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Lazy edition

previous: >>676476

Reminder!
This thread is for any help you need with your work, regarding technique and/or software. All simple and/or stupid questions should go in here too.

Also, please do head over to the previous thread and help to answer any unanswered questions!
>>
>>679486
Why is it not an option?
Most people on this board would cum themselves if you asked them to make a character for you
>>
When baking from sculpted meshes in blender do you have to make sure the low poly mesh is entirely above the sculpt?
>>
>>679501
because my wageslave salary is too low to compensate someone, also it's something i wanted to do by myself, i guess the problem is that i want to run before i can walk
>>
What is the recommended resource for learning zbrush?
>>
>>679507

https://www.youtube.com/user/Pavlovich2005
>>
How do I generate normal maps from geometry in C,4D, Maya, or Blender?

I remember seeing an instructable pic posted here in like, 2012, but can't find it on my HDD.
>>
>>679391
>alb
Albedo.

>dmb
I'm guessing "damage", perhaps an in-game decal.

Apply them as unlit/constant shaders, see what they do, try to infer from there.
>>
How can I eliminate the grey shapes that happen when viewing my normal map from shallow angles? Is my low poly mesh too far from my sculpt? Would increasing the detail of the low poly so that it more accurately reflects the sculpt make the baked normal less garbage?
>>
>>679516
its a targa image retard, its just another base color for the model, just looking damaged. so aka the same as albedo
>>
>>679544
>tfw you use blender for baking
>>
>>679545
I was guessing right, then.
>>
>>679544

Yes.

>>679546

Ya, dont do this.
>>
What's the standard way to render stereoscopic shit (using maya and vray)? Do I just render from two separate cameras individually, or is there something else I'm missing?
>>
>>679592
two cameras
>>
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>>679600
Thanks.
>>
how do arms work lol
>>
does anyone what the use case for Arnold's albedo AOV is?

it's not diffuse albedo as you'd expect, that's a separate AOV. in fact there are separate albedo AOVs for each surface component (diffuse/spec/coat/sheen/SSS etc.) and the albedo AOV is a summed version of those.

but it becomes utterly useless if you're trying for a physically accurate energy conserving shader because the specular component just overwhelms everything else. the specular AOV doesn't even account for roughness.

i don't actually need or anything, it's just weird and i'm wondering if anyone actually uses it
>>
>>679635
>need it for
>>
>>679635
nigga aovs are for compositing it has nothing to do with 3d or rendering. albedo maps just dont have light data thats all.
>>
>>679641
bruh, i understand that. i just want to know if a use case exists for arnold's weird albedo aov. also, nit picky, but aovs are very useful for finding where your noise is and optimising your samples for better render times.
>>
>>679633
https://github.com/ndee85/coa_tools
>>
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What this white path is? This is not a curve, cannot be selected.
>>
i'm trying to figure out how to deform the glutes on a character that's sitting down. what's the best way to do this? blend shapes or rigging the glute with its own bone? i
>>
>>679705
blendshapes + reactors
>>
>>679706
what's a reactor? a deformer? also when i make blendshapes how do i make it so that if i make them with my model posed, the pose doesn't also get stored in the blendshape? it causes overlaps and other issues.
>>
>>679707
nevermind i found out about inter flesh collision and i think that might help a bit alongside pose space deformation.
>>
>>679692
a curve baked into keyframes ?!
>>
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i tried to upgrade to blender 2.8 but it seems like all the key inputs have changed, i was really used to the former settings, is there any way i can import them from the previous blender version i was using ? (2.79)
i exported the settings from the 2.79 version as "home.py" but nothing happened when i imported it in the 2.8
>>
can i add geometry to a textured/rigged mesh?
>>
>>679717
Not all keys changed. Just a few of them. And no, there's no way to make it the same as 2.79.

Just force yourself to use it and in a few days you will be okay.
>>
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what is this sorcery? any learning resources?
>>
>>679827
His twitter handle is sakuramochiJP
>>
>>679828
holy shit thanks!
>>
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why do i get this weird behavior when trying to use curve warp? i'm using maya 2019, but i had the same problem with 2017, i really like this function but can't get it to work properly.
>>
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>>679837
this is what i should be getting.
>>
>>679827
wtf is this abomination? FFS just learn to sculpt
>>
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>>679871
Untalented nobody, show portfolio
>>
>>679898
>doxx yourself on 4chan for no reason
ummm no
>>
>>679903
Then fuck off sucka
>>
>>679904
posting here doesn't require any sort of registration or identification...that's kind of the point
>>
>>679795
is there a way to use the lasso select with the same keys than the previous blender then ?
i could get used to it, but the last select tool was much more efficient in my opinion
>>
what are some good tutorials/info on rigging (not simulating) clothes? i see one video by stefan ehrenhaus and a few demos, but not much info on techniques other than transferring weights and wrap deformers
>>
>>679707
>>679709
its in the name, it basically makes other objects react with others which you can tell it on what to react with aka blend shapes. max has a reactor manager and maya has the set driven keys. idk what blender uses.
>>
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recommend me gmomon tutorials for absolute beginners wanting to get into the industry
>>
Is it possible to rip the models from the in-browser 3D viewer from sketchfab? Yes I am poor.
>>
Hey Tom how do I post images?
>>
>>679990

Gnomon is shit for that. It's all watch me work for 3 hours while imparting now information.
>>
anyone ever run into a problem will maya will just stop selecting faces for seemingly no reason?

it'll still let you switch to vert/edge mode and make selections as normal but face selections just stop working. i'm guessing i'm just hitting a bad shortcut or doing some accidental flick on a marking menu, but if someone knows how to fix that shit i'd be grateful.

right now it means i need to open the project again whenever that happens.
>>
>>680084
what all tutorials would you recommend then?
>>
>>680010
Some time ago it was; I don't know if it still is. As long as someone figures out how to decrypt whatever the Sketchfab viewer reads from memory, it's possible to dump the video RAM and convert its contents to a standard format.
>>
>>680139

