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Stop using SFM. It is abandonware and will be unusable in about 2 years time. Put your efforts into something worthwhile like Blender.
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This, but unironically.
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Another thread died for this?!
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Varg isnt even an actual norsefag
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I've never used SFM but know an animator who's daunted by moving to blender. Has anybody ever make a custom UI to look like SFM?
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Learn Maya, aka professional tools with a future
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>>674489
pfft, right.
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>>674489
>Paying high rent for a program with less functionality than a free one.
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>>674487
>an animator who's daunted by moving to blender
Shit animator.
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>>674500
>what is piratebay
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>>674501
To be fair, models in sfm are ready rigged with all the facial controls ready to use. Blender needs more setting up.

>>674506
Not an argument
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>>674511
My ass it isn't.
Pirating makes everything free, and therefore makes a level playing field with which to judge shit.
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>>674500
>>674513
>>674506
Piratebay is irrelevant. Autodesk gives Maya away for $0. The "student" license is literally just a free license for anyone who wants one. There is no special email address required, no invasive checks, no anything. You can pay once it proves its value.
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>>672640

Another fucking idiot posted this?
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>>672638
No
SFM is a great tool for beginners and hobbyist who ONLY cares about animating

Also SFM interface is absolutely God tier for animating
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>>674567
>Also SFM interface is absolutely God tier for animating

It's probably not hard to make Blender's UI exactly like it.
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>>674506
> become a thief just to get a piece of bloatware
Even worse
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>>674567
Hobbyists actually care for quality.
SFM is good for patreon jews with shit-eating audience.
> God tier for animating
Does it have hotkeys and rotation relative to camera view?
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>>672641
why
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>>674574
Blender UI is instant turn off, i rather switch to Maya.
>>674585
>Does it have hotkeys and rotation relative to camera view?
Yes
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>>672638
- Properly port all the SFM models to Blender first (Overwatch shits didnt count) especially the nude models. Quick and dirty port is unacceptable.
- Make Blender UI friendly for Beginners, Modelers, and Animators
- Reduce the fucking Render time. 6+ hours render time is unacceptable for 1 second loop video.

Then i consider to switching to Blender.
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>>674601
>Blender UI is instant turn off,
I literally just said you can change it.
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>>674608
You can port any model in 10 mins.
> UI meme
UI is already as simple as possible, what else do you need? A mind-reading device? A "Make Good" button?
> Render time
Blender has real-time renderer.
No wonder you guys sit for years, waiting for somebody to make another bodyhack.
Level of laziness is unbelievable.
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>>674616
>>674617
Prove it
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>>674618
Prove what? First thing you see when you load it are tabs that change the entire layout for different jobs and it's piss easy to make your own and make more changes in the preferences. There's even a Maya configuration that'll give you all your familiar hotkeys.

The default UI isn't so bad in 2.8 either. You have icons for tools now, which also be hidden once you know the keys for them.
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>>674619
Oh god that fucking UI blergh im going to puke
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deprecated team fortress meme vid app
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I just googled SFM UI and I don't see how it is much more intuitive.
By just looking I can't tell what's going on either.
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>>674620
Okay, so you're just shitposting. Good joke.
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Hmm. Shouldn't there be a note that red ink is flowing like rivers of blood? Or am I too old-.fashioned?
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>>674584
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>>674635
They still lose the money they would have gained if you had paid for it.

And no. "I wouldn't have bought it anyway" isn't an excuse. You either want it or not.
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>you wouldn't download a ca...
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>>674637
You don't get to decide what I want and what I'm morally obligated to do. Fuck off mom.
They lose zero money. I have tons of shit I've pirated just to try, or needed for one specific thing.
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>>674635
I didn't know all those historical pirates were just making copies of the treasure they stole off captured ships.
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>>674646
words change meaning.

