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/3/ - 3DCG


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752424 No.752424 [Reply] [Original]

>Will mastering /3/ help me get popular with the ladies?
>If there is a Z-brush is there a X and Y brush?
>Does sculpting in blender make one a better person?
>If my skin is turning bluish am I normal?

Questions that don't deserve their own thread thread.

prev thread: >>743647

>> No.752446
File: 23 KB, 300x300, reddit_frog.jpg [View same] [iqdb] [saucenao] [google]
752446

Should I make a skeleton every time I make an organic character to eliminate guess work [2]

>> No.752470
File: 407 KB, 1448x851, skeleton.jpg [View same] [iqdb] [saucenao] [google]
752470

>>752446
It's not necessary to make a skeleton everytime but it can be a very good idea to try it out while you're still learning.
Having anchor points and fitting a skeleton inside your model can help you figure out misshapen volumes angles and aid in clearing up your own
ideas about how something is structured. In the past I've explored this on my own as it made a lot of sense to me at the time.

Before I picked up 3D I was a self-taught half competent 2D artist (kid who never stopped drawing type) I mainly did simplified 'roboskeleton' manga type art.
my sense of shapes and curves where pretty refined but since I mainly only did figure drawing my surface anatomy was very lacking.
Once my skills had grown to the point I felt drawn towards going for less stylized depictions of creatures I started to run into all kinds of problems.

Doing stuff like pic related back in the day helped me iron out a lot of my misconceptions about the human body.
It was not enough however and more of the spark of what eventually pushed me into realizing I need to take anatomy seriously
and set out to deliberately study how we're put together to gain a more satisfactory understanding of the body.

>> No.752493

>>752424
is it possible to make money in 3d if you're a non degenerate aka non commie aka non sjw aka non blm etc..?

>> No.752499

how do 3d modelers who print their work to sell do it? aren't 3d printers like, really rough?

>> No.752502

>>752470
wow very detailed answer thanks

>> No.752504

>>752493
If you're apolitical you won't have a problem but if you align yourself with facist ideals that approaches the alt-right or nazi /pol/tardery
you will become treated like a pariah by industry insiders.

Aesthetic people are overwhelmingly humanitarian and the entertainment industry as a result is very much left leaning.
The fact you talk about leftists in terms of being 'commi/sjw' is sorta revealing to what kind of sentiments you hold.
Unless you kept such cards very close to your chest you'd end up against powerful people that would not hesitate to sabotage you given opportunity.

>> No.752509

Is it enough to learn Maya and Solidworks to gain basic skills needed to apply for normal boring modeling jobs in factories/companies? I'm talking about boring technical jobs modeling bolts, molds, exhausts, bicycles etc, nothing fancy like being a designer. I work as a call center agent now so I guess any jobs albeit boring will be better than my current job really

>> No.752510

>>752424
>If there is a Z-brush is there a X and Y brush?
Well, is there?

>> No.752512
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752512

Where can I download nude skins? It seems like every website I used to visit to download models has basically been purged of any and all NSFW content.

>> No.752513
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752513

>>752510
Yes and kinda.

>> No.752526
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752526

>>752512
please ..... go back....

>> No.752527

>>752526
Why?

>> No.752551

>>752509
You probably also need an engineering background, learning 3d isn't enough to design it's just a medium

>> No.752559

How do I decide if I should composite a rain in a shot or use actual particle systems in a scene? It's for 3D and not filmed footage.

What are the benefits of each? Is mixing both a thing, so for example I have particles close to the camera and composite rain in the background? I would definitely do everything in a scene for closeups, but not sure what to do with wider shots.

The thing is that I'd also want rain creating small "waterfalls" on roofs and I think that would be easier to place correctly in 3D. Also, I've seen things like these

https://twitter.com/Mrdodobird/status/1276422592069419010

where it's possible to achieve some of these effects with cards. This shit is crazy, but I'm not sure if it could work with rain because there's a lot of transparency inbetween raindrops, would be hard to mask it I assume.

I need so many variations of rain for different shots, I want a general rain, rain creating wetmaps on the ground, rain splashes, raindrops sliding down a slope, rain pouring from a roof, raindrops hanging for a while and then dropping and ripples on a surface of a pond.

This was my plan:
>actual rain particles for a general rain and "waterfalls"
>shader for rain ripples on a pond and rain sliding down the slope
>transparent textures spawning on the ground for rain splashes
>not sure about hanging raindrops, I even thought about placing them and animating them manualy because there wouldn't be too much of them nor would they be visible in all shots, and it seems easier to achieve than trying to figure out how to make surface tension work, seems like a complex task

No compositing involved atm. Is this a good workflow?

>> No.752564

In tpose, do I do my legs completely straight, or do I do them naturally bent somewhat? I'll be animating this walking, so nothing complicated but I feel like this is baking animation before I've even gotten started - it's almost like a resting stand pose, and I'm not sure this slight bending is the way to go.

>> No.752580

>>752564
Modelling your character with all the limbs pre-bent to the middle of their motionrange is the best for animation if you intend to use no deformers or extra bones.
Reason you don't see this done very often (hardly ever) is it comes with other issues like making it way more difficult to create the model in the first place
more difficult to create outfit variation, texture it etc. Basically you get improved deformation at the cost of a lot of fuckery in every other area.

There is no best way of doing it and every variation has some trade-offs, I've tried all kinds of stuff including the variation described above.
My go-to after years of building character is basically the so called A-pose. In the T-pose I find it too difficult to create natural looking shoulders.

>> No.752587

>>752504
>>apolitical

that's the problem, they won't let you remain neutral.

silence is violence

fuck, well I guess I'm gonna have to go freelance then

>> No.752594

>>752587
just lie to their face when you need to and profit

>> No.752597

>>752587
How can one remain truly neutral? To me that seems impossible.

>> No.752601

>>752597
Not having an opinion about some things is the same as having an opinion. But for most topics that isn't the case.

>> No.752628

>>752587
Ya imagine working for a western AAA studio. You would have to put black lives matter in your twitter bio then you would be mee too'd for farting in a females direction.

>> No.752633

>>752424
Houdini 18 for mac!
Does anyone know how to get the crack working without disabling SIP?
If xforce is roaming around here, stop making shit cracks yeah?

>> No.752643

>>752633
Beggars can't be choosers

>> No.752654

>>752633
What's SIP?

>> No.752678

how can I make 3d models out of drawings that have angled perspectives? so far I can only make models out of 90°/180° turnaround sheets, but that means I can't use most images as a reference and can't make scenes without modeling T/A poses first. is it really a "dude just know how to do it lmao" kinda thing or are there actually tips to help pull this off?

>> No.752683

>>752654
System Integrity Protection

>> No.752687

>>752678
You view everything you see as a set of ratios you compare one thing to another to set some bounds on the size and shape of the thing you're looking at.
View the outline of the shapes themselves as well as the shapes of the empty space between them as geometric relationships that inform you about volume and distance.

You look at what can be known to be the same lenght due to the foreshortening and then you redraw/model/blockout/sculpt a rough sketch of the the thing from another angle.
Make sane corrections whereever your initial guesses are off or correct the concept itself if the geometry turns out to be impossible. Like it often is if you work from 2D concept art.
Fastest way to learn all the skills involved in this is to become enough of a concept artist yourself by learning how to draw that you understand how to go about it.

Like when you know how to draw and you sit down with a paper, to your mind it's not 2D, you are thinking about the paper as a window into a space with depth.
You are actually doing 3D when you draw, just that you can't move the camera.

>> No.752691

>>752683
>>752687
Also if it's a character figure out where all the joints are and place a pivot there and threat each limb segment
as a separate piece of geometry. Link them together into a basic skeleton.

Keep the neutral T-pose, A-pose etc at frame zero hit animate and pose your model into whatever poses you need at another frame
That way you can go instantly between posed and neutral to validate against a concept to figure out if you're on the right path.
Then you can edit your geometry in the local space of each part. Being able to edit your model while it is posed on the fly is very helpful.

>> No.752699

>>752687
>>752691
that's very insightful! thank you very much, I think it will be a lot easier if I take some objects as reference in size and perspective and then use this knowledge it as a pivot point to make broader assumptions. that's reasonable to say the least, I honestly feel kinda bad now for not have even taken this into account

>Fastest way to learn all the skills involved in this is to become enough of a concept artist yourself by learning how to draw that you understand how to go about it.
this seems about right, I often find myself confused about whether I should be drawing or modeling to improve, specially considering my end goal is 100% making good 3d art and that I don't even like drawing that much. I guess there's no way around it, specially considering how much I could benefit from it as you point out here
>Like when you know how to draw and you sit down with a paper, to your mind it's not 2D, you are thinking about the paper as a window into a space with depth.

>> No.752712

What did the japanese ultimately end up switching to after softimage died? Maya? I know zbrush is a must for high poly and maybe marvelous designer and substance painter are popular. Just wonderin if max or maya got the upper hand there.
Thinking mostly of studios like capcom or kojima prod.

>> No.753042

i know nothing of renderrers. a thread here was showcasing how fast redshift is and everyone was praising arnold's rendering quality. you see i am a dazlet. iray render is fine for me but i really wanna see how different my waifu looks in arnold or standalone renderes. now my question is why should i render using an engine other than the one within daz or the 3d package i am using. i know arnold is implemented in maya and there is a daz to maya plugin to help transfer my chars there for animation and render. your thooughts?

>> No.753315

Is anyone making living of /3/?
How is it?

>> No.753317

do i need to ask for the concept artist permission before i make the character or can i just credit him when i post it on artstation/instagram ?

>> No.753321

>>753317
If it's a small/unknown artist the polite thing is always to ask. If it's a wellknown/commercial thing you just make it and call it fan art.

That said as long as you credit the artist you'll be fine.