It depends what you want to specialise in. I think Digital tutors who are now out of business made the best tutorials because they showed you from start to finish how to make things. Go on cgpeers and search for that and look at the topics that interest you.
>>
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is there a name for these kind of faces?
>>
>>680152
i think a bunch of people who used to do DT introduction videos moved over to pluralsight.
the guy who does the maya stuff did at least.
>>
>>679544
you probably didn't set your normal map to non-color data
>>
>>680154
concave?
>>
How do I into hair? More so how do you choose the right method? I've never done a character model and I hit a wall at the hair trying different things but I'm aiming for a mid poly, lightly stylized character and I'm not sure if I should just use hair cards or clean and retopo my lazy design sculpt. Haven't messed with curves much yet and it's intended for unity so I didn't even consider learning to do it with particles.
>>
>>680154
Non-planar quad.
>>
>>680259
>>680154
with a vertex in there it just becomes a poly with 4 triangles converging to that vertex(makes no difference if u draw the triangles or have them because they will be invisible). theres only one kind of face i dont know what you mean by "these kind of faces". faces have projections of normals and thats all. if you are implying a quad can have a vertex in the middle like that it cant, at that point its not a quad and it will not subdivide like a quad.
>>
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>>679496
Any tutorials for blender 2.8 about turning video game models into 3d printable models?
>>
why does pep do this
>>
>>680392
What's the story behind this picture? There's something... alluring about it.
>>
>>680478
>freeware
>>
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>>679496
Can I draw this section to 1:50 scale, as well as details (circled) in Autocad for mac 2018 in under 24 hours with no experience with the program? desperately seeking help.
>>
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>>680485

Someone shopped her head on another body. I think she is famous there or something.
>>
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>>680490
Well, I'm not entirely disappointed.
>>
>>680392
Image being such a low-tier gravure idol, you have to sell your own DVDs for literal Pennies on the streets.

Might as well quit and give blowjobs in a dark alleyway.
>>
>>680488
bumping. anyone know what I should do
>>
I’ve gotten really far on my own, but struggling with one particular thing:

This model has several separate meshes for facial expressions, but they do not have the same amount of vertices. Is there any way I can use these expressions for shape keys? Is there any way for me to use these for the model’s facial expressions?
>>
>>680497
>Is there any way I can use these expressions for shape keys?
I don't know how to do it in Blender (maybe with the Data Transfer modifier?), but, if both meshes have equivalent UV maps to the same texture, those mappings can be used as a reference to approximate point positions from the base to the deformed mesh.
>>
>>680441
>>680441
>>680443
>>680443

somebody please respawn

I need help
>>
You know what fuck it.

The /3/ memes got to me

I'm willing to at least try to explore other 3d modelling software that's not blender.

So what 3d Suite do you guys use, and what do you recommend?

I've already used 3ds max 2011 and 9, Cinema 4D and Modo(for a very brief time, I didn't see the appeal honestly)

What 3d suite do you guys think will improve my game art modelling workflow?
>>
>>680507
Keep using blender for the things its good at, but add other software to fill out features its bad at. Try playing with Houdini or Zbrush, they both work great with blender and are excellent additions to your toolset. With blender, houdini, and zbrush you can create anything. sidefx and pixologic are very active, actually making the software better every release unlike autodesk/adobe
>>
>>680488
>>680495
I mean maybe you could pull it off but not without hiccups if it were scrutinized. Why are you even in this situation.
>>
>>680507
Add MODO to the mix of what you've already been suggested to try.
>>
>>680503
Hmm...okay I think I’m following you. I’ll look into the data transfer modifier, and maybe even the shrink wrap modifier. Thank you for the help
>>
>>680248
You can make hair cards or sculpted poly hair look good. It's probably slightly less work to do poly hair, though if you make a solid set of hair cards you can reuse them.

What you shouldn't do is take your crap placeholder mesh and try to refine it. If you want to make poly hair, start from scratch and make it good, leaving your old one around only as a rough reference.
>>
>>680507
zbrush, maya, marmoset, wrap 3d, blender - blender is actually fine with addons, for boolean operations and realtime render at least.
If you do environment - "Houdini" there's no alternative.
>>
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Hey /3/ the left image is the preview image from the rendered frame window in 3ds Max, the other is the same image saved and opened in my computer, why is the left one looking more saturated when it's not saved ? and how can i get the same image as the left one when saving ? thanks
>>
>>680568

Customize / preferences gamma and lut. It's always been a problem with max.
>>
I heard many times that UV islands should match smoothing groups for normal maps to function correctly. But then other people say to stitch islands as much as possible. I am very confused what should I do?
>>
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Needing some help in blender.

I'm new to 3d modelling in general, and I want to know how to make sure that your models are perfectly symmetric all the time.
I was told to use mirror modifier, but it seems that it mirrored the object on itself instead of looking like the object was placed on top of a mirror.

I need to know this because when I tried modelling for the first time, this extra vertice appeared somehow when I was subdividing, and now I don't know how to fix it(thinking about scrapping it and starting a new one perfectly symmetrical).
>>
>>680670
now this is funny, poor blendlets cant even mirror shit properly its almost comical
>>
>>680677
I just downloaded blender because it was free. If you have any other suggestions, feel free.
>>
>>680679
The thing with 3D -- it's best learnt by seeing. Have you tried to search "Blender mirrored modeling" or something like that in YouTube?
>>
>>680687
I did look up some tutorials, but most of them seemed that you needed to set mirroring for each tool you used, so in case you forgot to set it to mirror, you would have to undo your progress.
Either that, or the mirror modifier that I have read about. Mirror Modifier is almost what I want, but with the mirror on the side, or mirroring a plane instead of an axis of the model.
>>
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When I'm making a model, does the mesh need to be seamless? Trying to make one seamless mesh seems more difficult then doing something like breaking a mesh into smaller pieces and joining the meshes together when finished with each. For example I threw this low poly sword together out of one mesh each for the blade, the hilt, and the handle, then joined them together and chopped off the polys you'll never see because they are clipping into the hilt. I didn't think it would cause problems but most game models I've ripped and looked at seem to avoid it.
>>
>>680689
If the model isn't going to deform and you are happy with it, it probably doesn't matter. I don't know why game modellers would bother making seamless meshes for weapons though, seems like it would only needlessly increase the poly count.
>>
So I figured out how to render monoscopic 360 videos in SFM. I do this by creating a camera in every direction and then patching it together in blender.

Now I wanna make it 3D 360 degree (stereoscopic). SFM has a stereoscopic option.
What I did was the same process, I rendered all 6 SFM shots stereoscopic, and made 2 patches in blender, one for L and R each.

Now heres the question: Was this the right way to make it stereoscopic? How do the cameras have to be positioned to create the 3D effect?

The thing im worried about is that SFM creates the 2nd (R) camera by moving the original camera like 5cm to the right, which would create wierd effects with the other perspectives, as the other R cameras would be in completely different positions...

pic related, i tried my best to visualize
>>
>>680703
here is only 1 view to make it simpler
>>
>>680704
So I did some research and https://vuze.camera/
has a 2x offset layout.
This would mean that the right drawing is the correct one.

