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Happy Holidays!

previous: >>648581

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!
>>
Beginner 2D drawfag here.

How does 3D compare to 2D? Is there any hardships you don't have in 2D? Pros and cons?
What career paths can you take as a freelance online?
Is Blender a good start? Any good youtubers teaching 3D or talking about it in general?
>>
>>656788
I do both.
>How does 3D compare to 2D? Is there any hardships you don't have in 2D?
Not really. In my experience, you'll have to practice just as much in 3D as you have to in 2D. Some fairly intuitive stuff like topology, knowing what you're modeling, etc. Being able to see in 3D is also something you acquire as you get better(that's an intersection with 2D art for example), that's what happened to me at least.
>What career paths can you take as a freelance online?
Commercials, Long term projects(like a game or a movie), specific asset creation(selling stuff on sites), online courses, etc from off the top of my head.
>Is Blender a good start?
It's good, not just as a "start". It has got more or less everything other 3D software have.
>Any good youtubers teaching 3D or talking about it in general?
Check out Arimus3D. That's the only one I got.
>>
>>656788
blender is poop
>>
How do I make a good employable portfolio? What do they even expect?
How do young animators\TDs even find the jerb?
>3 years working in the industry minimum
how do I even get into the industry in the first place
>>
>>656916
connections, honestly.
>>
How the fuck do I orient the camera in zbrush without losing my shit? Every time I go to look at an angle I end losing the ability to consistently rotate around due to panning. I reframe but the rotation tool is already misaligned. Furthermore, is there a way to append insertmeshes in one big list?
>>
>>656964
click f?
>>
>>656785
how do you make this effect without cloth simulation?
>>
>>656966
you simply sculpt the folds
>>
>>656967
kek
>>656966
Without sculpting or cloth sims, it's nigh impossible. The only option I can think of would be to apply some wrinkle alphas as decals and hope the bump mapping works out.
>>
>>656966

See

>>656254
>>
>>656966
Vector displacement maps
>>
>>656785
Is there a list somewhere of what 3D art techniques were or were not possible in video games up to 2004? I want what I'm working on to look like it could be from that time in gaming
>>
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>>656922
damn thats ugly as hell. I'd just take a retopo tool to it, then bevel it smooth. Usually you should get the edgeflow right before subdividing down, that way everything stays clean
>>
>>656966
Either sculpt it manually, paint the creases onto the normal map, and/or use displacement.
>>
People often prefer quad but in many models i have downloaded,usually pointy and sharp one like sword i see a lot of n-gon(triangle mostly)
Whats the deal?
>>
>>657134
If there are n-gons that means the author is inexperienced.
>>
>>657144
If it is an inanimate object does it matter much?
Also you have to convert your quad mesh to tri to use it in video game,does it affect anything?
>>
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>>657146
Of course it matters. A model with n-gons is going to have improper topology, and result in visual artifacts. Refer to this image to see what happens when you turn a strip of four quads into one giant n-gon.

>Also you have to convert your quad mesh to tri to use it in video game,does it affect anything?
Increases polycount and can effect things like rigging, since quads and tris behave differently in motion.
>>
>>657147
I should clarify, triangulating a quadified model will affect the topology, so say a shirt which is topologized for quads will rig differently if you turn the quads into tris. It might cause ugly sharp edges where there wouldn't otherwise be any. That's what I mean when I say they look different in motion, bad way of phrasing it.
>>
>>657144
>>657147
>>657148
God... no. You've got it all wrong.
For starters, what you posted is a non-planar polygon. It is by all technicalities an ngon, but it's more of an anomaly than anything. An ngon is just any face with more than 4 sides. (technically, an ngon is really just any polygon, since n is a variable in this context. a triangle would be an ngon where n = 3. but that's just semantics for ya)

>Increases polycount and can effect things like rigging, since quads and tris behave differently in motion.
No, that's really not how it works. To backpedal and answer that anon's question first:
>Also you have to convert your quad mesh to tri to use it in video game,does it affect anything?
You don't do the converting. The game engine does. In layman terms, this happens because the triangle is the most fundamental shape. You can break any polygon into triangles but no further than that. Hence, drawing triangles is much easier than drawing anything of a higher order.
In fact, all the 3D programs you work with operate in triangles. It's just hiding the edges to form higher ngons, because staring at a nice grid of rectangles is far easier on human eyes than a mess of triangles. You can see that happening in your image there, see how you can break that weird mess down into triangles? That's because that's the only way a computer knows how to display a non-planar face. By attempting to break it up into triangles.
>Increases polycount
On surface level, yes. But to the computer? It sees no difference, since it's splitting everything up into triangles. If you're trying to be poly-conservative, the thing you should be watching is your tris count.
>can effect things like rigging
While your heart's in the right place, a triangulated quad mesh won't deform any differently from its pure quad form. The skinning/weighting is based on vertices, not edges.
>>
>>657149
Cool, I appreciate it. I'm self taught and thought i had it right.
>>
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>>657149
I got question though. Isn't this here an example of how triangulating a quad can cause surface imperfections?
>>
>>657151
That's yet another example of a non-planar polygon, rather I should call it a non-planar face.
As the name would imply, a non-planar face doesn't have all its vertices on the same plane, causing distortions.
Generally, they're undesirable, but unavoidable when it comes to organic meshes. Smooth shading helps to deal with that though. Like what I said above, that non-planar quad's already been broken up into triangles by your computer. Your computer knows you want a nice quad though, so it smooths the triangulation away for you.
Try this: take that weird triangulated mesh, and smooth shade it. That imperfection's suddenly mostly gone, right?

I guess I should answer that anon's original questions too:
>>657134
See the game engine thing in my post above. It's not the artist doing it, but the game engine it's been exported to. What you want to do when modifying any game model is to convert all tris to quads first, just for your own viewing pleasure.
>>657146
>If it is an inanimate object does it matter much?
Nope. The reason why you want quads while you're still working on the model is because quads help you place nice "fold" lines for deformations. Rather than forcing a haphazard mess of triangles to bend, you can carefully set up a lattice where your mesh would fold nicely.
But if it isn't going to be deformed, then it doesn't matter. At that point you're just squeezing as much detail as you can while keeping tris count as low as possible, so all modelling shenanigans are more or less permitted.
>>
>>657153
>What you want to do when modifying any game model is to convert all tris to quads first, just for your own viewing pleasure.
much faster to just redo the thing from scratch
>>
>>657153
Converting tris to quads can generally be unstable though in my experience. It can sometimes modify the base topology and cause intersections where there shouldn't be any, not to mention completely destroy UV maps. Maybe it's just blender's triangulation method that is bad, but that's my experience at least.
>>
>>657153
The imperfection on that quad to tri example isn't the hard edge, though. It's that it completely changed the base geometry. The shape changed from a ramp-like shape to a paper airplane type shape. You see it?
>>
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>>657153
Just some extra information too -
There are two other reasons why artists typically work with quads, outside of deformations.
>subd modelling
As the name implies, that's modelling with subdivision surfaces active. Splitting up a rectangle into smaller equal rectangles gives a much more pleasing result than trying to do the same with triangles, hence artists tend to avoid using triangles as much as possible. Of course, there are some caveats and exceptions, see this wonderful image an anon posted. >>657077
>it's just easier on the eyes
That should be a given. Take this image of two quadspheres for example, which one just looks nicer to work with?

