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previous: >>662167

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!
>>
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Is there any way to make it so the eye shine on my eye model is always the same regardless of where the light is without faking it by putting it on an image texture?
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>>666634
You could add an extra light parented to the cornea so it follows along, then set up a light link so that eye-shine light will be visible on the cornea but nothing else in the scene.
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>>666634
Create a fake light vector. Use that vector to calculate specular instead of the scene light.
>>
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What is the best way to deal with this problem?

I created a bunch of armor/clothing on top of my character. Is there an easy way to make these things deform with the character without clipping? If not, is there an easy way to attach their meshes to the character without having to change everything?
>>
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So I haven't found a clear example yet. In AdvanceSkeleton5 for maya.

How would I add in extra joints for the breasts, belt, belt-ribbon, L_shoulder armor, Scarf and hair? In Rapid rig you just add auxiliary joints and for the hair new set of joint chains, easy pezy


The tutorial said it doesn't like models that are unsymmetrical. This will make the hair tricky but still doable.
>>
>>666643
I'm assuming you are using Blender from the image provided... One method is to create a proxy mesh surrounding the clothing and weighting that to the armature you are using, then bind the clothing to the proxy with the Mesh Deform modifier. You can also use the Surface Deform modifier to directly bind the cloth to your body mesh, though I don't know if it is intended to be used in such a manner, it gets slow.
>>
>>666643
Select the right bone, go to the weightpainting mode and change the weights of the belt vertices manually by selecting them first (L) and weight painting them.
Also maybe there is a function that projects the weights from lower mesh to upper mesh, but I never tested.
>>
>>666675
>Also maybe there is a function that projects the weights from lower mesh to upper mesh, but I never tested.
There is, I think it's somewhere in the header options. Also the Data Transfer modifier may do the same.

The problem with this method is that if the topology of the clothing differs too much from the underlying mesh (and that is more or less a given) there will almost certainly be parts of the body poking through the clothing when deforming in certain positions.

Though now that I think of it this might work fine if you make use of the Mask modifier to hide areas of the underlying mesh obscured by cloth.
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xNormal is doing some weird shit when baking height maps. Not sure what i'm doing wrong?
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>>666644
Just add more joints to the FitSkeleton. Add a chain of two for the breasts (A breast_joint and a breast_joint_end).

By default, extra joints in the hierarchy will create simple FK controls. Tutorial on how to create more advanced controls here.
https://www.youtube.com/watch?v=WgJsDv1ZdVs
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>>666694
how about not use xnormal and just grab substance painter
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Have any of you ever made a short 3d film? Like one man only making a 10 minute video. How many months does it take (if your doing it good)? I saw a lot of student work reels on youtube that look like ass, but I'm thinking that with Eevee I could really pull it off without a render farm. Maybe I will make a music video first to see how hard it is but I've never touched anything other than modeling+lighting so I know nothing about animation principles.
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>>666700

This. Painter gives the best baking results.
>>
>>666700
>>666702
Oh, i thought that was only for... well painting. I'll try it out.
>>
>>666701
Grab a xbox kinect off ebay and use it for mocap. It'll speed things up a lot.
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>>666704
im going to fuck slap you for being so retarded and naive.
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>>666707
no pls
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>>666704
Adobe Designer can also bake maps. Not sure if there's any practical difference between it and Painter, though.
>>
the only thing good about substance baker is bake by mesh name
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>>666696
Thanks.
Nice numbers.
>>
I hate unwrapping in maya
Are there good tools for painless unwrap?
>>
I want to learn some code this summer, is it worth learning how to code for Maya? If so what language should I learn?
>>
>>666743
worth
python\c++
>>
>>666730
Maya or 3dsmax to create the seams and Zbrush for clean unfolding turns out to be the best combination for me
>>
>>666730
uv wrapping is super easy. what part of the process are you getting stuck on?
>>
Noobie reporting in.
I'm searching for guides on workflows to create regular stuff like building, humans, furnitures, nature related stuff like trees, ...
Especially for the video game world since it's the reason why I'm getting into /3/.
>>
>>666772
First off - each of those are disciplines in their own right. You can easily spend 3-4 years learning each one. You have to decide on one before moving forward. Buildings and furniture intersect to some degree (archviz), but otherwise humans (characters), nature props (env), etc. are more or less standalone with their own hosts of theory and technique that takes years to understand if you aren't planning on some meme low-poly nonsense but striving for AAA quality.
Don't hunt for these "workflows". Go learn how to use a 3D program first. Pick up the bare fundamentals, modelling, UV unwrapping, texturing, maybe rigging & animation. Then you can comfortably think about beginning to specialise and deciding on which field you want to do.
Fair warning: 3DCG is a lot of work. If you aren't willing to hallucinate wireframes on everything and have recurring nightmares about topology, give up now. It demands a ridiculous amount of discipline and determination.
>>
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>>666700
So I got Substance Painter to spit out an AO texture, but the height map is just a grey colour?
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>>666775
Well I have a lot of motivation for the moment but it's true that I'm not planning on making that my career or my main skill. I picked it up just because I wanted to learn animating. I might even specialize on that when I finish my current tutorial but modeling isn't that complicated for now. I didn't reach the organic modeling part tough so I guess that's where the complicated stuff will come. Same for texturing and all.