Now I have to figure out whether SFM does stereoscopics using the left or right method
>>
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The INFURIATIONG fucking PIECE OF SHIT that is the fidgety mess called BLENDER

FUCK

why does this little box, which I always select and it never FUCKING does what it's supposed to, not FUCKING work???????? I want to fucking unwrap my UV'S how can it be that you ´cannot fucking do WHAT IT SAYS IN THE FUCKING OPTION AND FUCKING DISPLAY THE OTHER UV'S YOU FCUKING CUNT BLENDER AAAAAAAAAAAAAAAH
>>
>>680689
keep it on seperate elements and abuse the shit out of floating geometry
in real life those will be different objects so you dont need to make your life harder by forcing yourself to make them one mesh. itd take longer and you will have to jugle more geometry for no real reason
>>
>>680705
Bro, just use your head. Measure the distance between the eyes, then the distance between the eyes and their pivot (in the neck). Then, take that data and make a simple double camera rig.
>>
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I'm trying to make assets for my game in Unity

I want to be able to use two different materials on an object. This bench for instance (previous pic) needs a metallic material, and a wooden part. Now from some models I've imported, I've noticed they are a composit of separate meshes, allowing you to comfortable drag and drop whatever material you want onto them. However when I export either OBJ or FBX with many separate meshes, (see pic attached), they import into Unity as ONE mesh, thus not allowing me to assign different materials.

How do I achieve my goal?
>>
>>680596

Seams can look terrible in some engines. I always hide them as best as possible.
>>
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>>680703
>>680704
>>680705
what the actual fuck
autism
>>
Does anyone have any idea/recommendations on how to develop a learning plan to get good enough to enter the industry?

I've drawn on and off since I was kid so I'm basically starting from scratch. Should I focus on learning the fundamentals first with 2D and then transition into 3D or should I just jump headfirst into the resources on the sticky? There's so much to learn I don't know where to begin.
>>
>>680790
>the sticky?
the sticky is useless.

step 1:
get a cgpeers account

step 2:
pick a dcc:
maya/max/blender for generalist
c4d if you want to go to mograph
houdini if you want to before you even start

step 3:
download an introductory course from cgpeers that acts as a whistlestop tour and introduces you to most stuff

step 4:
do a little personal project. small scale

get decent at basic hard surface modelling

get substance painter and use premade materials to get an understanding of the modern pbr texturing workflow

get to know your dcc's included renderer

step 5:
get basic animation and rigging tutorial
do some basic animation and rigging

step 6:
get zbrush
do michael pavlovich's intro to zbrush
make something in zbrush and retopologise it in your dcc of choice
make something in your dcc, detail it in zbrush and bake your displacement maps

step 7:
get houdini
realise that everything is points

step 8:
uninstall houdini
have existential crisis

you should know by this point what it is that you need to do. see you in a year.
>>
>>680800
Thanks
>>
>>680800
>houdini if you want to before you even start
What word is missing there?
>>
>>680814
give up
>>
>>680718
Separate meshes is nothing but bloat for extra draw calls. If you're saying you want the sides metallic and the seat portion to be wooden you just merge the meshes and do a single texture atlas with all the UVs on one map.
>>
How, in Maya2018, can you set objects to orient base on the normals of a live surface?
>>
>>680847
reword that in English and maybe people can help you
>>
>>680688
Mirror modifier works along the pivot 9f your object.
Just move the pivot and choose the right axis dude.
>>
>>680714
I don't understand what exactly you are trying to achieve, but to see all the UVs of your current object, you need to select all its faces first.
>>
>>680848
>>680847
You have a live surface. Objects and components snap to this surface when you move them, but they maintain their orientation. I would like the objects to align to the live surface's normals. So if I moved a cone along a sphere, the cone will rotate so that the point is always pointing away from the sphere.
>>
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I need some tips on my workflow guys :

>I have an already posed character inside Zbrush. (It isnt rigged, it wasnt created for animation) I want to create all the clothes inside Marvelous designer.

Which is the correct way to do this? :

Import the A-posed character inside MD and create the clothes smoothly but then having to morph them inside zbrush and losing all the details/folds or pose it inside zbrush first?

Pic somehow related
>>
>>681016

No import posed is the best option you will get better wrinkles and simulation that way. Just clone symetrical the limbs. The biggest thing you have to worry about actually is scale. Export the marvelous avatar to a 3d app at default and make sure ur model matches the size this is now the new size you are working with to go z it back to zbrush. Otherwise you would have to scale all the clothes back to ur original zbrush size. You can use scale master at the end in zbrush to get the size you really want for the finished model.
>>
>>681027
So, to make things clear as it is my first time using MD

>Having my already posed zbrush model and the MD avatar I export them to a software like 3dsmax.
>I make the Zbrush model the same size as the MD one.


What else? My model isnt symmetrical
>>
In my understanding Blender can do pretty passable texture work with some effort but Substance Painter was the better option? Are there other programs with similar capabilities?

I'm most interested in Character art/design so should I invest in Bamboo/ Intuos for sculpting right from the start, especially If I'm interested in picking up 2D as a hobby as well?
>>
>>681016
Can you do a "pseudo-rig" in ZBrush and animate a somewhat natural movement from neutral to pose? Exporting that animation directly into MD, building the clothes on the neutral pose, and then simulating them on top of the animation is the best way to obtain realistic results.
>>
>>681067
>Are there other programs with similar capabilities?
Substance Designer is great for generating procedural textures, and Painter works very well to apply them (and also for direct, non-procedural texturing, of course). You can also look into Mari, which is less strong in the procedural department, but more performant and capable for direct painting.
>>
>>681074
I see, I guess the best way would be to adapt a default avatar from MD and adapt it to my zbrush model. If I pose it inside 3dsmax I can save the animation with a fbx file.
If they both have more or less the same sizes it could work.

I dont have a clue on how to create an animation in zbrush as it requires the TransposeMaster plugin and it doesnt save all the transformations. Its always a static mesh.
>>
>>680714
uh you need to select all the objects (in object mode), then go to edit and you will see the active object's UV with the other ones drawn
>>
Maya plugin AdvancedSkeleton, good or bad?
>>
Good place for free quality 3d models? I am looking for a nice female arm model and cgpeers gives me nothing
>>
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Blender question.
I have a character and a set of poses.
Want to set ik on rest pose.
How to make ik match with other poses automatically?
>>
>>679544
I see you're making meat
>>
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How can I go about shrinking/altering the shape of these claws without making them all lumpy in the process? Using ZBrush.

