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it's over
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maya got bought out by EA, haven't you heard?
There's a shitstorm going on over at the autodesk forums right now
The bigger, the better. More resources, more developers, more features. I can't wait until Houdini gets bought by the Foundry to really see it grow.
Wait, EA just bought the software and not the company? The nerve!
The company has to manage a lot of cruft man, all that CAD shit, nobody cares about that.
well i hope it's real and AD puts Arnold into it

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OP of the UE4 general here - yep, I was pissed the thread didn't survive for the full year. I was planning to update it in 2019, but didn't really pay attention in the last few months to notice that it has actually been killed by all the new garbage threads that got opened in the meantime.

Opening a new one, but this time let's add Unity here as well. It keeps getting better and better and it has actually been my main engine for the last few months (still prefer UE4 though).

Hopefully these threads will be more active this year.
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what about cry engine?

Unity went downhill with Unity 5. In Unity 5.2, they removed a bunch of rigidbody functionality including taking out directional friction. Then in 5.5 completely fucked up Collider feedback for convex to convex collisions. Collisions worked correctly but On<Collision/Trigger><Enter/Stay/Exit> didn't work properly at all.

That's all been fixed with Unity 2018.3 that came out 2 weeks ago though. So no more complaints from me other than the fact that the animation system is, while easy to use, limited compared to the legacy animation system.
>while easy to use, limited compared to the legacy animation system
Unity is pretty standard and versatile as far as game engines go. Don't know what the hell you're talking about.
As bad as unitt and unreal are i just set up a cryengine project and immediately got 3 errors which elevated to 17 when i tried loading an asset

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>shitty unedited videos filled with ums and ahs that don't answer any questions
>short, edited and scripted videos that answer the question from beginning to end, and even answers questions you didn't think to ask
SEO was a mistake.
Videos were a mistake.
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>official tutorial video
>recorded by the developer and the founder of the company
>pauses, audibly farts in the middle of the tutorial
What? When and in which video does that happen?
I don't remember which one exactly, but it was one of the old long format Substance Designer tutorials on the Substance channel

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argument-free edition

previous: >>662591

This thread is for comments & critique on whatever project you’re working on / have completed.

List of free resources (textures, assets, etc.): https://pastebin.com/vU7P8Vmi
If you’d like to add more links, post them here: >>637415
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alright, you make one. I don't feel like photoshoping y'all's WIPs onto the thread thumbnail.
Oh, it's already made. I make all of these slightly in advance. Can't monitor /3/ 24/7 anymore though so I'm trying to get things moving while I'm online so downtime is short.
Fuck it, just gonna fill up the last few posts and get this shit over with.

@ that anon that posted the thread early: Sorry that you deleted it, was nice to see another anon putting in the effort.
Some general maintenance tips in case I'm not around (and to fill posts):
>don't prematurely refresh
Wait till bump, dummy. You'll know when that post counter down in the bottom right turns italic. /3/'s bump limit is 310 (image bump at 150); bump limits differ from board to board sometimes so take note of that.
>always remember to link back
Post the link to the new thread in the old thread so lurkers know to switch over. Not everyone browses the board's pages, preferring to lurk solely in certain threads.
Not necessary, just some dumb shit I do for the /wip/ since it used to be something that was done by the Oldfags. If you ever make your own, have fun with it, you don't have to be autistic like I am and "make a scene" with my attempts at it.
I don't mean to sound like some possessive asshole, just trying to take care of the board and keep it in good shape.
Alright, see you all. Enjoy the thread.


What's the best way to make a face?

Pic related
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If you don't understand topology then it doesn't matter what you sculpt your models will be useless for anything other than statues or static models.
haha looks just like him
yeah, that's why I said
>Depends on the purpose I guess

A bunch of character artists just sculpt and don't have to worry about retopo, while others are more technical and will have advanced notions of topology. Ideally you can do both, but it's not mandatory nor implied in this thread.

Overall I'd say that if you don't understand topology, your stuff will only be useless if it has to be animated. The rest of the time, your end game will be a ZTL, a decimation, or a Zremeshed model with a displacement map.
the best way is to poly draw the side and front planes freehand style then add loops and then move the loops around until you have a decent shape. do this for the nose, the ears, the eyelids, and the mouth and you'll have a pretty good face.
there you go anon

