[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Home]
Board
Settings Home
/3/ - 3DCG

Name
Options
Subject
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.

05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
06/20/16New 4chan Banner Contest with a chance to win a 4chan Pass! See the contest page for details.
[Hide] [Show All]


Now accepting credit card payment for 4chan Pass purchases and renewals. Click here for details.

[Catalog] [Archive]

File: THIS SHIT IS RETARDED.jpg (21 KB, 250x201)
21 KB
21 KB JPG
CAN EVERY FAGGOT STOP USING BULLSHIT UNITS IN 3D?

EVERY PROGRAM SHOULD JUST BE IN MM AND MM ONLY. EVERYTHING.

ZBRUSH IS GIVING ME SHIT WITH MY OBJECT ALL FUCKED UP SCALING DESPITE BRINGING IN SHIT AT CORRECT SIZE, AND THEN MAYA IS DEFAULTED TO SOME GAY ASS FUCKING THEN AND THEN MAX IS ANOTHER GAY AS FUCKING THING.

ALL THESE FAGGOTS NEED TO STOP KILLING ME WITH THIS INCHES AND FEET AND BULLSHIT.

E V E R Y T H I N G SHOULD BE UNCHANGEABLE AND SET TO MM AND ALL WORK OFF THE E X A C T SAME FUCKING SCALING.

IM PISSED OFF BECAUSE I HAVE TO NOW APPEND EVERY FUCKING SUBTOOL IN MY FILE INTO A NEW FILE WITH THE CORRECT FUCKING EXPORT SCALING AND THEN SCALE THEM ALL FUCKING UP TO MATCH BY EYE

THIS IS FAGGOT SHIT
1 reply omitted. Click here to view.
>>
>>664915
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.
>>
>>664915
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
>>
File: 10-cubic-metres.png (692 KB, 774x518)
692 KB
692 KB PNG
>>664915
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.
>>
>>664920
bait?

File: 61CivymScjL.jpg (73 KB, 500x500)
73 KB
73 KB JPG
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.
>>
>>666865
Y not just pirate
>>
https://www.deviantart.com/xelandis/art/Persona-5-Joker-Pack-XPS-Upd-3-719623485

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

File: aphro.webm (2.26 MB, 964x734)
2.26 MB
2.26 MB WEBM
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
13 replies and 2 images omitted. Click here to view.
>>
>>660441
this files works with blenders ?
>>
>>660441
*this file work with blender ?
>>
>>660441
*these file work with Blenders ?
>>
>>663505
>>663506
>>663511
wtf no its uasset file
>>
>>660281
Same here!

i always get this fucking error
any advice?
34 replies omitted. Click here to view.
>>
>>666433
I wonder how the Foundry could do something like that without getting into legal trouble. We are talking violation of privacy here.
>>
>>666433
even on an off line computer ? now thats some next level NSA shit, eh?
>>
>>666799
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.
>>
>>666805
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.
>>
>>666818
>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.
>>
>>666687

dude. just model this shit by yourself..
>>
>>666699
But that requires effort and OP wants to continue being a leech.

The art world is terrible..
>>
>>666687
why do people want to do this kind of thing

What was your longest render?
Do you have a renderfarm?
7 replies omitted. Click here to view.
>>
>>665701
Sauce?
Looks extremely similar to that opening scene in Spirited Away
>>
>>665701
22 hours, My PC literally! crashed at the end of the last render.
I thought i had lost everything but after reboot had it all.

whew...
>>
>>666063
How many frames/seconds?
What did you try to render?
Specs?
>>
>>666001
Ocean Waves
>>
>>666063
render as image sequence

File: 630_quixel.jpg (189 KB, 1103x620)
189 KB
189 KB JPG
/3/, have you seen this? Substance has a new program in development in a closed beta called Alchemist. https://youtu.be/bfabw9RDHDY
This is fucking insane.
also has anyone tried Quixel yet? https://youtu.be/lpS8vtjyWs4 we are living in the future, anons.
1 reply omitted. Click here to view.
>>
>inb4 Adobe shuts down its development
>>
>>666755
quixel is too bare bones for any kind of painting, the brush tool alone has only 2 things you can toggle, the size dynamics and the flow. quixel is literally only ment to slap materials together and mask them.
and alchemist looks like ass.
>>
>>666759
>>666755
also quixel mixer and quixel suite are too completely different things dumbass OP.
>>
>>666759
Yeah, I feel like Painter's greatest strength lies in how theres kind of a "mini Designer" in it powerful enough to make materials from scratch.