General techniques for eliminating lumpiness would be nice too, I have no idea how anyone makes anything even remotely clean looking in this software.
>>
>>679496
Is there a guide for how many vertexes to use in different situations to get good form?
>>
>>681380

Mask and size deformations would reduce the size without sculpting. Ur right about the lumpiness but it's actually way better from the zbrush 3 days which where fucking infuriating. I ditched the standard brush and now use inflate on low levels. Polish a bit to remove lumps.
>>
>>680718
Add different materials to your meshes in your modeling software, fbx export give you the option of exporting the materials, once in unity replace the materials.
>>
>>680819
This is true, also assigning multiple materials to a seamless object will create multiple draw calls.
>>
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>>679544
Beginner here, having similar issue.
Tried to bake normals but I see the edges of the low poly mesh peaking through the high poly mesh. Also a lot of detail in the hands are smoothed out/not showing.
>>
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This is the normal map for this >>681408
All the UV islands seem to be interfering with each other.
Also, does it even make sense to bake a normal for this model if it's intended to be rigged for poses and animations?
>>
>>681409

Does the low have 1 smoothing group because it cant be faceted.
>>
>>680800
>get houdini
>realise that everything is points
That made me laugh. Thank you, Anon.
>>
>>681410
I don't know.
>>
With Blender my computer starts slowing down with high polycounts much faster than with ZBrush. Granted, my PC is shit. But: why does ZBrush seem to be much more efficient at handling lots of vertices/triangles?
>>
>>681422
By clever fakery
>>
>>679496
Getting started with 3D porn. Where do I go to find assets? Gotta have dick, pussy, a room, the works.
>>
>>681408
use a cage, duplicate the low poly model and make it slightly bigger, DESU sometimes i use substance painter to bake because blender is ass
>>
>>681434
DAZ.
>>
Do you start making humanoids with a base model or do you make them from scratch? And if so, what model do you use?
>>
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Lads, how do I bake textures with the filmic log color encoding instead of the default color encoding blender uses? Just trying to bake lighting on to assets but I'm loosing color depth to the gay default encoder.
>>
>>681467
Filmic is a display transform. You shouldn't bake display transforms; it's against the law.
>>
Has anyone taken a CGMA class before? I'm looking at the Vegetation & Plants class, but $600 is steep for me right now. Any advice on it would be great
>>
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Can anyone help me identify why these clear pieces in the render quickly devolve to black spots? It seems to only occur at angles. I've tried looking at a bunch of different AOVs but I cannot seem to find the render setting which could cause the issue. This is Maya with Arnold. If a larger render is needed I can provide one.
>>
>>681485

I think gnomon had the same type of tut and it's on cgpersia.
>>
>>681486
They are reflecting a black environment, I'd say. Try to change the environment or add a white/gray dome not obscuring it.
>>
>>680568
Why in the fuck do you have pixel textures + memepoly please disable shading
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I'm a programmer and I've got this 3ds max model but no experience with the program. My goal is to export the data of where these cubes are placed so I can script adding these cubes to models with different proportions. All I know is when this is imported into UE4 as FBX they show up as bones. So I need to learn what the artist did to add these.
Can someone give me a really beginner explanation of what exactly these cubes are called and what I can search to find out more? Much appreciated.
>>
>>681533
its just a helper, probably exposeTm, or just a dummy.
>>
>>681445
>>681386
pls respond
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>>681556
look for one, it depends. regardless if its pipeline or if you want to go crazy on your own, they both require that you know how to model in the first place and what youre going to be facing, its just one helps you get there faster. I personally do it from scratch since it doesnt take that long for me to model.

as for the second question it need to cover more ground but to put it simply, if you find that you need more curvature somewhere dont be afraid to add it, but make sure you dont leave triangles behind, ONLY quads or N-gons. if this is subdivision work those triangles will subdivide unevenly and be much denser in that area than it needs to be. you only add triangles if you know you want that area to be denser.
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>>681564
Thank you for your help, I appreciate it
>>
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>>681549
So is it possible to export a group of these helpers and then put them on similar models in a T-pose? My idea now is to script within 3DS Max to have them positioned exactly right relative to other body parts.
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>>681501
Thanks. I was so focused on it being a problem I didn’t consider it was the lighting...
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>>679496
what are some good ways to practice hardsurface modeling? any repetitions or drills i can run besides just modeling models?
>>
>>681486
>>681597
if the other anon's solution didn't work there's a couple of other things you should try:
1. if you're using a version of arnold lower than 5.3 make sure you've disabled 'opaque' in the arnold settings of the object's shape node
2. increase your transmission ray depth (and your total rays as well to account for the increase)
>>
should tits use poles at the nipples or should I just try to make them with loops?
>>
>>680392
>>680490
>>680491
>>680494
next stop Jav (((modeling)))
>>
>>681603
Thanks, yeah I’ve done those things. The other guy was right about the lighting. Looks much better now, just have to play with the plastic material because it is currently too reflective but that’s no problem.
>>
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Anyone have any good material on making and using trim sheets? (pic related, not mine)
I mean they're kind of self explanatory as far as use goes and the basic concept, but I feel like I'm not really using them as well as I should be. I've seen entire environments made from them, but for the most part all I've been using them for is small details here and there and not really to their full potential. I've looked at a few videos here and there, but a lot of it is people fumbling around actually modelling the assets for an hour (or 3) and then just barely touching on anything relevant as far as texturing goes.

I've tried making my own a few times as well, but the normals never come out right and don't feel like they stick out enough on anything that needs depth. That and I don't really know how much I could/should fit on one sheet, or whether I should use multiple sheets on the same object or what.
>>
>>681573
You can select all helpers in the scene then add them to their own layer. Make everything else invisible and export>fbx.

3DS Max has it's own scripting api. Go look up some documentation.
>>
I got a question for Maya, Im kinda new haha.

Anyways, how do I extrude two faces of a single polygon along their own normals? If possible or if that even makes sense?

Basically I want to extrude this face, but evenly on one or more other faces. Thanks for any help :)
>>
>>681692
I'm in the same stage as you, I'm trying to figure out trim but my results never look very clean or believable.

Here are a few links that helped me grasp the concept a bit better:
>https://polycount.com/discussion/160794/the-ultimate-trim-technique-from-sunset-overdrive
>https://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques
>https://youtu.be/qODD-79i5_4
I don't use blender, but his process for how he uses trim was helpful for my own work.

As for making your own trim sheets, I've had better luck with making my own alphas and using them to creating normals in photoshop.
My process for now is to model a screw/bolt/seam/etc. and bake it onto a plane to generate the normal map, and then assembling it in photoshop.
>>
>>681692
When you see shaders with them flat normals it's typically because they unpack the normals in a lazy fashion that's only suitable for very minor bumps.

