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Somebody has her for xnalara?
Somebody once told me they had Zelda in XNA. But I ain't really the cleverest person in the room. The model was looking kind of dumb with her T-Pose and her UV. And the texture of her head.

Well, I'm not really getting younger you know. Can't model for shit and texture too. Didn't make sense make my own model. I'm getting more experienced with each years but I'm getting carpal tunnel. So many model to do, so many model to see. So what's wrong about getting XNA models? You'll never know if you don't download them. You'll never know if you don't use them.

Hey now they said, you're a rigger, so get to work, go fucking do it. Hey now, you're a fucking rigger, get your ass here, get paid.
I will be here maybe some cool guy will post or port it

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to be neutraliz- ...added to a big software company! :)
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You sound butthurt that the industry doesn't care about your thoughts on "proper 3D". Trust me studios don't give a shit what you think. I prefer Maya, but my studio switched to C4D. That's reality. Just learn multiple programs. Once you've learned one its not that hard.

Also, being mograph designer at a big company is comfy and cushy. There are days when I literally do fuck all. So much better than when I was an animator pushing deadlines with fuck ass producers breathing down my neck and staring at fucking f curves for 9 hours straight a day. Being a purest fucking sucks in the purest sense. Get the day job with easy hours, good pay and benefits, then take freelance side jobs that are actually fun and work on your own shit. Trust me on this. I nearly quit the industry from burnout as an cog in the wheel animator/rigger. With mograph you get to dick around between various programs. Fuck sometimes I even do voice acting. I never want a "sit in this chair and stare at MAYA for 10 hours" job ever again I'd rather fucking kill myself.
Nah it's not that, it's just the fact that these people are slamming shit together and not really knowing what they're doing or why. Which is why you see so many "spheres", "floppy faces" and "bald human model doing mocap footage".
If they took the time to actually learn something outside their immediate sphere of influence, they could come up with something that's not as shallow technically as their shower.

Don't get me wrong, I've actually got a pretty good freelance gig doing a bunch of mograph stuff and selling art, so I know where you're coming from (getting to pick when you work and what you work on is great). I even know a ton of programs and have traditional education in art and design, fuck I can even 2d animate if I need to. I just get tired of seeing the same type of people flock to 3d that doesn't really care to push the medium in ways that actually take advantage of it. I'm just burnt out with people to be honest.
But Corel is cool, isn't it?
Well, as far as I know they're "cool" in the sense that they actually make use of and continue to develop the software they buy up.

Wait, scratch that. Current Paintshop Pro seems to be a real turd if you look at all the complaints.

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Sup /3/, I was wondering if you guys have any new years resolutions? Not only 3DCG related, but any at all?

Share them here!
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steady income and get my own place
More friends of the gender I am not attracted to and to actually hang out with them. Get back into Buddhism. Get /fit/
trying not to starve
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Learning zBrush, here is first project done with little help of 3ds Max and Photoshop

3 plate benchpress and 2 plate ohp, more importantly the bench

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So I am currently using this as my profile picture for youtube, I remember doing a reverse image search fo the boi and got some mod for gmod.

I'm sorry but this pic is just too funny.
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Looks like a PS2 game
ye now I am thinking it came from flavortown....
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dont know if youre still watching the thread but i believe its Hard Time

or another game by the same dev
If I had to guess I would say Xavier: Renegade Angel.

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anyone else here have a degree in 3d but forced to flip burgers to make ends meet? I just had to get a real almost minimum wage full time job. Was just in the interview today. Now I'll have so many less hours to git gud. Wat do?
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It's fear in this case. It's not motivation if it's necessary.
When is anything necessary in life. Fear is a form of motivation.
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I fucked it up bros, there was an opportunity to get a jerb and I hesitated too much and thought I wasn't ready enough to apply
that'll teach you confidence for your next try, cheer up!
Furries will pay good money if you make their fursonas and shit. You should get into that.

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Has anyone got renders like this beutiful man?
What's the problem?
You can join us and create more, OP. Just find a decent male figure (DAZ figures are fine for this) and use a metallic shader, add abstract geometry in retro colors everywhere, and on you go.
are you stupid or just dumb?
thats not a render
That's not a render, but all you have to do is make material reflective and set the specularity level higher. Of course you're going to need to a background to get that effect.

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Has anyone thought of creating a booru style user-uploaded archive for /3/ models? It could accept stl/obj and show previews for the models so you know you're not downloading shitposts.

I think this would be incredibly beneficial if something like this was created and put on the sticky and would be a good way to explore OC without searching through archived threads etc.
I seriously doubt anyone worth a shit would ever share their models. At least that's how it is everywhere else. Why do you think people are constantly ripping game models?