Like how faggot used to be a slur for cum guzzling men, now it means you.
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>>674641
No really. If you want something enough, you pay the money for it. If it's too much then you don't get it. Piracy is never acceptable.
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>>674650
>Piracy is never acceptable.
According to who?
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>>674651
It's theft. Who do you think?
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>>674652
>law is morality
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>>674652
Surely Disney is in deep trouble after all those pirates stole their remaining copies of Moana, my dude.
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>>674653
You don't need laws to know it's wrong.
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>>674663
Wrong according to what moral system if not law?
Who decides what is right?
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>>674664
When is taking things you didn't pay for ever a good thing in any moral system?
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>>674664
>Who decides what is right?
Might makes right
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>>674674
Harvesting apples?
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>>674674
When are things being taken during the act of "piracy", as it has come to be called?
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>>674674
>in any moral system
fufufu how broad
moral systems are so relative
in moral code of iranian hackermen who run persian education centre, for instance, taking it from fat westerner and putting it for everyone to access is not only a good thing, it is actually heroic and serves country and people
and they actually have loicence and blessings to do that from government(and by extension entire people of Iran) itself.
privateers, not pirates.
is it immoral?
sure thing - for (you).
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I never seen a hot, wet sweaty sex mixed with cum like you see in one of those hentai gangbang doujins in Blender porn.
Same with SFM though
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>>675567
3D isn't 2D, shit is difficult, water is wet
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>>674649
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>>672638
SFM.
It.
Just.
Works

So nope.
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>>675567
You can but your average SFM artist doesn't even know what a shader is
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>>677021
>You can
Wheres the proof you faggot.
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>>672638
okay, so I'm about to eat shit here as the noob. what's wrong with blender? it seems like a nice program to use
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>>674547
You're continuing to add to the despair that is this board but also still killing one at the bottom for this!?
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>>677090
Literally, nothing. All posts you see complaining about Blender are made by customers of Autodesk, who are too jealous of Blender's advancements and suffer from sunk-cost fallacy after having shelled out all their savings to said fuckompany, that they can't help themselves from dissing the best suite ever made, freely, for empowering 3D artists of all sorts.
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>>677092
blendlets look bad enough without you falseflagging them
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>>677090
with good, free software, the barrier to entry is low, so you get a lot of noobs who will create garbage with it and show it off.
this gives the software a bad image, and """pros""" need to distance themselves from it. godot and unity suffer from this as well.
funny enough it's like cg itself: you notice it when it's bad, but when it's good, you have no idea
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>>677090
So I've been watching a couple of general tutorials on topology, but of course they include a few program-specific tips and tricks here and there. This is just a comparison to Max, so in modelling sets.
As far as I can tell, it's very much just quality of life features, but I bet they'd be incredibly helpful in vanilla Blender (no addons).

Small things like:
>set flow - attempts to distribute vertices along an interpolated curvature
(no known Blender alternative that works identically; an addon exists that approximates it)
>target weld - click on one vertex and click on another to instantly merge the first vertex to the second
(Merge [Alt+M] is Blender's alternative but it feels just more complicated)
>border-preserving subdivisions(?) - if a plane's borders are nice and rectangular, turbosmoothing keeps them sharp and only operates on geometry within(?)
(Can be accomplished in Blender by creasing all the borders before adding subsurf - but as always that's just hassle) (not really sure, just my observations)
>soft selection
(Pretty much proportional editing, except Max's includes a rainbow-like overlay on the vertices that will be affected [rather than Blender's ambiguous circle] and also offers fine control over the influence curve)
And lots more, probably, like Max's Connect Edges looking much more flexible than Blender's Loop Cut (due to the former's Pinch functionality) etc.

I can't think of any Blender feature that natively overshadows one of Max's. Maybe its rich addon library? But I bet Max has its own host of plugins. Max's modifier stack looks really comfy to work with too, being able to layer on Edit Poly after Edit Poly, toggling modifiers with hotkeys, so on.
Of course, this is just a blendlet's take on The FOSS Bastion vs. Proprietary Industry Warriors, but it should provide some insight. Still gonna stick with Blender since I'm a dumb NEET and know workarounds to most of these above, just don't really like the additional hassle required.
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>>677141
Addendum: This DOESN'T MEAN anything's wrong with Blender. I find the program to still be perfectly competent. It's just all these little additional polishes that the other programs have that make them what they are to the industry.
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>>674567
>Also SFM interface is absolutely God tier for animating
it's really not though plus blender 2.8 has more maya-like interface so the argument is even more diminished
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>>674608
>- Properly port all the SFM models to Blender first (Overwatch shits didnt count) especially the nude models. Quick and dirty port is unacceptable.