>> No.753327

What's the best PC build and software combination for fast and accurate physics simulations like fluids, fracture/destruction, and soft body dynamics ? i was thinking houdini with an rtx card but if there's better options, i'm open to them.

>> No.753339

>>753317
I'd say ask beforehand and make sure you say it's for learning purposes only and that you don't intend to make any money out of it

>> No.753344

Substance Painter and Designer are on sale on Steam.
They are perpetual lisences, right?
Are they worth the price for a hobbyist/modder?

>> No.753356

>>753344
Perpetual with updates only until 2021. In 2021 you would need to buy the new version if you wanted new features. I still think the program needs a lot of work and wont be finished until the mid 20's at this pace.

>> No.753456

How do I set up a scene to show off my model? 3 point lighting? What's the best way to get the background? Just a gradient colored plane? Any suggestions welcome

>> No.753464
File: 6 KB, 318x159, images.jpg [View same] [iqdb] [saucenao] [google]
753464

>>753456
Depends on your render engine. For vray a dome light with pic related is the best option.you could always give light studio a go if you want to edit your hdri. Just make sure if your using on you found its calibrated

>> No.753724

is there a way in zbrush to fuck with curves without using the curve brush? to get control vertices for the curve or edit points or bezier handles or whatever?

this whole"draw out a wet noodle and wiggle it around to fit" thing is driving me fucking insane. i dont mind drawing it out but its so damn finicky to edit once its on the model

>> No.753842

>>752424
is it possible to import an obj sequence into zbrush so that each obj is it's own subtool?

>> No.753843

>>753456
>3 point lighting

yes but make sure they're reasonably sized rectangular lights, look into setups that actual photographers use and just copy them. CG however also affords you infinite lights, so think less in "I need to use 3 lights" and when you see an area you think needs a highlight or some fill just add another light, world is your oyster.

You can use emission planes with textures on them to make lights that have a natural softbox falloff as well.

Also just a workflow thing is set all your lights up to track their direction to the model so you can just move them around and change position quickly.

>> No.753855 [DELETED] 
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753855

>> No.753857 [DELETED] 
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753857

>>753855
I agree. Pony feet and barney brap

>> No.753859

I got into modeling recently and I've been reading digital modeling by William Vaughman. My ultimate goal is to be able to make a vtuber avatar. Realistically how much time would it take to learn how to do it correctly? And to make myself clear, I am not talking about generic anime avatars, I'm talking about more diverse humanoid avatars in general.

>> No.753860
File: 435 KB, 710x3117, triple-crane-fail-funny--truck-water.jpg [View same] [iqdb] [saucenao] [google]
753860

Is it possible to create brushes for substance painter in another 3d modelling program or importing from materialize?

>> No.753863 [DELETED] 
File: 25 KB, 307x153, Bronies, this is your mindset.jpg [View same] [iqdb] [saucenao] [google]
753863

>>753855
kys
https://derpibooru.org/2327577

>>753857
YOU SHOULD BE DEAD.

>> No.753865 [DELETED] 

>>753863
You're getting old Lee while us younger Barney fans are getting quick and outmanuevering you. Soon This world will be nothing but my little barney

>> No.753866 [DELETED] 

>>753863

>> No.753867
File: 1.10 MB, 1280x720, huh.webm [View same] [iqdb] [saucenao] [google]
753867

Brainlet and zbrush noob here trying to follow a tutorial. Does anyone know how he did this? He just sorta timelapsed through it. Something to do with polygroups from the looks of it? I'd appreciate any help.

>> No.753868 [DELETED] 
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753868

>>753863

>> No.753871 [DELETED] 
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753871

>>753868
HOW HARD IS IT FOR YOU FAGS TO LET GO OF YOUR SHITTY TODDLER'S SHOW

>> No.753872 [DELETED] 
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753872

>>753871

>> No.753874 [DELETED] 
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753874

>>753872
HOW HARD IS IT FOR YOU FAGS TO LET GO OF YOUR SHITTY TODDLER'S SHOW
>>753871

>> No.753875 [DELETED] 
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753875

>>753874

>> No.753876 [DELETED] 
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753876

>>753875
I'd hate to imagine how you thought that posting this would be for the greater good
https://derpibooru.org/1290565

>> No.753888 [DELETED] 
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753888

>>753876
problem?

>> No.753889 [DELETED] 
File: 28 KB, 424x185, Screen Shot 2013-11-26 at 12.47.00 AM.png [View same] [iqdb] [saucenao] [google]
753889

>>753888
Get hanged, turd
https://derpibooru.org/2068220
https://derpibooru.org/507065

>> No.753903

>>753859
If you come from nothing, and you want it to be cute not a monstrosity, minimum 1 year, realistically 2-3

>> No.753973
File: 590 KB, 1252x480, arnoldlight.png [View same] [iqdb] [saucenao] [google]
753973

Need some help anons. How do I make lights cooperate with me in Arnold? I've been trying to make this lamp work, but I'm unable to get the desired results. The front is a fairly thin mesh with transmission set to 1. Inside there is a rounded cone of reflective surface, with a point light at the end. When the light is on, the whole setup catches color from the rest of the model that's not even directly in front of it. Also, despite the light's intensity being set to 1000, it barely has any effect on anything outside its immediate surroundings. I tried different types of lights, and most are not even visible at all, tried different values for the reflective and glass surfaces, but I'm unable to get rid of the strong yellow reflection in the lamp. I also get weird artifacts on the exterior when the light is turned on, despite the fact that it's hidden behind 2 layers of mesh. Obviously there is something wrong with my approach to this, but I have no idea how to set it up correctly.

>> No.753975

Hi, I haven’t used zBrush and Maya since 2012 and wanna try it again, what’s the best source for cracks these days I don’t wanna search all those shady Russian sites

>> No.754000

>>753867
Masking mask by feature/ groups.

>> No.754070

https://en.wikipedia.org/wiki/Normal_mapping#Interpreting_Tangent_Space_Maps
I clearly remember there was a section in this article where RGB values for each direction were written. I was clearly looking at it half a year ago when I was painting normal maps by hand before I started learning 3D.

It looked like (numbers are wrong because I don't remember them, that's why I opened the article today in the first place):
- 255,255,255 - front
- 127,127,0 - top-right
Nothing in changes history o_O

>> No.754074

how long should it take for one to learn the basic foundations of anatomy? i'm going at a very slow pace, been practicing the whole week and am not good enough to just practice other exercise-drawings quite yet

>> No.754075

>>754074
non-exercise drawings*

>> No.754085

>>754074
This is going to be a not so fun reality check, it could take you years to understand anatomy, at minimum to understand how mussels look, where they should go, how they change when tense or in tensed will most likely take you 6 months or more, your in a similar situation to >>753859

>> No.754096

>>754085
how do people who have just started and plan on doing this professionally cope with the long learning path? I know pretty much every field can only be mastered with years of experience and there's always going to be stuff to learn, but I wonder how long it will take me to even make solid simple drawings

>> No.754109

>>754096
>how do people who have just started and plan on doing this professionally cope with the long learning path

they're having fun while doing it. obviously not all the time, but experiencing breakthrough moments and the massive dopamine rushes they come with helps you maintain 100s of hours of motivated effort by conditioning your brain to turn frustration into anticipation.

>> No.754117

>>752424
I wanna start sculpting. I love sculpting in RL and have done a few projects for art toy companies
I wanna go into that market fully, but only after learning 3D, so here's my question:
>should i learn modeling and then sculpting?
I know a tiny bit of blender, but i wanna learn the tools in ZBrush
>Should i just go for sculpting and then try to learn what i think will be useful in 3D modeling?
I honestly just want to jump into it, i bought a display tablet for my 2D illustration freelance work and i've been wanting to learn 3D sculpting ever since, but i also don't want to be capped by not knowing 3D modeling.
I have Pavlovich couse, i haven't started it yet because i don't wanna waste my time by being a retard :/

>> No.754299

>>754109
This is a good answer but to add to it, most people really serious about this stuff start early and go to a collage or university for it, that's 3 years minimum right there of guided trading, it doesn't feel like a long time when your entire job is: student learning to draw/model

>> No.754300

>>754117
Sculpting and modeling have a little cross over, you will make some mistakes you normally wouldn't if you knew a lot about modeling but it's like painting Vs photography, your probably going to want to edit your photo later but for now you may as well just learn how to take a photo.

>> No.754308

how do you sculpt armor plates without the edges getting wavy and uneven?

is the answer just to reduce polycount and then build it back up? using a combo of trimdynamic and claw buildup and move brush, but it's hard to get crisp armor plates that i can then start sculpting details on.

maybe zmodeler? but fuck me that tool is frustrating to use.

>> No.754331

>>754308
Probably just poly model it and export to zbrush to add detail, your shouldn't really be sculpting hard surface from scratch

>> No.754363 [DELETED] 
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754363

>REEE LEARN ANATOMY
>get mogged by people with a better art style
>REEEE LEARN STYLIZATION
>get mogged by people with a better grasp of human form
wat do

>> No.754364
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754364

How do you faggots learn to cope with being jealous of other artists who have more clout/success than you

>> No.754367

>>752424
is there any money in 3D outside of porn / sfm?

My buddy got a job only because he hounded a a small company into taking him on (and his stuff was good)

>> No.754368 [DELETED] 
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754368

>>754085
This a load of shit. Entire anatomy courses from micro to macro don't even take that long.

>> No.754371

>>754367
Selling stuff for second life and VR avatars makes some money if you do it from scratch. If you're good at making anime or furry shit you can have a legit business going. Just set the price high so you avoid kids who are trying to scam you.