When using a tangent space map (like in your picture) to do it correctly and get deep defined normals
replace whatever code your fragment shader use with the equivalent of this:

normal = tex2D(normalSampler, IN.uv.xy).rgb;
normal = (2*normal)-1;
normal = (IN.worldNormal * normalTexture.z) + (normalTexture.x * IN.worldBinormal + normalTexture.y * IN.worldTangent);
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>>681692
I have built various environments like you describe using 'trims' like that.
I think of it like a type of texture and geometry 'kitbashing' and the process involves heavy use of mirrored geometry to make your source textures look much more rich and complex than they really are.
My method involves using one map with roof elements, one with floor elements, one with wall elements and 2 trim maps - one with vertical and one with horizontal trims.


This image of a personal 'proof of concept' trial I made some time ago kinda highlights how it's put together.
>>
>>681845
Sunset Overdrive is exactly what I had in mind when I said that entire environments were made using a few of them. I'd really like to get to that level. I've been meaning to watch the gdc talk about it, guess I'll give it a go tonight. Thanks

>>681847
Is it possible to break down what that code actually does, and how it all fits together? I'm using Blender right now. I don't think I can put the code anywhere, but it looks to be based on some mathematical functions and stuff, so I think I can recreate it with nodes.
In any case, I've been using tangental maps when I bake my own stuff. The only way I've really found to make things very pronounced is to give things a really obvious bevel, even on things that should be pretty vertical. It works, and I think it makes sense in context (since normals don't really contain depth info), but I figured there was a "proper" way of doing it. Is there a better setup other than tangent I should be using?

>>681849
>My method involves using one map with roof elements...
I like that. Mainly I've been trying to fit everything I might need into one map, but I guess it makes sense to break it up like this.
I think doing what you've done in your photo, and then going in with a decal-based approach on top could be pretty useful to get really dense scenes without a huge amount of work.
If you're making your own maps, do you have any advice on the best way to make use of the space? I've heard there's also trim sheets that work in both directions, but I can't find any.

>I think of it like a type of texture and geometry 'kitbashing'
Right after I posted my question, I saw a dude's timelapse video of him using them his own way. He just took a plane with the texture, and just divided it up based on the sections in the trim sheet, and just built everything like that from separate trim-objects. Scaling, adding geometry and stuff where needed. It was pretty cool. A lot like what you're describing.


Thanks for the help guys.
>>
>>681852
>Is it possible to break down what that code actually does, and how it all fits together?

There are different types of normal maps depending on what space you're targeting, but the most useful and general purpose ones are these blueish looking tangent space maps.
The way they work their magic is by multiplication of the components of the worldspace normal vector on your mesh with the vector value extracted from your map.

You probably know that in 3D a normal is a vector of length one that describes in which direction your surface points.

You sample the pixel on the screen that is to be normal mapped and take the direction of the normal on that point on the model as viewed from 'worldspace'.

These 'worldspace' values need to be provided by your application so hopefully Blender has some functionality to provide you these values.
You will need the worldspace normal, bi-normal and tangent for this to work.

You then sample the pixel on your normal texture for that point on the model and use it to alter the direction of the normal
by skewing it by the values in the rgb channels.
>>
>>681858
cont.

To do this you now need to take the RGB values of the map and turn them into a XYZ vector.
Because the value of each channel of the map is in the range of 0.0 to 1.0 (full black to full white) but a normal is a vector of length one that can point in both positive and negative direction
you need expand this by multiplying this 'zero to one' range by '2' and subtract '1' so that a value of '0.0' now means -1.0 but a value of 1.0 still remains 1.0.

(because '(2*0.0)-1 = -1.0' and '(2*1.0)-1 = 1.0' )

Now your rgb map channels have been converted into range you can use as xyz components of a 3D vector.

To now alter the final direction of the normal on your model by this vector you just created you multiply the worldspace components of the objects normal by the components of your map.

To do this you wanna multiply the models worldspace normal direction by the blue/z component of the normalmap.
it's worldspace bi-normal by the red/x, and it's worldspace tangent by the green/y.

And that's a basic rundown of how normalmap actually work, pretty neat stuff when you think about it. Whoever had that idea first was a pretty clever cookie.
>>
>>681837
>how do I extrude two faces of a single polygon
u wot m8
>>
>>681858
>>681859
Okay, I think I understand what you're saying.
Normal maps can have a bunch more information in them when you reference each channel independently rather than all at once as a whole.
Then by expanding the range of each channel by having it go from -1 to 1 instead of just 0-1, you can get more of a push in whatever direction you want XYZ instead of just XY.

Then again, I could be misunderstanding, but what you're saying does seem to make sense.
Doesn't all that kind of change it into a different type of normal map altogether though? Kind of like those images that have different things like roughness, AO, and height all in one by having them on their own in the RGB channels?

>Whoever had that idea first was a pretty clever cookie.
No kidding. Stuff like that is always cool to learn about.
>>
>>681867
>Doesn't all that kind of change it into a different type of normal map altogether though?
not that anon (and i'm a bit of a brainlet), but a normal requires all three components (XYZ components stored in RGB channels) so all he's doing is remapping those values, not creating new channels to store additional data... i think.
>>
>>681867
Making the 0.0 to 1.0 value go in both directions is obligatory to get the normal map to work but it can be expanded differently.

For example many shaders that had these flat boring looking normals I've looked into just added -0.5 to the value of the map instead for some reason.

So that 0.0 becomes -0.5 and 1 becomes 0.5. meaning it'll work as a normal map but instead of being able to potentially describe a full 180 degrees of curvature
sitting ontop of your geometry it now will show up as a maximum of 90, or half the angle of what you baked it to be.

Others like to ignore the blue channel all together and does nothing at all with it and just realigns the normal using the R/X and G/Y.
Which again will work to get a normal map type effect going but it'll produce these much more artificial and less spherically correct normals that'll look off.

I believe the method I described above must've been 'the proper way' it was meant to be implemented as originally conceived,
but over the years many creative 'hack' methods to simplify it has been used in various games to save both computation and texture space.
This has been done to a degree that they've now become so common it kinda obscure what to actually do since a lot of people
like to just copy/paste code from other shaders and poorly implemented normals have therefore spread to many places they have no reason to be as a result.

And it then remain in these faulty shader libraries since many coders are not artists and therefore won't discover the error,
and many artists are not coders so they don't understand what's wrong either so even when they notice something's off they won't really know what to fix.