>>657154
Well, you shouldn't be ripping game models in the first place if you have the ability to just make them yourself. Plus, I never said whether we were going to modify the model. If you just want to view its topology, that's the cleanest way for your eyes.

>>657155
Blender's Tris to Quads has a lot of additional functions you can play with to get a more pleasing result. Open your T panel (the one on the left), the section all the way at the bottom.

>>657156
Then triangulate it the other way, dummy.
>>
>>657157
>Plus, I never said whether we were going to modify the model. If you just want to view its topology, that's the cleanest way for your eyes.
dude it's not a good advice
I did a research half a year ago. piped in my own model, reasonably complex, optimized for deforms, game-ready, hell I use it as game asset.

automatic algorithms I used:
blender
big Z
maya(+ 2 custom scripts)
3dsmax(+1 custom script)
they ALL completely missed the point and joined different tris together.
I use kites quite often. none of them could figure them out.
none of them could figure out support loops in hot spots, things people trying to learn topo would be interested the most
maya(default) and 3ds even made HELICES out of clean loops.

don't trust autos.
they are reasonably O.K. to quickly quad something that you know will NEVER deform, but if it's a complex, deforming model... better off finding quad source, or just rebuilding.
if still need to learn how to lay out topology, there are much better, examples lying around, already in quad form.
tri = finished product.
>>
>>657161
Fair enough. I mostly worked with pretty shit quality (sub 15k tris) models back when I fooled around with game assets and never had any major issues with quad forming. Aside from a few incorrect splits that were easily manually corrected, I got pretty reasonable results. But I can see how it'd fuck up with more complex topology, even if it's reasonable and clean, so I stand corrected.
>>
Does anyone here have anything to say about chinese tablets with screens and sculpting? I'm thinking about upgrading from my old small intuos. I've been using it for a couple of years, and my main peeve with it, is the scale. I've been looking into xp-pen artist 12, since it's fairly cheap and have some good reviews, but I'm worried about the size again.
>>
>>657051
thanks for the help im saving the image
>>
How do I learn animation? Are there any good courses?
>>
>>657428
Specifically interested in motion capture cleanup, I think I found good general animation tut.
>>
what the fuck is baking
>>
>>657472
It's the process by which you go from a soft lump of dough to delicious bread with lots of crispy surface bits.
>>
>>657472
It's just like >>657495 said.
Meme answer aside, it's basically the act of transferring things into a texture. There are two ways of baking:
>light baking
Not light baking, but _light_ baking. Baking all the lights and shadows in your scene into a texture for your model. Used for games that had primitive lighting setups, I think. No idea what it'd be used for today, since lighting tech is good and efficient enough to not need baked lights. Ambient occlusion (AO) baking is a subset of that, still used in slightly more primitive titles that don't support global AO.
>detail baking
This method's still in use and will be for the foreseeable future. It's the act of baking detail from a source mesh onto a target mesh. The source mesh is usually very high-poly, traditionally a sculpt or a high subd mesh. The target mesh in contrast is very low-poly, traditionally a retopologised version of the source mesh. Baking takes all the detail on the source mesh and dumps it into a texture that's usable on the source mesh. It's most commonly in the form of a normal map, but can be in the form of your standard PBR maps, or things like a diffuse texture baked down from a procedural one.
>>
Is picking up a training course like CGCookie or Pluarlsight worth it?
>>
>>657559
What is your goal?
>>
>>657589
If I'm being honest, I'd like to get a job at some point. I already own a bunch of books and have taken courses in AutoCad.
>>
>>657590
start with 3ds max, and with pluralsight.
personally, i work with blender but id recommend 3ds if you want to go in the job route.
you can get a job with blender, but most of the stuff is freelance only
>>
>>657595
Oh I should add that I already used CGCookie to work with blender, it's how I got to know most of the basics with modeling. I decided to learn it so I could understand all the basics of modeling/texture/animation, I know enough to get by but want to now actually develop my skills.
>>
>>657596
cgcookie is the most recommend site.
you have actual exams,homework,learning flows etc.
and they also have the best tutorials and their teachers give chat support as well. the admin is very nice and actually communicates.
>>
Looking at cg cookie their modeling courses are all based in blender. I thought it was recommended to use zbrush or other specialised programs for modeling?
>>
>>657611
CGCookie is Blender-centric. They only teach Blender. And no, Blender's perfectly suitable for modelling. It's arguably one of the only things it can match the industry in.
>I thought it was recommended to use zbrush or other specialised programs for modeling?
You're confusing sculpting with modelling. That's an entirely different facet of 3D. In that case, yes, Zbrush is the consensus for sculpting.
>>
>>657612
I like blender ALOT for modeling but zbrush is in it's own league for sculpting.
>>
How limiting will 4GB of VRAM be in substance painter/designer? All the 8GB RX580s are $350+ here so its over my budget and there is a chance that my "new" card comes from some mining rig. Will a 1050Ti do since its around $220 and it wasnt that popular with miners?
>>
Can somebody direct me to the best place to learn about texturing in 3Ds Max, i.e Unfolding and what not. I can't seem to find a decent tutorial that covers it all
>>
>>657634
It will suck. I did some texturing with 3GB and it was a very painful experience I do not wish to have again. I had much better luck working in Mari with that little amount of VRAM.
>>
>>657634
Substance designer quickly eats my 16gb ram out if I start working with 4k.
>>
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fuck me, does anyone know why my model now looks like screen shot on the left. On the right is what it previously looked like.

t. blenderfag
>>
>>657755
You have a matcap enabled. Under your N / left panel, Shading tab.
>>
>>657756
when I uncheck it stays the same, not sure why.
>>
>>657755
>tfw blender crashes and its stuck like this

am I fucked?
>>
>>657755
lover the subdivision levels, start with the face
>>
>>657755
Clear normals data in mesh tab and then smooth shade everything (either auto or manual)
>>
I want to generate 3D models (faces) from pictures. Which is the best software or method for this? Can I apply something to the faces before the photo shoot to make the process easier?
I found these, but they only use one picture as input, so the result is bound to be of lower quality.
http://cvl-demos.cs.nott.ac.uk/vrn/
http://volume.gl/ (Now offline)
For sw using several pictures, I found this. Which is your opinion of this one?
https://facegen.com/products.htm
>>
>>657795
>before the photo shoot
So you're taking the photos yourself and not doing some sort of scan of some image off the internet? In that case, look into photogrammetry / scanning.
The tl;dr of that is you feed a program (don't remember one off the top of my head, sorry) a bunch of pictures from ideally all angles, and it'll spit out a half-decent model. You'll have to clean it up quite a bit, but it'll capture the basic forms and provide a good starting point to work off.
>>
>>657797
Thanks for the quick answer!
>So you're taking the photos yourself and not doing some sort of scan of some image off the internet?
Initially, yes. But I'd like to be able to use pictures of references, even if they are only an approximation which requires later retouching.
>(don't remember one off the top of my head, sorry)
I will look into it and post it if I find it, but let me know if the name comes back to you.
For the second case (only a few pictures taken from the internet), how would I go about it?
>>
>>657799
There are plenty of photogrammetry solutions out there, both free and paid. Just gotta try them out and see what gives you the best result. I believe Meshroom's not that bad, for a free program.
>For the second case (only a few pictures taken from the internet), how would I go about it?
I'd honestly recommend not to, because the result is usually so poor that, in the time taken and the skill required to bring it back to proper quality, you could just make your own copy from scratch. Unless you're okay with results like >>652218.
But, disclaimer, I haven't actually tried a lot of this photo-to-model stuff. I'm just speaking from what I've seen. So your mileage may vary. You can try asking around in the Daz thread, >>651809 (I'd say wait for the next one since this one's at bump), those anons sometimes fool around with trying to convert photos into Daz dolls. They'll definitely have more insight.
>>
>>657800
Thanks a lot for the insight. I will try that.
>dazdolls
I feel like I'm entering spooky territory.
>>
>>657795
If you want to reconstruct faces from random photo sets, photogrammetry won't be sufficient. That's a task for a deep neural net. I'm sure some Chinese security company has already trained one for this purpose.