I think Quixel said theres some procedural stuff coming in the next update, so lets see.
>>
>>666756
I would not be surprised if alchemist was a cloud application since it's a machine learning software with a massive data set it's been trained on.

File: maxresdefault.jpg (73 KB, 1280x720)
73 KB
73 KB JPG
Does anyone know of any hair brushes for Zbrush that work with the current version?

I downloaded MAg_Hair_Clump and MAg_Hair_Detail brushes but they don't seem to work anymore.
4 replies and 1 image omitted. Click here to view.
>>
>>665219
Yeah I was considering getting to that video but I want to save time at the moment and I'm learning too many other skills as is. But thanks, may get around to that. I'm hoping someone somewhere has made a new hair brush update, preferably free to download somewhere.
>>
>>665210
http://makkon.tumblr.com/post/157172029248/a-few-people-have-asked-about-the-imm-brush-i-used
>>
>>665242
Much thanks, Anon.
>>
>>665242
It looks like the hair brush included in that link is also incompatible with the current Zbrush.

The eyelash brush is very useful though.
>>
>>665210
https://www.youtube.com/watch?v=-_BFWjqNV-s

File: donut3.jpg (1.08 MB, 1920x1080)
1.08 MB
1.08 MB JPG
Thank you Andrew Price, what a great tutorial!
Nearly 4 hours of video for a torus, couple of moves and a particle setting. And just wait, there's more... a cup. Now that's in depth.

I had to go on this epic adventure after seeing all the hype, to see if it really is a legendary experience as you folks make it seem. Not disappointed.
41 replies and 7 images omitted. Click here to view.
>>
>>664665
Good donut.
>>
File: Donut.png (806 KB, 1136x639)
806 KB
806 KB PNG
>>
uhh man
you guys
>>
File: Donut jpeg.jpg (824 KB, 2560x1440)
824 KB
824 KB JPG
More Donuts for Andrew the Donut God
>>
>>664688
Yeah, it's a picture

File: mama MIA.png (464 KB, 1324x992)
464 KB
464 KB PNG
according to getwatcher.net, /3/'s next GET should be imminent.
>>
>>666654
>>666666 just fucking epic!
>>
>>666655
>>666666
>>
File: 1420479746963.jpg (12 KB, 251x242)
12 KB
12 KB JPG
>>666666
dear god
>>
File: 1451710642531.jpg (32 KB, 419x480)
32 KB
32 KB JPG
>>666666

File: goldencompass03.jpg (866 KB, 1541x1022)
866 KB
866 KB JPG
Whatever happened to bodypaint 3D?

I never heard about it after this movie (2007?).
2 replies and 1 image omitted. Click here to view.
>>
>>666612
its cinema4d you fucking brainlet
https://forums.cgsociety.org/t/cinema4d-v10-vs-bodypaint-3d/1030855
>>
>>666609
it's literally a part of c4d anon
>>
Its called Cinema 4d you fucking moron
1/10 for making me reply
>>
>>666605
Damn, that was a great movie. Only remember it slightly though, but the video game was dope af
>>
>>666679
wot?

Where do people download Character rigs extracted from games?

I'd really like to study the weight painting and topology of the street fighter series in general. I've also heard the Overwatch models people use to make SFM porn are astoundingly well rigged.

I know how to rig for film/tv, but I want to study it for games where you can't rely on blendshapes and shit.
2 replies omitted. Click here to view.
>>
>>665069
Oh, and they can be downloaded from various shady, usually russian, sites.

But often they're extracted from the game-files on your disk as you usually have the game you are modding installed.
>>
Sorry, just a meshes skinned to joints are fine. I got to play around with a SFM porno Mercy from overwatch someone had, and it made me realize that good rigging is actually 99% the result of good topology and skinning and joint placement. I k ow a lot of advanced maya shit, but I realised I've been working really hard to over correct shit because my understanding of good topology and skinning is flawwed. The deformations were so fucking good it was unreal and blew my mind. But I can't for the life of me find it.

Just any examples of strong topology pkus skinning would be greatly appreciated. My shoulder, pelvis and buttocks deformations always look like dogshit.
>>
>>665142
Yeah, most rigs are like that. It ends up that way because it's common to sculpt and topologize the character first and then attempt to place the bones inside that already existing geometry.
Instead you need to go the other way around and plan out the joints and the center of rotation for your geometric volumes to know where you need the loops for the deformation zones.
When you build the skeleton like that the characters articulation comes about much more naturally with designed intent instead of as an afterthought dictated by the volumes of the built geometry.

