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image editing edition

previous: >>642999

Reminder!
This thread is for any simple and/or stupid questions about techniques/software. If you think you have a question that deserves its own thread, such as thoughts on [new technology], etc., by all means go ahead and create your own! Otherwise, please post in this thread.

Also, please do head over to the previous thread and help to answer any unanswered questions!
>>
What's the best way to make a high res map of Maastrichtian Earth so I can unwrap it on a sphere?
>>
I'm fairly new to 3D, still using images planes as references to do most of my stuff, should i keep being so reliant on references or is better to stop?
>>
>>648581
not op
may someone make a 3d version of op's pic? i thought that'd be cool
>>
>>648595
Never stop using references.
>>
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How do I add a subtle glow to my Moon model like pic related?
I've been trying to use the emission node, but to no avail.
>>
>>648595
Like the other anon said, don't stop using references. They aren't bad for you, they keep your vision focused when you're having trouble managing forms and details. You can always test your skills with no references though, just to see how much fundamentals you've learned.

>>648817
That's a post-processing effect known as bloom. Never try to fake it in a clean render, always composite it in afterwards.
>>
>>648817
do that in post processing, either bloom, or duplicating the moon and blurring it under original against the sky layer.
>>
>>648817
What >>648838 said. Just want to add, if you go the blur route, save yourself some trouble by rendering the moon in a separate pass, so you don't blur the environment.

Bloom: the compositing program detects and blurs high values.
Blur: you do it yourself however you want. Cheap and effective.
>>
>>648595
Nothing wrong with references. Use them as much as you like and more.

I have brain problems, so I didn't even consider using references until very late after learning to model. Then all of a sudden, I wasn't making potatoes, because while I don't have trouble imagining things, imagining the same thing every time you sit down to work, is difficult without references.
>>
are there painless ways to move animations from one rig to another in maya? or I should just suck it and reanimate?
rigs are different, but they are both biped. I tried human IK but results were pretty "eeeh" to say the least.
>>
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Is there any way to "mark the edges" of the mouth so the outline will read it (in Unity)?
Similar to how Blender has a "mark freestyle edge" function, is it possible to do that in Unity? I'm using Unity-chan Toon shading 2.0
>>
Can I get a short list of things to make for practice? I'm just not sure where to take my skills next.
>>
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So i'm learning zbrush, i've been looking for tutorials on how to model hair for some cartoonish looking artworks but everytime i try to model it looks weird . tips and pointers on where could i learn more about it?

(face is just a sketch which is why it looks a bit unrefined)
>>
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>>649028
reference pics
>>
>>648964
What about things from around your house? You can go from simple to complex, and you have the physical items, which is the best reference.
>>
What is a job track for 3d modeler? However i look there is pretty no work for junior level, everyone asking for commercial project experience. Canada if it is important.
>>
https://youtu.be/LFqopkUTO0Q?t=49
how do i do that ?
>>
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I'm working on a model of Ava Ire from ava's demon. I've got most of the anatomy sorted out, but next is the clothes. I haven't a goddamn clue on how to approach making these clothes though, because of the whole "woven ribbon" look to it. I could flub it by cutting the topology into slices, then splitting them in a way similar to how I could do bandages or wrappings.

I'm working in ZBrush on this. Are there other ways to do this? Better ways? I was thinking about using modelling every individual strap with a curve brush then moving it into place, but that just sounds like absolute hell.

See pic for reference.
>>
>>649059
If you want it to look like that pic then I you should just texture paint them. Just look at the outline, you don't need to sculpt fancy folds that stick out, because they are not there. It is all very flat.
>>
>>648581
Think i wanna do animation and game design, about to have an associates in Comp Sci but I dont find programming very fun/rewarding.

What are my options/best course of action? I was told Houdini would be good to look into for now but long term whats the best course of action
>>
>>649117
hope you make friends with someone already in the industry and hope to then get a job through them
>>
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>>649126
my old boss knows a high up at Blizzard, so with that out of the way academically what should i look to do?
>>
Why won't the topology tab show up for me under the curve tab?
https://www.youtube.com/watch?v=7VxiUc5CqP8
Go to 8:00 to see what I'm talking about.
>>
What's the best tutorial for rigging with volume preserving bones and stretchy bones in houdini?
>>
Anybody know good references for anatomy? Trying to get started but I'm intimidated.
Also, what kind of tablet do you guys recommend? Something like a simple screenless accessory, or something like a big ol' Cintiq?
>>
>>649214
There's a metric fuckton of good resources for anatomy. Real life is always the best, then there's just using google images (and similar) for looking up reference. Check out /ic/ for some resources.

I also use some books on anatomy to help me out. Anatomy for sculptors, Figure drawing: design and invention, Dynamic anatomy, etc. I keep those close when I'm sculpting. If you're just starting out with anatomy, maybe design and invention is a good place to start. It breaks down the human body into blocky, simple forms, and should give you a decent foundation to build on.

In terms of tablet, I personally stick to Wacom tablets. I currently use the small cintiq, and I consider it a major upgrade from bamboos and intuos. But it really depends on your budget. I can tell you that a bigger surface is already a big upgrade and will do a lot for your drawing and sculpting.
>>
I’m a wagie full time and think about 3D modeling all day. My office computer is shit and won’t even run Blender. What would be the easiest way use my home computer via my work computer like a screen-share scenario?
>>
Where should I look for guides on NPR shading that isn't the basic easy cel shading? The stuff some of these non-sfm porn artists do looks really good, and I don't wanna make porn, but just want stuff to look good. Preferably in Cinema 4D, but I'm getting kinda desperate.
>>
>>649223
Thanks man. I prefer books over loose collections of images. Know anything for tutorials though? Especially for beginners.
Also, I actually already own a tablet, very old Intuos, but for some reason I can barely hand-eye coordinate with it and I'm wondering if it's better if I make the switch to something with a screen or just persevere and learn.
>>
>>649230
impossible without some lag
>>
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Fusion 360 stupid question: How do you get it to select through the object?

The tutorial I'm watching is a slightly older version I think and he (Lars Christiansen) just hovers his mouse in the two positions show (*left older) and selects either the inside edge to fillet or the inside wall to push/pull to.

Nothing inside will select for me so I'm constantly shift+middle button around trying to get access to inside geometry. I can sometimes go in the corner and just pick up a pixel to select something I cannot really "see" but on the tutorial it's just hover and "the software just knows what you want to select".

What do?
>>
>>649273
there is this stuff my grandpa used to use called pencil and paper. the freaking this is you could DRAW with it, no tablet needed.