FaceGen is a nice toy.
>>
>>657850
>>657795
Cross posting from the daz thread.

Let's assume I can get dozens of pics from a model (basically family and friends). What will be the quality of results using FaceGen?

Well, shit.
>https://alternativeto.net/browse/search?q=FaceGen
>No alternatives registered
>>
How do I turn off that small 1px border on the canvas in Zbrush?
>>
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Hello everyone. What's the best free CAD software for a beginner for learning purposes. I'm not retarded with computers, and it will be used for industrial design stuff.

It will also be run on a laptop with an i7, 16gb RAM, and no GPU to speak of. In case that matters.
>>
>>657950
fusion
>>
>>657954
fusion 360?
>>
>>657955
there should be a student version available for free.
but maybe not, then try freecad
>>
>>657956
Yeah, there is and I can get it. Thanks a lot!
>>
>>657946
If you can set up a proper environment, even if with just one camera, you can use PhotoScan / RealityCapture (two of the big ones) to create decent models. You'll have to clean up them lots later, but it beats FaceGen by far.
>>
What's the /3/ consensus on auto-rigs? Yay or nay? Are they good enough that I don't need to reinvent the wheel? Will still learn the basics of course, just wondering if they can do all the heavy lifting.
>>
>>658126
For the record, it's "yea or nay" not "yay or nay". So now you know.
>>
>>657733
>>657752
I would be totaly fine with optimizations like exporting a group of layers and then importing it as single texture, or seperating the model into multiple smaller ones, as long as i cant paint and export in 4K.
Whats confusing to me is that 4GB VRAM is listed as recomended on Allegorithmic website, they even keep saying on their forums that painter favors VRAM ammount over GPU speed but that 4GB should be ok unless you're working on really complex scene.
Speaking of Mari, i remember working on a model with couple of 2k udims on a 512MB card, sure the performance was shit but it didnt crash a single time, whereas substance would just freeze if i just tried to paint on a fucking cube with that card.
>>
>>658155
Thanks.
>>
how do I deselect a loop in modo?
>>
There was a short tutorial called something like "sculpting/modeling pretty women" (tho I might be way off on the title, its been a while) that mostly focused on the minutia of facial features. I think one of the models used was penelope cruz. I can't find it on cgpeers, any ideas?
>>
>>658214

nvm found it,its lord
>>
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so i learned how to move loops where i want, and do several other things with them, im assuming this will be pretty good in the long run? i dont like sculpting so im learning everything i can with box modelling. after i feel i learn how to manipulate loops i move on to editing with the modifier stack and free form tools. am i on the right track, sorry for the loaded question
>>
>>658283
Yep you're doing good, manipulating edge loops is essential when defining form.
>>
I’ve been wanting to get into 3D for a while but my old laptop kept crashing. This year my wife surprised me with a Samsung probook 9 plus. Is it good enough. The only thing that concerns me is the graphics card everything else seems to be bretty gud.
>>
Animating or modeling/sculpting. Which is easier to learn?
>>
>>657984
Thanks a lot!
>>
How the FUCK do you BTFO Ayurveda faggots?
>>
>>658310
Starting with the easiest, Sculpting > Modeling > Animating.
>>
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>>658324
Fuck, wrong board.
>>
Anyone know what software was used here?
https://www.youtube.com/watch?v=PvJ-rRphRT4

And the tank shot at 1:42, that air "mirage" effect, was it added in post?
>>
>>658325
Thanks.
>>
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Is blender my only option for non Windows 3d work?
>>
>>658366
You have at least Maya, Houdini, Substance, and Mari.
>>
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>>658325
I'm starting to question my life choices
>>
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We have had smooth shading techniques for years since near the begining of 3d. Is smooth shading that simple? Is there anything I could read somewhere about this?
Google provides confusing results.
>>
>>658405
Do you mean interpolation methods for surface shading like Gouraud & Phong or actual geometry smoothing algorithms?
>>
>>658405
shading is converting the surface geometry to a more cohesive structure (visually)

altho, it cannot change the silhouette.
>>
>>658407
>>658408

I meant really as far as the history of vertex shading. I saw in the old 3d thread even back during some of the earliest 3d, I think it was the hand demo, there was an incorporated smooth shading, its interesting that it was developed that early into 3d.

I apologize if I'm being confusing. I would just want to read something that isn't wikipedia.
>>
>>658410
I know that demo, it used gouraud shading which was developed and introduced in 1971. It's extremely inexpensive to do but not very accurate.
>>
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How do i skin big tits?
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>>658468
weight paint around the armpit more, and obviously the tits.stronger weighting.
>>
>>658468
You did it
>>
Just bought my colleges book on Autodesk (the one they use for their course) maybe well make it anons
>>
>>658511
New or used?
>>
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Is there any place on internet to download for free some low-poly human models without texture, rigging and other stuff. Just model like picrelated
>>
>>658511
Like Autodesk products in general or a specific program?
>>
>>658515
makehuman
>>
>>658468
better topology
>>
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>>658468
If it isn't for a game I'd take a look at soft body physics for breasts. Otherwise it's depends on what your engine features and what your constraints are, but with breasts like that you'll need at least a bone for each of them, ideally more.
>>
Why is such a big part of my motivation to do 3DCG rooted in sexual impulses, and not just in doing "art for art's sake"? Am I fake? Am I broken?
>>
>>658615
Doing 3DCG for erotic purposes is about as real as it gets. Nobody does anything for its own sake, at least not for very long.
>>
>>658602
tthat looks like shit, why would anyone do that, tits are not water balloons
>>
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I use 3ds max 2010

Is there any way to blur that hard edge between two objects during rendering?
>>
>>656966
Print your render on paper and then pinch the paper to get that effect then take a photo of your paper and bueno.
>>
>>658618
Looks a lot better than mine, just need to adjust some sliders and it'll be good.
>>
>>658621
Attach the two objects together using attach (located under your edit poly/mesh modifier) then apply a smooth modifier over top of it.