But I really don't plan on reaching a level that will make me get into the animation industry. I just want to be able to model a basic anime character and animate it in the end, that's the level I want to reach.
If can do that, I'll be more than happy.

Also what should I be careful of about topology, I reached that part and the teacher said that it was indeed something people should be careful of but I didn't really get why.
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>>666776
like when you exported the height map its just one grey image? thats because you just had a height map channel on and did't paint anything on it. show me your screen
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>>666792
>Also what should I be careful of about topology, I reached that part and the teacher said that it was indeed something people should be careful of but I didn't really get why.
If your instructor is teaching modeling, he mentions topology, and doesn't explain why and where it is important, seek a better instructor.

Anyway, this may be a good complement: https://gumroad.com/l/TepOz There's also https://topologyguides.com/ although it's not as well organized as a book can be.
>>
Anyone here got Maya 2010? Every torrent I found was already dead. If someone can upload 64 bit version to google drive or mega that would be nice I need it for an old project.
>>
>>666798
He mentionned about it being important for a later part of the course wich is animation but I'm the one who didn't really pay much attention when he talked about it. Thanks for the links.
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>>666800
yes
>>
>>666804
>thanks
>>
>>666806
sent ;)
>>
>>666745
Thanks I'll try zbrush unfold
>>666767
Not stuck I just hate unfolding in maya
>>
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concepting, sculpting, retopo, uv\texturing, rigging, animation, lighting, composition, even programming and algorithms all require their own separate program with their quirks and bugs to learn and I'm sure there is others I no doubt missed but you need them to be hired or produce quality artwork in the end

how can a person manage to learn all these massive fields and still get less money than average frontend monkey?
>>
>>666811
Know a bit of everything, enough to be conversant with coworkers, but specialize.
>>
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>>666619
What software is this??? Was watching a vid on how they make cars and took this cap. They also spent a lot of time playing with these zebra stripes. Any idea what this is called and what it's used for?
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>>666822
the stripes are usually applied to real world prototypes, to conceal and obscure contour/details
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>>666822
thats more than likely proprietary software, but it reminds me of rhino 3D
>>
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>>666644
Were do you find more in-depth information on AdvanceSkeleton5? Rapid-rig is far better and easier to use and stable. Just that I cant get "Tuna-mesh face rig" to work. Only reason I'm using AS5 is for a quick face rig. Literally, taking a short break then I'm starting that step.

Another question. No matter how many times I re-orient the wrist, it gives me this bullshit right here with rotation axes. How do I fix it?

I keep getting a warning that chest and spine are not at bind pose. I hit "auto orient" and try "fit mode" but it comes up ever time I rebuild it?
>>
>>666822
That's Autodesk Alias, I think. The zebra stripes are typically used in CAD software to evaluate surface continuity (quality of curvature).
>>
>>666825
Suppose it could be prototype camouflage, but I suspect it's a material used to check the curvature of the model, if you animate materials like that across a surface pinching points and other artifacts that need correction will stand out.
>>
>>666828
>That's Autodesk Alias, I think.
yup looks like it, you can tell by the logo on the corner of the window and the iconic autodesk viewport cube
>>
As someone who is way more comfortable modeling in programs like solidworks and rhino, is there a major benefit to learning to model in 3ds Max or Maya? I definitely get the advantages with animation and rendering but otherwise what takes me a few minutes in rhino takes me hours in 3ds Max. I am more into product design and archviz stuff then character design.
>>
what's the best workflow for retopoing zbrush models for animation?

maya quad draw
zbrush zremesh
3dcoat
sketch retopo
>>
Attempting to create an Unreal 4 Html5 build.

Got it working but the lights are very dim.... Any suggestions? Thanks mates!
>>
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>>666794
Yeah it's just one solid grey image. I was intending to use it like xNormal. I mean that i would take a high poly mesh (bunch of strands) and bake a height map on to a low poly model (a plane).