I have a cintiq24HD and it's better than a tablet, but if you can't draw no amount of tech is going to improve that. Using a tablet just takes practice for the hand eye stuff, but learning that AND learning to draw anatomy, I feel like you're asking to fail. Either work on anatomy on paper or work with the tablet with whatever you're already comfortable drawing, or spend an assload and still not be any better with the cintiq.
>>
>>649374
Does this help? ("Select Through")
>>
>>649378
no, already checked but the menu above "Select Priority" with "Select Edge Priority" does. Thanks senpai.
>>
>>649377
Whoa, dude, chill. Christ, all I asked was a question. Barely was just hyperbole, I've used this tablet for more than 4 years now, it's just that for whatever reason I can't use it to the same capacity than I can pen-on-paper.
>>
Hobbyist 3d question: Why is marking UV seams and unwrapping to islands necessary? If a model is not being optimized for games and just for animations can the model just be unwapped to a grid for texture painting?
>>
I've got my hands on a tpose character with a handful of animations already baked into keys, so I kinda re-rigged the thing, and it works if I start from tpose, but now I have no idea what will happen with my rig if I plug these baked animations back to skeleton. I've heard that mutual constraints will cause problems, but I have no clue how to make rig follow the bones and vice versa at least temporarily. Is there a way to "un-bake" animations back to rig or at least make the rig adapt to animations already present on joints?
>>
So if I bring an .stl into Fusion, how do I then break it apart so I can modify it?
>>
>>649518
textures fit onto a 2d grid of pixels. This is then projected onto a 3d object. The making uv islands is simply part of the unwrapping process. if you don't make seams, the 2d projection will warp and pinch.
imagine making a shirt with no seams out of a flat piece of cloth. it's simply not possible.
>>
Anywhere I can go to just grab like, a bunch of character reference so I can model over them?
>>
>>649132
What version of blender are they using here?
>>
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I need solid Maya fundamentals+game asset creation. Any quality tutorials suggestions?
>>
>>649719
Look up the Gnomon ones.
>>
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>>649589
What if i just make all edges as seams and unwrap the entire thing as a grid? pic related.

I'm kinda new to this texturing thing so i'm curious as to why they do uv islands. Sorry if i come off as arrogant.
>>
>>649766
>What if i just make all edges as seams and unwrap the entire thing as a grid?
Ptex in a nutshell. Blender doesn't support it, though.
>>
>>649766
to answer your question: texturing.

in texturing we have whats called 'base paint' and in order for that to work properly we need to split the islands.
if not, the color will spill-over to the next island,especially if the resolution is low
>>
>>649518
>>649766
Proper UV mapping allows you to fit a lot more detail in a texture map than you'd get with an auto-unwrap. You can do things like irregular scaling (for less important parts of the asset), mirrored textures, pixel-based alignment, so on and so forth.
This is important for animation too because offline rendering still doesn't mean you have infinite resources to work with. Unless you have access to some uber render farm with a billion gigs of RAM, it's going to be much less taxing on your machine to use a single well-mapped 4k texture than a messy 16k one.
>>
Does scene scale affect anything else besides dynamics and far/near clipping?
>>
>>649801
Camera F-stop
>>
>>648581
How do you motivate yourself to finish projects and not just start new ones?
>>
>>649810
If you're having this kind of issue at this time of the year, you may want to consider Vitamin D supplements for your Seasonal Affective Disorder (SAD)
>>
>>649810
Pick your projects better and do shit you're actually interested in
>>
how can I insert edgeloop that instersect with through other edge loop in maya ?
>>
>>649810
you don't start new ones right away. you get a cool idea first
>>
>>649868
what if I have ten cool ideas per day
>>
>>648581
I need a discord server for cg artists
>>
Do I need a drawing tablet for sculpting?
>>
>>649901
why do you want a discord for artists? discord is pretty gay in itself, but when you add in artists in discord, it becomes the gaygularity and is quickly shut down by discord authorities.
>>
>>649901
do you have any idea how quickly that would turn into a circle jerk of furries and other degenerates sharing their art with eachother and being completely insufferable. Legit it would be nothing but people who literally just did their first donut yesterday, degenerates, and like one guy whos really really good at 3d but is a huge asshole and doesn't share any tips or tricks while all the degenerates share how good they were at adding cocks to models they bought or talking about their favorite artstation or deviantart futa giantess anthro
anal vore animator.

Nothing against you, but I would recommend looking at plebbut or finding a community outside of here for that sort of thing.
>>
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What should I know about modeling for videogames
>>
>>649901
Alright, I've been in a few so I can summarise actual experiences for you here.

In short:
It's not fun.

Granted, you don't go into art servers looking to have fun, but a lot of the people in them are more or less incredibly boring. You'll have a few guys that are actually pretty okay, they post their art, help others, and are really chill to talk to.
But then you'll always have that few shitheads that just argue about fuck knows. "Wrong" / "Right" techniques, Nvidia vs. AMD, software wars, it gets tiring after a while.
You'll have your server assholes, except they're actually skilled. All they'll do is act high and mighty and call you all losers because they know they can justify it.
You'll have your once-in-a-blue-moon posters. They appear, post something they've been working on, maybe react to some praises, then just disappear without acknowledging anything else until a month later when they've made something new.
Your more minor characters would be ESLs, people who come in to ask a single question and never talk again, that one guy who doesn't even do art, so on.

Most of the time the server's dead if people aren't arguing. Occasionally it's pretty exciting when some new tech comes out or some big software updates. But other than that, if you're looking for a place to "hang with my fellow artfags", it usually is pretty underwhelming.

So really, just a real-time /3/. I guess if you're into that, you can go hunt for them on places like discord.me.

>>649908
Not necessary, but like a lot of other people say, the pressure levels help a lot. It'd be a good investment.
>>
>>649931
Thanks for the help! When I have some spare change I'll order a tablet.
>>
how do you set up a model so that its pose isn't clipping through another object? it feels almost impossible. using houdini btw.
>>
>>649928
https://www.blender.org/download/
https://www.blenderguru.com/tutorials
>>
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How the fuck i get rid of this fuckin black spots?
I'm sick and tired of this fucking shit! pls help
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>>650024
So that painting's just gonna be a blank canvas?
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>>650024
Looks like denoising artifacts. You're gonna have to render at higher samples.
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>>650026
Kek'd yes m8, but i'm not talking about the painting. ._.
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>>650028
Just hang a triptych, make it three Pollocks, and the job is done.
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>>650027
I think that night lamps are the ones affecting this
>>
Does anyone know from what the fuck those hospital floors are made of? I want to replicate them in my scene.
>>
>>650071
Linoleum?
>>
>>648581
I like blender for how easy it is, but most of 3D jobs in my poor country are for 3Dmax. Some are even relatively good. Is blender professionally used anywhere or should I bite the 3Dmax bullet?