... i think, i'm new to this as well
>>
>>658621
I don't know how to do it in 3ds Max, but the principle I'd follow is to interpolate the normals of each object along the line where they intersect. There's probably a way to fuse them, smooth shade them, and then separate them back without updating their normals.
>>
>>658618
tits are baloons
but filled with very viscous stuff
>>
How do I do hair /3/?
Let start with a simple example,like this pic
>>
>>658615
"Necessity is the mother of invention". No one develops a skill individually without desire, and one does not desire without purpose. Who was learning to model half a decade ago? Ten years ago? Fifteen? Skyrim, HL2, and CS modders. Who was learning to draw a decade ago? Newgrounds animators. Before them? Webcomic artists. And who, in our current internet era, desires to pursue artistic expression? Someone who looks at a lot of porn.
>>
>>657198
I saw your question in the /WIP/ thread. Sorry you didn't get a response here.

Anyways I'm the guy that ordered one it'll be here monday. I'll see if its good when it gets in. the brand seems good for linux support is why i'm getting it
>>
what degree/major is most related to /3/? is a degree even necessary to find work? If not, how do you find work? trying to escape NEETdom.
>>
>>658720
portfolio
>>
>>658721
agreed.
>>
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So I added some bones to the breasts, but every time I weight the vertices to the breast bone it starts to sink in to the mesh.
>>
>>658720
The field is increasingly competitive. Only thing that seems to matter is the quality of your work and quality of your friends.

Everybody wants to make video games or movies. Very few actually make it.
>>
>>658720
>trying to escape NEETdom.
go to trade school, in 6 months you will start working.
>>
How do you get it so that Zbrush mirrors eyeball geometry, so that if you move one eye it moves the other?

Right now I just make a sphere with append, place it on the sculpt, duplicate the subtool, select one of them, and mirror along the central axis. This works reasonably well, but after I adjust one of the eyeballs I have to go through the process all over again.
>>
>>658720
If you wanna escape NEETdom, then programming is a better route, desu
>>
>>658515
Blendswap
>>
I know how to edit sequences but I don't know any theory behind making them good. do I just have to watch examples of genres like king of the hill deadpan or learn by doing?
>>
>>658512
>>658587
Digital book, it was cheaper, and its for Maya. I figure if taking the class isnt really reasonable right now id teach myself

even if youtube is a viable resource this one is prob nice and if i ever do take the schools program ill be ahead
>>
>>658511
>college
good luck,CGI slave
>>
>>658843
Comp Sci major, not gonna give them my sheckles to become a cgi slave

ill just be a code slave (hopefully not it isnt very fun)
>>
>>658844
>hopefully not it isnt very fun
then what is the point going cs
>>
>>658864
to live is to suffer anon
>>
>>658864
CS is not Software Engineering.
>>
>>658843
>>658844
cgi slave is still much better than code monkeys
>>
>>658889
Code monkeys get paid more and aren't stuck in one industry.
>>
>>658889
yeah if you want to be poor
>>
>>657198
>>658707


Ok follow up I got the tablet it's really fucking nice and you forget the size is smaller very quickly.

You will need to purchase a stand separately though but that's like 3 dollars at Ikea. I can answer any questions but can't post pictures fucking hiroshimoot and his range blocks to sell passes
>>
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tfw i just red pilled myself on using triangles and n gons in subdivision modelling, am i going to make it?
>>
>>659182
Triangles and ngons subdivide into quads. That isn't the issue with them though, the reason they are bad is because they create poles which create pinching on smooth surfaces.
>>
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>>659200
true that brotha, also i am going through the resources in http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling

and im in awe in the amount of resources it has on subdivision modelling when i couldn't find any els where, either way im having a blast in here. the only problem is that its a bit outdated and some infographics have some errors, and just hard to read, are there any updated resources out there?
>>
I need a list of items in order of difficulty to practice modelling. Do you have anything handy?
Something like:
Can, Bottle, [...], onahole, fishbowl, [...] Boeing 787 [...] heavy gear mechs.
At the moment I'm just modelling stuff around the house.
>>
>>659214
Come up with it yourself, fagget. If you see something and think, "yep, I could easily model that", go for something more complex. When you find something you are not entirely sure how to model, go at it until you do it. Then go over the whole process again until you get bored of modeling real things, and start modeling your futuristic robot waifu for the ultimate practice in hard-surface, anatomically accurate modeling.
>>
>>659220
I want to be angry at this comment and write a rude reply, but I can't.
>>
>>658684
if it's that simple and you just want to model it https://www.youtube.com/watch?v=_jpZYlWVm8o
>>
>>659182
you do realize the image you posted if low poly and not for sub div, right?

but yes, never ever using triangles is a meme here. Triangles are not going to give you bad shading if you go for unlit shaders anyway, and you don't worry about deformation if the asset doesn't deform or you know where your poles should be.
>>
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Does anyone know any male mmd/anime models to look at for reference to see how they do the cheek bones etc.?
All I find are girls
>>
>>659280
get some bara models for sfm
>>
>>659271
yeah just like what this anon said >>659200
they cause pinching for sub div models so its mostly avoided in smooth surfaces and hidden on flat areas. i know what i said.
>>
I'm looking to animate porn. Apparently people use c4d to do the animating bit so that's what i'll do. Is it a good idea to also make the actual models in c4d or should i do it in some other program?
>>
Im new to 3d modeling and I have a few questions. I mainly want to model mechanical objects (guns and robots) and most tutorials on youtube literaly suck. What's a good way to learn how to model the stuff I want? Should I get those paid tutorials? And is blender fine for this? Is hard surface modeling what I am looking for?
>>
>>658342
UE4
>>
>>659479
>Is hard surface modeling what I am looking for?
Yes.

>Should I get those paid tutorials?
Paid, or "paid". Your choice. This one is top tier: https://masteringcgi.com.au/course/mastering-hs/

>And is blender fine for this?
Yes.
>>
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>>659271
>you do realize the image you posted if low poly and not for sub div, right?
are you sure about that?
>>
>>659499
What a fucking nightmare of vertices.
>>
>>659499
Interesting. Does it all deform correctly?
>>
>>659403
You're taking on too much shit and you have no idea about the scale of what you're trying to do. Pick animation /or/ sculpting and focus on some tutorials for a while to understand how large the project is.
>>
>>659499
I haven't done modeling but aren't you supposed to pick between triangles or quads, not both?
>>
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>>659504
yeah why?


>>
>>659501
>>659516
>they dont know about subdiv and using cages
lel
>>
>>659516
you can do both, the thing about quads its that modifiers work better with them
>>
>>659518
>>
>>659523
Looks bad. I want to see that subdivided and shaded.
>>
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>>659525
okay?
>>
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>>659526
>>
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>>659525
Oh anon, you're so cute when you act like a clueless cunt.
>>
>>659526
No. Subdivided, shaded, and animated. I saw some weird deformations, but they could very well be present only in the non-subdivided mesh.
>>
>>659550
>>
https://www.youtube.com/watch?v=K2WTH016rfk
Any ideas on how to set the camera up so it follows the wormhole tunnel to the end so I can have it transition to a text intro?
>>
>>659625
>https://www.youtube.com/watch?v=K2WTH016rfk
wtf blendlets, that's like some easy 90s shit right there
>>
I wandered in from another board, so I don't know the culture on this board.

How do I make a request for some 3d modeling work here? Be it free or paid?