So basically what I'm saying is it would be exactly the shitposts you mentioned avoiding.
Shitposts are fine, it's all about what people are willing to post

Obviously nobody is going to post important work for everyone else to fuck with but it would be cool to see some side projects
You underestimate the openness people have with sharing OC on 4chan
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Windows 10 has something like that built in.

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Post your anvils itt. You do have at least one, don't you, anon?
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It's not a turntable if you fly the camera around in an ellipse
That's a nice idea of how artists think people use anvils.
Check out real anvils. Used by real people.
Notice how there are no hammer strike marks on the side of the anvil.
Actually, there are no visible hammer strike marks anywhere on even an extremely well used anvil.
Anvils are designed to resist hammer marks.

So what is all that shit? Most of it is mold imperfections from the initial casting. A lot of it is removed corrosion and rust from being forgotten outdoors for decades.

On the "trunk" of the anvil, you can see gouge marks from when the anvil was lifted with chains and rope.
On the work surfaces of the anvil--basically the entire top plate, horn/shoulder and square table, you can see completely smooth sections. Those are your hammer marks--specifically, hammer against metal over anvil.
>what are the deep gouges on the work surfaces
when you hammer sharpish square stock to form a longer and thinner blade, the blade imprints into the anvil as it gets thinner and thinner.
What the fuck caused those slashes on the side? Don't just add random detail because you want to add something to fill the space, think about whether it makes sense in the real world. In fact, almost every thin slash/cut you have makes no sense, considering you don't hit an anvil with that sharp edged tools or the blade of the thing you're working on facing the anvil.

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this place really needs a separate gamedev/programming board
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UE has a pretty common issue in that it comes more from a 3d artist Zeitgeist: i.e a huge, overly cumbersome closed software with a lot of dark magic everywhere, and a completely closed framework that tries very hard to be painfully "graphical" and to imprison you into their own proprietary formats. It's pretty and more or less useless without thousand of hours of learning curve. Typical 3d artist bullshit. They all like their software closed, graphical but unintuitive, hiding natural complexity under two layers of unnatural complexity.

Unity has more of a dev Zeitgeist. It's relatively small, do what you want it to do and nothing else, and does no particularly jail you into an ecosystem. Unfortunately, Unity is coded by a small team of relatively incompetent people and is poorly optimized, poorly coded, and a poor tech in general. It's also more or less the only concurrent to UE, unfortunately.
>They all like their software closed, graphical but unintuitive, hiding natural complexity under two layers of unnatural complexity.
because it creates job positions with competitive salaries
Good goy.
>It's pretty and more or less useless without thousand of hours of learning curve.
I have no idea what you're talking about. Sure, I agree that some stuff is illogical and doesn't really make sense, but once you get used to those couple of things, UE has a fairly normal learning curve. I don't really like the fact that you kind of have to use Blueprints even though you're primarily using C++, but it doesn't really add that much to the learning curve (very easy to figure out, it's just a bit unnecessary).

Also, it seems they had a different vision in mind for the engine, which brings me to the next point:
>Typical 3d artist bullshit.
UE has Blueprints for God's sake, it was obviously designed for begginers and people who are used to working with nodes (3d artists). But I have no idea what you have against the UI either, the UI is very friendly to those same users (so it uses a graphical interface that, in my opinion, is fairly well made and intuitive). Also, the default UI has pretty much all the same stuff that Unity has as well, so I don't really see the problem. Besides, if you don't like the UI, it is fairly customizable so you can adjust it any way you like.

>They all like their software closed
I'm not sure what you mean by this. If you are talking about the workflow, I'd say it is completely understandable. The interface, nor pretty much anything else is stopping you from doing anything.

Also, there's the fact that you can download the UE source code from Github which, to me at least, is one of the greatest advantages UE has over Unity.

I'm not saying in any way that Unity is a bad engine (especially when you consider that it's also free). In fact, I use both engines, for different projects of course. I just started by saying that I personally feel more comfortable using UE than Unity and that I think they shouldn't be compared as much when it comes to the new waves of shitty developers making shitty games.
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Well, it's been fun while it lasted.
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Allegorithmic is far bigger than 3d-coat. Even Krita has support for Photoshop brushes. Honestly the more I dig into substance tools the more I doubt their ability as developers.
>Even Krita has support for Photoshop brushes.
But Krita didn't have Adobe on board, influencing their development decisions, for at least two years. :^)
This is more like a tool to manipulate Megascans than something like Painter. You can't even import your own mesh at the moment.
>You can't even import your own mesh at the moment.
Isn't Bridge supposed to do that, in combination with the DCC program?