>> No.754374

>>754371
>If you're good at making anime or furry shit you can have a legit business going
is there still money in furry crap? I thought it'd be completely saturated by now with how public this info is

>> No.754379

>>754374
If you're talking about 2D furry shit, yes, the market is very saturated, but even there you can manage to sell stuff. I have a friend who isn't stellar at furry art yet manages to sell artwork occasionally.
If you're talking about 3D furry shit, the market is wayyyy bigger. 3D stuff is inherently harder and the difference between a bad furry model and a good furry model are so wide that if you are good at making fur and scales and whatever you legit could make yourself rich if you have a good advertisement method. 3D modeling requires a special kind of autism that not a lot of people have, so even if we speak about popular stuff like anime and furry there is a market for that stuff in 3D.
Another important thing to remember is that furries have money. We're talking about people who spend thousands on fursuits without blinking. These people WILL pay for a good 3D model, they won't be cheap bastards about it which is also another benefit of this. There's serious money to be made if you're willing to deal with that sort of autism and if you're good at this shit.

>> No.754387

>>754364
I don't get jealous on other people success and could care less about having any so called 'clout'.
I don't interact with the people I follow because they make great art, and I don't wish for followers of my own that isn't treating me that same way.
I suppose I'm not at all interested about the person behind the work, I just care about their art.
When I see work that impress me by other artists in a style I care about it fills me with energy and spurs me to work harder to improve.

If I feel like I'm procrastinating or don't really wanna put in the hours that day I like to go on Artstation or browse forum threads
highlighting WiP's by people I've consider to be the elite.

Seeing them pull away from me always lights a fire under my ass. But it isn't out of jealousy.
Real jealously is a terrible sickening feeling to experience, this is a positive emotion about being motivated and inspired to spring into action.

>> No.754413

>>754379
>furries have money

You know how car people always gotta have their car, even poor car people will have a really nice car from time to time. It's kind of like that, only they can't get a loan and it doesn't cost $10,000 in one sitting. Just take everything that's not required to live and funnel it into one thing, that's furry money.

On that note, /3/ filled with jobless because ZBrush ain't that expensive.

>> No.754428

>>754070
Check history of the article.
Are you sure you're not mistaking that for what's written on this article from a different wiki?
https://developer.valvesoftware.com/wiki/Bump_map

>> No.754442

How to start a business with 3d printed models?
I want to sell action figures and shit

>> No.754500

>>754442
SEO

>> No.754502

>>754374
there is not as much money as people think there is and the idea of an artist who isn't in the furry lyfe having an interesting enough style or personality (the more well liked you are as a person the more your output is worth) to capture the market is laughable, it doesn't happen, you vanilla mofos won't make it.

Guarantee you modelers 3x more skilled than me couldn't make as much money doing 3d stuff for furries because I know what makes the dick cum in my niche.

>> No.754504

>>752504
There is a much, much, MUCH larger spectrum to being to the right of current popular positions, and muh fashism.
I guess sometimes agreeing with MRAs, as in, thinking false accusations should be a crime, etc, are opinions better kept private or shared in anonymity?

>> No.754507

>>754364
Well, simple: I know why they are more successful than me. In the art department at least (in the clout department it's because I've never produced anything I'd want to share online, and thus haven't).
The difference between them and me is that they put in the effort, I don't. Until I change that, I don't deserve to become better.

>> No.754536

are there any resources out there who teach 2D drawing for 3d modelers? Or like, are there resources here to teach how to draw simple designs? I fucking suck at drawing and I want to learn how to at least draw simple objects as reference when I'm modeling. I don't want to do anything too crazy in 2d, I just wanna know how to sketch simple designs.

>> No.754537

>>754502
the way people describe it is easily making money doing some SFM and the money comes rolling in

>> No.754691 [DELETED] 

what makes a "bad topology"? is it overstretched quads? not-quads? edge loops that don't follow a certain flow? all of these? what else? I often can't tell whether my meshes are appropriate or not

>> No.754692

what makes up a "bad topology"? is it overstretched quads? not-quads? edge loops that don't follow a certain flow? all of these? what else? I often can't tell whether my meshes are appropriate or not

>> No.754693

whats the best way to handle getting a model ready for 3d print? if i have a model with lots of pieces, will it just ignore clashing geometry or should i dynamesh everything together to get a continuous surface or what?

>> No.754695

>>752424
how can I import an obj sequence into ZBrush subtools as individual objs?

>> No.754701

>>754692
For me it's if it shades well. Everyone has their own definition it seems.

>> No.754703

>>752424
That statue is in my city

>> No.754728

quick rundown on instalod? they even have a blender plugin now apparently, but oddly enough I can't find warez for it or the Studio XL version. on cgp I just found pipeline2019 for max/maya and studioxlpreview2019

>> No.754936
File: 76 KB, 1148x281, FlippedNormals.png [View same] [iqdb] [saucenao] [google]
754936

Is this nigga right or is he coping because he doesn’t know how to draw?

>> No.754944

>>754936
Coping.

>> No.754973
File: 1.38 MB, 3724x2096, 21014212-E279-4072-8598-C460F7493ACB.jpg [View same] [iqdb] [saucenao] [google]
754973

Where can I find WH40K to print and sell?
Got a Photon and printed pic related (not cured and finished)

>> No.754981

>>754973
>>754693
You might want to try another board 3 isn't really about print so much as making, o think tech has a thread on printing

>> No.754983

Sorry not tech it was DIY
>>>1857148

>> No.754994

Where can I learn architecture from an artistic perspective? I'm interested in learning the theory behind designing functional and visually appealing buildings rather than drawing floor plans.

>> No.754997

>>754994
University

>> No.755012

Arnold GPU in maya 2020 keeps crashing on me. Happens in 2019 too. I have to use CPU rendering to get anything done. What should I do do?

>> No.755013
File: 186 KB, 904x430, Screenshot_638.png [View same] [iqdb] [saucenao] [google]
755013

Sorry for the stupid question, but I'm stupid and need a little bit of guidance here.
I'm playing a bit in Live2D and I moved some dots in this eye model, and I want to know how to copy that shape and paste it into the other points in the axis so the shape can be retained while I move the iris around the eye.
Sory if it's confusing to explain, but I'm a complete troglodyte and the manual doesn't really helps much.

>> No.755045

Is there a way to modify an MD3's texture mapping without destroying the animation baked into it?
Trying to modify a model for a game but I don't have the source files for it, and I can't contact the creator.

>> No.755153

>>754936
The video is built explicitly from the perspective of going into a job where the work involved is more conversion of other people's concepts into 3d models.

There's obviously room for both

>> No.755160

>>754692
-Things that deform poorly, so not enough loops on joints or around eyes etc.

-extremely uneven face size will make UV suck

-it's easier if loops don't spiral over the entire body, easier to modify later

Aside from that is mostly anything goes as long as it looks good shaded

>> No.755163

>>754537
If it was that easy they'd be doing it

>> No.755209
File: 114 KB, 731x775, kurcina debela glavata.png [View same] [iqdb] [saucenao] [google]
755209

Actual autist here, just got myself into zbrush, pretty cool. How do people make blades on their weapons so smooth and crisp? Mine always look like shit, like its made out of stone or something. What brushes should i use or should i use brushes for making blade edges at all?

>> No.755220

>>755209
Make a Polygroup from every flat surface of your model, then use Polish By Feature. That will smooth the topology inside your polygroups while creating sharp edges around their borders.

>> No.755236

>>755209
No actually, Blades are conceptionally so simple that any other method is superior to sculpting them unless we talk some weird stone or obsidian dagger.

>> No.755242

i am a beginner at nsfw animation in blender, want to learn how to make saliva strings hang from the mouth. How?

>> No.755278

>>755242
oh fuc cakeinferno sperg is back

>> No.755284

>>754536
I'm not sure I understand the question.
if you want to migrate from 3d to 2d you can use shaders to render your project in 2d
i.e. Toon shader in maya, in sketch-and-toon for cinema 4d..etc

if you want to learn to draw something visualized in 3d, you can search on youtube tutorials for drawing 3d perspective:
https://www.youtube.com/watch?v=vyeZbyEvZ28

>> No.755286

I am doing this pretty much everyday and started a month and I am making a lot of progress. I feel like I can't get "great" unless I go to school or gain a mentor. If I stick with it will I eventually get a job? Or do I need to go to AnimSchool etc?

>> No.755287

>>754695
>>753842
I really want to know what the hell are you planing to do with this information.

How did you get in this situation?
did you animated something, exported frame by frame as .obj and is planning to import to zBrush to model frame by frame? AFTER it was animated?

>> No.755291

>>755284
I just wanna learn how to draw my own concepts, then model those concepts. Mostly for coming up with my own characters. My question was wondering if there was a tutorial specifically tailored for people who learn drawing from that perspective, instead of someone who wants to fully delve into 2d drawing.

>> No.755293 [DELETED] 
File: 92 KB, 580x870, Overblown-2-Damien-Crosse.jpg [View same] [iqdb] [saucenao] [google]
755293

The time is now /qa/

>> No.755296 [DELETED] 
File: 35 KB, 500x333, 6a00d83451f9a269e2017ee885492d970d-800wi.jpg [View same] [iqdb] [saucenao] [google]
755296

Anal sneed prolapse

>> No.755298 [DELETED] 
File: 92 KB, 580x870, Overblown-2-Damien-Crosse.jpg [View same] [iqdb] [saucenao] [google]
755298

Jannies are gay nigger I fuck them all

>> No.755307 [DELETED] 
File: 122 KB, 960x960, dora-the-explorer-scat-hentai.jpg [View same] [iqdb] [saucenao] [google]
755307

>>755291
Draw this bitch

>> No.755314

>>755291
I don't know if I'm going to be of any help, but if you want just the simplest solution, I would say learn basic 3d perspective.
if I have an idea that I want to try later
I scribble the most basic/infantile sketch on a paper
and I got it because I made it myself

if you want to capture mood, look for the basics of concept art.
this isn't a tutorial, but you get the gist of it:
https://www.youtube.com/watch?v=XeKN8E0knAU

this one is pretty good for character design:
https://www.youtube.com/watch?v=gI62rHNtg2w

>> No.755319 [DELETED] 
File: 27 KB, 199x296, 1593982678350.jpg [View same] [iqdb] [saucenao] [google]
755319

So this is the power of /qa/ barney lee blender sneed pony

>> No.755321 [DELETED] 
File: 25 KB, 307x153, Bronies, this is your mindset.jpg [View same] [iqdb] [saucenao] [google]
755321

>>755319
YOU SHOULD BE FUCKING KILLED.