I guess i should take the normals i was able to bake and use it as a stencil to paint a height map?
>>
how do you add edge loops to a hand placed set of vertices so that they're evenly spaced? i'm trying to make a human torso from the side by drawing it out using the polydraw tool in maya then multicutting some additional vertices if i feel like i need more detail. thing is i have to then make the loops manually with the multicut because edge loop tool doesn't respond. also smoothing doesn't work on the plane edge.
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Can anybody help me with this animation problem? I'm trying to get my character to walk, climb a step and keep walking. I made a stationary walk cycle and have it repeating a few times, then made a separate strip for actually translating him along the Y axis and a third for the step climb and now I want him to continue his walk cycle on the 2nd floor, but the master bone is still on the first floor and I can't independently move it to its proper position without moving the whole character and having him float above the floor.

pls no bully
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>>666899
if youre trying to bake info from a high poly to a low poly, you have to use the bake mesh maps, hence the ((mesh)). just select the model in the normal tab or the common tab i believe and then bake the mesh. i never baked info from high poly to low poly tho, i only do surfacing/painting.

anyways right now you dont have anything on the canvas. i cant really tell since you dont have the layers visible. to get info on there with say metal and roughness channels you have right here, you need to crate a fill layer specifically for each of them, because if you just have a paint layer with the channels active on the properties - paint, that means youre only painting with thats toggled on. with a fill layer you will cover the entire canvas with a color(B&W) that you can control with sliders. this will also allow you to put in textures when you mask it with a black and white texture image. then you can add a a levels to invert the colors depending on the mask you gave it.

the problem here i believe is that youre using this wrong, and are probably using the wrong shader to display opacity. if this is just for hair strands there is a great tut that you can follow.

https://youtu.be/6xBMcnx2Kkk
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>>666921
key frames buddy
>>
Between box modeling & edge modeling, wich is the best option to master?
>>
>>666954
wut? anything that isn't sculpting is essentially box modeling.
>>
>>666955
Edge modeling is when you start with a plane and start extruding the edges to model from it. I'm trying to figure out wich is the better way to model for me but I'm having difficulties even repoducting both methods.
I'm realising how tedious that whole shit is.
>>
>>666957
buddy thats just a simple face extrusion not an edge. and you dont model anything based around extrusion unless its predictable. with organic+hard surface combinations mesh you have to understand how your loops are directed, unless youre working in terms of patches or with nurbs.
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>>666954
Whatever works for you and/or is the fastest method for you. And you are free to switch between them depending on the task required. For example, I would box model a body but probably edge model the face.
>>
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Ok I learned hard surface modeling. Now I'm going to start modeling shit and do some houses and furnitures.
Is there any advices specifically on hard surface modeling?

Like if I go for a particular artstyle, should some things change in the modeling process or does the artstyle vary only when you're texturing your stuff? Anything a beginner should know or avoid?

Also how much harder is organic modeling?

Tbh I'm just trying to make some assets for a game and I want to replicate an anime artstyle but a little bit moredetailed than what we usually see when we're talking about anime games. You see the Berserk Musou game. Well something like similar to that.
>>
>>666948
Thanks, i'll try out that tutorial and familiarise myself with SP.
>>
Anyone know where I can get a hold of the DQ11 models, specifically for Jade and Serena? I have XnaLara but I'll download another program if I need it.
>>
Can someone tell me where can I get a render ready setup with lights for interior scene for Vray? It doesnt need to be super complicated, just 2-3 adjusted lights.
Im a complete noob when it comes to lighting or rendering and whichever light i create in vray is either too bright/dark or doesnt even look good if i find the golden middle.
>>
>>667088
go download some evermotion archinteriors scenes and see how their lights are set up. look at like 5 scenes. solo each light to see what it's doing. then take what you've learned and try to apply it to your own scene as a starting point.
>>
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>add circle (12 verts)
>extrude Z, scale X, extrude Z, scale X

So how do I scale it on the Y? Do I scale the loop and move it back and forth as needed or do I scale front half and back half separately on the cursor so as the verteces on the blue line remain lined up?
>>
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And how do I do the ass? I think I should add faces, but I am at a loss as to what the topology should look like.
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>>666898
have you tried making the lights brighter?
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>>667140
But you already did more than just scale x, you moved vertices to match the model. Do the same thing with y
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>>667140
s+y
use orto camera (num3) to help
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Does anyone know if the Yakuza character models have ever been ripped?
I'm specifically searching for young Kiryu from 0.
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>>667219
They have. If you own the game you can easily rip the models yourself too, they're all in the game files albeit in formats that traditional 3D programs don't support.
>>
>>667220
>albeit in formats that traditional 3D programs don't support
Fuck. I wanted to practice animation with that particular model since it fits my game's theme perfectly.
>>
>>667225
You just have to open it in some obtuse model viewer and reexport it in another format.
By the way, just for context, I tried my hand at ripping Y0 models before. Managed to open Makoto's model file and get it opened in Blender, but the model was fairly disorganised with textures all over the place. Rig was missing too, pretty typical stuff though. Lost interest after that.
>>
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I want to 3d-print a Hunchback Battlemech ripped straight from the game. it's meant to be a pretty big 140mm scale model.