Also obviously I'm a beginner, jumping from CAD. /3/ makes me scared of making bad meshes, to what extend should I worry about them?
>>
>>650213
>Is blender professionally used anywhere
Nah, not really. Even as a serious answer, not one of those "blender a complete shit". Maybe in the near future, who knows.
>what extend should I worry about them?
Depends, depends. What are you gonna be making? Environment props? Game assets? Animated characters? There's a lot of different do's-n-don'ts for all those categories.
>>
How do I go from a low poly model to something more smooth. I figured low poly is just the base to build on
>>
>>650226
Subdivide then proceed to sculpt on it.
>>
Why can't I animate my 2D image right using the wave modifier?
>>
How are animations of the continents moving over time made?
>>
Why is the interface for my blender 2.8 completely different from whats shown in the videos? I can't find several of the buttons they show in the videos.
>>
Anyone else has problems with cgpeers not sending the confirmation email for registration? It's been 3 hours and still nothing.
>>
>>650213
>>650215
"Nah, not really" is definitely the most accurately phrased answer. Its use is unquestionably nonzero, but only in places which are unimportant enough for it not to matter (marketing divisions, esoteric storyboarding for movies) or by people who are important enough for the rest of the pipleine to move around them (that guy who now works on Fortnite)
>>
>>650385
Fortnite's popularity is astounding. It's an interesting game, but I hate it a little bit on some fundamental level because it took people away from other Epic projects (notably Unreal Tournament)
>>
i saw this image from uncharted, its a wireframe. why does the flat walls have multiple polygons? id assume one would be best
>>
>>650452
It could be a couple things: that part of the mesh doesn't use floating geometry and an adjacent part requires loops in that area

or

It's an attempt to keep uniform, roughly even-sized quads.
>>
What's the best light setup to create a render like this?
>>
>>650494
Something about it looks weird to me. Like they were all rendered separately then layered together in post
>>
>>650325
Which tutorials are you using? And Blender 2.8 continues to be a very work-in-progress kind of thing, shit changes a lot.

>>650364
Maybe you're just unlucky.

>>650452
Looks like mostly support loops for details on the walls. Maybe they aren't completely flat either.

>>650494
Looks to be a simple key coming in from the top right, with ambient light so shadows aren't completely black. Super simple lighting setup if you ask me, try to aim for something more complex. Play with rims and all that.

>>650498
Looks like it, neither are casting shadows on each other and the perspective is too different to have them all be part of the same scene. They all seem to be under the same lighting setup though.
>>
Are there any good procedures on terrain photogrammetry? I need to model my yard as close to reality as possible.
>>
>>650598
There's a whole field about it. http://wiki.gis.com/wiki/index.php/Photogrammetry

Look into photogrammetry for archaeological sites, you'll learn from the best.
>>
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>>650616
God thats hell of a learn for only a simple farm planning I was hoping for something like a video guide.....
...all right time to learn all this stuff
>>
>>650622
Hire a surveyor to make you a map with listed dimensions and all that shit, then translate that into 3D manually. You're not going to get acceptable results from photogrammetry without a (really good) drone camera and (really expensive) photogrammetry software.

It may be possible to hire a firm to capture it for you, but I don't know where you'd even start looking for something like that.
>>
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i really like the cartoonish look of this game (before the art style died for cosmetics and loot crates)

Should i just skip blender and go right to Maya or Auto if I want to do 3D for games? How long would it take to make something like this?
>>
>>650671
Depends on your workflow imo.

If you're starting off from a sculpt, go with Blender because it has workable sculpt tools built-in, whereas with Maya you'd have to go and get Zbrush as well.
Otherwise, if you're polymodeling from the get-go and don't plan on sculpting at any point in the workflow (I highly doubt there was any sculpting going on in TF2 characters but it's possible. Most modern game characters start off with sculpts, especially those with hand-painted textures, which I think is the style you're referring to.), then it doesn't really matter which you pick. Maya is first and foremost a tool for animation, so Blender might have an edge as far as actual modeling goes, but Maya smokes it for animation and probably rigging/skinning.

>How long would it take to make something like this?
Which do you mean? How long would it take a seasoned professional to create a character like that from scratch, or how long would it take for a novice to reach the skill level required to make one? The former again depends on workflow, and there are usually several people involved in the asset creation pipeline, but solo maybe 150 hours? 200? Depends on the level of polish you're trying to attain and how much experience you have. As for the latter, I would hazard a guess at maybe 800hrs of earnest work learning all of the different skills required.
>>
>>650673
Thank you for the reply, im trying to get into 3D modeling, think of buying some good tuts and lessons online (Blender guru is ok but i think youtube tuts are lacking)

Im a novice though and I know i wont make something like that but I one day want to be that level (or around it)
>>
>>650674
General Blender tutorials and ones for really specific things (like donuts or anvils) suck, you're better off looking for ones that teach the main skillsets like rigging, skinning, sculpting, texture painting, etc.

There's a video often recommended called How to Rig Anything or something like that, and for sculpting I'd check out YanSculpts and videos on Dyntopo sculpting. Skinning is trickier because in order to know how to skin the various parts of a mesh that will be animated, you need to know a thing or two about animation, I don't know a whole lot about animation so I don't know what to recommend, but I'm sure there are some good videos out there, and look into Bendy Bones AKA B-bones, they're a fairly new tool but very useful, especially for facial animation for cartoonish characters.
Blender 2.8 Beta should be coming out any day now which will bring huge improvements to most of the areas I just mentioned, but especially texture painting, since it improves on how the paint is projected onto the mesh so you get fewer harsh edges from oblique angles.
>>
>>650677
Do you think a site like Polycount would be valuable for finding other learning resources?
>>
>>650681
Half of the time you google a really specific problem you're facing in 3D, there will be a Polycount thread about it in the first few results. It's full of professionals and people who know a lot about 3D work, but it's not necessarily a place to learn. It's like the WIP thread here.
>>
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I'm a nooblet and don't know how to separate the meshes of these three objects so that the same UV map doesn't apply to all 3 of them. I've tried deleting nodes, unwrapping again and moving to different layers. Thank you. I'm using the newest version of blender
>>
>>650671
If you want to make characters the program to learn is zbrush. There's a 30 day trial. It's one weird ass piece of software so definitely stick close to tutorials when you're getting started. (I'd be honestly impressed if someone could open the software and figure out how to start sculpting on a basic sphere without a tutorial.)
>>
>>650677
> General Blender tutorials and ones for really specific things (like donuts or anvils) suck

i agree with you for the most part, but sometimes those kind of tutorials can really help if you're making a specific object and you're struggling to make a certain part.

still though, learn generally, not specifically.
>>
>>650748
separate the meshes into separate objects (select all geometry of a mushroom, then hit P, separate by selection) then remove its UV map and re-unwrap it.
>>
>>650749
I'm no sculpter and heard zbrush was something pros use, is it fine to start learning with that?
>>
How to model a human body, I know there’s not only way to solve this.
The way I did it was to first make an entire low poly model that’s already in an A pose and then start sculpting on it with dynotop and multires (I use blender)
>>
>>650817
This is what I have made so far, it’s by far not a realistic body. It’s a stylized hentai body.
>>
>>650821

that actually looks a whole lot better. Nipples are still kinda weird tho.