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Hey guys, recently I got started using Blender. I'm working for a person who seeks to make a profit off of a copyright licensed franchise for his videogame. Will I get into legal trouble if I don't make any profit from said work but the company does? I'm only working for this guy in order to get valuable field experience. Pic unrelated
Considering you just posted on 4chan that you have knowledge of this copyright violation, I would imagine that makes you liable.
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Let me elaborate further, my first post might've caused misconception. I in no way, shape or form receive any compensation by working for this guy, he gives me modelling tasks.
1; If I haven't contributed in creating copyrighted content for the project. Am I liable?
2; If I were to contribute in creating copyrighted content for the project. Am I liable?
3; The game is made on an online platform (Roblox). I live in Europe and Article 13 has been recently approved. If I make a profit and copyright holder presses charges, will I be liable? Or will the company which owns the online platform be liable?
if the company is being sued, the owners are sued.

its not like you run a drug operation, its just a company
Even if you didn't mean it, nice bait. Getting worried over a sandbox for 10 year olds and under is just sad. Not to mention the fact that slapping blocks together in the studio or whatever it's called doesn't count as 3D modelling.
If your just an employee, you won't get sued, but that company would be known, so if you put it on your resume, future jobs are gonna know you were a part of it and details are irrelevant, if they barely looking to hire you they will assume the worst.

There's a few small Western owned architecture companies in the SEA country I'm in. One of them got investigated by Autodesk and had to close down due to losses. Everyone knows what happened. Those guys are not unhireable because it was obviously a management decision, but that's a stain on their resume forever.

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To all the artists working for themselves (not in a studio or a company).

How good you are at marketing and selling your services and creations? You could be an amazing artist busting out phenomenal meshes/sculpts, fantastic textures, smooth animations but if you are not a business guy you will end up starving.
Name a few ways you are turning those polygons into cash.

Local market research?
Sites that sell 3D stuff?
Spamming your portfolio to companies and offering them your services?
It's important to market/network your stuff as much as possible. It's also important not to seem like some dude pushing your shit on everyone else.
I get a good chunk of my money from commissions, but another part of it is selling renders and stuff on places like Redbubble and similar. I haven't had much success with Patreon though. I'm sure others would have varying degrees of success.
I'm sure if you sold materials/textures and stuff there though, it would work pretty well. I just haven't found a good way to sell animations/renders there, as I can't figure out what decent benefits would go with it.

A good quick way to build up a following is to follow current trends, it's a bit like selling out, but you can slowly gradiate from the trendy stuff to something more your own as you build fans/followers. A quick jump from one to the other might be a bit jarring (unless your work is varied to begin with), but if you slowly transition people will become more familiar with it. It also keeps you from being a one-trick pony, which is bad with how markets evolve over time. Keep an email handy on anywhere you post, and keep a link to wherever you sell your stuff, and you'll get commissions and other shit where you can license your work.

I'm not going to say I'm rolling in the cash following this, but I've been growing steadily and that's important as an artist trying to live off their work.
I haven't tried it, but it *might* be worth moving into the irl side too and trying to contact galleries to host your work, or sell your stuff at local fairs on posters and stuff.
I identify and give away samples to very high paying prospects. The sample goes with a letter that you me if you're looking for someone who is very critical about details, it's passionate and is willing to work crazy hours to get the job done.

I currently have 6 clients and my work consistently draws 6 figures.

One time I went to an even with a sample i planned to give away. It consisted of files on USB, a paper and 3D printed copy. My phone rang at 11pm that night. I was contracted by the end of the next day with the first deliverable pulling $175, 000.

These days I have multiple high net worth projects and don't work hard enough.

At the minimum "you don't catch big fish with an empty hook"

{Sorry for the lengthy post}
Thats either jewelry or archviz. Could you be more specific? Sounds amazing, I havent yet heard of such big price just for a single 3D sample.

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Starting with polymer clay or Play-Doh a good way to practice the fundamentals since my PC and laptop are too low end for 3d modeling?
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just get some firm super-sculpey and some cheap ass tools, what are u doin gettin play doh.

build armatures out of wires and foil and when your sculpt it ready, boil it. don't put it in the oven.
It's not bait.
>seriously just draw instead
2d fundamentals are just as important, if not more when learning 3d.
for a good example as to why.
Drawing has a faster feedback loop. You can draw 50 hands in different shapes and sizes easily whereas sculpting is slow and you only hit one at a time.
Oh ok, thanks

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anyone into archviz?
I use 3ds Max and VRay

share resources, tips, tricks, whatever

also do u think UE4 will be important going forward
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This question makes no sense, you're asking if you can import a software file into someone's job title
i think this guy continually proves how important post processing is on top of a decent render
This is decent but hiw he glosses over the last few global adjustments is infuriating
You can link .rvt files into 3ds max but the consensus is to export them to .fbx and use that instead. Its what I've been doing
Does anyone host their rooms online like an Unreal to Html walktru. I am trying to do this but my lights came in dark. Are there better ways? I can't seem to find any examples of online levels if you have some tipz. Thanks!!!