>> No.755367

how do I improve my automotive modeling skills?

>> No.755372
File: 403 KB, 1100x620, GUID-844B95EE-96B1-4C41-972D-835946754231.png [View same] [iqdb] [saucenao] [google]
755372

>>755367
Learn nerbs or surfaces

>> No.755409
File: 708 KB, 1920x1080, aw.webm [View same] [iqdb] [saucenao] [google]
755409

I don't get legs and I hate awful drawn references.
Looking at a girl's inside of a knee joint for a minute while I was sitting at a vet gave me more understanding of leg anatomy than those low res useless fucking pictures.

What should I type in the google search bar to get a good anatomical reference of any part of a human female body?

>> No.755410

>>755372
The nurbs model is missing so many details it's no wonder it has smoother lighting.

>> No.755417

>>755409
>Looking at a girl's inside of a knee joint for a minute while I was sitting at a vet gave me more understanding of leg anatomy than those low res useless fucking pictures.

Hate to break it to you, pajeet but the only thing it gave you was self-delusion.

>> No.755422

>>752597
>I just want to render for god sake
Like this

>> No.755423

>>755422
>"But Anon, you surely don't think it's okay to remain silent in times like these, do you? If you support them, now it's the time to show it!"

>> No.755424

>>755417
>i don't get legs
>lmao what an idiot, he thinks he's good but he's actually bad, le dunning-kruger effecterino amirite????
Nvm gonna try catching good shots in porn, lighting is awful though.

>> No.755426

>>752712
Studios buy bulk licenses for the whole studio, they get special prices. In regards to Autodesk you can get a license were it doesn't matter if you use Max or Maya, you have an license server and can just boot up whatever you need at the time. That being said I am sure that pro gamedevs in Japan use both + Houdini.

>> No.755432

How are effects added to scenes if they are made in a different software than the animation? Don't just say "compositing"

>> No.755456

>>755432
Well, composition is one way. You can also bring simulations like fire and smoke from Houdini or some other simulation software to Maya as a VDB and render them there with Arnold/Redshift for example. For cloth made in marvelous designer you can export it as an alembic with animation.

>> No.755464

Hey guys I'm a 2d animator and was wondering about mixing 3d with 2d. In particular as a means of simulating in 3d, and then drawing over/rotoscoping on top with 2d so it fits in world.

For something like smoke, i looked into some simulations, but what I saw seems to all look very grainy/formless overall.

I'd love to generate something more cartooney that could be used/cleaned up like say the smoke effects from Akira. Anything in particular i should look into to make that kinda sim with a cartoon/anime effect?

>> No.755490

>>755012
anyone? I am fucked with Arnold gpu

>> No.755496

How do I denoise animations with blender and have them be stable?

>> No.755499

>>755496
stable how?
Is the denoising fucking up weirdly?
If you've got the little clock next to your seed value activated, which makes you have a random seed for each frame, it tends to fuck with the denoiser I've found.

>> No.755500

I've started sculpting and my hands are actually hurting. I thought using a stylus was better for you?

>> No.755510

>>755500
Are you gripping the pen hard.

>> No.755513

>>752424
How do I create special texture that resembles cloths and stuff like how they do it in Smash Bros. Ultimate and Brawl?

>> No.755516

>>755496
intel is working on making a temporal version last I heard

>> No.755627
File: 3.88 MB, 498x280, Elphelt.gif [View same] [iqdb] [saucenao] [google]
755627

Tell me why I should learn sculpting when poly modeling is simpler, cleaner, more appealing, and more intuitive than shitty zbrush

>> No.755629

>>755627
pyw and we'll see if we think you could benefit from it.

>> No.755637

>>755627
you're never going to do anything worthwhile with either, so do whatever you want

>> No.755729

How do you make good looking moss without it becoming a significant amount to render?

>> No.755814
File: 172 KB, 1024x1024, seatbelt.png [View same] [iqdb] [saucenao] [google]
755814

Ok guys, I'm super confident in modeling and Maya (2019) in general, but I have not even dabbled with animation.

I'm working on a project at the moment which requires me to animate this seatbelt to wrap around the guy, following the red arrows, and slot into the central 'lock'.

I've googled and youtubed, but I genuinely don't know where to start with this sort of thing. I've set up a curve and attached the seatbelt strap as a flow path object.. but it's just not really working.

Any tips on what I need to look into would be really good..

>> No.755821
File: 174 KB, 1500x1500, 71xEPqsCEpL._SL1500_.jpg [View same] [iqdb] [saucenao] [google]
755821

>>755500
you're holding it wrong

>> No.755822

>>755814
the way that I would approach it, would be to set up joints and hand animate it.
how to set up joints:
https://youtu.be/CF3rupjYWa4?t=200

but if you want it to follow a path, this may help:
https://www.youtube.com/watch?v=b-o5wtZlJPc

>> No.755823

How do I start /3/?

>> No.755824

>>755822
Thanks a lot man, I'm gonna check into both of these, that fish one looks like it's gonna solve it.

>> No.755843

>>755500
Gripping a pen and bringing the point to the surface puts way more tension on your wrist and fingers than resting them on a mouse and just clicking.
You can manipulate the pen a lot more with finer muscles that will tire out and get sore more easily, esp if you're not in the habit of writing drawing every day.
Never had any issue back in the days when I used traditional media on a regular basis but now a days working mostly digitally and mainly with mouse
I def experience some degree of fatigue after just a 10h session of using a tablet, where as I can use the mouse 16h day after day no problem.
Using a stylus is prob better for you in the long run but you need to condition your hands to get used to that task.

To mitigate tablet fatigue I make the grip part of the pen/stylus fatter (some wacoms are pretty wide out of the box nowadays) wear a sports wristband so you have padding
and don't end up resting your wrist directly on the surface of the tablet. Then make yourself a trendy 'artist glove' by taking a fabric glove
and then cut off the thumb,index and middle finger. This will give your hand high friction between your fleshy fingers and the pen where you want it
and low friction against your palm, pinky, ring finger and the plastic which will help a bunch if you're to be going at this for days.

>> No.755858

>>755823
YouTube.com

>> No.755881

>>755513

They use tileable swatches. Just get different fabric swatches online. Make them tileable and run a normal map filter on them.

>> No.755896

How do I copy the post of my rig onto the opposite side in 3DS Max for a run cycle? You'd think this would be a simple thing to find an answer for but all of the solutions are either outdated or for CAT rigs.

>> No.755918

>>755896
Never mind figured it out

>> No.755939
File: 75 KB, 334x903, 1505995711590_cr.jpg [View same] [iqdb] [saucenao] [google]
755939

can I use a premade base body in for example daz to create a na'vi figure? Main features that differs from a human being the hight, lanky proportions, four digit hands and feet, the tail, eyes and ears.
I don't know much about 3D modeling so I don't know to what extent the base bodies can be modified, but it would be much easier than creating a model from scratch

>> No.755943

>>755939
Sure you could literally take any human mesh and stretch parts of it 120% but anything past that your going to have a hard time with if your new to 3d. If you want to make bad 3d port use rigs people have already made, and learn from there, animation is the hardest bit to get looking nice.

>> No.755961

>>754981
my post is very much about making. i'm a 3D modeler, i don't do a ton of printing, though i have a printer.

what i'm getting at is that i'm modeling characters to sell the STLs for things like tabletop games and wargames and such, and normally i'd model the armor and weapons and everything separately, but i'm not sure how that would interact with the printing, particularly with the SLA printing which as far as i know doesnt use honeycomb shelling.

i dont want to put a bunch of files up on a market place and have angry customers coming back with complaints about the files causing errors or not printing correctly.

i use zbrush, so mostly my question is about weather i should just be merging the subtools and calling it a day, or if i need to completely remodel everything like the armor and weapons into the body in 1 solid piece with no crashing geo or anything

>> No.755969

>>755961
This is why I liked you to sit, who is going to know 3d printing better? A board full of modellers or a thread about 3d printing. It does matter if they can make models or not they will know what makes good prints

>> No.755970

>>755969
God I hate typing on my phone, I should really prof read more
>This is why I linked you to DIY, who is going to know 3d printing better? A board full of modellers or a thread about 3d printing. It doesn't matter if they can make models or not, they will know what makes good prints

>> No.756121

My friend is making a game in Unity and needs buildings for his game, could I make them in AutoCAD and export them as a file usable in Unity or would it be too heavy to run properly?

>> No.756122 [DELETED] 

My friend is making a game in Unity and needs buildings for his game, could I make them in AutoCAD and export them as a file usable in Unity or would it be too heavy to run properly? Would making buildings in a program like Blender be possible or more compatible?

>> No.756208
File: 284 KB, 1001x603, DEFORM BAD.png [View same] [iqdb] [saucenao] [google]
756208

How do I set proper topo to and rig stiff bendable objects like cardboard or books? When I bend it too much it deforms badly at the base

>> No.756221

>>752424
/3/, what is the meaning of life? Are we all just polygonal constructs in denial of the true nature of our mesh forms?

>> No.756238
File: 64 KB, 1280x720, whatIsBestInLife.jpg [View same] [iqdb] [saucenao] [google]
756238

>>756221
>To rig your ripped mesh, see it driven before you, and to hear the lamentations of the original creator for your new waifu.

>> No.756261

>>756208
Give it a few smaller bones near the bend point so that it curls over.
Either that, or add a few loops to that area, and make a gradient for the weights on those parts.
It should naturally curl over since lower weights mean less of an influence from the bone.