I want a small 2-inch human figure to be 3d-printed by a low-quality home printer. I can't imagine it would take a skilled person that long to do, but I have zero skills in this so what do I know?
>>
>>659485
Thanks,
I figured that out already after looking through his videos.
He does tutorials too, which is nice.
>>
>>659558
absolutely disgusting design.
>>
>>659694
>gets btfo
>calls it ugly because hes got nothing up his sleeve
noob lol
>>
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>>659694
>being this buttmad
>>
What methods are available for texturing an object using blender? Is the typical thing to export an image with the UV's labeled on it to a 3rd party painting application? Or is it usually done by using the texture paint function in blender to paint directly onto the object?
>>
>>659625
Make a spline that is the entire center length of the hole, then attach a helper that travels along the length of the spline. Attach the camera to the helper.

I don't know how to translate this in to blender though so good luck.
>>
>>659644
Haven't been here long, but I think people who make a living doing this don't want to associate themselves with 3DCG. Which means no one accepts jobs on here.

Might explain why there's no reference to doing business on this board in the sticky.
>>
are there any pills that will make me focused
>>
>>660021
viagra
>>
I'm just beginning to get over a long stretch of depression that's been plaguing me for some time. I went to school for 3d modelling, but clearly something went fucky as I ended it without knowing jack shit.

I want to work towards making stuff like these artists. Where should I start? Any good tutorials geared primarily towards hand painting textures?

https://sketchfab.com/curlscurly
https://sketchfab.com/andmish

I'd prefer to stick to industry standard stuff like Autodesk.
>>
>>660054
thats just basic lowpoly shit
you dont need need subdiv for that, just model with quads and triangles. you dont need tuts for that lol
>>
>>660055
I mostly mean the textures. That's always been my issue. Turns out my teacher also sucked at texturing so he never bothered teaching us
>>
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>>658468
Progress.
>>
>>660056
texturing has nothing to do with 3d besides uvs, want to learn how to paint? go learn how to paint.
>>
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i cant find a solution to this bug anywhere, on 3ds max 2018 and 2019 when i apply a uv unwrap modifier it stops viewing my other modifiers. i should be able to view them when i go back to my edit poly modifier but its only working properly 3ds max 2011 and 2008. you can see on the 2011 it shows the subdivision and the symmetry modifier, but on the right it just stops the previews unless i go to them directly. im about to try 2017 and 2014 to see if they have the problem. from what i heard they fucked up this modifier after 2012, but idk. some help is really appreciated.
>>
>>660054
Then you need to learn how to paint.
>>
>>660086
the ribcage is not supposed to move
>>
So I made this. Are more cube shaped things like this okay to unwrap using the cube projection? Or is that generally bad practice and should be manually unwrapped?
>>
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>>660111
Forgot picture.
>>
>>660110
Ah, thanks anon.
>>
>>660111
>>660112
It's fine to do a cube projection, then fix any glaring issues manually. It doesn't matter too much if it looks fine.

For example, you might want to have a look at the UVs for those shelves, because it looks like there's repetition going on there. Move those around manually to break the repetition. Rotate them 180 degrees if you have to.
>>
>>660118
Thanks. I'm aware of the problems in that picture. I was just wondering if using cube projection is just plain bad practice.
>>
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I am already fairly proficient in drawing/painting and have some basic knowledge of sculpting in real life, so the idea of starting from the basics again for 3D modeling makes me feel a little unenthusiastic.
Are there maybe any guides for getting acquainted with a program's GUI and hotkeys that don't start you off with basic geometric shapes, but maybe characters, or scenery? I'm fine with any program as long it's not zbrush even though that would probably be easier for me to get into.
Also if there isn't anything like this and I really should start off with cubes, cones, and spheres then maybe recommendations on software with an easy to jump into interface.
>>
>>660200
you might aswell stop right there. you cant form a simple question as to what you want to do, you want to learn 3d modelling as in what? poly modelling? its too broad of a question.
>>
>>660223
Sorry, I should have mentioned that yes, I am looking for a tutorial and program that is primarily for poly modeling, it's why I said I'm not interested in a sculpt based one like Zbrush.
>>
>>660224
Download Blender for free and use this tutorial:
https://cgcookie.com/flow/modeling-in-blender
>>
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>>660224
Enjoy the donut, young blendawan
>>
>>660224

If you are good at drawing and painting why do you want to start from the beginning? People who can draw can typically pick up Zbrush in just a few days because it leverages more of the same skills.
>>
>>660240
Thank you!

>>660242
More like I kind of want to avoid the absolute basics; and while what I have seen of Zbrush makes it seem easier to me, for my computer's sake and due to what I want to make I feel like getting used to working with pure poly from the get go would be better.
>>
>>660224
dont do this>>660240

everyone recommends this program when they dont model themselves. if you want really to hope in into modelling you have to go with MAX, simply because its far easier to manage your modifiers since that is what you will be working with a lot. you can customize what modifiers you want to display so you can apply them fast without using the drop down menu. besides the easier to read interface max also allows you to edit mesh non destructively, which with poly modelling you will always be trying something that could potentially break your mesh and other modifiers. you can avoid all of that with the simple edit poly modifier which will basically revert back to your original state, so it works like layers when you want to edit.

now here are some helpful tips that you need to embed into your head.

1. dont fret over not having an all quad mesh, thats a mistake every beginner makes. its okay to have triangles and n gons.
2. with poly modelling you will be using 3 basic modifiers to make things easier for yourself, symmetry, open subdiv and edit poly for non destructive editing. your subdivision modifier(open subdiv/turbosmooth) works well with edit poly, since edit poly has a cage that will show you the mesh that you will be editing and the subdivided one underneath. thats your basis for subdivision modelling.
3. the reason you can use triangles and n gons is because subdivision modelling will convert them into quads, but you never work with the subdivided mesh until you are finished with the base mesh(caged mesh).
4. use booleans, when you model shit separately, booleans allow you to connect geometry together, but stitching it up will give you n gons and triangles in the process, but that again will be converted into quads with your subdivision modifier. booleans allow you to work faster.