Porting the model itself with redeye's script is immediate
Rigging a model takes all of 20 minutes and most of that is fingers
You'll spend more time converting the materials/textures and even that is really only 10 minutes or so per model thanks to tools

Porting a model from SFM to blender in under an hour is totally feasible so if you want it done go do it yourself
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>>677141
>Merge [Alt+M]
could also have automerge editing + snap to vertex enabled
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>>677021
Knowing Source shaders just makes you realize how antiquated SFM really is. It wouldn't even be so bad if there weren't numerous bugs with it as well.
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>>674675
Considering nobody bothers enforcing against piracy, that just further proves there's nothing wrong with it.
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>>677366
>nobody bothers enforcing against piracy
The Foundry does. But that might be the reason their software is less popular among freelancers and small shops.
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>>674637
They DON'T lose money, if I can't pirate it there's a 99% chance that I'm NOT going to buy it, in fact if I pirate they GAIN money, because then I have the opportunity to try out the full program and if I really like it then I'm going to buy it to have their support on the program, keep it updated, and wouldn't have to worry about getting new cracks etc and also to support who made it.
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>>674544
>implying, implying, implying.
erh, so weak.
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>>674623
not that fag, but Blender's UI is a bit ass. I tried getting into it but I can't figure out jack shit for myself. The only thing I could is to muscle memorize techniques saw on the internet.
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>>674637
Are you actually incapable of logical thought?

Do you honestly believe every instance of piracy is a lost sale?
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>>672638
>SFM is dying
lol no
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>>674649
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>>674617
>Blender has real-time renderer.
Blender's realtime viewport renderer is ancient shit based on the archaic Internal renderer that nobody uses anymore. The viewport can't even into transparencies without running into z-sorting issues in addition to not being very performant compared other realtime engines like Unreal, Unity, or Source.

>inb4 eevee
Eevee is still plagued by z-sorting issues when transparencies are involved and all the fancy shaders will make the sluggish viewport perform even worse.
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>>680942
based as fuck
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>>680942
>z-sorting issues when transparencies
I hate those. I've experienced them in MODO and Marvelous Designer. Reported, not just by me, and yet developers don't get to fix them. What gives? Are they that complicated? Other DCCs have no fucking transparency issues.
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>>672638
Some years ago, I never expected to move to Blender. Today I love Blender more than anything.

The only problem I find in Blender, is when you find a good model to use, but the author thinks that he owns the fucking piece, and "don't want" people to do porn with it...
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>>674608
>Port SFM Models
Jesus ! You never heard of Crowbar and VTF Edit ? You can port a SFM model with everything included in less than 3 minutes...

>Make Blende UI friendly
In this I agree with you, it's hard to get Blender at first, all those shortcuts and stuff, but when you get it, everything will be smooth as a baby skin.

>Render time
Well, if you want the results to be good, then fucking sit and wait. It's better than actually have to make 6 lights around a model just so I can have a rimlight, main light, back light, etc...
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>>677382
How many 3d softwares have you actually gone on to purchase after pirating them?
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>>680942
Even Blender Internal is better than SFM, and Eevee is much better than BI.
Transparency issues shouldn't affect pornmakers, I myself already used it for this purpose, and I've seen others using it too.
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>>672638
How to I port SFM models to Maya? Probably a total mess, right? I don't expect any working rig or even intact surfacing after that.
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>>681480
All that I could afford so far.
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>>681885
Import in Blender then export as FBX for Maya.
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>>681471
>less than 3 minutes
Prove it.
Oh and not one of those cheap copy paste port, ok ? It needs to be perfect port with all its features from SFM working properly.
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>>674500

Because paid software have acceptable performance (2.8 still shits itself in edit mode with barely 50k polygons, it's laughable) and come will all the advanced tools needed. In blender you have to rely on a bunch of plugins to make it worthwile and they are not officially supported at all.

In blender you have no good retopo tools, uv tools suck donkey dick, rigging sucks, the only thing it's good at is poly modeling and it can't even stand large scenes because of it's horrendous performance.