>> No.756262

>>756221
No, we're atomic voxels.
We're all just point clouds floating in the universe.

>> No.756312
File: 847 KB, 1157x509, xavier.png [View same] [iqdb] [saucenao] [google]
756312

>>756221
hey bunghole, cease that inner yapping!

>> No.756332

How often are high quality people scans used in the industry for references?

I got access to a mobile 3d scanners that can capture a person or misc item in high detail. Pretty much takes ~30 mins to scan someone and process the data. Was thinking I can reach out to some design studios near me and see how much they'd pay per person to be scanned.

>> No.756344

>>756332
Seems like a bad business model. who would you scan if they wanted 20 people?

>> No.756363

>>752509
Like anon >>752551 said, if you want to make the models, you need engineering knowledge, especially for organized and standardized production. Nobody hires someone just to 3d model.

However, if you're resourceful, you can 100% enter the field with those programs, maybe learn a simpler CAD and master the techincal side of working with machinery, a valued skill unless you're working in a semi-automated production line.
I got into CNC/3d printing/moulding with ZBrush and Rhino. There's never want of work if you're in the right place and up for the job.

>> No.756372

>>756332
>How often are high quality people scans used in the industry for references?

immensely frequently, if not their own then scans from textures xyz or whatever.

https://www.youtube.com/watch?v=x8ZnqCKZABY

>>756344
I assume they mean in relation to scanning specific people, like say a real life actor they want to make a digidouble of.

You will need to live near people who do a lot of VFX or AAA game work and you need to be able to do it as well as the mobs that are already doing it.

>> No.756378

>>752504
>Aesthetic people are overwhelmingly humanitarian
Please don't use the narrow experience of your country and extrapolate it to all of mankind.

>> No.756393

>>756372
Exactly, actors or just people in the office they may need scanned.

I live near a TON of clothing industries (Portland) and was thinking of reaching out to them. Recently I did a job of scanning a ton of shoes for a company which got me on the idea of scanning people + clothing but was unsure if HQ people scans are used as much as a standard sculpted model.

>> No.756412

How do you do large scale effects? Such as a gigantic tidal wave crashing into a city.

>> No.756427

>>756412
With Houdini and a large scale render farm.

>> No.756431

>>756427
can you get passable results doing it in houdini without any scripting or coding and rendering it on a good computer?

>> No.756441

>>756378
Name even one country in the western hemisphere where this isn't true.
Hell, name even one country in the entire world where this isn't true.

Saudi Arabia? North Korea? Prob true there too, they're just too afraid to express themselves.
So where would you go anon to find a place where you deem the artists to not be overwhelmingly humanitarian?
Please share for I am so very curious.

>> No.756444

>>756431
Sure but flooding a whole city is pretty hardcore. If you pull the camera back far enough that you can get away with low resolution it might work great, but still be prepared to spent hours/days simming and rendering depending on the quality you aim at.
And yes, if you do pure simulation stuff like water and smoke you don't need to know scripting/coding.

>> No.756510
File: 121 KB, 1718x796, RGB.jpg [View same] [iqdb] [saucenao] [google]
756510

I'm converting a source mdl for use in blender and have decomplied plenty and converted vtf files to tga previous without issue but the specific model I'm trying right now has given me some transparency problems. Pic related.
When I open the converted TGA in krita/gimp/etc it looks the same BUT I can see details in the RGB channels. How do I make those visible?

>> No.756511
File: 15 KB, 512x512, pupil.jpg [View same] [iqdb] [saucenao] [google]
756511

>>756510
Eh, looks like I figured it out with krita.
>right click layer, split alpha, split alpha to mask, disable transparent layer. I still have no idea why in the high hell VTFEdit spat them out transparent though. Even the normal maps.

>> No.756513

>>756510
>>756511
The one other thing I've learned from this is that SFM models are mostly just a hodgepodge slapped together mess of other people's models with hackjob lazy UV mapping.

>> No.756518

Can someone explain what the purpose of animation layers is? I understand what they are, when you set a controller with a specific function (like scaling, rotating, moving, etc...) to a layer and give it an animation that will play under the main animation. But I don't get what the point of it is. Is it just to keep a clean timeline divided among different actions, or is there more to it than that?

For example, I don't understand why I would make a separate layer for breathing during an idle animation. Why not just keep it all in a singular timeline.

>> No.756524

>>756518
Think of it like layers I'm Photoshop, if you need to adjust the breathing it makes it a lot easier when you don't have to edit everything else.

>> No.756548

Can someone make tutorial for butt?

>> No.756550

Can I get good results making animation with just procedural textures? Would that be faster than uvw and painting them all?

>> No.756555

>>756511
You need to look at the valve wiki.

vtf alpha channel is used for different things according to what the texture file is used for and settings in the vmt.

The quickest way to get separate rgb and alpha channels is to copy-paste directly from vtfedit to your image editor. vtfedit will export to png with the alpha channel used for transparency, which is not always what it is used for in the vtf.

In the case of a valve-style iris texture, the alpha channel describes "cornea noisiness" and can be discarded and replaced by something more blender-appropriate.

In the case of a normal map, the alpha channel is usually used to give the strength of specular reflection (the "shininess"). It's best to separately extract rgb and alpha for use in material nodes.

Other common uses for the alpha channel are transparency and emission.

>>756513
Yes, it's not easy to make a model from scratch. UV mapping is also mostly from the component parts.

>> No.756565

>>756550
yes but also no, procedural need unwarping anyway

>> No.756569

I'm going to try to make a trilogy of full length films about the times of Alexander the Great. Should I make a wip thread here about my progress?

>> No.756574

>>756569
Get a trip code and make your own thread

>> No.756575

>>756555
Thanks for the valve insight. That's a bit different than other game workflows.

>> No.756585

Question about trees. I've noticed that a few professional AAA game foliage courses (CGMA, LevelUp Digital), for some reason don't use programs like SpeedTree for tree generation, but instead do everything by hand, which means placing every leaf and every branch and modeling / sculpting a bark from scratch. Is there a reason for this and what would be pros and cons with that approach? I assume in film industry, foliage is never modeled by hand?

I modeled a bush completely by hand once and posted it here and got a reply that I'm a dumbass and basically wasted my time doing it like that lol.

>> No.756657

How important is water when you're sat at a desk modelling all day? I usually drink two cups of tea during the day, and a glass of water with dinner and before bed.

>>756513
Generally speaking, most things you find on the workshop are edited by people trying to get it into their program as quickly as possible. They seem to be very good at that, but not interested in preserving any of the things hobbyists would want long term. Most of the textures are usually gone, and most of the rigging will be tweaked in some interesting way - you move the foot and the ear makes a bid for freedom.

>> No.756663

I would like to ask you all if you know of any younger communities or other websites/ places of discussion or appreciation of the odd spectrum of things, 3d or otherwise. I know low polygonal is popular and the style has entered (re-entered?) a lot of spaces, so the waters are a bit murky...
my work, i am using the cgi as a vessel.... and it is low fidelity.... but i dont know- it doesnt fit in anywhere i think one should post about it. people seem to enjoy it- maybe normal people might enjoy it- but i do not know how to market it. it is my baby, it is what i have spent a lot of work on, and i cant sell my soul and smack it to click bait. but obviously that would help viewership grow- --- it is hard to see these things from my perspective. but- i think -initially- at face value- the "look" will catch an eye, whether good or bad, solely for the era-specific form. it is easy to identify with the style. i chose the style by choice,, most of my art plays in a realm of high quality inside of a low quality vessel. it is a fun thing to work in 3d and i love the freedom it allows, and coming to this place has been awesome, even if so many of the threads are shit and the discussion rarely reaches 3rd grade level, i still love to lurk here. I would just like some advice on what an artist should do in this situation- i am not bred to market and sell some thing so close to me,i see it as a piece of my head, my work. any suggestions or direction is appreciated- thank you

>> No.756664

How can i get better at concept art?

>> No.756665

>>756663
do you have social media?

>> No.756681

>>756585
Theres stuff like megascans, huge libraries of free foliage already.

>> No.756685

>>756663
Twitter dude

>> No.756702

>>756681
But that's not an answer + Megascans doesn't provide complete tree models.

>> No.756712
File: 1.42 MB, 1793x1200, 1410961975701.jpg [View same] [iqdb] [saucenao] [google]
756712

Any idea why Maya has broken FBX export? Reinstalling windows didn't help. I can't bake jack shit with Substance, help would be greatly appreciated.

>> No.756717

>>756585
Procedural generators might not suit hero plant models as they tend to intersect and use tileables for bark. Also might not suit a very stylised look. Even then I seriously doubt anyone is placing every leaf by hand when any scatter system could do it. A tree could have a leaf count in six figures, doing that by hand would be impossible.

>> No.756724

Is there a definitive glossary or resource that explains terms that are used for 3D?

>> No.756737

>>756717
Of course they are not placing every leaf by hand, it is done by modeling a few variations of branches and manually placing leaves on those, then manually placing those branches on a tree. At least in (some) AAA games, while I assume for offline rendering it's not a thing since all of those pieces would be actual geo so they scatter it automatically.

>> No.756738

>>756724
http://www.timaxmedia.com/html/help/Glossary_of_3D_Terms_.htm

>> No.756759

>>756737
Even manually placing those game style alpha branches is pointless when any scatter system will be faster and iterative. Also any decent tree gen will have an algorithm for where those branches should be, as opposed to wasting endless hours eyeballing it.

>> No.756763

>>756759
That's why I'm asking why people making those courses do it like that. And those are not some hobbyists, but AAA game artists.

>> No.756780

>>756738
Thank you.

One if the difficulties with learning 3D is that it's also the learning of another language.

>> No.756783

>>756712
Nevermind, just check and CHECK carefully if mesh has all parts in same group, and run cleanup non manifold geometry for good measure.