I have gone in and changed like two lines of code in some shader more than once to gain dramatic visual improvements.
>>
>>681867
>Doesn't all that kind of change it into a different type of normal map altogether though?
>Kind of like those images that have different things like roughness, AO, and height all in one by having them on their own in the RGB channels?

Nah, those maps are just a result of memory efficiency, like you can save any data in any channel of a RGBA texture so you often bunch maps that only need
one channel to work like AO, gloss, spec etc together, or stowed away in the alpha channel of a color texture or normal map.
You then just tell the shader from what channel to read what information.
>>
Will there ever be a way around retopo and UVing? Could A.I. have the potential to free people from this mind-numbing autistic shit?
>>
>>681886
most likely, but for now they aren't amazing at it.
>>
>>679496
Hey guys,

I'm trying to model a viking-style house, and I'm stuck at the roof part of it. You can see what I've got so far on the image attached.

I've achieved the look of it somewhat accurately, but with a really complicated method, and I'm wondering if there is an easier way. What I did was create one of the tiles, then put it in a cloner to get a row of tiles, then put that in a cloner to get every other row of tiles, then duplicated that cloner in order to get that offsetting effect for each row. I'm not really sure how I could use this now (or what other way to go about) to fill all the roofs, other than brute forcing through it.
>>
>>681930
https://www.youtube.com/watch?v=XOJYI6uAAUY
>>
>>681886

There already is ptex for no uv's. Retopo will become irrelevant when polygon counts are no longer a problem. Next gen for instance could have 200k+ polygon counts for characters.
>>
>>681931
cool, thanks, that's one step closer, is there any way to align the cloner to my roof planes?
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>>681932
>Retopo will become irrelevant when polygon counts are no longer a problem.
lmao
>>
>>681936

I'm not going to the trouble to find the links where ubisoft artists and the god of war team talk about starting sculpting with the final animation ready base mesh and at the end exporting a level 3 from zbrush and using that ingame. Keep laughing tho 3tard.
>>
>>681933
no idea, m80. i don't use c4d. look into the snapping tools. also: google shit.
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>>681936

https://www.russian3dscanner.com/zwrap/

Actually there's one. Ubisoft fit all their base meshes to the sculpt using this. Now shut the fuck up.
>>
>>681932
Isn't Disney(its Studios) the only one using this tech atm ?

It sounds good on paper, so what was the problem? Let's forget game assets for a moment, isn't this the way to go for, say, VFX assets?
>>
>>681939
>>681942
That's automated retopology. Wasn't it the point that repotology would become irrelevant with increased computational resources?
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>>681469
Nvm anon I just had to bake at 32 bits and export as an exr for least color loss.
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>>681942
does anyone know if this would work with more stylized or exaggerated sculpts?
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Guys, I just loaded my first ever substance designer project after saving it yesterday. But now the 3d view is not updating ever, I don't know how to get it to load any node output.

What do?? 2d view is working fine. Any node I doubleclick immediately updates in 2d view. But nothing in 3d. What's going on? Please help....
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>>682106
Right click and drag over the material node onto the 3d view
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>>682108

now its flat as a pancake. yesterday when i saved it had all the lovely height and texture. Do I have to edit everything from scratch? does 'save' not save that data?
>>
>>682109
You need to set up tesselation in the 3d view again.
That stuff needs to be saved separately.
Get used to doing it though. It's usually the first thing you do when starting a new material.

Also, I don't know how that tutorial ends but you'll see a different way to output and preview your stuff in the other tutorials you were recommended yesterday. Don't freak out when that happens.
>>
I've been studying anatomy in depth lately, and I've got a decent foundation for how things work. I'm looking to apply it to a human model. I was wondering, if I model primarily the movement of the skeleton, and use some kind of muscle system, would there be a standard way to finish it off with the skin?

So far I've just been modelling surface forms, making an armature that is inspired by the anatomy but not identical to it, and working with shape keys to get the articulation correct in various poses. I'd like to do it in a sense less artistically and more technically, but I don't know how I'd make all the parts interact, particularly the skin.

I'm unaware of any solution that essentially lets you lay a sheet of material over the muscles to deform the way I'd expect skin to deform. There are standard cloth/softbody sims, but these don't tend to work as well as I'd like. Am I shit out of luck if I want to do it this way or is there something else I ought to be aware of?

I'm using blender if it's relevant, but I'm sure the methods would apply to whatever software.
>>
>>682110
>That stuff needs to be saved separately.
I just remembered this is relatively new addition to substance, so you might not have the option to save scene settings at all depending on what version you're running
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So I re-enabled tesselation, and then it seemed to work but now after working a bit with nodes it popped back into flatness and I cannot seem to get it back to show height. This program is mildly frustrating. And I'm saying that as someone who learned ZBrush.
>>
>>682114
when you click tessellation, the properties should show up on the right. make sure your scale and tessellation factor are set up properly.

if it's still not working properly you might have wired height into the wrong input. designer isn't really that obtuse. the only odd part is setting subdiv level and displacement scale in a separate shader tab, as opposed to just doing it in the base material / height output.
>>
>>682114

I cant remember because I use painter now but wasn't a project file different to just saving a substance . Like you have zbrush projects but also tools.
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>>682119
there's no zbrush project equivalent.

you just need to save scene state separately.
>>
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I've just finished my mobile game.So far only 1 person has downloaded it. Any ideas where I can promote/advertise my game? I'm on a low budget ofc.

>Picture not related at all.
>>
>>682127

twitter/instagram/reddit/discord and niche communities that might be interest in your game due to its theme.

truth be told if you have no following or social media presence anywhere it's too late, nobody will ever download or play your game. start working on that so you have more luck with your next game.
>>
>>682127
whats the name of the game anon, i'll give it a go
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>>682130
I have a reddit, so that might be my best bet. Thanks. I deleted my Twitter though.

>>682131
Thanks a lot anon I hope you like it. It's Android only, I hope that's not a problem.
>tiny
>.cc/uh3q6y
>Link shortener because I didn't realise the image I was posting had boob in it.
>>
>>682133
Just going to type some things as I'm playing it:

Text too small, hard to read because of the background opacity, controles are real bad, you have the sort of use both thumbs to line him up then he walks in an arc. the eyeglass cams movement is sooper janked also, you can't turn more then like 90 degrees in that mode so you have to exit eyeglass, turn the character 90 degrees then look again in the eye glass mode. The puzzles are a bit too simple and yet unintuitive at times, the first half is just find the key, the unlock the cells one by one after finding that cells key, the second half you found a oil can then filled it up with water to use on a door, seems very strange if you've every used oil before. I got to the hallway with the magnet before I stopped.

here are my general thoughts on it: its lacking in gameplay but what you have works fine, if not a little simple I would try some different types of puzzles then find object A > apply object A to object B > repeat. it was very easy to put down after those puzzles so it didn't really have me hooked. the ads that I got are fine, didn't bother me. textures are real bad especial when you get close them. the height of the character is fustratigly low, he can't even see over the top of a sink.