I'm using an SLA printer so for a good print and to avoid wasting immense amounts of resin that will never cure inside I need to hollow it out and make a nice thin shell.

The problem is that the game modelers just didn't give a fuck, It'a a bunch of intersecting boxes and shapes that arent even welded together or anything.

How do I get rid of all internal mess and leave just a nice clean outer shell?
I have Blender, Zbrush and meshmixer.

I tried to just Dynamesh it at very high resolution - it freaked out and made a lot of holes. lost most of the faces.

Tried to just Zremesh it - it screwed up the hard edges but respected and preseved theinternal bullshit.
>>
>>667241
obviously a giant fucking machine is gonna have a bunch of parts. its not a cute little alien character
>>
>>667241
Uh, yes, that's how game modelling works. Intersect everything if it saves you polys and doesn't need to deform.
Blender has some 3D printing tools that might help to clean up internal faces and everything. If not you could try boolean unioning everything (or bit by bit).
>better yet learn to model it yourself
>>
How do i escape the feeling that im cheating when using premade models (grass, vegetation, stones...) instead of making my own? I know im not supposed to reinvent the wheel but i still feel like i dont really know 3d. Also i would rather tell someone that i made something rather then telling them i just used a premade model.
>>
>>667261
Learn to make them. Once you are confident that you know how to make them if needed, you'll be able to use premade models without guilt.
>>
>>667251
>>667248
I found the solution actually
>import in Zbrush
>autogroups
>split by groups
>make boolean mesh
>glues everything together into one proper mesh.
>>
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anyone know why my shadow matte is catching this round shadow? renderer is arnold 5.

it doesn't show up if i use a standard surface material.
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>>667228
Damn I'd rather not bother, I'm only after the model and the textures tough since I want to train rigging and animating but I have some Jojo models that'll do just fine.
>>
>>667205
I could do that. I set them to the exact brightness to match real lights but I could try this. May switch to Unity for now. Thankx
>>
I'm trying to run Lumion from a graphics card while displaying the monitor with onboard graphics (Old gpu, can't display at full resolution) but can't figure out how to change which gpu Lumion uses. Any ideas?
>>
>>667307
Seems like it's coming from the lamp above? Try unlinking it from the catcher. Sorry if this is of no help, I don't use Arnold.
>>
>>667424
thx friend. i'll try putting it in a different light group.
>>
>>667307
make a mesh light for the light bulb instead of a light
>>
DDS and all this BC
Why the HELL 4k png with transparency and shit weights 200kb, and dxt5 dds of the same thing weights a fucking 20 MEGABYTES with SHITTIER quality???
I refuse to believe mipmaps are behind this
>>
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Whats the Donut tutorial everyone keeps talking about? Where do i start? Can i start in blender? Will the donut tutorial eventually teach me animation like (pic)? I know the anvil comes after the donut
>>
I wanna make a game that uses ultra low poly because I am sick of everything trying to look real and want to go back to Quake-style graphics, how do I even begin to start learning textures? Can I use my mouse or do I need a drawing tablet? Can I do it inside blender or do I need a new program?
>>
>>667362
you wont really be able to reproduce reality inside of a game engine. There's more to it than what you can get from real-time rendering
>>
Is there a good metric for how much animation a 3D professional can produce per hour? Something like X seconds in Y weeks, perhaps?

I appreciate this varies wildly based on level of detail and the like. But supposing everything other than animation is ignored and everything is already setup.
>>
Can I render in Maya's Arnold on an i5 8300H?

My current laptop (like seven years old) has an i7 2670QM and Maya completely murders my laptop anytime I try and render/interact with Arnold (I've been just using Hardware 2.0, and that works fine thankfully). I have a chance to upgrade to a new laptop, but I'm not sure if I should get the i5 8300H now, or wait and slowly save to purchase an i7
>>
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Figured I'd post this here since it kind of went under the radar in the Wip thread.