>> No.756785
File: 223 KB, 3171x1511, sdsdd.jpg [View same] [iqdb] [saucenao] [google]
756785

what software does Apple use for their cgi videos? all the models have retard amount of details and imperfections that are almost unnoticeable but are there, see the translucent plastic part under the metal cap in pic related, how the fuck do you achieve that

>> No.756787

>>756785
>Apple
>does anything
It's done by external studios and contractors, retard

>> No.756789
File: 2.02 MB, 498x490, tenor (2).gif [View same] [iqdb] [saucenao] [google]
756789

How would I go about making this with someone elses head?

>> No.756806

>>756763
Maybe those courses are just more artistic fundamentals focused. Or maybe it's only super low poly trees with a handful of branches. 95% of the time there's no creative reason to do it other than martyrdom/ 'tism. Shit like this contributes to crunch and seeing the CGMA trailer it's no surprise the dude is a NDfag.

>> No.756811

>>756664
anyone?

>> No.756812

>>756811
Learn to draw? Look at other art?

>> No.756821

>>756806
Yeah, this course as well

https://www.youtube.com/watch?v=Hz_RSEe9_nI

At first I would say the point was to learn how to do it from scratch without having to pay and depend on programs like Speedtree, but since he uses all the other expensive software, that's probably not the case.

Idk, I'm asking about this since I'll need a few types of trees for my scene and it's finally time to do it properly so I'm trying to figure out which approach to take. One of those trees is a Japanese Maple and t b h it's kinda tricky for me to achieve it procedurally, but it's probably because I barely know the tools. It has those flat-ish groups of branches with leaves and I feel like it would be easier and faster to achieve it by hand.

>> No.756827

>>756665
>>756685

I do have an instagram, which has good viewership, and following, but I believe the viewer demographic is quite narrow, for reasons that aren't important (I can discuss if anyone giving advice would like to know how I gained some sort of following) . I notice that my see-through level is high though, meaning, about 80% of the people that do follow me on the platform, actively keep up and enjoy my work. Which is telling that I may have something to work off, to market to a wider audience in a way that I am not sure how to dive into.

Maybe I will give twitter a thought. I don't know much about the platform but it seems bad.

>> No.757469

What's a good website focused around making 3d porn? I'm already most of the way there but it would be nice to learn and get some tips from other people.

>> No.757498

Should I be learning to animate making the primary motions using controllers and fine-tuning with the curve editor or should I be using the curve editor as much as possible from the start?

>> No.757535

Are there any threads here that actually share and discuss research papers?

>> No.757764
File: 293 KB, 1638x2048, Nessa.jpg [View same] [iqdb] [saucenao] [google]
757764

>>752504
>>756441
Not op but what about pic related? He drew Nessa as a monkey and even once made Black Panther a white man, but his portfolio is still pretty solid. Who wouldn’t want to hire this based elf hentai artist?

>> No.757767

>>757535
No, but I'd like that

>> No.757852

Hello, I make CNC cut metal signs for a living and I would like to be able to render my designs somewhat realistically so I dont have to waste time and materials cutting out samples. I dont have modeling experience other than basic fusion360 (which I am able to render my designs floating on a grey background but I would like them on a wall or something.) Whats the easiest way to do this? My designs are all dxf files.

>> No.757858

>>757852
>Whats the easiest way to do this?
To hire me, obviously.

>> No.757868

>>757858
Of course I could hire indians to do it but I want to learn to do it myself. Just dont know where to start.

>> No.757949
File: 57 KB, 750x422, googlerigging,thereisfurrypornonthesecondpage.jpg [View same] [iqdb] [saucenao] [google]
757949

How do you demonstrate skill as a rigger in a portfolio/reel? I want to be able to market it alongside my animation work but outside of showing off a picture of some massively complicated rig controls I'm stumped.
Any advice?

>> No.757952

>>757949
Demonstrate what your rig is capable of and how it works for the animator. Example: https://www.youtube.com/watch?v=SfExejqdr5w

>> No.757957

>>757852
Learn how to use different software and buy an archviz room, it's not fucking rocket science man.

You want something easy and good for one time portfolio just fucking hire someone.

>> No.757961

>>752424
Are there any free tools for UV mapping? Blender is kinda awful desu

>> No.757999

>>757469
I guess I understand why there are so many coomers here then if there isn't a community around making 3d porn.

>> No.758113

>>757999
smutba.se has a discord. They might get you up to speed on bolting together other people's models and doing nodding-dog animations.

>> No.758116

>>757961
Have you tried using addons such as textools, uv squares and uv packmaster 2? The last one is some big brain shit, infinitely tighter packing compared to default.

>> No.758121
File: 135 KB, 1432x788, fuuuuuuuuuuuu.jpg [View same] [iqdb] [saucenao] [google]
758121

I hate photoshop

>> No.758125

>>758121
After learning all I had to do is to click to the left of the Textures so an eye appears near it, I hate photoshop even more.

>> No.758131

>>758113
Ah nice, didn't know they had a discy

>> No.758160

i want to make a 3d printed ass that shits
how possible is this

>> No.758175

I have a 240mb .obj file of a character model that I paid $100 for.

I need somebody to rig it up in Unreal or Unity and make an .exe file that lets you control her in third person with the WASD keys and mouse. Just simple demo on a flat grid.

1. What's it likely to cost me?
2. Where can I find someone to do it?

In case it's relevant, she's not in a T pose - her arms are down like a normal person's would be in a neutral relaxed pose.

>> No.758213

>>758175
You payed $100 for an unrigged, untextured character? If it wasn't custom, you go ripped off. Rigging and realtime are two different skill sets, you might be able to find someone to do both but will probably have better results getting two separate people to do it. That fact that your character is in a relaxed position (A pose?) Might be a problem if you want the arms to be able to go fully up, I suspect it probably won't have any internal mouth either, these are all thing your rigger with probably have to do. It's hard to ball park something like this but I'll give you my opinion based on little info:
Rigging, fixing model: 1-3 days work, $50 per day
Real time: I'm not confident to guess the time but $100 a day for price

>> No.758219

is there an accurate model file of a 3d scan/photogrammetry/basemesh of a nendoroid anywhere

searching online comes up with things "in the spirit of" nendos, or totally out of proportion, or about making physical molds

>> No.758222

>>758175
I hope that's not $100 USD? Jesus, next time do a little research.

>>758213
Your prices are nonsense, there are hundreds of deviantartists and furaffinity users that will do a complete custom model from the ground up with texturing, rigging, etc for $100 to $200 total.

>> No.758289
File: 537 KB, 1459x698, AmIRetarded.jpg [View same] [iqdb] [saucenao] [google]
758289

When retopologizing this coat, I decided to model flat surfaces, then use a displacement map to transfer details. Is there a better way to proceed? Right now, I have to clean up the border of the geometries, as it wasn't transferring properly and thus are flat.

>> No.758292

>>758213
Not even A pose, arms just completely down. Is that riggable or needs to be redone?

>>758222 >>758213
What would be a good price? I thought it was fair since the model is pretty detailed and must've taken at least five hours.

Where do I find a rigger? Artstation?

>> No.758311

>>758289
>I decided to model flat surfaces, then use a displacement map to transfer details.
That's how I'd go about it t.b.h.
You are using actual displacement right? Like it actually moves the geometry?

>> No.758358

>>758222
>$100 to $200 total
how detailed are we talking? I live in a 3rd world country and these rates seem awfully low for anything close to AAA quality

>> No.758365
File: 3.58 MB, 960x2048, 1539789957157.png [View same] [iqdb] [saucenao] [google]
758365

hi from /ic/
came across this render on the archives, with the accompanying text "you can get 3d models online". does anyone know what website this was alluding to, that has 3d print format meshes of anime figures?

>> No.758418
File: 871 KB, 3749x2160, awdawd.jpg [View same] [iqdb] [saucenao] [google]
758418

how do I butterfly this shit? how do you texture interiors?

>> No.758419

>>758418
>interiors
I mean how do you texture huge faces (like walls and floors) and maintain the pixel density you need?

>> No.758421

>>758365
Git gud and make them yourself, faggit.

Also, I have no idea.

>> No.758448

>>758419
You use tileable textures sets like lets say a 2K or 4K texture which covers 2x2m and then you scale all your UV islands so that they cover the same size.

>> No.758456

>>758448
This, or if you use trimsheets and can't achieve a target texel density, you can add an additional detail normal map on top of it to make it look sharper again. Or you try to butterfly, but I'm not sure how I'd do it here, it's easier to do it on modular wall pieces.

>> No.758540

>>752424
I have a background in engineering/manufacturing CAD, and I am checking out blender tutorials right now.

Would it be better for me to try to build off my CAD skills (2d to 3d modelling primarily), or to start 'fresh'? (i.e. start from scratch)

Feel free to insult me I'm only on video 16/47 in their tutorial playlist.

>> No.758547

>>758540
If you want to learn blender starting from scratch then later when your more confident built soon your cad skills.
But if you know autocad why not try rhino or Revit? I think you can get a few weeks trial for both then you could always just pirate it if you want to keep learning, but they play much better into cad workflow.
There is also Max's splines that start from 2d and can be easily made 3d, not sure what other programs aside rhino have those.

>> No.758623
File: 882 KB, 2160x3840, thegame.jpg [View same] [iqdb] [saucenao] [google]
758623

Spent somewhere from 10 to 15 hours on this.
With that said here is my question, does it look like shit and what cloud I do to improve it besides deleting it?

>> No.758627

>>758623
Post it on the WIP bud

>> No.758657

>>758623
Now make a character and make em swing it around =)

>> No.758664

>>754371
Can you do it without a VR though? Like, of course the process for modeling and rigging is standard but I don't know if you need to map stuff to VR movements or event do some real testing before selling.

