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Something I've been working on which is inspired by metro and mad Max, I've tried to go for a very salvaged feeling to it. Although I am not happy with the shaders because my potato PC takes ages to render c:
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>>666052
>>664455
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>>666053
HOW
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Tryina get a 69 xd

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the symmetry on my UV fucked up. If I re-unwrap, will I have to re-bake all the maps?
4 replies and 1 image omitted. Click here to view.
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Use the colorid map that you bake from the highpoly to assign materials. Then you can change the uvs without redoing most of the texturing.
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>>660735
Yes.
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>>660735
this seems like an extremely basic setup anyways. go back to the model, fix your uvs and start over
when you are at it fix the functionality as well by checking out >>661150
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>>660735
You have 5 maps what are you talking about baking shit, and why are you using 4 map channels on one fill with a mask? you only bake information if you have a high poly to low poly model. thats just for normal maps, the rest is just lighting info and stuff you can bake instantly from the renderer on to the a texture that you can use for masks on your CHANNELS.
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>>660735
Yes but its not the end of the world
Substance reprojects paint layers and procedural masks are regenerated when you rebake

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First animation...preview export from 3ds.
What is this and why is it all black white and why are there vertical lines all over.
2 replies omitted. Click here to view.
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So this is the power of Max
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>>663436
It's.,,, becaus ya d,,idinr texture it;;,, lad!
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Looks like a video render problem.
Try exporting with another codec/format
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>>663436
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>>663436
if youre memeing you should actually post how you did it. it looks cool

Do you make new textures every time or just reuse already existing? What's the percentage of both? How big a material library should be?
4 replies omitted. Click here to view.
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i assumed everyone just made their textures from scratch in photoshop since you can use some decent brushes in it to get certain effects like rust, wood grains, and so on while controlling where everything is placed on one file instead of fiddling with alpha coordinates for a transparent scratch texture on a wall model you know?
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>>665827
File/Append
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>>665776
If it's not already obvious, materials and textures are considered 2 different things. Textures are just images, materials are a combination of shaders and stuff that look a certain way in a 3d program.

In any case...
Textures?
Nah not really. Unless it's something generic/tilable like a road, grass, rocks, or stuff like leather and cloth.
Even then it's always good to customize things as well. I make another map to go on top of it to use as a mask to add things like dirt and stuff to objects. That way you're not messing with the original texture.
Nowadays I just do that within Substance Painter, but you're able to do it within Blender and probably most other 3d packages with a texture paint. Mostly I'll do it in Blender if I don't feel like unwrapping UV's and stuff.

Materials though?
Yeah I re-use a ton. Procedurals are super great. I've got a library of materials I've made myself, and some that I've taken from other places. They're great when you need something quick and easy, and need it to be independent of resolution. I try to use procedurals more than textures because of scalability. I'll still go in manually with some texture paint like before to further customize it and make it look handmade.

I know it wasn't really asked, but just a tip to think about when you're texturing.
It's important that everything you make should have some sort of story. Not shit like "Oh this sword belonged to so and so and that dude got murdered by his rival", that "deep" stuff doesn't really mean much when texturing and making something but things like "It's been used in many battles, or it sat up on a display for years" those things influence how it would look. Would it be dulled, chipped, and worn with age and battle, or would it be pristine from being just a display? Shit like that can apply to most anything, so think a bit about it when you're texturing.
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i hate downloading textures off the internet.
the only time when i do is when i have access to a quality texture archive like substance source or megascans, polilgon does the trick too.

90% of the time i make my own textures with procedurals,because i mostly need simple stuff like wood,plastic,water,metal and that can be done easily within your own rendering engine. and if i can't find a specific procedural i want so simply make it myself in inkscape or photoshop
godspeed anon
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>>665776
>Do you make new textures every time or just reuse already existing?
Always varies. Some objects I can get away with a seamless texture of some sort that I can alter a bit if need be, others are ultimately exclusive to the object Again, it varies between object, let alone projects.

>What's the percentage of both?
Again, always varies, but usually it's almost all reused unless I decide it won't work.

>How big a material library should be?
Depends on your needs. I have a huge one even though I ultimately don't use a whole lot of it. And I feel like it needs a bit of a cleanup, thinking about it.

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What's your
>job position
>salary
>formal education
>country
>age
?
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Would a haircut like this look cool on a boy?
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>>652242
>job position
freelance
>salary
$0
>formal education
high school
>country
Canadia immigrating to the USA this year
>age
23

I want to be a texture artist.
>>
hardwood furniture maker
$30k after tax
year 11 / starting apprenticeship next month
australia
20
>>
>>652591
>learning blender or something dumb

>implying that it actually matters you don't end up learning more than one general 3D package anyway.
>>
>job position
Animator
>salary
56k
>formal education
college + online classes
>country
Canada
>age
26

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Hay guys, haven't posted anything scene Christmas. Got burned out and I'm in the middle of switching to a better PC (*coaff* used *coaff*) Went over a video on 15 things to change when starting Win 10. Just got Maya 2018 working. Still loading the scripts I used.

Is the switch worth it?
What does it have that makes it better then Maya 2013 with rapid rig?

Also getting back into Zbrush.