Ive never played silent hill; is the entire pyramid on the top the head and filled with stuff? I thought that thing was just a hat.
>>
>>650821
>wanting to fuck pyramidhead
>>
>>650824
There are multiple designs, espescially because of the movies. But in the games it was designed that the head is a weird growth that’s fitting in the pyramid
>>
>>650791
If you want to make characters then you want to become a sculptor. Zbrush is fun asf, if you don't enjoy using it you can try something else. You do need a Wacom tablet but you should have one of those anyway since you'll be painting, sculpting etc no matter what. (Huion or other alternative brands will do fine too)
>>
>>650825
>motherfukers
>>
>>650788
Thanks anon! i finally got it working, I had to change the image material in slots as well but it's working now, I appreciate it.
>>
Is there a /3/ discord? I tried joining blendernations discord but they didn’t even give me access to the nsfw channel to post my stuff in because they thought I was a kid.
>>
>>650884
>/3/ discord
...why would you want that?
>>
>>650884
I joined a while ago but don't think I've ever actually read the content, so IDK if this is useful at all, but go nuts:

https://discord.gg/nHWS9t
>>
>>650840
I do have one, I'll watch some videos and download it. Thanks for the help :)
>>
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OK /3/s Fusion 360 idiot questions

1. how do I fix this
2. why can't I properly select and mirror this part? how else can I possibly "define" it so it goes black/solid face? I can only select edges or the history of that face, not the actual face no matter the "select" priority or settings. "mirror" is greyed out.

point spline > offset inside > overdraw line to cap end > trim inside spline >trim cap > line to cap jacked end via point snap

pls send halp
>>
>>650840
how do you into zbrush it's a lot of burgers
>>
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What's the easiest way to create unique rocks / terrain structures for matte painting (i.e they don't need to be super high quality)?

pic related - the kind of quality i'm after (warframe)
I know I can get mountains / large terrain from world machine, but what would be the best way to go about creating something like that arch that would match a WM terrain?
>>
>>650908
I'm tired right now so I might be misunderstanding your question but for whatever stupid reason, Autodesk made it so you *require* an outside piece of geometry to mirror across, e.g. a plane that's not part of what you're trying to mirror. best way to do that is reference geometry plane with zero offset
>>
How can I properly export my mesh to Zbrush in order to have separate polygroups? I basically have a wall of a bunch of boxes that I want to sculpt one by one to make a brick wall texture from them, but I want to have them all as a single subtool, but still be able to show/hide separate blocks.

Using Blender, but can also do it in Max.
>>
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I'm a brainlet/ still learning my 3d vocabulary so please bear with me.


Would using a texture to dictate where the shadow goes on a material on specific areas be called a normalmap?
For example, I have this cube and laid out where the shadow should go in texture (black = shadow, white = lit part). What's this texture called?
>>
>>650963
that's called 'baking'. It's just a diffuse map, but the shadows are baked to the texture. it wouldn't necessarily have to be on the diffuse / albedo texture depending on your shader / material setup.
>>
fuckin' annoying.. how can i mark seam this so i get easy UV image (squares shapes not like in pic related). new to blender.
>>
>>650965
You must figure it out.
>>
>>650965
Try the TexTools add-on and use its align/rotate/scale functions. Blender's built-in UV mapping is sorely lacking.

http://renderhjs.net/textools/blender/
>>
>>650964
no that wasn't exactly it.
But I think I figured out what I wanted, it's called masking (in unity).
>>
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>>650972
>>650963
Normal maps are something different, they "cheat" and make the object look like it has more polygons while it's still a simple mesh.
>>
>>650965
First, you can get away with 1/4 as many buttons on the texture - they're small enough that nobody's really going to notice or care that they look similar.

Try "Project From View" for the cushion instead of unwrapping; it's flat enough that the distortion should be minimal.
>>
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probably really simple question: but how do I change the name of that vertex?
it's causing problems because I need to convert the fbx file to different format and the converter simply skips this bone (duplicate)
>>
>>650987
thats a bad way of using normal maps. dont smooth normals of a cube.
>>
why is this? i clicked assign the blue material but i keep getting this
>>
>>651204
>why is this
Why is what? I have no idea what you're trying to do or what's not working
>>
>>651212
applied blue textured material, got a grey one.
also, new to blender.
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>>651215
You're viewing in Solid mode, not Material. Also if you're not using Cycles (at the top it says either Blender Render or Cycles Render) you need to switch to that, since Blender Render is obsolete/outdated/no longer supported.
>>
>>651221
oh, thank you very much. that was the case.
>>
>relax uwv by the face instead of edge for the first time
So there was a god after all...
>>
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How well do RTX series cards perform for offline 3D rendering compared to the previous generation? Is it worth upgrading?
>>
>>651248
I can't really speak about how it compares because I just switched from AMD to RTX but I can at least tell you it performs very well and I'm happy with it. I suspect it will only be optimized further.
>>
I have a question for all our rigging bros out there. Paging Steve especially, since he seems to be really fuckin' good at this shit.

How do I rig a hole to open and close? You know what kind of hole I'm referring to.
Caveat: it only can use two bones and weight paints. No corrective blendshapes/morph keys, constraints, all that other fancy shit. Just those two bones.

Context: modding a game and the SFW models are already at their bone limits. I can only spare two bones for vagene. The game tech is archaic, so it doesn't support blendshapes and all.