I'm not really sure how to go about making the hair of this robot, at all. I've tried a few different things, but I just don't really understand how to go about making a shape like it.
I've tried sculpting it, which is what I assumed I'd have to do, but nothing I did really helped. I tried starting with a sphere and going from there, but it didn't work. I'll be honest I've never really dived into the sculpting tools much, so I'm out of my element trying to do things with it.
If anyone has some advice, I'll greatly appreciate it. I just don't know how to start with a shape like that.
>>
>>667540
generally it's 10 minutes a second for cheaper quality stuff. AAA is like 1 second a day.
>>
>>667552
start with a plane, and add thickness with solidify modifier. it will help to keep things economical.
then when you have the base shape down you can start sculpting ontop.

you can even start with half sphere
>>
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i'm using an i5 4670 with an amd rx 480 8gb. if i have vray 3.6 rt utilizing openCL, how should my devices be enabled? the c++ is said to be for hybrid rendering with CUDA, so if it's on does that mess with openCL? and what does the amd accelerated device mean if i have my opencl intel runtime device? why do they both show up?
>>
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>>667549
arnold will murder anything you throw at it t b h.
more cores is better.

if you want to use the ipr effectively to lookdev, make sure you're saving at least 1 thread (pic-related) so you can actually continue working without tearing your hair out.
>>
Is there a place I can get sets of pictures that show the deformation of the body as joints articulate? I know I can find these scattered around just by finding pictures of poses, but I was hoping there'd be something that shows specifically how deformation occurs in the shoulder from different angles and poses, and likewise for the hip, knee, etc.
>>
>>667581
https://www.bodiesinmotion.photo/
>>
How do you reset the zoom/view/whatever it is in blender 2.8? Like in 2.79, you could click on an object and hit period and it'd fix up any bullshit from zooming in too far or the camera rotating on a crazy angle. I don't know what that's called so I don't know how to find it in 2.8 since the key has changed?
>>
I'm so afraid of learning zbrush
send help pls
>>
>>667590
Watch this guy's free "Intro to Zbrush" https://gumroad.com/pavlovich
>>
>>667556
>start with a plane, and add thickness with solidify modifier
I actually did start doing that before I stopped, but it didn't look like it was going anywhere.
I'll give it another go and see what happens.
Thanks

Is there any particular sculpting tool I should be using? I tried using the grab tool, but it just seems like a mess and relies on the view angle so you can never grab things properly.
>>
>>667636
i usually get the entire shape down before i sculpt.
i add some thickness, then i turn on dynatopo to about 20 res on constant detail and i coat the hair piece with the brush until it no longer has the original geo
>>
Anybody has a good tutorial on sculpting anime-like hair?

Hair is the only thing that keeps me from sla-printing my own sexy tomboy figurines.
>>
Does anyone know what the IOR of keratin is?
Google search isn't giving me any answers.
>>
>>667789
Index of refraction of keratin. Someone is probably making fun of your use of subsurface scattering. i.e skin is too red or something
>>
How would you guys model something like a water balloon? I thought it might be something relatively simple, but figuring out how the fluid shape as well as the balloon itself is kinda hard. Is there a way to simulate it as well?

Not to mention how to make the knot itself etc
>>
Where can I find good papers\examples on spline IK? I need to write my own solver
>>
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In Zbrush, how can I increase the mesh resolution on specific areas of my model like pic related?

I usually do this workflow :
>Sculpt in dynamesh
>Once I have all the detail I want, I start using zremesher and project details from the highpoly model
>I end up with a 4-5 subdivided model with lots of polygons, but I only want detail in specific areas like face of hands