thats your basic stuff, theres more, but the post will get too convoluted.
>>
There is any way to align ZBrush camera view with Keyshot?
>>
>>660249
Got any resources for beginning modeling with 3ds max?
>>
>>660257
Not that Anon, but I agree with him, for modeling, 3ds is where it's at. Look into Grant Warwick hard surface modeling course.
>>
>>660261
thats a pretty good start, but dont work the way he is. never work with editable poly. all he does is use editable poly and NURBS/NURMS to show subdivision. thats old as fuck and dated method of modelling simply because hes permanently editing the mesh. just go with edit poly and open subdiv/turbosmooth. to see the cage of the subdivided mesh you just have to click show cage on the first tab in the edit poly modifier.
>>
How do I route my materials to work in the viewport and in my renderer with Radeon pro render? I keep getting a green material whenever I use something like shaderfx or stingray. Are they just not compatible?
>>
>>659214
Bump. I really need an answer. Please. I need a defined path to improve my motivation.
>>
>>660324
Since you came back a week later the motivation is already there. Go search 'modeling' on deviant art, sort by popularity and try to model the first 10 results.
>>
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wtf is happening here? How do I NURBS in Maya without turning myself into a raging retard? Any tips or courses you anons wanna share?
>>
>>660451
>How do I NURBS in Maya without turning myself into a raging retard
it's simple, you don't NURBS in maya for anything complex, they are shit here.
>>
>>660454
So something like my pic in >>660451 is complex for NURBS? Don't they make cars with this method? Though it's headache inducing- to the point I don't see the benefit of this over poly modeling. I've been trying to understand why it works the way it does, but the documentation doesn't say shit, and no videos or sites explain it. Maybe I'm missing something.
>>
>>660457
There are some very expensive tools for car designing, nobody does this in Maya.
If you want to model like this get Fusion360.
>>
>>660451
>>660457
Get Fusion 360 or at least Rhino with some plugins. These are the go-to tools for precise and complex NURBS modeling.
>>
>>660465
>>660468
I see. Too bad, in that case. I've seen fairly complex stuff made using NURBS in Maya though, I wonder if they go through these problems, too. It doesn't sound right, so I feel compelled to think that I'm doing something wrong, even though I'm pretty damn sure that I am not.
>>
>>660475
niga just use open subdiv its the same shit
>>
>>660374
Thanks a lot! I will make you proud.
>>
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I'm trying to achieve that kind of roofing or that dry leaf palm, i don't know how to say it. Is there any tutorial or somebody has already worked on something similar?
>>
>>660513
Use an hair system.
>>
>>660514
Specifically... any good tutorial for that?
>>
Why organizing UV maps is important? What difference does a manually layed out UV make compared to automatic one if I'm texturing my shit in Substance Painter anyway? Many tutorals mention that you are "gonna have a bad time" if you don't manage UV tiles manually, but I'm yet to run into any troubles for forgoing such advices.
>>
>>660513
Depending on how detailed you want it and whatnot you could probably just settle it with a texture and then just have a transparent one around the edges. Otherwise, like the other anon said use a hair system.
>>
>>660543
hand optimizing the scale/placement of your uv maps will allow you to squeeze more detail into places where it actually matters without just bumping up the texture resolution like a mong
>>
>>660546
But I can rescale stuff i need to be rescaled and then autolayout again without autoscaling. Isn't that the same thing?
>>
>>660543
Optimisation. Mostly relevant in games, due to resource constraints. Stuff like mirrored/overlapping faces, distorting islands for even better packing, allocation of specific places for textures to go if you need to easily modify them in post, simple human legibility as well. Can help with the look of things if for example you're unwrapping a curved surface but you want clean seams, so you straighten the island edges.
Unless you did seam marking yourself, automatic seam functions usually produce undesirable seams and split stuff up in areas that you don't want seams in. Manually managing UVs can help with that.
Also, sometimes, you can pack better than a machine can. Seriously.

Like anything in 3D, you really don't have to do it from scratch if an automatic function is available. Just don't rely on it 100%, since it really only does 80-90% of the work. The rest is your own magic.
>>
>>660547
Yes it is. The other anon makes no sense.
Packing algorithms are as good if not better than manually placing UVs, and its faster anyway.
If you get problems, you still can fix stuff manually. If you have no problems, then there is no need to change your workflow.
>>
>>660552
an algorithm isn't going to implement uv trickery. sure you might get something usable at the least but anything more complicated will need some handiwork. if that works for him great, but that's not what he was asking was it?
>>
I'm honestly considering giving up on blender due to sheer confusion with the UI. Like how some tutorials have an almost completely different layout or in tutorials there is a tab which I can't find and vice versa.

Is Maya more intuitive? I've been looking at both Maya and 3dsmax. My plan is to just use some DAZ models to get a grasp on the controls etc before growing a pair and learning to model properly in it.

I'd like to use UE4 to render stuff, if that makes sense. I've been using Cycles/Iray up till now in blender/DAZ respectively and Iray seems to make my GPU get really hot so I'm just a tad worried.
>>
>>660582
Never used Blender, but 3ds Max tutorials 6 years ago still have the exact same UI as the 2018 version. There's a lot of shit in there, just ignore it all unless the tutorial specifically points out a button you need to use.
>>
>>660584
What version do I get? I see there's a lotta different years but I don't understand why?
>>
>>660587
They add [stuff] in every year so go for 2018 or 2019.
>>
>>660588
Cool beans. Thanks
>>
>>660582
Maya is probably the most intuitive piece of dcc software out there. Ultimately all CG software is very complex and there's plenty of stupid nonsense shit in Maya, but its basic operation paradigm is the most intuitive.
>>
>>660543
Zoom up close to your model and look for UV map seams. If you have been careless with your UVs or topology, either you have nothing interesting in the normal map, or you have seams.


Going back to fix the UVs to make your textures truly seamless and perfect looking requires a 180 degree turn from "idgaf" to "full UV and topology autism."
>>
>>660594
that basic set up comes at a price
>>
>>660543
>What difference does a manually layed out UV make compared to automatic one

there is a ton of difference
for one, automatic UV marks seams automatically, and it always marks too many seams (more than needed)

two, it splits everything into small islands- meaning you won't always the resolution you want when painting.
>>
>>660609
He's asking about layout, not mapping. And what you said only applies to the algorithm that you have in mind, which you haven't specified. Not all mappers necessarily behave that way.
>>
>>660610
then let him use automatic one
>>
Hi, a few months ago, my iMac was stolen, and now I decide to buy a new one. My choose fell on iMac 27 inch with 3.5GHz quad-core 7th-generation Intel Core i5 processor (Turbo Boost up to 4.1GHz), 16GB 2400MHz memory, Radeon Pro 575 with 4GB video memory, but I'm not really sure that this configuration will be ok for 3D modeling, and Gamedev. Maybe I need to choose a 4.2GHz quad-core 7th-generation Intel Core i7 processor (Turbo Boost up to 4.5GHz) or it will be better if I'll buy computer on Windows with more powerful parts (I prefer Mac OS, but if it is the only one way, so ok), anyway I'm waiting for your answers
>>
>>660619
windows have better opengl support, which is a big deal for 3d acceleration.- you might not even need an upgrade with this in mind
>>
>>660619
If you can't use NVIDIA, that's quite the deal breaker. I'm not up to date with Apple, but last I heard they were ditching NVIDIA products and stopping development of their own OpenGL implementation. Not good signs for a professional in the 3D industry.
>>
>>660623
I don't think real 3dcg professionals were the target audience for Apple products anyway
>>
>>660619
Dude I 3d on my ThinkPad t420. That config is fine
>>
>>660619
Ditch Apple, its shit for Pro's. You spare money, invest it in a proper NVIDIA GPU.
And if you absolutely hate windows you can have a dual-boot with windows and linux.
Linux renders 10% faster.
>>
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>>660103
so i was able to figure out what my problem was. i just had to toggle end results, i did't know this button existed since its always on by default. its freaky that when you apply the UV modifier on newer versions that it will toggle it off.
>>
>>659056
How's it been after a week? Did you run into any issues with 3D software (zbrush) and the likes?
>>
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Stumbled onto /3/, never touched this shit but Im intrigued. Dont even know if this is too dumb a question, but I'm lost.
It's literally day 1. Watching this zbrush vid and following along to the best of my abilities and then he does some wizardry and loses me:
https://youtu.be/R7b3HONIqfE?t=171

He creates eyes, fine I did that. Then he fkin hides them out of shame, splits hidden and them sculpts over them somehow? All I get is pic related. I'd appreciate some insight
>>
Im just beginning and have a pirated version of Max 2019. If I was reading correctly on Autodesk website you can get it for free with for educational purposes even if you don't go to school? Should I bother uninstalling the pirated version for the education licence if that is true? Also from my understanding Max is better for games than Maya but it doesn't really matter in the end, correct?
>>
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can someone for the love of god help me with this shit, i've been trying to fix it for the last 2 days with no success.