Thanks in advance, anons.
>>
How do you create wings like these?
https://clips.twitch.tv/BillowingExcitedSwallowNomNom
>>
>>651532
Looks like an image on a plane.
>>
>>651533
is there any good tutorial on how to make animated texture like whats on the wings?
>>
>>651386
you will have to pin each both at the thick side of the lip.
then carefully weight paint it so it won't affect more mesh than needed.
>>
>>651538
Hmm, can I have some resources? I know I have to weight paint it and all but I have zero clue how. Sorry, complete novice to rigging and skinning. Have no idea how to go around doing this.
>>
>>651386
>>651551
Bumping.
>>
What are some good tutorial videos that take you from a noob to a master?
>>
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How do you deal with the hole in the sleeves of large clothes in low poly? Sorry for the shitty pic but I don't know how to explain myself.
Do I just fill it and color it dark? Do I make the arm and cloth separately?
>>
>>652076
two cyls one bigger than the other align the smaller cyl inside of and to the top of the larger cyl, texture the larger cyl with a dark spot where the sleeve begins to give the illusion of darkness
>>
How do you folks store your renders?

I just rendered a small 1,521 frame PNG image sequence (63 second animation at 24fps) @ 2560x1080 (21:9 ultrawide) and it's taking up about 3GB of storage.
>>
>>652174
PNG? WTF.
>>
Is premier works faster than after effects?


>>
>>652181
What's wrong with PNG? What do you use?
>>
>>652215
If you plan on publishing to the web there is no way you need to render in that precision when it is going to get down sampled anyway?
>>
>>652215
PNG is not suitable for images with lots of subtle color variations, its compression algorithm is inefficient for that. But what's worse, from my point of view, is that it's only 8 bits per channel, which means you don't have a lot of space to make adjustments to the render. Nor can it carry different image passes, which is useful (or more like necessary) in post, too.

Use OpenEXR for your frames. Import those into a compositing program, make a video, render it out in whatever quality you want (this is where you put compression if you need it, not before). If you are using different passes, you can do plenty more of useful shit, like tweaking lights, adding fake motion blur, cheap atmospheric effects, reusing static backgrounds...
>>
How much should i study traditional drawing/art if i want to workin Zbrush? I know knowing anatomy in general is good if i want to work in modeling things but is it more important to sculpting in zbrush?
>>
>>652307
These questions are stupid.
And they're the same ones repeated over and over.
And the answer is still the same, yes, you must know how to draw if you want to make characters.
So instead of desperately trying to find a way to make use of that $2000 pc and overly complex software to skip on drawing, pick up that $0.10 pencil and draw.
>>
>>652307
Agree with
>>652309
Sure, yes getting 3d sculpting skills isn't a bad thing but if your going to make anything organic without having a fundamental understanding on bone structure and muscles you going to en up trying to make stylised characters like the rest of the dead end 3D artists.
Hell if after a few years of drawing you not a huge fan of pen and paper try sculpting using a block of clay, there is a huge difference in artists who have experience with physical art and artists with only digital art backgrounds.
>>
does substance painter ever go on sale outside of steam?
is it worth buying it now or waiting for the winter sale?
>>
>>652331
It was on sale during Black Jewday.
>>
>>652331
I just got a year's worth for 160ish last night.
>>
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Im trying to figure out how to replicate an effect like this, basically seeing a skybox or a texture through an object like a window.

is there an actual name for this? I thought it was something you needed to use a cubemap for but no matter what I search for it seems like I can't find results.

if someone could point me in the right direction I'd appreciate it
>>
>>650821
lookin good, post wireframe?
>>
So, base materials like Blinn, Lambert, and Phong. Do they matter that much if you know what you're doing? If they do, what's the best use for them? I know Lambert is nice for things that aren't supposed to shine, while TF2 uses phong for its highlights.
>>
>>652416
The exact term escapes me right now but it's definitely a combination of things. The thing you want I think is called "unmoving plaid"
>>
Hate to ask, but does anyone know any good torrents for Vue xstream 2016?
>>
>>652317
not the original guy who asked the question but I really don't see why it's any different learning muscle/form study in Zbrush, like how is not learning how to draw a dead end for sculpting natural stuff? iirc the main 3D modeller for God Of War didn't have traditional experience but i'm not entirely sure
>>
Alt + right click just stopped working for selecting edge loops in Blender, any idea why or how I could fix it?
>>
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Sup /3/ I need some help.

I'm trying to bake normal maps from high to low poly and I'm having some troubles.
I have this latch that bakes perfectly in Substance Painter, and I want to add 4 more of these all using the same textureset, so baking 1, would put the same normal in the rest.

Well, that shit ain't happening, when I add 3 more latches in the fbx file, import it, and bake it with only 1 high poly latch, none of them get baked.

what am I doing wrong?
>>
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>>652725
this shit happens.
>>
So I made a texture in substance painter and I exported it using the default settings. Now I want to transfer all those maps it generated into Maya, but everything is really confusing since terminology is different:

Base_color - this is the diffuse
Roughness - this goes at the bump most likely
Height - where do I plug this one?
Metallic - where do I plug this one?
Normal - where do I plug the normal map?
Normal_DirectX - where do I plug this one?

The mesh was assigned with blinn material, should I change it to MIA/MILA or something else or blinn has all those maps in itself? Pls respond.
>>
>>652725
no need to copy the latches. just overlay the same UV's ontop of eachother.

just unwrap one add it to the map, and copy the meshes
>>
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Any MD users here?

Is there a faster and probably more efficient way to do this on pic related? Im trying to add those soft "chesterfields" on the sofa, so I am sewing and pinning each cloth one by one until i have the whole upper part of the sofa. I mean it will take probably couple of more hours to do it, but if theres a shortcut, please share your knowledge
>>
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>>652748
There are substances that do this. https://share.allegorithmic.com/libraries/893
>>
>>652729
>height
displacement?
>normal
normal, duh?
>>
>>652749
isnt it better to have that real cloth-ish feeling to a mesh rather than using paint to "cheat" it?Especially if im going to do close renders on it.
>>
>>652751
it all depends on your use case. Frankly slapping a substance on it would be so quick it's worth trying. But if it doesn't hold up after some tweaking maybe you do need modeled detail.
>>
>>652567
You got a source on that?
>>
>>652748
>Is there a faster and probably more efficient way to do this on pic related?
Duh. Just pattern up your entire couch, give it negative pressure so it inflates up, stick buttons all over it.
https://www.youtube.com/watch?v=EQrUJzqWr24
>>
How do I delete my comment on cgpeers?
>>
how do i transfer shader settings to different parts of my model in blender? like i have a lips section and skin section, but i don't want to fiddle with my sliders on each one manually.
>>
How can I become a better environment artist? I want to make gloomy environments, natural ones, dark ones, and medieval stuff.