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I don't even know if I'm going to talk monetization (but we could see) but I want to work on some kind of project to stay motivated and practice.
I admit I'm not the best and still learning so beginners who want to practice also are more than welcome. I can texture using substance painter and if I had to choose an engine it would be unreal chink shit 4 due to being a bit easier to handle. Also I figure if we as a team don't even finish we could always part out or package our assets for $ in a store and at least get something out of our effort.

Also as for coding mechanics we could keep it simple enough that even if need be we could find someone with basic skills to help us finish on that end after we have a solid enough 3D asset base built up and maybe a basic prototype...
Could be fun! Discord me at PallyCookie#9194 if you'd like to learn with me! (I'm heading off to work and my phone is bricked so won't be in thread much until later tonight sorry)
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Everyone's being a critic because they've seen through enough people talk about the same things as you do or were the people who had the same thought themselves once and they either

a) never even start the project or they (somehow) do but end up failing.

b) they're new to this or havent grasped the basic idea that making a game is difficult no matter how basic and if they dont know how even basic games are complicated and time consuming and take a LOT of effort then they dont know where or what aspect to spend more time improveing or polishing or what to cut off without breaking the whole thing.

c) relying on wanting to work or produce work even if simple assets only with the presense of other people is not a good thing, in the end the only person you know will not let you go or you can actually control and make and try to improve is yourself. Not saying people are bad but it's really unecessry to aim for the sky when you say you just want to practice making basic things. Plus 4chan is anonymous, you can probably make friends but why would they?

d) You have sorta proven yourself incompitent or unreliable by not having atleast SOMETHING to show. In the real world even if online you cant just say things without having something to show, it's not motivating, it's just empty words and someone else will probably steal your idea if you love it so much. Everytime (and it's not just you) someone comes in and says they have a great idea the reaction is always "Great! ...And?", you cant just win people over using words, you are practially pitching or trying to sell your idea to others, you are not the the one with the upperhand in the situation as many people in your position think you are in, you dont have previous works, you dont have drafts, you dont have an organized sheet of time table, you dont speak of basic controls or scripts the game, you are just spewing nothing that will not go anywhere.

Go to wip or question threads, make small things.
Not to mention youre trying to make other people get involved with you when they got their own gainz to make, they're not gonna waste their time (money) and effort on one dreamer.

As said before go to wip and question threads, go to agdg (amateur games development general) in vg or go to beg (beginner) in ic, look at tutorials, make your shit, start with small basic assets and then push for more until you get it and make your own game shit ideally.
A serious producer is an expert in begging other people for money, they network and make pitches to financial backers and otherwise secure funds for their projects.

If a producers first move to get the project of the ground is "hmm, Imma go on 4chan and troll for free talent" careful experienced observers will know which way the cookie gonna crumble.

If you're gonna confront strangers without the stigma of being yet another 'idea guy' you don't have to be the golden boy of a company with deep pockets, but you need to be someone with a foundation in reality and the means to feed your workforce and put roofs over their heads.
Damn, a quality response on 4cha, rare stuff.
Well said anon!
Sent you a request. I'd be willing to help you if you have questions with UE4. Might even help with some assets just to stay in practice. If so, i might be interested in at least doing an asset pack.
I've just been away from my own game for too long now and need to work on something.

last thread hit the bump limit >>659820
show us what your'e working on
post questions here
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Just like (E)xtrude and (S)cale...?
It scales along the normal like inset but yeah. I want it to do that automatically as a modifier after the subd and shrinkwrap stuff though.
Alt+S to scale along normals.
Displacement modifier for scaling would also work, I suppose.
I guess it's just different principles or whatever between the programs. Max has a lot of operations as modifiers, so you could technically have a primitive with a stack of tweaks to shape it without ever needing to make it an editable mesh. Blender seems to be all about editable mesh from the start, since primitive settings have to be chosen from the get-go.
he's right tho

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ITT we post images and others draw an outline other the images on what the low poly lines would be placed
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Another one
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I want to die
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You're bored, right?

A single RTX 2080ti vs dual RTX 2080 on NVLink for archviz?

This is killing me right now.

Softwares used would be
3ds max
Vray rt/ next

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Arnold/Vray and other GPU renders confirm Nvlink support in RTX serie with pool memory.

Revit,3ds max,Rhino,Lumion,Sketchup,Autocad,Twinmotion,Unity,Unreal won't support Nvlink, maybe Unreal in execution.

Quadro RTX 4000 will getting better support for pure CAD programs.

Most time using single program, RTX 2080Ti
Most time using Renders Engine RTX based 2 RTX 2080 up to 16GB VRAM

Most time using specific CAD program Quadro RTX 4000 high quality drivers but the slowest card in general software.
Preliminar RT performance

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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Tryina get a 69 xd

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