Hope this helps, know i'm not come at you with hostility I hope you do improve and make better games but right now you biggest issue isn't marketing but game mechanics.
>>
>>682130
>truth be told if you have no following or social media presence anywhere it's too late, nobody will ever download or play your game
What has the world come down to?
>>
>>679496

Is it possible to 3d scan very fine detail, such as the texture of a regular piece of paper?
>>
>>682140
photogramity? no
lidar, maybe depends on the size of the lazor
>>
>>682140
Use appropriate optics and lighting. Macro lenses and raking light will get you 80 % there.
>>
>>682143

Cool. Do you know of any book, youtube video or channe/tutorial etc. that you'd recommend on the subject?
>>
>>682151
Focused on Substance, but the principles are general enough:
https://www.youtube.com/watch?v=kDMz6djZCkc
https://www.substance3d.com/blog/your-smartphone-material-scanner
https://www.substance3d.com/blog/your-smartphone-material-scanner-vol-ii
>>
>>682161

Thanks a ton.
>>
>>679898
This video though. Nice reference.
>>
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>>679496
Anyone know how to get rid of this shading issue or will it disappear once I bake the highpoly normals down?
>>
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>>682245

It's because ir mesh is non planar. See the way I moved one circle down and the errors occured while the mesh on the right is fine.
>>
>>682249
Mind telling me if it will be all good if i bake over the top of it? Does it matter? If I can't just leave it any idea on how i can fix it?
>>
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>>682258
Fix your vertex normals and you'll be good.
>>
>>682259
fucking huge play my dude. TYVM
>>
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Im trying to make square object without a roof and floor. Whenever I do it in blender, the inside faces become invisible in Unity which is not my intention. Any ideas on how to fix this? Thanks in advance.
>>
>>682305
unity's culling your backfaces.
>>
>>682259
Not a Max user here. What makes them improved? Is it the collinearity threshold?
>>
>>682314
*coplanarity
>>
>>682305
duplicate the faces and flip the normal's of the duplicate
>>
>>679496
anyone know a free character software like daz3d or mixamo that are older and run better? I'm trying to get that shitty old webcomic 3d and my pc is too shitty
>>
>>679496
Say I have a 3d print model, so it doesn't have good topology, but I want to make it animation ready, What is the best way to get a non-rigged posed mesh into a A-pose so I can retopo and rig it?
>>
>>682323

Sounds like a nightmare to me. Transpose in zbrush but you are going to lose the proportions and depending on the model the muscles will look wrong if they were flexed.
>>
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I'm trying to make a stylised female, I've started with the face but I'm having trouble making look good, I'm stuck in the uncanny valley

Does any have any advice on how I could fix & improve it?
>>
How do people approach making 3D lewds?
I know all the steps and I have all the tools, but I have no idea where to start.
>>
>>682362

>I know all the steps and I have all the tools

Read that back.
>>
>>682314
Look up face weighted normals. There is a lot of info on youtube or anywhere else.
>>682263
By the way If your model was lower poly like pic related I would just use smoothing groups (max)/ hard edges (maya) or what have you in your software of choice. But since your model has bevels it's a good case for using face weighted normals. You can even save yourself from having unique normal map If your game engine supports custom vertex normals, can be good for environment stuff where you can use decals for additional details. Also it's better for performance since you only have 1 normal per vertex. Anyway I'd suggest you to look it up somwhere so you have better idea.
>>
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>>682372
Had to refresh page and lost file
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New to Blender here, so I made and textured this shit in Blender, now when i try to export it and import it back in the textures are all fucked as you see on the images, first one is the fully finished model, the second one is an .fbx export and the last one is .obj. Is there a way of exporting and importing that will save the fucking materials or do I have to make it again every time I import it back in?
>>
>>682367
?
>>
>>682376
Well it's not particularly low but there are no bevels and you can easily remove these loops and it will be low. I forgot to do so for some reason.
>>682112
https://www.cgcircuit.com/tutorial/skinning-with-ncloth
Maybe you'll be able to replicate this in blender idk.
>>
how should the topology for low poly game mesh look like? there are bunch tutorials and explanations on high poly modeling and technics on correctly laying out your topology for better subdivision, but when it comes to make a low poly all i can find are videos on whether you should make the low poly first or the high poly first
So how sould my low poly topology look like, do i prioritise low poly count and have triangles and ngons or should i still focus on having equaly spaced quads?
>>
Where should I learn facial anatomy and how do I git gud at sculpting forms? Any good tuts or resources?
>>
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Zbrush user here and I have a question

What do you consider to be better when posing a character?
>Use the Transpose Master and rotate/move all the limbs, adjust the mesh and such
or
>Rig the model outside Zbrush, double the amount of time and, at the end, going back to Zbrush and adjust morphs and such

I want to create complex poses, not just variables of a A-Pose. Something similar to related pic
>>
>>682485
would save a lot of time if u just sculpted it , but you would already need to be decent at proportions and shit, but references will help.
>>
>>682486
Im asumming it would save time to rig the model if I want to use the same character with different poses.

Im used to model and sculpt using symmetry and Tposes, so modelling using a posed reference its really hard at least for me
>>
>>682483
Pls reply :(
>>
>>682489
Christ dude it's been an hour, chill. there are some resource on the sticky otherwise just watch z-brush tuts on youtube / real life clay sculpting videos.
>>
>>682483
https://mega.nz/#!YosVSaYR!7cK1rH2-Mri0C0d5OO8ZHA3AQRmfKi7xAhjLSUEgdCY

this covers everything from the neck up except for ear shapes.
>>
>>682496
Thx my man
>>682492
Sorry Im used to agdg which is a much much faster thread.
>>
>>682487

You must get over that fear. Speaking for myself you improve greatly when you have to figure out the anatomy with different poses.
>>
>>682323
>>679496
>Say I have a 3d print model, so it doesn't have good topology, but I want to make it animation ready, What is the best way to get a non-rigged posed mesh into a A-pose so I can retopo and rig it?
let's say I use a software like wrap3 to give it good topology in it's posed state, Is there a way to use a mesh with the same topology, and revert it to a A-pose or use the same rig as another model?
>>682325
yeah, I was afraid that might be what I have to do.
>>
>>682482
bump?
>>
>>682542