I only have experience with character modeling. I feel completely lost in regards to environment modeling. I want to learn it so that I make myself more of a rounded artist.
>>
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My imports won't import at the center of the grid in 3Ds Max. Anyone know what's happening? pic related
>>
Is there any best practices with modeling a city style building? (shopfront with apartments/offices above).
Like modeling the shop separately the placing the other floors on top as a separate mesh since the ground floor is going to be more complex.
>>
why sometime mirrored object disappear? so i mirror my object, then restart maya, the object misplace at first, then i fix it, learning to uv mapping a bit, restart maya once again, then it disappear
>>
Will zbrush choke on my i5 3470?
>>
What're the best resources for learning 3D animation in blender? Anything from books to YouTube videos will do.
>>
>>653147
The import probably isn't at 0,0.
>>
>>653155
For backgrounds or things not too close to the cam i usaly hop on to Street view model the exterior and just grab a screenshot of the interior and apply it to the glass
>>
>>653340
CGCookie learning paths.
>>
Why is the Autodesk installer/uninstaller so fucking slow ???!?!?!?!?!?????
>>
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I'm new to blender and modelling in general, how does this work? Will blender automatically create extra triangles once I export the model or will I end up with an impossible model?
In the first picture I have a triangle attacked to that face on its left, and then try to stretch it.
If I change the perspective like on the right picture I see blender is adding edges to make the stretch possible, but those edges aren't real and I can't select them.

Am I supposed to only use triangles in cases like these or is it ok to leave the model like this because once I finalize everything Blender will do the job automatically for me?
Like, if I bend a quad, will Blender create two triangles etc?
>>
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>>653390

If I press ctrl+t this happens, which makes sense, am I forced to do this with every face manually at the end of the day or will blender automatically fix my abomination?
>>
>>653396
Use the knife tool instead to make even divisions
>>
>>653361
Link? I can't find any thing particular with "cgcookie learning paths" on Google.

Cgcookie is not free it seems, where can l find their stuff for free?
>>
>>653437
cgpeers
>>653390
you are not allowed to have ngons, look it up
>>
>>653396
Edit mode -> Select -> Select all by trait -> Select faces by sides -> Number of vertices: 4 -> Type: Greater than

This will make blender select every face in the model that has ngons. At that point either triangulate or fix the faces manually with the knife tool or what have you.
>>
>>653442
>every face in the model that has ngons
that is an ngon*
>>
>>653439
>>653406
>>653442
Thank you
>>
>>648581
where can i find info on texturing in Maya? i can only find basic ones, like applying a diffuse color and normal map. nothing advanced like texturing a big surface, with variations like puddles or dirt in one section of a road
>>
>>653439
Isn't cgpeers invite only? There's gfxpeers as well but I don't want to sign up or anything. Why aren't there public torrents for this?
>>
>>649127
In the industry, portfolio is everything. A connection will get you past a few obstacles, but if you don't have a portfolio that can back it up, you're probably not getting hired. Choose a specialty that suites you, git gud, apply with a solid portfolio, and get hired.

If you know how to code, look into being a technical artist or vfx. They are in decent demand right now.
>>
>>649230
I did this for a bit. There was some lag, but I was just retopoing so it was barrable. Wouldn't recommend it for something like sculpting or animation.
>>
>>650821
Dat jaw.
>>
>>650931
Rough out the base arch shape in Maya and sculpt in zbrush
>>
>>652825
>>>>>>not entirely sure

i definitely heard it from this board though but I can't find a proper archive. doesn't change the question though
>>
For those of you who aren't employed in a /3/ related field, how much time out of the week do you spend working on /3/ projects?
>>
>>653651
About 25-35 hours I would say
>>
>>653503
Most industry professionals say you don't need to know how to draw to be a successful sculptor, but its definitely beneficial. Knowing about anatomy on the other hand is required for characters and creature work
>>
>>653674
>Most industry professionals
I'm an industry professional and I say you DO have to know how to draw in order to be a successful sculptor.
Oops, you're wrong.
Now go pick up that damn pencil and draw ffs.
>>
>>653708
You, sir, fail at logic.
>>
>>653710
And you fail at being a sculptor even though I just gave you the answer, what's your point?

How long until the nth post asking if you need to be able to draw in order to be good at this shit?
Why not use the time you waste wondering about this to just FUCKING DRAW????
>>
>>653712
Why don't you shut up and do some sculpting gaylord
>>
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What are some recommended sites that 3d models use to host their portofolios on?

I'm trying to commission a 3D model for like a unreal game mod.
>>
>>653722
Artstation
>>
>>653724
>Artstation
thanks
>>
>>653708
I mean, I did say most, that usually implies there are some that don't. You can go on polycount and find quite a few professionals and even art directors that do not think it is required. Again it does help, and you kind of naturally level drawing up to a point as you sculpt anyways.

I trust their word over an anonymous source who probably considers themselves professional due to working on a three man production. Portfolio will always be everything, regardless on how you get there
>>
I have a stupid problem in maya. I have started texturing my scene with aistandardsurfaces, but when I place my normal maps in and render with Arnold. The normal map seems to randomly render in place of the source texture every one in a while. It is messing up my renders because every odd frame is a different texture.
>>
>>653831
I feel like a retard because I think I know what is causing it. They both have the same file name but one is jpg and the other png. Maybe maya can’t discern and is swapping back and forth when rendering.
>>
Hi, I'm using blender to render a poster but I don't know how to use/importing a "map" into it like SFM (it's like.. world or the background, with lighting, shadow on the ground, skybox, etc). I need your help. Anyone have some simple tutorials of that? Thank you guys!
>>
Okay I hope this is the right board for this.

I have been making model planes and ships for a while and want to get into scenes and dioramas.

I was recommended the Anycubic Proton Resin 3D Printer as a cheap and entry-level printer to make miniature scenery pieces and such.

(https://www.amazon.com/ANYCUBIC-Assembled-Innovation-Off-line-Printing/dp/B078N2TSYS)

Is this a good idea? Or should I be looking for something else?
>>
>>653832
rename can't hurt but i think its likely not the reason, maps usually store the /path and name.filetype be surprised if maya was different
>>
>>653849
https://www.youtube.com/watch?v=4GzmJMT9dMA
>>
>>653895
try here anon: >>>/diy/1501941
good luck
>>
Is their a specific release group to use for pirating zbrush?
>>
>>653929
Thanks friend
>>
[Blender] clipping hair to the hat on the model - how to fix that? thanks
>>
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what's the easiest way to model lashes/brows like this?
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>>654145
its a special plugin i imagine.
curve path with variation
>>
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Would it be worth putting some photoscans (hi-res versions + multiple LODs for each model) up on Sketchfab or other sites for sale?