https://streamable.com/ypdhj

https://www.mikecauchiart.com/single-post/2017/08/29/Beginners-guide-to-XGen-pipeline-for-beginners

I was following this fags tutorial and he says that you cache your animation first and then load in xgen. I copied the skin weights from the geo to the scalp and then i cached some simple animation. But for some fucking reason the eyebrows won't follow, the hair doesn't follow when i switch to another description. hell at first the hair didn't follow at all even on the hair desc but when i switched to dg evaluation it worked but only for the hair.
>>
>>661077
Yes it doesn't matter if you use Maya or 3ds Max. No don't uninstall the pirate version, you're just going to get the same version (assuming you can successfully jump through some hoops to actually get a download link from Autodesk).
>>
>>661077
3ds max is better in general for modelling.
https://www.youtube.com/watch?v=fOUU3nRKKh8
go through his vids.
>>
>>661146
it's absolute arse for rigging and animating for games though. I would rather model in max and rig\animate in maya. best of both worlds
>>
>>661154
in what part of my post did i say anything about animating and rigging? but yes maya is best for that.
>>
>>661146
>Introduction to 3ds modeling playlist
>687 videos
>>
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>>661154
either way i was just saying 3ds max is really great for it. its probably the only program that allows you to edit geometry non destructively, while maya is kinda lacking in general for its flexibility. its like comparing photoshop to gimp in the modelling department, its doable. just not the best. but like you said, best of both words.
>>
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>>661160
another example with a model im working on. im always making changes and in the process fucking with the topology a lot so i can get the desired look. and sometimes i may not like the changes so i can simply just go back to a state. you wont have this with maya, not with this kind of flexibility
>>
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>>661160
>its probably the only program that allows you to edit geometry non destructively
>>
>>661178
eh its okay, not as intuitive.
>>
>>661178

Except that nobody uses Houdini for modeling.
>>
>>660623

Actually, I haven’t money at all, my father promised that he would buy me a computer for my birthday, but yesterday I discovered that he just hates non-Apple computers. Can you tell me the limits of computer which I choose? For example is it possible to create the game with graphic like in Fortnite at least?
>>
>>661188
>yesterday I discovered that he just hates non-Apple computers
trick him into buying you a linux workstation then just slap apple logo on it
>>
>>661188
You can always sell the computer and use the money to buy a more powerful PC.
>>
Absolute beginner here with an absolutely basic question and zero knowledge about the subject.
I want to create 3d backgrounds and environments that I can import into clip studio as to lessen the amount I'd have to draw backgrounds and such so I can focus on the characters themselves.
Is there a way for a complete beginner to do something like this relatively easy ?
If I could also use PBR materials ( I like the look of how detailed they are and the way it reacts with light sources) to give the walls and floors and stuff a more detailed look that would be great as well.
>>
>>661188
Another option is to show him that an Apple computer is, architecturally, just an AMD computer with Apple's operating system on top. That you can install macOS on non-Apple computers, and non-Apple OSes on Apple computers.
>>
>>661199
*just an Intel computer
>>
>>661188
Don't look a gift horse horse in the mouth.
Don't do what this anon is saying >>661196
Don't trick him into buying you something else.
Be happy and thankful you are getting a gift like this. Be happy and thankful you have a dad to give you stuff like this.
It won't be the best thing ever for 3d, but it'll work. Dual boot another OS on it and deal with it.
Then you have a computer thats just fine for 3d modeling, render times will be long but don't worry about it, an ultimate rice shitposting machine for /g/, and if you ever get into music apple is the best computer for it.

BE GRATEFUL YOU LITTLE SHIT.
>>
stupid C4D question here but I am at a dead end.

I have an animated mograph cloner with effectors where I have keyframed rotation, radius and align. Now I want to bake that animation so I can texture each cloned object individually. But nothing I've tried works. I read that you can achieve this with nitrobake but I can't find a free version. You could do it with xpresso too but my case requires experience with xpresso and I simply don't have it. I am willing to learn but right now I have a deadline so I can't.
>>
So I decided to learn Zbrush because it would be a nice asset to any concept artist, especially if I can double as a concept artist/3d artist.
I watched some tutorials yesterday and got the basic gist of it, but now I am trying to bake textures from high poly mesh to low poly.
I made a mesh of a bear in Zbrush, and I use XNormal to bake textures, Normal maps seem to turn out just fine, but my height map is mighty fucked up for some reason.
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>>661323
Forgot pic.
Normals turned out fine, but my height map looks mighty fucked up, it has these chekers and when I displace with that height map in blender the bear ends up looking like a fucking hedhehog with vertices flying out like crazy.
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>>661160
Zbrush is also good at being non-destructive in variety of ways.
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>>661198
I guess you could just pirate a bunch of assets (furniture etc.) and import them then place them around a room. Then render it to jpg and slap on some Photoshop filters. Pretty basic stuff.
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>>661350
Well finding the assets wouldn't be much of a problem but what kind of program would I need to look into if I wanted to create the room and save it as a single OBJ file ?
Clip studio does allow you to import OBJ files and then pick a view that you like from that scene and draw over it.
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>>661188
Tell him about the recent decisions by Apple to stop using NVIDIA products, and ceasing development of their OpenGL implementation, and how this makes Apple a bad investment for the 3D professional.
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>>661324
just use substance painter dude
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>>661330
do you mean with the subtool?
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>>661351
Blender would be a good start. You can download it for free.
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Single mesh vs floating topology. Floating topology offers simpler modeling and reduced poly count. What are it's cons and what are the single mesh's pros?
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>>661380
>Blender would be a good start. You can download it for free
Thanks, I didn't know what kind of program I could use to combine the obj files into a single object and set up the room the way that I wanted.
Can I also use PBR materials as textures in case I make a room with it ?
This is all very new to me but very exciting
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>>661385
it will not look good in close ups but it's quick for half assing something that you won't pay huge attention to
also light
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>>661385
thats just part of a work flow, people who usually model shit separately use booleans to merge them together after theyre finished.
>>
bois,

i'm being lazy af, just i just want to place this alpha using maya's place2d texture.

it looks fine in the viewport, but arnold is ignoring that fact that i have repeat wrap U/V off.

i'll probably just go in and do it properly, but how would i do something like this in the future?
>>
I'm getting back to modeling after 7 years, what the sites nowadays to sell models on?
Please no porn or Daz (porn) bullshit.
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>>661430
here's arnold's aiimage node. note the discrepancy b/w viewport display vs render output. it fixes the repetition issue at least.

could this be caused by my hacky shit using two different shaders assigned by UV shell?
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>>661433
TurboSquid, CGTrader, Cubebrush, Gumroad (this one depends on your own marketing). Sketchfab, and I think also ArtStation are less established venues.
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>>661393

How do they clean up their topology after the boolean?
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>>661507

Retopo
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>>661507
for high poly its using loop reduction methods, for low poly you just triangulate the mesh, first you have to clean it up by getting rid of unnecessary verts by collapsing them.
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>>661479
Thank you!
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Hey, /3/.