>be me, late afternoon yesterday, cleaning up the house and preparing dinner so it’s ready when my wife gets home from work
>I hear the school bus pull up outside and suddenly my son races through door
>he’s screaming about Pixar, I can barely understand him
>I notice immediately he has grass stains all over his brand new skirt I just bought him, I scold him and tell him to go change so I can try and get the stains out
>he doesn’t even listen, he’s too excited, he grabs my iPad and pulls up the newest Pixar short
>it’s flipping awesome


Thought this was a cute story I’d share. This short is seriously awesome and the animation is absolutely phenomenal. Both my wife and I are 3D animators (we actually went to college together—I used to have to fix all her work so she wouldn’t fail her classes lol), and my son is becoming interested too. My wife works for one of the bigger studios, and we’re currently working on improving my portfolio so I can work at the same studio with her some day.

What did you all think of this short?
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>You could just have said it's ugly and we would have gotten the memo anyway.

>You could just have said it's ugly

Practice what you preach.
>Practice what you preach.

the animation is alright but, it doesn't feel like pixar.
something's amiss
Did your wife's boyfriend enjoy it?
It's the yarn that looks weird only. Watch it if you got some time to kill it was fun

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1. Zbrush is in a class of its own in terms of scaling issues. Other software makes relatively sane decisions.

2. Go look up how Zbrush does scaling, there are a number of hidden settings. If you can sanitize input and output from zbrush everything will be improved.

3. The best scale for a model to be is typically around 10 units. This is for float precision numerical stability for its small sub-components plus large scale scene building. This is why customarily Maya characters are built at 1/10 scale, so like 18 units instead of 180, even though the nominal unit is cm. Zbrush tries to automatically resize models to fit in this order of magnitude so its sculpting bushes have a sensible strength units.

4. Sometimes you want to sim an ocean, render a spaceship or animate insects. You need to be able to set your scene scale arbitrarily in those cases. It has to be a user option.

5. The best unit for keeping typical projects in decimeters are to uncommon to use as a baseline unit of measure. For archviz, you might want to use meters instead, or even Imperial units, to match your cad/architectural software. millimeters go against all of these principles. Terrible choice for a unit. Having basic objects like humans be 2000 units large would offset float values by 11 bits.

6. Scene scale is ultimately just a number. Just scale shit and match the rest of your scene. It takes like 1 second.
wot? its not their fault you dont know modelling basics. dont tell me you use perspective to model lol. theres a reason why orthographic view is here. its easy as hell to tell when youre out of bounds.
I only do cad in america so deal with it
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LW did metric/imperial/SI from the start, but you can set every modern 3D tool to these units now.
I pretty much need real world units when I model real things or build scenes that are grounded in reality. I have a feel for what a meter is. Arbitrary units do nothing for me.

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Hopefully I'm posting this in the right place, I've been looking around but haven't been able to find what I'm looking for in terms of threads.

Would anyone have the animation files for Persona 5? Or at least point me in the right direction? I'm making a little present for a buddy of mine who's obsessed with Persona. Specifically the Protagonist and Mona, from Persona 5.

I've managed to collect all the character files I need but I'm coming up completely dry on any animations.

I've never actually tried ripping animations before, and I'm trying to hold off on buying the game just to give an attempt at ripping out the animations myself if I can avoid it. Wouldn't want to waste the time and funds for it if I end up not being able to do anything.
Y not just pirate

No animations but I was able to find the 3D models by a quick google

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How do I extract mesh from unreal engine asset /3/?
Umodel doesnt seem to work on this model.
The game name is ascendant one by the way
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this files works with blenders ?
*this file work with blender ?
*these file work with Blenders ?
wtf no its uasset file
Same here!

i always get this fucking error
any advice?
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I wonder how the Foundry could do something like that without getting into legal trouble. We are talking violation of privacy here.
even on an off line computer ? now thats some next level NSA shit, eh?
It's in the terms of service that literally nobody ever reads. It's their product. They can use it and do whatever they want with it.
They don't know it with offlines. But they do know who downloaded the programs from unsecured lines while downloading.

That's why it's better to download with a vpn or with those Mega, Rapidgator, or Uploaded Links on cgpersia.

Either way, the Foundry is aware of this and pursues it harder than any other company. Even autodesk and adobe could give a fuck.
>But they do know who downloaded
what they do know is at best the IP adresses at the current time
for me, the IP is dynamic and unless they forward it to a judge who decides that the ISP must give the name they have shit and go fuck themselves
If you torrent something, you are pursued for UPloading, not downloading something.

Hi guys, I looking for model of APP3 pistik from Syndicate game. Is possible to port it, whether in obj or 3ds format?
Thank you.

dude. just model this shit by yourself..
But that requires effort and OP wants to continue being a leech.

The art world is terrible..
why do people want to do this kind of thing

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