The whole model is 1 single subtool. I cant separate it into different ones as it is 1 mesh. Any ideas?
>>
>>667849
yeah
>>
>>667552
do I see a seam right under her knee?
>>
i want to make a riggable, animatable game model of a female character. should i model it in maya, or zbrush then retopo? i don't see a lot of tutorials for modeling stuff outside zbrush but i'd like to have a model with good topology right off the bat.
>>
I'm pretty new to 3D, I've only really used blender to fix models before printing them. Are there any good step by step tutorials you'd recommend for box modelling a low poly human male? I want to get good at building a basic mesh that I can rig, pose and sculpt on top of. The idea is to make a posable miniature intended for table top war gaming and then use sculpting to add the final details before 3d printing them.
>>
>>667886
Zbrush then retopo in Maya.
>>
>>667849
you cant split polygroups into subtools.
>>
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>>667859
Nah, I'm pretty sure that's the HDRI. It uses square lights, so I think that's just the edge of one making that. There's not even a loop there (I mean there is when it's subdivided, but it's even so it shouldn't make a line like that). Where that light ends is halfway between two loops.
For comparison here's a few different HDRI's. I just had the other one originally because I liked the amount of light and the color tone.
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>>667849
if you want a higher geometry density to bake onto a higher pixel density without actually changing the low poly you can just use geometry HD downside to this though is i don't think you can export the hd geometry so the bakes from it would have to be inside of zbrush. the other way is obviously to modify the base mesh by selecting the edges you want higher density and subdividing them in another program this would require a little bit of finessing with topology though and youd have to reproject any details you've already made.
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Can I create pixelated edges in blender without having to actually model the edges that way? I don't know how this gif was made, but something like this
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>>668033
This would require a mix of
1. surfacing
2. lighting
3. the proper way of rendering, maybe separating it into passes for more control
4. post processing and/or manual touchups
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>>668045
yeah no shit retard
>>
>>667789
>>667816
you do realize the index of refraction works only on objects that have volume right? refraction is all about how light is bent in that volume. keratin is opaque, its only reflective/glossy.
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>>667816
and no nobody uses subsurface scattering for hair either. because again keratin is opaque. subsurface requires there to be depth in the surface where its starts to thin out like on the nose and ears.
>>
>>668045
wtf is your problem, Zoomer cunt? At least I get shit like this done. Now go fuck yourself then.
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>>668033
It won't come out exactly like that, as that's probably made by hand via manually placing pixels.
But >>668045 is right.
It's a combo of all those factors and "thinking" in 2d to get things to look like that in 3d.You can probably get a good distance with a toon shader and proper lighting, after that it's mainly some creative post processing to try and look pixelated, after that you'd still have to go back in on something like Photoshop to manually fix things. There's no "one and done" solution, otherwise everyone and their mom would be doing it.
Honestly, you're probably better off doing the base shape/animation, then using it as a guide to make the pixel art by hand.

>>668049
But judging by your response, clearly you knew all that, and had no reason to ask.
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>>668061
Totally wrong. IOR affects the Fresnel reflection even in opaque materials. Increasing IOR is like increasing specular, and very high IOR turns your material into a metal.
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>>668063
Are you braindead? The translucent properties of hair are what define the entire look.

https://www.cs.cornell.edu/~srm/publications/SG03-hair-abstract.html

Marschner et al. use IOR of 1.55 in their paper.
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>>668137
no lol, like no shit it will effect it if theres no volume. but that IOR is ment for fucking objects with volumes you braindead faggot. theres a reason its called index of REFRACTION, thats why you need light to pass through to fucking REFRACT.
>>668139
again hair is glossy not translucent. especially in bulk.
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>>668139
>posts a hair follicle
yeah buddy i think we both know youre not going to model each strand of hair. i know what youre doing, youre trying to apply that ior to an entire hair patch, stop fucking with it. leave it opaque and just apply a roughness map you dumb fuck
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>>668140
Okay buddy, I won't tell you anything about the complex indices of refraction for metals. Why? Because the fewer competition, the better.
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>>668140
BTW, you are the guy who kept going on about normal maps storing more information than height maps, aren't you?
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>>668155
what part of volume and light refracting dont you understand? what do metals have anything to do with this? metals dont bend light, they just reflect it. the only way it will bend the light, is if object is already distorted in some way.
>>668156
no
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>>668157
>what is complex index of refraction
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>>668158
would you look at that
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>>668159
>well i shall stop reading there because the big math words after that are very scary
My guy, you can easily find humongous lists of metals and their IORs. Are you gonna tell me all those values are made up next?

In all honesty though, zero point arguing about this. The effect of IOR on non-transmissive materials (even metals) is practically imperceptible to the eye. Only nerds striving for scientific accuracy hunt for these numbers to put in their shaders.

It's fun to see what /3/ will argue about from time to time.
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>>668162
>My guy, you can easily find humongous lists of metals and their IORs. Are you gonna tell me all those values are made up next?
no theyre irrelevant to 3D

>In all honesty though, zero point arguing about this. The effect of IOR on non-transmissive materials (even metals) is practically imperceptible to the eye. Only nerds striving for scientific accuracy hunt for these numbers to put in their shaders.