Would anyone actually buy them? Anyone have experience/success with selling models?
>>
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Why does this brass material show up like this only when it's behind any glass material?
Help!
>>
>>654414
what exactly is the issue
>>
>>654414
Maybe it's actually receiving more light than you think it should be receiving.
>>
>>648949
Try using Hard edges. How the Unity-chan outline works is essentially a scaled inverse version of the mesh with front face culling and an optional but conventionally uniform color. That means it will always draw outlines for silhouettes. You could just draw a texture though. Or you could create an additional mesh at the place you want the outline at. Considering you have simple cel shading(compared to the standard PBR shading that Unity provides), adding a bunch of edges should be next to nothing regarding to the performance.
>>649719
>game asset creation
That entirely depends on the kind of project you're looking for. A game like GTA would need good car interiors while a racing game would be fine without the interiors. Also depends on the engine, if it uses bones, tags so something else. Knowing what you're making the asset for is key.
>>650963
It's just a texture. Normal maps use some math utilizing the interpolated surface normals of a mesh.
>>651536
>Make a mesh adequate divisions
>Add a wing texture, use the alpha channel for transparency
>Animate the plane
>>652309
Yeah, drawing helps, knowing how to do forms specifically. I wouldn't say it's needed though.
>>652416
1. Rim lights
2. Screenspace shader
The second step might be kinda complex, unless you're a programmer. What you're looking at is essentially a per-pixel shading that uses screenspace coordinates to map texture on the output render. Next, you:
3. Blend through two textures using time, or use whater filter you want on one texture.
>>
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First time skinning/rigging. Any time i move the arm or clavicle the neck seam opens up. Any ideas on how to get the base of the neck to move 100% with the rest of the body?
>>
>>654627
It's called weighting, essentially you need to assign a certain "weight" a Vertex has on its surroundings.
>>
>>654627
Merge the vertices?
>>
Does anybody have a link for nice blender to 3ds max tutorials?
For some reasons all i find is 3ds max to blender tutorials.
>>
>>654688
for what, learning the program or swapping a model between them?
>>
>>654698
I'm mostly interested in 3ds max to try out its renderers (vray, mentalray) but i think i need to have a solid knowledge on the software in order to be more competitive since most studios use it.
>>
>>654701
you probably best just watching the basic noobs guide to 3ds max, all you need to know is the UI, shortcuts and the modifier tab might be annoying how slow they go but blender skills will start transferring after that point
>>
Where can I find decent character reference sheets for various animu girls?
>>
>>654233
if you put it up on sketchfab people will just rip it directly from the site.
>>
Anyone know of any good tutorials on animation for rigged characters? Something above the basic this is how you apply a rig and more towards getting better at it.

All my animations look like my characters have to poop with various intensities.
>>
>>654733
You're going to want books instead of tutorials for animation. Tutorials past the basics are very rare.
The Animator's Survival Kit is the most commonly recommended book.
>>
>>654734
That looks pretty interesting, thanks for the suggestion.
>>
>>654733
Just something to keep in mind: Being good at rigging doesn't make you good at animating. A good animator should be able to manipulate every rig to their advantage.
>>
>>654707
Thank you anon!
>>
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Some anon shared a few Smash Ultimate models and I wanted to mess with them, but I found that I don't know how to texture the faces, I get weird stuff all the time. Can anyone explain me what to do?

Here is the model: https://mega.nz/#!HBhBiABA!JuXQgWVOBv6mleNX8WeYGh8UChb7Y2i7QoNi0OwsveM
>>
>>655685
the texture name is : eye_kumatora_b_col
it applies to all parts of the face.
>>
>>655685
Yeah that was me. Texture should be what this guy said >>655689
Also make sure alpha channel is enabled.
>>
>>655689
>>655691
I'm sorry, but I don't get how to do it. I know which texture to use, but I don't know how. Do I put it in the node editor or what?
>>
>>655685
>>655693
bump before bed. I'm sure they way I've been putting the textures is wrong and I want to know how to do it right. Feeling so useless rn.
>>
>>655693
you have texture 'slots'. you can do as many as you want or delete them.
just delete those slots and make new ones.
>>
>>655689
Not that guy, but I have a question related to the model. Is it really the best way to have those flat facial features on a separate mesh that is placed close to the head, instead of just adding a second UV set to that area of the face? I'm asking because it looks really noticable in your image, then again I guess using 2 uv sets is probably worse for video games.
>>
>>655724
Well the alpha channel should be enabled so no border should even be possible when rendering. Also I actually think Dragon Ball Fighterz uses 2 UV sets for its characters.
>>
>>655732
but wouldn't the mesh look disjointed at some angles? You cannot really keep it on the face because z fighting.
>>
>>655742
Maybe. The face curves a bit so you'd have to be at a very specific angle and pretty close to see it. You will have to disable the mesh from casting shadows though.
>>
>>655742
look, ill be honest here. whoever made this model is a retard.

the only reason why you should have alpha textures in the first place is things like hair and eye lashes. this is some stone-age shit.
>>
>>655755
that's what I was thinking, but isn't it a professional model? so what would I know...

>>655744
it really sounds like just lerping another texture from second uv set is the better way.
>>
>>655903
They also use the same technique for other characters with toon faces like Isabelle. I'm not sure maybe they just don't wanna deal with UV's and it might be easier for them to animate.
>>
>>655903
>but isn't it a professional model? so what would I know...
good question.
i personally know many ps2 models with 1 texture, that look more impressive than this. so i wonder what was the technology limit with this.
i guess we learned alot from jap artists and how they make their textures.
>>
>>655755
>>655903
>>655913
>>655934
It's very simple: it allows low-impact texture switching. The Earthbound characters in Smash Ulti don't have smooth facial animations, it's just swapping in and out textures onto those odd planes to give it that RPG toon-y look.
If you had everything on one texture, then you'd have to switch out the entire character's texture every time they changed their expression. Which can be costly, as it takes up more space and memory.
Now you split the body into one texture of its own, and the expressions onto another texture of their own. Now you don't have constant duplicates of the same data, as the body's been isolated. And then you can have the expressions occupy smaller textures and consume less memory when switching and caching them out as a result.
I guess the argument could be made that modern hardware nowadays is advanced enough where stuff like this shouldn't matter, but you should know the japs aren't one to prioritise graphics and love saving performance wherever possible.
>>
>>655938
you could still do a texture swap with secondary textures. you don't have to replace the entire main texture, which is wasteful. i think older engines still had 2 texture slots for each mat. make the main texture to be 1024 and have secondary textures as replacement at 128. this is why uv channels exist.
>>
>>655941
...which is exactly what I said.
>>
>>655938
I was not talking about only having the main texture and swapping it all.
What I meant in >>655724
was you could have 2 textures of different resolution, where all the eyes and mouths could be on a smaller texture, and just use second UV set like in >>655941