I recently picked up Dark Souls again, and I began to notice how random the brick patterns are on the floors and walls, even in Anor Londo. I'm going to make materials for my own game, and I'd like to know if there is any tangible organizational system to it at all, and where the line is draw stylistically. Sorry, I'm a bit autismal, so I need rules. If I don't set rules, people will inevitably complain, because my view of things NEVER line up with what other people expect. That, or maybe it takes practice to see things properly.
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Are EEVEE shaders easily customizable? Can you for example change the shading for volumetrics without having to recompile Blender?
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>>661571
>If i set rules people won't complain
Autism indeed.
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>>661571
I found this: https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter12.html

Might be useful, but depending on what engine you'll be using you might have to figure out your own solution based on this.
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>>661583
That's not what I'm saying. What I'm saying is that everything seems to be wrong only when I do it, so I don't bother much trying to make anything without setting up some rules first. What's the point? I still have no idea how any of this works. For example, I was told that I can't make rounded bricks, but Dark Souls has rounded bricks in all of Undead Burg, so apparently there's something they're not telling me that I need to know.

>>661585
Thanks, will read through this.
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I just started using substance painter.
I have this model I export in .fbx with blender, but when I apply the texture here I get these shadows on my model, like in the first picture, how can I remove them from the project and obtain what you can see in the base color in the second picture?
Also the texture as you can see gets blurry edges for some reason, I had no problems in blender about the matter. The texture .png is on the third picture.
>>
>>661385
For hard surface objects, I would usually go for separate parts. These look like screws. If they are separate in real life, I certainly wouldn't weld them together in a 3D model, unless this is for showcasing your modeling skills.

If it were soft surface on the other hand, it should generally be one mesh.
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>>661591
>how can I remove them from the project and obtain what you can see in the base color in the second picture?
No real easy way. SP doesn't have a diffuse only shader, so you'd just have to work in the base color view. Alternatively, you could use the diffuse color as an emissive map and hope it balances out. Maybe find a different environment to get some flat lighting to help you out.

>Also the texture as you can see gets blurry edges for some reason, I had no problems in blender about the matter.
that's because your UVs are tiny as can be. Try increasing texture size and see if they go away. If not, it might have something to do with what you've been doing with those textures in SP, because it looks like the texture is being smoothed around some odd points and edges. Can't change that setting in SP as far as I know.

If your textures work fine in whatever application you want to use them for, you could just try and ignore whatever SP fucks up.
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>>661385
What this guy said. If it's separate object in real life, it should be separated in the mesh. >>661605
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>>661591
When you are finished and do file -> export textures it will output the base color without shadows just as you see on the right. The shadows in the viewport are just there for convenience, they don't show up in the final file.
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Not software/technical really:

Are there "4k demos" for VR? They had cool fractal stuff and weird zooming and effects n whatnot back in the day, so I was wondering if there were any cool thingies like that but for VR, preferably with the visual settings adjustable (depth/pop), and even settable to interleaved 3d frames, half-half resolution (L/R), separate eyes/streams (Oculus etc).
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>>656785
I want a 3D program to create backgrounds for my comic which one is better blender or SketchUp
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>>661646
Idk, but Blender let's you do orthogonal views with isometric so you can push side/front/top/etc views and design from that. I assume you could use it to take 2d shots of 3d objects in front of a background.

Or just map them to a 3d surface
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>>661587
I can guarantee you they're just using a high-resolution texture and only using parts of it, combined with a similarly sized normal map. Way more performance friendly than "random"/procedural content.
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>>661646
Sketchup
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so ive always wondered with subdiv modelling, loops dont really matter since they dont constitute deformation right? people say loops follow the muscles structures ect, but there are dozens of examples where they dont necessary follow that, and the model still deforms correctly. so deformation has mostly to do with weighing and rigging correctly? that means as long as your model post subdiv (getting rid of triangles and ngons)loops dont matter since it will work fine? i ask this because sometimes loops would go in weird directions and shit when you add triangles and n gons in places to get the desired look.
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>>656785
Can I land a job only knowing Zbrush, Maya, and Photoshop? Lots of companies list other programs I should know/use daily. What other programs should I get accustom to?
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>>656916
Can't say much for the portfolio but many bussiness promote people already working for them before hiring someone new. So for the most part you could apply for a different position you're qualified for even if it's shitty and stick there until another postition opens up.
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>>661941
Unironically, Blender. Now that 2.8 is approaching a stable release, it will become increasingly harder to justify keeping pipelines around Maya. The industry will be switching, and it'll pay to be prepared.
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>>661941
Substance, Mari, Nuke and maybe Houdini.
Forget the last 2 if you don't do animation and VFX.
Substance Suite has become THE material toolset for most and everything, while Mari is for the high-end segment.
>>661943
Always the same bullshit coming from Blender-fanboys.
The industry WILL NOT switch to Blender, because it is still lacking in a lot of areas. But adoption rate of Blender in the industry will increase ALONGSIDE Maya or Max or whatever.

>it will become increasingly harder to justify keeping pipelines around Maya.
Not until a better animation suite comes around (which is nowhere to be seen). The rest is covered by Max, C4d and Houdini. Each of those is miles ahead of Blender when it comes to the dominance in their market segment.
>>
Maybe Maya will make a comeback. I mean 2019 is still not here maybe they do something more this time than just slapping on a few 3rd party addons
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>>661947
I like all your recommendations in general but this guy is trying to keep it minimal.

I'd say the only essential thing is Substance, with Mari as an optional VFX-specific tool. I think Substance is being used more and more in VFX, and it's more fun and easy than Mari, so it's probably better to learn the fundamentals in Substance and then learn Mari later when you realize you need it.


Nuke and Houdini are both incredible programs and a lot of fun to use but they are incredibly deep and complex. Anon seems to want to get a job as a modeler (zbrush -> maya end of things) and based on their post they don't enjoy learning new software for its own sake. I don't think knowing a tiny bit of Houdini or Nuke will give you a significant competitive advantage when it comes to your portfolio.

>>661943
No. Far better to spend 2x as much time in Maya than cut it in half and learn Blender.

>>661952
What the hell do you mean "Comeback?" What job postings are you looking at where Maya isn't the #1 most frequently listed skill requirement?
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>want to model stuff and improve
>don't know what to model
What do? Surely this counts as a stupid question.
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>>662096
Model an existing object or concept you like. Something you have lying around the house wouldn't be a bad idea. Guns and other weapons are also popular.

If you want a more specific suggestion, it might be interesting to model a revolver.
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>>662097
I've started with guns and weapons and already done and redone (to the point where I'm satisfied with) revolvers, among other things. Think I gotta move on to organic modeling, but it's all so scary.
>>
new jej when
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>>662096
There's always room to improve hard surface but if you want to work on organic try some plants and fungus. Take a walk and find some inspiration
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Hey, it's your local generalman posting through epic ban evasion techniques. Basically I got banned for shitposting again (what a surprise) so I can't refresh this general at the moment. Would appreciate it if someone took the responsibility. I'll be back in time for the /wip/, don't worry, in the mean time I'm gonna enjoy myself in Hiroshimoot Hell. Cheers.
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>>662132
>Basically I got banned for shitposting again
imagine
my
shock
>>
>>662132
okay there's your new jej
>>662167



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