>> No.758669

>>758623
the work is all top notch, but the design is plain

>> No.758802

I need some examples of hip/groin topology with good edgeflow. Post you're wireframes

>> No.758930

working with unity but having trouble. does anyone know how much it costs to access the unity support tickets if you move up to pro tier? Losing my mind over here and have no support on basic.

>> No.758938

>>758930
turns out it's 15k a year lmao

>> No.759057

Sup here, anyone knows why fewer UV shells\islands is considered better? IMO there's no difference in how much you have but I see that requirement here and there and don't have a clue why

>> No.759069

>>759057
Less islands less seams, so the model looks better. There is probably some technical aspect to it, as in more seams, more vertices to process for the engine, but not sure about this one.

>> No.759169
File: 62 KB, 558x532, CalArts.jpg [View same] [iqdb] [saucenao] [google]
759169

What’s the 3D equivalent of CalArts?

>> No.759207

>>759169
Pixar style. Duh.

>> No.759325

How do I learn to actually design shit? Like guns, mechas and the like.

>> No.759362

>>759325
Git to drawin. Or git to kitbashin.
Drawing will help you more though.
You don't even have to be good, just enough for you to tell what it is you're drawing, and be able to extrapolate that to 3d.

>> No.759433

>>759325
I think most of it is in the doing. If you make lots of guns, eventually, you'll figure out what a gun is. Just keep making them. Make different guns. Make things that aren't guns but are gun like. You will get there.

>> No.759489
File: 222 KB, 1309x921, Untitled.jpg [View same] [iqdb] [saucenao] [google]
759489

What's your preferred method of rigging forearm twist? This is for realtime IK use so I'm looking for something as simple as possible.

>> No.759710

BLENDER
any tips for making the surface smooth when sculpting?
I like to model stuff like big juicy asses in blender and I can sculpt them decent enough but end up with the surface having that cellulite look which I want to get rid of, I assume I should do it with the smoothing brush? how should I configure it so that it smooths just the surface lumps without starting to mess with the overall shape?

>> No.759785

>>757498
Still waiting for an answer.

>> No.759798

>>759785
Obviously controllers as that is what they are for. You then tweak the curves

>> No.759837

>>753042 Stop using Daz or don't bother

>> No.759891
File: 557 KB, 1500x1500, tran-ma-tranrose-camb.jpg [View same] [iqdb] [saucenao] [google]
759891

How does one get into making realistic 3D face models like this?

Do you need to be good at drawing first or can you jump into 3D modeling right away? Is this level even something you can achieve in a reasonable time or something that takes years of practice? Do people even make these from scratch and imagination or use face scans?

>> No.759894

>>759891
1) yes
2) no
3) yes

>> No.759905

>>759891
what you're not seeing are all the failed attempts and compromises that were made, as well as the amount of time spent. notice the crown is covering up the ears, hair (and the hairline). it's a lot of detail given to one area.

this is the only finished work on this guy's artstation. i've browsed enough deviantart and artstation portfolio's to know that there *a lot* of people who are really talented at doing *one thing*. not saying that's the case here, but it's something to keep in mind when comparing yourself to other people. you've got to be fair to yourself

>> No.759932

>>759905
But in general how are models like these made? Do people make them completely from scratch/imagination/memory? Do they create a 3D scan and just add details to it? What does the process look like?

>> No.759942
File: 215 KB, 683x1024, 1592202389400.jpg [View same] [iqdb] [saucenao] [google]
759942

>>752424
What's the easiest way to rig human model in Maya if i only want to pose it and not animate?

>> No.759975

>>759932
Everything and everything in-between.
>>759942
Look it up, there are 2 different kinds of auto-rigging/semi-autorigging systems build into Maya. I can't be bothered to find out their actual names, you do it.

>> No.759983
File: 270 KB, 673x660, 1574912230970.jpg [View same] [iqdb] [saucenao] [google]
759983

everyone says learn to draw before modelling (I guess more-so for bodies), but can you learn to draw on PC, or start with pencil and paper?

>> No.759994

>>759975
I'll look it up, ty.

>> No.759996

>>759983
If you want to sculpt you will need drawing tablet, you could start drawing from there, but i wouldn't say its super important.

>> No.759999

>>759932
They come about over years of iterations and improvement. 3D has the advantage you don't have to start over from scratch every time
so you can take your old mesh as a starting point and improve the areas of it that are worst til they are among the best and keep upping your results like that.

You keep chipping away and re-editing your work for multiple years and you'll end up with very refined results and a very refined eye.
So sometimes you're looking at stuff that might take someone with decades of experience several hundred hours to recreate from scratch.
But because you can reuse a lot of your work you only need a couple of days to create a different character of similar quality.

>> No.760009

>>759983
Learn to draw on paper. Then transfer those skills to a tablet.

There's a lot of nuance and stuff with paper that you'll completely miss out on if you start with a tablet right away. Not to mention, you'll have to get over that learning period of using a tablet, while paper is something you've been using since you were a child.

>> No.760024

>>759999
So how do you learn how to do something like this?

>> No.760045

>>760024
First you become an advanced user that understands all aspects of what goes into this, you have your art fundamentals incheck
you have practiced so you're able to do portrait level drawings of real people and have studied your anatomy and you know modelling, sculpting, texturing, lighting.
At this point you're prob at least 10 years into the art game and the only people left that can really teach you stuff are a handful of "masters" that prob don't teach.
So you interact with them on the forums and study their work and think deeply about what it is that makes it good and what you may change in your own approach to get there.

The ones that never plateau keep experimenting and are constantly looking to do difficult things outside of their comfort zone.
Soon as one enters a production mindset where you rapidly crank out volumes of content at a level you're comfortable with the evolution of your skills will come to a halt.

>> No.760072

Is it worthwhile trying to learn how to use curve editing in Blender, to create clothing? A cloak in particular. I'm just now attempting to use curves and this shit is super confusing, not even sure where to start.

>> No.760076

>>760024
Go to art school. Study classic painters.
Use that knowledge and extrapolate it to 3d.

>> No.760083

How the fuck do I actually get into sculpting?
I've never actually had a use-case for it in the years and years I've been doing 3d. Only sculpting I've ever really done is landscape/terrain stuff once every few years.

Like sure, it's used for characters. But why bother? If I need a human for a scene, why not just use any of the infinite 3d models of humans on the web instead of sculpting some in-human abomination?
You could argue it's great for stylized characters, but I can't come up with a character to save my life. I'm overly critical of my own work to come up with something like that. I'd just come up with some character that's an amalgamation of every cliche. Not to mention I'd have to have a reason to actually NEED a character in a scene.
Hard surface sculpting seems useless to me since I can model that stuff easy enough.

I mean I'd like to get sculpting under my belt, but I can't for the life of me find a reason to actually do it. I don't want to sculpt aimlessly, if I sculpted something it'd have to be something I could actually use in a scene or something. But I don't really have a need for shit like that, and when I do, using already existing things like people is easier and tends to look better imo.

>> No.760093

>>760083
Artists make art because they enjoy the process of pulling things out of their imagination and into existence for themselves and others to behold.
Your list of reasons for not doing it isn't a factor to creative people. There is no joy in recycling other peoples work, since you don't get to create it.

>> No.760100

How viable is it to make shaders in 3ds max and port them to your game?

>> No.760104

>>760100
I need a lot more info to help you, but in short: no. Use can make a physical material and then recreate that material settings in another program, you might even be able to automate that but you can't export shaders.

>> No.760106

>>760100
If you're doing forward rendering any .fx file you write for max's viewport shaders will be pretty cut and paste to get to work with your game
but if you're doing deferred you have to do substantial rewrites ofc.

I keep a couple of mockup ones for max to roughly visualize in-engine looks while working on textures and such so I have atleast
some realtime PBR IBL while working on something. But if I'm trying to do something exotic I don't bother with max and do it all in-engine.
Max's viewport is very dated and nowhere near what you have available in say unity, unreal or marmoset, so that's where you wanna spend your time.

>> No.760111

>>760104
>>760106
Thanks anon, good answer.
I normally make my rendering shaders in vray, but I noticed you can include max materials in an fbx file and they will somewhat translate to unreal, but this may be outdated info.
I'm applying for a 3d job in gaming and they emphasize shaders, but I'm not sure if they mean hard coding them or just using existing tools to configure them.
I'm leaning towards the second option, but I've also been getting some conflicting information.

>> No.760133

>>760093
I find joy creating the things I create and expressing my feelings in my work to the viewers. It's absolutely a creative process, and I find the creative process to be more enjoyable than actually finishing a piece. When something is finished, it just sits there. It's done. Working on something, it's constantly changing and you're putting form to your thoughts.

Just because I use a model for a person doesn't mean I don't enjoy the process of creating things. I just hardly find a use for sculpting in my work. If I'm going to sculpt something, it has to be a part of a bigger piece. I've yet to make anything that's required anything sculpted. Despite being relatively complex scenes with tons of hard-surface detail. Things that need to be sculpted like people largely take a back-seat since they're not the focus.

Besides, nothing in art is 100% original. Everyone builds upon everyone else's work. There's entire movements and artists based on creating works other people made/manufactured. That "you have to make everything yourself to be a creative person" attitude is flat-out wrong.
All that matters in art is if the piece conveys the feeling that you want to convey to the viewer and they feel something by looking at it. Not what you used and if everything in it is 100% OC-content donut-steel.

>> No.760150

>>752424
Noob autist here, so I'm making some assets for a scene and was wondering how big should my poly count in ZBrush be per asset. Is 1 mil polys enough for like rocks and shit, or can I get nice details with half of that?

>> No.760157

>>760150
If you know how to bake you can go full 1mil polys then down to like 1k polys max

>> No.760158
File: 879 KB, 1000x563, file.png [View same] [iqdb] [saucenao] [google]
760158

Help pls. How do I texture stuff?

I'm currently making some Halo 3 forerunner type shit. The modelling is pretty simple but I have no idea how I would go about texturing it. I don't know how I would go about making a texture with these straight lines and right angles.