It doesn't even take time to uv unwrap the model twice because the face is just from projection.
I'm actually prototyping a game idea with a shader like that. I needed to write it, but it is not hard.
>>
any tutorials on subd modelling like this?
>>
>>655938
>The Earthbound characters in Smash Ulti don't have smooth facial animations, it's just swapping in and out textures onto those odd planes to give it that RPG toon-y look.
Well the thing is, all smash characters also use this technique but with meshes instead. If a mouth swaps on a character, it is literally swapping between different meshes, not a rigged mouth. The same thing is being used here actually, because Ness doesn't have just one face eyes and mouth mesh, rather, he has one for every different facial expression he can make, and a different texture assigned to it. Smash Ultimate doesn't doesn't swap textures, so they wanted to be consistent with the engine. It's just a matter of them using the same technique the rest of the cast uses, but one that makes sense for the Earthbound art style.
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Do you think these proportions are alright for a "chibish" child?
Making cartoony proportions is harder than I thought since it feels unintuitive.
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>>655969
It will be tough to find any tutorials to that quality, I don't think they exist. Your best bet will probably be to look for tutorials from the mid 90's to mid 00's era of character modeling. Here's one to help get started: https://3dtotal.com/tutorials/box-sets/joan-of-arc Do some experiments with your subd tools you may be able to get away with much looser topology than the Joan tutorial does. OpenSubdiv is more forgiving of non quad geometry.
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>>655945
well i assumed you took a look at this. you have textures here that are blank color.
talk about efficiency eh?
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>>656002
i was planning to just wing it using quad draw but i have no clue how to snap contours together to make something that organic. i was thinking perhaps parts were boolean'd together.
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>>656019
>blank
Those are prm maps that are used for different things like AO, Specular, Roughness, and metalness.
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I want to create still images that prioritize photorealism (humans/archviz) above anything else. Assuming I have infinite money and I can afford to wait 3 months for a single frame, what's the best renderer either out or currently in development?
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I want to create informational videos about tech and whatnot but still undecided on what sort of art style I should go for, to explain these videos. I'm rather new to 2d/3d so unsure of where to start off with and what would work best. Anyone have any ideas?
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>>655994
I had at least one person saying that pic posted looked like a child with boobs, so I guess you get out of it what you want.

>>656019
I assume they were using same shader for all characters, so even if that character did not need pbr maps, they still had to insert some "blank" maps.

>>656035
I advice just modeling main edge loops where flow is going to form poles from your reference images, and then fill up the rest while adding volume.

>>656047
>I'm rather new to 2d/3d
Are you sure, you are the right person to do it then? Why not make videos on subjects you are familiar with?
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>>656115
Oh that is the plan to make videos about stuff I know about. It's just the presentation I'm not sure about whether to do it in 2d or 3d. Just doing a screen recording of my desktop and explaining doesn't really look that good and just want to spruce it up a bit and make it look nice.
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>>656115
your char is coming nicely so far, btw what kind of reference are you using?
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>>656115
I'll keep my eyes on you
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>>656042
RenderMan is probably your best bet.
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>>656042
the absolute best render engine is probably corona. but who really knows
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>>656042
They all have different strengths and priorities. You have to test them yourself. Strengths and weaknesses aside YOU have to be able to get the work out of it that is desired.
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>>656133
I wasn't using references. I just wanted some practice and see if >>655724 would be good way of putting eyes on head. The head is separate mesh from the body with two 128 x 128 textures. One is whole head UVed, which is the skin layer, and the eyes are on second UV set which was just front projection.

I also wrote a shader with that set up for unity and figured how I can spawn npcs with different randomized faces with that set up.

Now I need to make a proper model, probably keeping body and head together, on one texture, and one face texture, and practice my painting... especially choosing colors.

>>656135
I swear it is just a chibi. What would you change to make it more obvious it is not a child?
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>>656197
The hight
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>>656200
but then it wouldn't be chibi, no?
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>>656197
You've got the big head. Now make the arms and legs noodles with barely discernible hands and feet.
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What's the best way to export PBR substance painter maps for Mental Ray on 3DS Max? I can only find tutorials for Maya.
My results with Metallic Roughness maps are terrible. I'm trying to transition from blender to 3DS Max btw.
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>>656197
if you choose to do something funky like clothes swapping i can maybe help.
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>>656306
usually the export presets are right here.
i don't know anything about mental ray btw. you could create the inputs through configuration
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>>649058
like this
https://www.youtube.com/watch?v=k_S1INdEmdI&t=0s&list=LLpCm-KCd4in8TIvciUvZRZQ&index=5
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>>650227
no
>>650226
use nurbs or opensubdiv modifier
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Is this the wrong board to post questions about Unity? Imported skeleton is fucking up and google's got nothing.
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how do you poly model curves and muscle detail on a character without blowing up your subdivision level? can you just add faces or edges to a region like the neck to add tendons?
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>>656310
what version of SP is this, i dont think mine has vray export
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I want to make a screen capture of Zbrush to do a speed modeling video, what is a good free app?
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>>656309
I was actually thinking of adding clothes as second texture map as a second layer on top of the body, same method I did the face, but what do you mean you could help?
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Looking to jump into 3D once I finish finals this week. Are there any good books I can read on the topic? I've already started trying to learn traditional art
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>>656383
Looked into what my college program uses as their required book and its Mastering Autodesk Maya 2016. Has anyone used this book?
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What extent of traditional art should be learned for 3D? Anatomy/Muscles + basic drawings or should i just go 60/40 with 3D and traditional
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>>656420
Not to sound like a smartass, but do whatever you feel works best.
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>>656381
uv channels can get confusing for people that don't use them.
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>>656420
Drawings are good for concepts, but learning anatomy is actually better done in 3D, that way you can't cheat as easily and have to learn the forms from all perspectives. I would recommend to start with drawings of the body part you are studying from different perspectives and then try to bring it all together in a sculpt, to truly understand the form.
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>>656456
it's just 2 UV channels, my shader has both of them with 2 input lots for both layers. Pic posted is a screen of my prototype with second UV texture just having one layer. I constructed it so you don't even need to set uv channels in inspector, and I think I have done alright job at labeling. What I am trying to say is, I don't think it is confusing.



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