Stop being so deluded blendlets.
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>>682337
He's being hyperbolic but it's not a gargantuan effort and certainly is worth it for the benefits that blender has over SFM including allowing much higher geometry, better shaders (PBR), and better lighting. Also all the shape keys carry over along with the armature which is workable if you are ok with forward kinematics (I'm not).

My process is basically:
1) dump everything into one folder
2) convert all the vtf to tga using VTFedit
3) run blender in cycles/eevee render, import the mdl using redeye's blender script for SFM models (crowbar not required)
4) open the node editor and create image texture nodes and link them to whatever shader you're using for each material (copy paste helps here, set up one mat how you want it and copy that "template" to every other one and tweak it)
5) delete the SFM rig and add a new human/basic armature (currently I use human and delete the head and face layer because it's more complexity than what I actually need). rig the model (this takes the most time out of everything, specifically the fingers)
6) convert the armature to rigify, add a few bones for butts/genitals/tails/whatever
7) apply rig, fix bone heating issues if any (usually scale tricks resolve that)
8) make a quick pose, fap, never use the model again except in a few months where I try upgrading parts of it

The whole process from 1-7 is about 20-30 minutes if I don't take any breaks. Usually I will drag out the process over an hour with distractions.

And that's basically all there is to it.
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>>682566
Step 5 to 7 took days or even weeks to get it right. 20 - 30 minutes ? lol no.
Nice try, shill.
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>>682566
>30 min for a rig
Your rigs probably suck ass
>>
>>682566

I'm sure anon means that if they didnt do any extra rigging, that it would take about a half an hour.
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>>682566
Damn, Anon, you're really good.
Perhaps you could share one of your 30 minute blend files (no need for textures), or better still, make a video tutorial for stages 5 to 7.
Thanks in advance.
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>>682675

Just follow the steps. Whatever you get stuck on, look it up. It doesnt get any easier.
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>>682675
How about I send you a fully rigged model of my dick, so you can play with it.
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>>682566
I usually don't even bother with rerigging.
I just make IK controller bones for the limbs and I can pose/animate whatever the fuck.
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>>681471
>>682337
There is a plugin that literally imports mdl files with flexes and everything into blender. The only thing you need to add is textures.
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>>680942
Source also experiences z-sorting issues with transparency, mate.
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How about you all stop being degenerate scum and actually learn from Varg.
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>>684769
Lol wtf are you talking about? Vikernes is like the most degenerate scum there is. Burns down buildings, murders his friends, attempting to worship the devil for real - get's caught - sit's in prison thinking real hard about how to become even more depraved - becomes a nazi.

He's such a living joke he's like a fictional character.
>>
>>684770
Degenerates don't think of other degenerates as such. That's the problem with Nazis.
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>>674586
He is a complete hypocrite with a superiority complex. He also regularly arrogantly says very ignorant things, inviting people to challenge him and then not responding. See his comments on breeding pandas and blackbears. Complete nonsense. Also he spends hours per day liking comments when he claims he has more important things to do. Attention whore.

And yes, I'm fucking white
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>>672638
Been trying some stuff out in blender and learning the software, anyone good with the measure it add on?

been trying to figure out the dimensions for Snipers Campervan in TF2
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>>685748
isnt there already a model for his van?
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>he doesnt animate in gmod
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>>685985
ever heard of Seibmoz?
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>>685748

Blender is trash, use good software
>>
How would one replicate TF2 shaders in blender or max? what would you use to do the lightwarp texture and other stuff like half-lambert and rimlight
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>>686011
Like what, Maya? Pfft, bitch, please.
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>>686011
Hey, i see you like scat porn.
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>>686205
Why. Why replicate shit.

Anyway, I recall Valve did a breakdown of the style that may be useful. Assuming you already know that, I remember some guy did recreate it in Blender's old internal renderer. It's probably somewhere on blenderartists.org, if they archived all the old shit from before the move to a new format.
>>
I tried to move from sfm to blender but couldn't understand shit. Watched the damn donut videos but as soon as I'm downloading models and there's 200 bones in the list and controls I don't know how to use, and no idea how to import scenery AND a character model. All went down hill. Now I use neither SFM or Blender
>>
>>686598
If you're not animating in Maya you're wasting your time



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