What would be the best program to do this in?

>> No.760177

>>760158
Substance painter

>> No.760228
File: 70 KB, 592x600, 1594605623295.jpg [View same] [iqdb] [saucenao] [google]
760228

Anybody tried cutting their internet off completely? For the love of god i cant learn anything with internet at my home , i just do 10mins of work and then check youtube or some shit. My plan is to download few terraflops of tutorials and just learn

>> No.760255
File: 757 KB, 930x1200, 1588228449447.jpg [View same] [iqdb] [saucenao] [google]
760255

What's the purpose of retopologising a sculpt other than for animation/rendering?
If I have a mushy sculpt but good forms/concept, how can I clean it up?

>>760228
Don't download too many, imo that's distracting too.
Get one, then go through ALL of it, twice, working with the course.
Keep a long line of sticky notes, with useful shortcuts or tidbits.

>> No.760263

>>760255
a retopo'd sculpt is easier to work with.

>>760228
I dont like this term, but stop action faking. Downloading that many tutorials will just be a waste of time. And Cutting your internet wont fix your lack of dedication. You'll just find some other way to not put in the work. If 10 minutes of work is all you can pull, you need to fix yourself before you deal with 3d.

>> No.760272

>Will mastering /3/ help me get popular with the ladies?
>If there is a Z-brush is there a X and Y brush?
>Does sculpting in blender make one a better person?
>If my skin is turning bluish am I normal?
plz respond

>> No.760274

>>752470
And how much you make off 3D nowadays?

>> No.760294

Nobody answered >>760072 but I have a second question.

Should I create a full body cloak, not just a cape for a character, from a flat plane position where it will fall onto the character upon simulation, or should I create it "on" the character as if they are wearing it?

>> No.760311

>>760272
>>Will mastering /3/ help me get popular with the ladies?

The first time I met my last GF I showed her what I did by modelling dicks in Zbrush, so, possibly.

>> No.760315

>>760228
do you have things you want to make or are you just fucking about.

come up with something you want to make, ignore tutorials and fucking do it. Doesn't matter if it's shit you need a goal to work towards.

>> No.760316

>>760072
personally I box model them, subdivide/multires the crap out of the base mesh and sculpt in the creases and cloth folds manually.

I've tried stitching clothes together in blender with cloth physics and my conclusion was it's not worth it, if you don't have MD I just wouldn't even bother.

There is no harm in trying in this case as a cloak is very much an edge case where I can see making the sim work would be worth it but remember it's only really going to make a good "basemesh" for you to fix with sculpting. And yes I'd create it in the shape you want it to sit first becasue you're going to have a hell of a time making blender cloth physics play correctly with your intentions if you don't.

>> No.760325
File: 508 KB, 1932x1040, sscr.png [View same] [iqdb] [saucenao] [google]
760325

I'm trying to get high poly baking down, but, for some reason, 3ds Max will only render my normal map in grayscale.
It looks as if it's using some light source instead of the cage, but I haven't figure out where that setting is.
The cube itself is just a test model.

>> No.760326

>>760294
A mix of both, it should sit around your chapters neck, or any other anchor points and then fall into position.

>> No.760327

>>760325
I'd done a lot of baking on max but not run into this one, I would suggest talking a looking at your render settings. Is it possible your output is set to save as grayscale

>> No.760333
File: 67 KB, 1024x1024, Check2.png [View same] [iqdb] [saucenao] [google]
760333

>>760327
I did another test with a much simpler model.
It seems that instead of rendering normals, it's just doing a standard render of the object.
Seems it was only grayscale because that particular highpoly model was white.

>> No.760334

>>760333
As a follow-up, it does this with displacement and AO as well.

>> No.760335

How do I make something look fast in an animation?
Like as an example, something like a car on a road moving at high speeds where the camera is moving with it.
What kind of effects and shit would you add?

Off the top of my head...
>Different layers of repeating elements in the fore/mid/background.
Like little posts in the foreground that move by really quick compared to the mid/background
>Motion blur
For obvious reasons
>Maybe a bit of camera shake, and a wider FoV where it's applicable
Though the wide fov is kind of moot when you take into consideration how you want a shot to look. Like maybe you want that telephoto lens look.
>Bits of dust flying towards past

Anything else you can think of?
It's surprisingly hard to actually search for this shit. Since all the results have to do with speeding up videos, or making shit run faster.

>> No.760336

>>760335
>Bits of dust flying towards past
Fuck. I meant flying past the camera. My bad.

>> No.760350

>>760334
Went back to some notes I made a while ago, hope this helps, you don't have to use xnormal, but I do recommend it for anything other then then defuse if your not trying to bake a normal texture and geometry into one.

Duplicate low poly building and use push to create cage (push amount approx 0.5m - needs to encapsulate details), manually fix any issues when pushed (do not alter mesh topology!), set cage to unrenderable

UV unwrap low poly building

Replace glass texture with fake office window map, use 'face' uv projection

Save out low poly, and high poly (needs to be one object but revert to individual objects after saving out) as .OBJ for XNormal

Set the environment to white. Set exposure in environment tab to physical, ignore camera settings, and to 10 EV

Set up projection rendering and render

Render normals and AO in XNormal

>> No.760365
File: 1.02 MB, 1920x1080, heljp.png [View same] [iqdb] [saucenao] [google]
760365

How do I avoid these straight lines from trim smooth border brush? Is it because of some tablet options or something?

>> No.760391

>>760335
why would you need to look at animation tutorials? Just watch car chases, the rules are generally the same in all of them.

>camera low to the ground
>wide angle lenses when angle is from front or rear to show surroundings flying past
>telephoto from the side to suck the background in closer and speed up parralax
>going close to static objects works a treat to show speed

Observe: same shit

https://youtu.be/BV-4hT3BS4E

https://youtu.be/pBXOQbmdqxw?t=264

>> No.760400

>>760365
It's because of the alpha you are using.

>> No.760410
File: 55 KB, 1446x1513, sdsdss.jpg [View same] [iqdb] [saucenao] [google]
760410

how to avoid softbox reflections in eyes that look like this? I need the light but don't want it reflected in the eyes.. and I need to do it inside Unreal 4

>> No.760412

>>760410
I also can't make the eyes not glossy, that just looks stupid

>> No.760413

>>760412
Turn off show in reflections, on the light.

>> No.760414

>>760413
thanks mate, I set Specular Rate to 0 and it worked

>> No.760435

Guys im a beginner, which software should i learn c4d or blender? I have shitload of tutorials for both saved, i just cant make the choice. Im 30 year old autist, i figured 3d would be a great pasttime for a loser like me. Can you give me some advice? I also work with photoshop and illustrator sometimes for some gd work, does blender work good with those?

>> No.760439

>>760435
Literally doesn't matter to a noob, just know you should probably stick to one for a few years if you later decide to pivot.

>> No.760441

>>760439
But if you had to pick just one? I have both installed and prepared to be used with books, tutorials, beginner shit.

>> No.760445

>>760441
Flip a coin, it literally does not matter

>> No.760446

>>760439
You can find a job sooner with C4D.

>> No.760447

>>760446 was meant for >>760435

>> No.760451

>>760446
Not true, any skills learnt can be transferred to another program relatively quickly if a company uses a specific software. Portfolio is the only thing that matters when applying for jobs in 3d.

>> No.760503

>>760326
Thanks.

>> No.760532

>>760391
I didn't say anything about tutorials. I never said I was looking for tutorials.
To clarify, I was looking for specific ways/effects 3d cinematographers/animators use to show and enhance the speed of a shot.
Not tutorials of how to do these things. Replicating them is easy enough, but you have to know what it is your replicating first. If you don't know of the trick, you can't implement it.

Most of your suggestions I've already touched upon in my original post, and I'm already using those techniques in my animation. I'm mainly looking for those extra little touches and post processing stuff to add to what I have. Since maybe I was missing something else that I didn't think of.

>> No.760539

>>760435
Depends what you want to do with them.

For the most part I'd recommend blender soon as it sounds like you just want to have a good time and mess around making stuff. Blender is the ultimate mess around software because it has bloody everything in it to varying degrees of polish.

>> No.760612

>>760446
C4d it is :) thanks for help, i chose it because it looks simplier for a noob, and i read its good all around software. Blender looks fun too but maybe when ill be intermediate

>> No.760646

>>760400
Yeah I figured but every tutorial I watch of someone using TSB brush they don't have those lines, am I doing something wrong?

>> No.760663
File: 698 KB, 1176x1600, 1591997196293.jpg [View same] [iqdb] [saucenao] [google]
760663

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

>> No.760791

Why do my all my models that I buy and download import with empty materials?
I'm on C4D R19.
If I import an .obj all the materials are invisible
If I import an .fbx the materials are present but all the channels that link to the textures are blank.

I can't use the texture manager or anything like that since the textures simple arent referenced in any material in the first place. The channels have to path, there is no mention of png files or texture files anywhere.I have .mtl files too but they do jack shit. Everything imports fine into 3dmax, but Its a huge hassle to convert every model back and forth all the time.

>> No.761829

I have a question I was hoping someone could help me with. Just tell me if I got this work flow right if I want to sculpt and 3d print figures.

Dynamesh sculpt -> ZRemesh and subdivide for higher details -> Dynamesh to join all parts together -> ZRemesh and subdivide -> Project high res deets onto high res Zremesh model -> decimate and split to make 3d printable?

Sound about right?

>> No.762203

>>760663
no but if you attempt to monetize it they will find out you used their program to create whatever it is and demand a royalty

>> No.762346

How the fuck do i give CC Attribution credit to someone when I'm doing animated movie and won't be uploading it anywhere on the internet where i could put the credit into a let's say youtube description? Seems to me like the only way is to put the credit into well.. the end credits but putting internet links there seems stupid, I've never seen fucking URLs in a movie credits.