exactly so shut the fuck up.
>>
>>668163
Ah, lowercase posters. Never change you hotheaded idiots.
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>>668164
IOR, metalness,reflection and fresnel are not synonymous. you pretend like they are. theres a reason why you have maps for each of these fucking things. besides the fresnel thats just an effect that happens when the object has areas that are more reflective depending on your view. you dont map for IOR to fucking make it more metallic/rougher on specific areas, its ment for areas that have VOLUME in fact if you have a metalness map on your object you cant even adjust the IOR for metal/rougher values, just refraction.
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>>668159
Render engines can use the (complex) IOR to compute the Fresnel effect on opaque surfaces. This is an accurate way, though not always necessary from an artistic point of view, to calculate the reflectance of metallic surfaces.
>>
>>668183
which render engine simulates the wave particle duality
>>
Anyone worked with NetImmerse\gamebryo format? I need to export some nif files into human readable format like fbx, preferably preserving skeleton, skin and uv's
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>>668184
There's no real need for any of that. There are formulas which give enough of a good approximation for reflectance based on complex IOR values.
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>>668187
PS. Pic related, in a clearer form.
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>>668184
pilot wave engine
>>
How do I set the pivot point in Blender 2.8? In 2.7, it was just a drop-down box at the bottom of the screen, and you could choose the origin, the 3D cursor, etc..., but I can't find it in 2.8.
>>
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>>668194
>>
Can someone suggest a course that teaches how to texture? I have made and sculpted a lot of 3d models but I don't really know how to go about texturing them
>>
>>668206
id look here.
your question is vague because i don't know what tools you like

https://www.lynda.com/Textures-training-tutorials/9-0.html
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>>668203
Good Lord, idk how I missed that. Thanks, anon.
>>
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Hey everyone, first time browsing 3dcg.

Im looking to create a massive dystopian sci fi city as a hobby project (think Mega City One from Dredd, or pic related).

What tools would I be using? Should I just learn blender and do everything in there?
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>>668255
For what purpose? Picture, animation...? How detailed? From far away (flying over) close up, etc...?
Are you a complete noob?
>>
>>668255
Whatever tool clicks with you, anon.

A scene like this can be done in any of the contemporary 3D packages and there is a ton of potential for optimization to keep your scenes uncluttered and your rendering times short.
>>
>>668255
Speaking from experience, you're gonna get burnt out from it really fast.
Get the basics down before doing big projects like this. The scope of something like "creating a massive city" takes a bit more effort than you'd initially think. It's fine to say "yeah I can do this", but keep your expectations real.

In any case, use whatever you feel comfortable using. It's not like any one program is more suited to something like this. Maybe you could look into Houdini for some procedural modelling to take some of the strain off of creating hundreds of unique buildings, but I can't really say for sure since I've never dove into Houdini.
>>
>>668260
>>668262
>>668265

Complete noob and I understand that it will take time and effort and will be a long slog until I can create really cool stuff. I want to take this up as a hobby and put hundreds of hours into it over a year. Ive always enjoyed worldbuilding and want to take it to the next level. Hopefully if I invest enough time into this I can leave the world of software development as my heart just isnt in it.

I have been using google sketchup at school on breaks just for fun but need a more serious tool.

atm im just following the donut making tutorial for blender and then will proceed to the anvil tutorial, I will make random stuff here and there and slowly build up.

I just need to learn the tools of the trade for a project like this.
>>
>>668267
A look into lighting, framing, camera work, blocking shots etc. would also help...since you probably want to do cinematic stuff.
>>
Beginner question. But I'm learning about box modeling and it's such a pain in the ass. I never done any sculpting before but in terms of time, how do they both compare to one another?
Let's say you want to make a basic character (face, hair, naked body), when you'll take 5 hours to make it with box modeling, how much will it take with sculpting?
Ofc, just think as if you had the same level of practice with both methods.
>>
>>668276
And let's say you're modeling and sculpting with the best softwares for each ones.
>>
>>668276
If you are a beginner, don't bother with box modelling organic stuff unless its lowpoly. Sculpt and retopo. Period.
Box modeling organic stuff is for veterans, autists and people who want to learn topology the hard way. You can do that as exercise if you want, but the difference is drastic (in terms of effectiveness, unless you are a pro and know exactly what you are doing) .
Learn creating (organic) forms by sculpting and learn topology via retopo.
>>
>>668294
You don't learn shit about topology this way.
>>
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This might seem like a silly question, but how do I know 'how far' to subdivide a model for a game asset? Let's say I've box modelled a sword, and my workflow is:

>model sword
>enable smooth shading
>subdivide
>low-poly retopology around subdivided mesh if need be
>bake normal map

How many times do I need to subdivide the mesh? until it looks okay to my naked eye? As far as the viewport will allow before my computer slows down?