WARNING Off Topic.
January I spent my time reading up on character arch types and design to give them personality traits and back story. To help the direction of my concept art. John Truby "GOLD" (learned about him when Stephen was talking with Brittany Pettibone) and google "character arch types" help. Along a with basic story. https://www.youtube.com/watch?v=KxDwieKpawg My current (lazy way) of doing it is to give them personality traits a, overall goal and then try and work out how they would act. Reminds me of D&D so much I think I will run a group in 2020. Will make an improvised sound room so my apartment neighbors wont think I' tripping on drugs.
6 replies and 2 images omitted. Click here to view.
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>>665842
thanks. I will check it out.
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>>665842
>How does one obtain Maya on Linux? There's no Student version available
There is, at least when using browser download.
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>>665851
cgpeers or learn to code.
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>>665859
If there's a legal option available I prefer it. Less hassle.
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>>665865
https://www.autodesk.com/education/free-software/maya

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i made a Sonic

Show me your best work
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>>665315
happy with the result
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>>665518
I'm not :(

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Is messing with the reflection strength / weight setting of a renderer allowed at all, if you want to get physically accurate results?
Pic related seems way too shiny to me. (100% reflection weight, 90% roughness weight, IOR 1.3)
Am i allowed to turn it down if i want to achieve photo realistic results?
11 replies and 4 images omitted. Click here to view.
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>>662328
Here's the reflection pass with and without displacement.
It really seems to be a renderer specific problem. I guess i'll work around it.
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>>662281
You can do whatever you want.
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>>662306
>>662298
>>662295

Reminder that "Specular IOR" in render engines is a meme and you can often get better results by adjusting it to tweak your edge falloff and overall specular level. These idealized BRDF models like GGX are way too inaccurate to try and pretend the IOR parameter in the render engine matches the physical one with any degree of accuracy. Just look at Figures 10 and 11 in this paper if you don't believe me. http://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf

The only time you need to worry about accurate IOR is for refraction, e.g. with glass lenses and caustics. In that case, the effect of IOR is the same as the physical term. However If your material is opaque all you're doing is modifying the specular lobe shape you should choose IOR with artistic liberty.
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>>662296
>"diffuse" textures are supposed to encode reflectivity
pretty much, this is the texture map you use when you bake everything into a texture.
>>
I usually dont make a big fuss about IOR. I usually just have active shade on in 3Ds Max and adjust it accordingly. usually my opaque objects stay around 1.0 and if i wanted it to be super reflective id go less than that. im not exactly sure what going pass 1.0 does, then again i dont understand this angle of incidence thing. If i wanted there to be more refraction i would enable coating and adjust the IOR on there.

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does anyone recall that visual effects book that had nonphotorealistic rendering of flames and it looked like something that had a really good stylistic twist? i was interested in buying it but i forgot the author's name. he posts a lot on twitter although that's probably not helpful. he animated all his effects and looped them in his tweets.

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Is Cinema4D or AfterEffects capable of procedually generating planes and other objects like in pic related.
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>>665697
yes.
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>>665698
Thanks m8.
Now I will contue my research on Google.
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>>665697
AE: Trapcode Suite
C4D: Mograph Tools

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How do I make something with SOUL in Zbrush?
12 replies and 1 image omitted. Click here to view.
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>>660366
ultra autism
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>>660366
Brainlet here, can somebody explain me why is this bad? It seems pretty okay to me.
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>>662622
nvm just realized it.
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>>660366
Nice joke.
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>>660366
zbrush crashes at 6:50 lmao

If you are making a non-porn movie that takes place in a society that practices toplessness, is making it in CGI for that reason alone cheaper than filming it in live-action?
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>>665638
Nah, live action's cheaper.
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>>665638
Those kids don't appear to be having a good time.
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>>665648
You know that feeling when your internet connection is down? Imagine that but for ~15 years.

So I’m working on remastering some old models and I want to increase their texture quality. Using photoshop only makes it blurry and it loses detail. My question is, Is there any AI software, or app, that can increase texture quality for free? I know let’s enhance exists, but the 5 pics limit makes it a no-no.
Also, my pc died and I’m stuck with a mac for now. So hopefully it works with a mac, or i can emulate it with one. I’ll go back to windows after that.
Pic semi-related
29 replies and 8 images omitted. Click here to view.
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>>658185
Texture modes? Only the four.
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>>658111
>turn on texture filtering
>it filters your textures
Not sure what you were expecting?
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>>662338
Not what's happening there, improve reading comprehension
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>>656691
Op not putting you down or anything, but to an oldfag like myself that model is ALREADY the hd remastered one, heh.
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>>656691
Just do what everyone else does.

If you had to model a face from a single, distorted photo, how would you go about doing it?
1 reply omitted. Click here to view.
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>>661516
Start with general masses. Certain parts of the head line up, like eyes, nostrils and ears. Also, some parts of the face are relative to each other. For example, if you know the position of the eyes and chin, you can take a decent guess at the position of the ears and the top of the head etc. even if you can't see them clearly.
Once you have your basic forms mapped out, you can start to add details and topology, working your way up until you have a passing resemblance.
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post processing
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>>661516
I'd find better references of a similar face on someone else and once I had modeled that I would push all the features til they matched the face I saw in the photograph.

What I like to do with faces in general is once I have a valid base I change some feature and then morph between that and my base til I find the sweet spot.
Often times despite my best effort I find a mix of anything between 30 to 90% of my edit tend to be a better overall match than the full thing.
It's one of the most powerful aspect of working digitally imo, that you can push something too far and then effortlessly scale it back.
Like you are rapidly testing a hundred versions of what you just did, til you spot an overall improvement more subtle than anything you could have gone for with intent.
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there are several tools online that generate basic models from a photo of a face. Find a tool that lets you download the textured model and then refine it
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>>661516
Blender.

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anybody bought their courses and asked for a refund?

This is their policy:
In general, there are no refunds for CGMA Master Classes. To obtain a full refund you must contact CGMA at least 5 days prior to the starting of the course.

Do I have access to the videos right away or do I need to wait until the course officially starts?

obv I want to buy and get refunded, ain't nobody got $700 to spare to git gud.
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i dunno man
and this isn't even the big one
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it's closing in 10 hours
who here got a refund without a problem?


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