The later method requires a lot more research and iterations compared to just winging it and throw corrective morphs/blend-shapes on the problem but the end result can be that much more perfected.
When it comes to games where it's still unusual to have morphs or dual quaternion skin deforms available it's also the only way to reach clean results every time.
>>
what do you think of daz's skinning? unfortunately they are already better than what i can do..
>>
>>665069
xnalara>blender

File: prorender.png (11 KB, 1000x241)
11 KB
11 KB PNG
/3/
Have you tried ProRender?
3 replies omitted. Click here to view.
>>
File: GIF.gif (3.07 MB, 1576x1113)
3.07 MB
3.07 MB GIF
it renders/denoises pretty fast for me on my r9 290x(4 years old). The only prob like any other renderer on max is that you have to use max's physical material to display textures/transparency/reflections ect, but its missing. so im stuck with max standard surface that only displays the textures.
>>
>>666648
why not use something like Vray RT?
>>
>>666656
You can't denoise on amd cards using vray
>>
>>666657
oh! aright then
>>
>>666656
im using max 2019 and theres no 2019 vray yet, i use arnold

File: download.jpg (8 KB, 323x156)
8 KB
8 KB JPG
what is the most snobby,hipster avant garde render engine?
2 replies omitted. Click here to view.
>>
>>666534
#Octane
#NoOctane
#OctaneRender

Need I say more?
>>
>>666599
What does #NoOctane stand for? All I found on IG is more of the same crap as with #Octane.
>>
>>666628
For some reason there's a certain brand of hipsters on IG that somehow think they're better artists because they're not using Octane in C4D, even though the results look pretty much the same anyway. Hence the #NoOctane tag. It's in the same vein as "I just woke up like this" or "No makeup" type shit.
>>
>>666534
3Delight
also this >>666535
>>
>>666534
is redshift avant-garde or it's finally good now?

File: Rig_viking.png (171 KB, 713x781)
171 KB
171 KB PNG
Not intending to start yet another software war, but I'm relaly curios about the differences when it comes to rigging (and animating) in Maya versus Blender.
Whenever people bring up Blender, Maya people tend to reply with "but Maya's rigging and animation tools are way better". But what exactly does Maya do differently in this department?
I'm no master at rigging or animation, but both tools seem very similar to me. In my limited experience, I have come to prefer Blender because "it just works", in the sense that I don't have to pay strict attention to hirarchies.
I can simply make a rig in Blender and scale the root bone to scale the whole rig uniformly. When I make control curves, these don't have to be placed in their own special hirearchy. When I make a pose, I can copy and flip any part of it with a simple key-stroke (have to manually input inverted values in Maya for each and every bone - unless you have some sort of script, which often happens to be specific to a specific typeof rig).
So far, I just find rigging a lot more painful in Maya, and I'm wondering what the actual benefits are.
Maya also doesn't allow me to store several animations in one file, which makes it a bit clunky to use for video games where you need a lot of separate loops.
I'm pretty shit at editing curves, but here it seems Maya looks a little neater - Blender has one curve for each value on each and every bone on each and every axis, and it just turns into a massive spaghetti for me, most of the time. Is this what you mean when you talk about how Maya is "better for animation"?

Anyway, hoping for some actual answers, because I'd just like to figure out what tools are available and how to best use them.
45 replies and 2 images omitted. Click here to view.
>>
>>666548
I fail to see what the benefit of that system is. Why the "normal follicles"?
Seems to serve the same purpose as a simple controller curve with a hook, and a driver for the shape key.
>>
File: mmmuh hierarchy.webm (2.49 MB, 960x530)
2.49 MB
2.49 MB WEBM
Where did they get this retarded idea about maya ""needing"" hierarchies to operate?
Is it the same running gag as "autokike owns everything you make in student loicence"?
>>
>>666556
Are you calling that a fucking rig?
You need to be specific about your hierarchies and constraints if you want to be able to do several basic things with a rig in Maya (such as scaling everything uniformly - especially with IKs).
>>
>>666580
>constraints
Are you talking about maya constraints?
>>
>>666555
The post describes a cyclical dependency which Blender is not yet capable of (though I thought that was one of the points of the new depsgraph, I don't know). The .webm doesn't really do a good job of demonstrating anything though.


Delete Post: [File Only] Style:
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.