Download a bunch of xna lara models from games and see how they did it.
>>
>>682482
Use quads where you can but if the form could be fucked by a quad triangulating one way instead of the other then use tris there. At that level you can get away with using tris as long as it's not on a place that would distort while animating. And even then it doesn't matter too much.
>>
>>679496
I didn't realise we had a new thread up
looking some help / tips with
>>682557
>>
what is the best tutorial for learning blender for someone already knowing 3ds max, Im looking for something solid and not 20 hours long, as I dont need explanations on what is polygon, edge, vertex, and so on..
?
>>
Teach me how to rig /3/, I'm sick of using FK rigs.
>>
>>682593
Step 1: uninstall blender
Step 2: download and install Maya
Step 3: ????
Step 4: Profit
>>
>>682596
Sorry, I don't have thousands of dollars to pour into this.
>>
>>682597
You can get the educational license, which is free. Then, http://www.cultofrig.com/about-the-cult/
>>
>>682598
And immediately break the terms of use for making commercial products. Still no thanks.
>>
>>682599
If he's asking to learn, he won't be doing commercial anytime soon.
>>
Learning to animate in Maya. Got my hands on some bvh files. Converted to fbx files. When I import it into Maya, all I have is the skeleton.
Now, I have a fully rigged model already. So how do I use the animation from the bvh, on my pre-existing model? I tried the import reference method or just plain importing it but it's not listed under anywhere.
A real beginner so help is appreciated.
>>
Is advanced skeleton 5 any good?
>>
Mainly just asking here because I've got no idea how I'd turn this question into a search term but: is there a brush or modifier within ZBrush that'll let me "wrap" geometry from one subtool around another? In this case I'm just trying to create an eyelid.
>>
>>682625
>he won't be doing commercial anytime soon
You overrate the amount of work required to be doing commercial. If you have decent models already, animating them and putting them up on unity/unreal store doesn't require much effort.
>>
>>682347
Anyone? Please?
>>
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Question: Is it 'okay' to do hard surface modeling in a CAD program like Fusion 360 and then retopo in another program?

I'm asking because to me it is so incredibly tedious, impracticable and restrictive to do hard surface in zBrush, Maya etc. when you can be really effective and creative in Fusion 360. The only major downside is the topology. But how bad is it really? I mean there are people who do their hard surface in zBrush and retopo it anyway, so why not do the same with another program? It probably won't get deformed later on anyway.
>>
>>682759
Sure, just go for it.
If you are effective, then it doesn't matter how you reached the goal.
>>
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>>682347
>>682758
go download

>>682496
>>
>>682347

Sculpt dont model.
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>>682771
Shut up Zvirgin
>>
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Hi fellers. How do I make Blender unwrap the other bench-end right ontop of the first bench-end? Is that somehow possible? I want to save texture size by making them share an island, but would rather avoid having to manually edit every single vertex...

the power of blender etc.
>>
>>682789
if they're symmetrically mirrored: delete the half with the messy UV, add a mirror modifier to the object, then apply the modifier
alternately, activate the addon 'magic uv' and try the mirror UV operator
>>
Is there any reading material for how to into lighting? I just prefer reading because it's easier to reference back to and I can do it at my own pace, as opposed to a video. Everything I do looks dark as fuck, even after I add more lamps, but too many lamps is looks shit...especially if you're me and don't really know what you're doing.
>>
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>>682922
>Is there any reading material for how to into lighting?
I suggest pic related. There are exercises online and you will easily find samples from different users, IIRC at cgsociety forums. Some techniques from the book are old, but it's still very much applicable to modern workflows.

>Everything I do looks dark as fuck, even after I add more lamps
You're probably using the wrong units, for example telling the engine that a light is 1 or 2 units strong, when it expects lumen and you should be writing 10000 or something like that. But it depends on what you're using; the engine documentation is most relevant here.
>>
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>>682924
Thanks a lot dude. I'll check out that book and I'll look into setting units correctly too.
>>
>>682922
add some hdri dome, the add some square lights, be sure to not resize them with normal resizing tools, but with their parameters, because that screw their physical properties
>>
>>682922
If you want to learn lighting more on artistic side I'd recommend Gurney's book.
>>
>>682945
overhyped shit
>>
>>682970
Idk a lot of top artists recommend this. Feel free to suggest better alternatives.
>>
>>682922
go outside
>>
>>682922
you need to add environment light retard
>>
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Is advanced skeleton 5 any good?
>>
>>682991
yes
>>
>>679496
Is it possible to make a planar mesh from a normal map?
>>
How the fuck does Gachashit art work?
https://lokicoder.github.io/destiny-child-tools/live2d/?model=c320_02&size=1800

Is it just layers and animated deforms on a 2D "model" or is it 3d models with textures UV'd on a plain? Is it an actual 3D model with a wide lens?
>>
>>683025
If you can't figure that out then you are beyond help, brainlet.
>>
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>>683027
>t. I also don't know how it works
>>
>>683030
Animated 2D transforms, brainlet.
>>
>>683031
Wow, like what I fucking said?
>>
>>683043
You didn't say "oh it's animated 2D transforms," you asked whether it's that or something else, because you couldn't discern it by yourself, brainlet.

LAYERED,
ANIMATED,
2D,
TRANSFORMS,
brainlet.
>>
>>683025
don't listen to this guy:
>>683027
>>683031
>>683050
he's wrong.
>>
>>683051
No you
>>
>>683025

Probably 2d but with 3d source material. I remember seeing some making of some jap porn game that like.
>>
>>683025
Eh, not too convinced by this. Lots of weird warping, stretching and compression.
>>
>>683066
There's a handful that have what appear to be very cut and clean 3D features, and others that are very apparently 2D. I can't tell what the fuck is going in. Live2D appears to be one of the programs available for it.
>>
>>683025
https://www.youtube.com/watch?v=WaoeZkm92t8

I think its something like this
>>
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>>683074
people in the comments go apeshit or show very little technical understanding like this is some form of black magic
>>
Is there a freelancing site more geared towards Japanese 3DCG? Involving cel-shaded models and anime stuff and such. I'm hoping the lack of finding one just comes down to a language barrier and I'm not looking with the right terms.
>>
>>683074
>all this effort
>didn't think twice about the retarded expression
>>
>>683077
It fucking is.
>>
>>683091
if you are a 70 yo grandma, maybe
>>
>>683092
>>
i need to have a path to curve like so, the stalk is on a bendy bone. i tried hooking curve verts to ends of two bones to no avail



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