it to put in the effort to sue the person but once you have made enough money then they already have a record of you and know who you are so if you're profitable and still haven't bought a license then you become economically viable to get sued by them.

>> No.744922

>>744917
okay blendie

>> No.744932

>>744903
ofc not as long as you're doing it solo or with a few people you trust. and also don't even advertise what software you did use. If you make money on a game or whatever, then buy a license, it's very affordable for the money you can make at it.

Now if you're selling assets, that's probably a little different. Depending on how prolific you are, I think they probably have people that sniff around. I'm not really sure they can do anything, but if you get serious about work, then you need to be registered to the site, like Autodesk. It's expected. Community of artists isn't really all that large. It's ok to use software (imo) to learn but when you can afford to pay for it, you should.

>> No.744979
File: 122 KB, 676x620, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
744979

Is this actually a problem???

>> No.745016

Question to anyone who's used blender and grease pencil. Is it possible to export greasepencil as fbx to be imported elsewhere, or does it only work within blender?

>> No.745036

>>744979
it depends
are you going to subdivide it? Then it's up to your subdivision algorithm. From my experience in max, I've never had a problem with doing something like this or with T vertices. but in some specific cases you want to avoid doing this. since you can move it down along the face, you can form a rectangle, so always try to form rectangles if you're making a quad and keep in mind edge flow. if that's a leg, then you edges need to be somewhat consistent with the muscle flow, it will make deformations better, it will make editing it for deformations easier if you do it well the first time.

so in sum, you should fix these things immediately so you don't cause future problems. edge flow is more important than making quads, just don't stress about it if the flow terminates into something like this. sometimes it happens.

>> No.745040

>>744979
It could be worse. Honestly though, it's easily fixed.

>> No.745058
File: 1.82 MB, 10000x916, 1529178037661.jpg [View same] [iqdb] [saucenao] [google]
745058

I've always admired simple model comparison images like pic related, and would like to put together and view+share my own. Which software would be best for assembling premade 3D models into a lineup and rendering images from them?

>> No.745063

Is it really viable to exclusively do texturing work for 3D models in a 2D image editing application like Photoshop or Gimp? Wouldn't it be pretty unintuitive to be restricted to working with the UV map rather than painting on the model itself? Do people really work like that?

>> No.745064

>>745063
I used to before I bit the bullet and finally pirated Substance tools and learned how to use them.
At my disposal I had a library of self-made bits and pieces of normal and other maps for details and I'd combine and tweak shit in photoshop. I used paint.net for the base colors.
Having used Substance for a while now, I don't think I could go back anymore.

>> No.745072

I got a 3d .obj model with a bunch of texture files. I want to merge all those files into one that fits the model, so i can use it on tabletop simulator.

Looked up for a bunch of tutorials on YT, but couldn't manage to get it right. Can anyone share tips or help me?

>> No.745073

>>745072
How many texture files is it, and how big are they?

>> No.745075

>>745073
16, including the light purple ones that i believe are for the lighting. 47MB (all)

>> No.745078

>>745063
Yeah it's viable, it remains my preferred method of texturing 'hero' surfaces, you use a flat lit 'camera map per pixel' material and texturebaking.
Then you render your model from any angle and treat that image as a canvas in photoshop, paint in whatever you need bake that down to your UV's.
Switch to another angle and move around your model doing the same til you're done.

This way you're essentially meshpainting in your standard 2D Photoshop, just that you're doing it at one fixed angle at the time.
It's slower than something like substance but you'll have way better tools and can use much higher quality sampling when transferring texture onto your model.

>> No.745083

>>745063
I've been using photoshop for years, I'm struggling really hard to get into substance (old dog, new tricks). it's like, I know how to do X in photoshop but with PBR and how easy and fast you can get crazy results that take a lot work in PS, it seems like I just have to give it up and dive into substance.

>> No.745099

>>744874
coomers get the rope. I'm thinking a few hundred dollars at least, I guess I'll just see what people say they'll do it for.

>> No.745126
File: 511 KB, 803x636, hairs.png [View same] [iqdb] [saucenao] [google]
745126

Where can I get decent hair PBRs?

>> No.745144
File: 54 KB, 388x225, milk_PNG12745.png [View same] [iqdb] [saucenao] [google]
745144

Is it fine to use triangles when doing a retopology for a game character?

>> No.745154

>>739973
>>739979
I was legitimately interested in checking out Maya until I saw your retarded comments

>> No.745155
File: 177 KB, 388x518, 1572450506732.png [View same] [iqdb] [saucenao] [google]
745155

>>740355
tranny

>> No.745174

>>745058
Blender.

>> No.745175

In Blender is it possible to get two armatures bones to align perfectly?

>> No.745196

>>745174
I'll give it a try, thanks. Got any useful guides? This is my first time using any sort of 3D manip software; my 2D experience amounts to paint.net and MS paint.