For reference's sake, in Blender you can subdivide up to 6 times with one modifier
>>
>>668301
Except you do...? Not that anon, retopo definitely does teach you quite a bit on topology. Edge flow, reductions, quad management, etc. are all pretty important parts of topology that you'd have to learn and know doing retopo (manually). It's only hardsurface techniques like fencing/triple-edge and all that it doesn't require.
>>
>>668301
You are right, he has to learn topology as its own topic. What i meant was that by separating form creation from topology it becomes much easier, not having to wrangle the form and the topology at the same time.
>>
>>666619
How do I bake from a 1.2M mesh onto a 4k mesh when both need UVs for de baking process
>>
>>666701
Yes, in the 90s. Also some rather embarrassing mixes of live action and CG. Both more as practice and tests for my full time job.
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>>668360
>both need UVs
Uh, what? Only your low-poly needs a UV map.
>>
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So I haven't really made anything with a bunch of flat surfaces and don't know the best way of modeling said surfaces with odd rotations. Is there a simple way of making this angled and keeping things flat?
>>
>>668366
Either rotate it to the proper orientation in object mode, and use Local space transforms, or make a custom space from the normal of it and work with that.
>>
What kind of value does it have if you're good at 3d modelling? (jobwise)
Heard it's not that great unless you are pretty much 3d picasso.
>>
>>668377
that's exactly what it is.
but if you combine motion graphics and product design with 3d it can put you ahead of the competition. most product designers have elementary 3d skills
>>
Is 45 days of free trial enough to learn zbrush? I know about pavlovich courses, any other good resources?
>>
>>668303
for something that will be in game you generally subdivide as little as possible. players will be using their naked eye to view the object, so why shouldn't you?

It's also worth considering what use this object has. Is it something you hold in your hand up close? Then make it smoother.
A bottle that is just there to get blown up secondhand for some physics effects? doesn't really need that much.

Generally a workflow will be something like
>make object perfectly smooth and shit
>bake it as a normal map to lower poly version to fake the detail.

From a performance standpoint, you don't really need to be super careful (reasonably) with your polycount because modern computers will just chew through it
>>
>>668431
Enough to learn the UI yeah. Not enough to learn sculpting.
>>
>>668496
Well snaps. It's probably the only thing I don't want to pirate and it costs like truck
>>
>>668519
He means not enough time to get good at sculpting. You can learn "how to sculpt" in 45 days in the sense of how sculpting in Zbrush works and feels. You just won't make anything worthwhile as a noob.
>>
>>668522
Understandable. Is there no way other than ahoy it? I've been reading peers comments on those releases and it's a mess
>>
>>666619
Im beginning t get into all of this software/3d stuff but i wanted to ask if anyone here has studied something specific. Basically, are your careers tied to this?
>>
>>668546
if you wanted money for a living you came to a wrong place, even welders get paid more than most 3d artists
>>
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Is there any way using the curve and array modifiers in blender to ensure your meshes fit together perfectly? Every time I use it the pieces are off. My goal is to create something like pic related
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>>668579
>Is there any way using the curve and array modifiers in blender to ensure your meshes fit together perfectly?
yeah
>>
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>>666619
hey, i'm trying to sculpt on this plane, everything works fine without dynamesh, but when i turn it on, it start to give this really glitchy stuff, what the heck could this be? tried to search for a solution but couldn't find anything
>>
>>668580
Okay, thank you
>>
In maya, how do you export smoke effects/fluid? Preferably as a mesh
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>>668623
did you even bother to google that
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when adding bones, do you want pivots to align with edges or faces?
pic related
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>>668625
Edges.
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>>668625
>>668629
doesnt matter lol that alighment doesnt dictate deformation or anything, thats what skinning is for.
>>
>>668624
I did and I saw no solutions on exporting smoke as a mesh.Saw only some guy who wanted to export smoke in a format for 3d printing, but thats not what I seek. I want to export smoke for texturing, and then rendering (not in maya)
Do you have any ideas?
>>
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Really new at this. I'm making the skeleton for a rig, but the fingers are something else. I worry that even the slightest fuck up in the bone rotation will cost me greatly later on.

How important is it to get an EXACT rotation for the base of the finger's bone? This concern is driving me insane
>>
>>668665
Generally speaking(it doesn't actually matter this is just the most common way) you need to align finger joints so that Y points "upwards" for the finger, Z points where finger itself points and X governs their curl, so in the case of thumb it will be aligned a bit different since thumb has much more freedom
Also
>non-identity rotations and scale
You better stop this shit right here right now
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>>668667
non identity what? Anyways I'll freeze the rotation scale to 1
>>
Is there any difference between DDS and PNG textures? Would DDS render faster?
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>>668670
Just different compression methods. DDS packs mipmaps into itself but that's only relevant for games. I believe DDS is also better suited for OpenGL, but with hardware in its current state I highly doubt it even makes a difference too.
>>
>>668672
They take up less texture memory. Way less in some cases. But they can (and will) have compression artifacts, since it is a lossy format.



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