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Questions Thread:
Fucked up the OP edition

Got a question about anything? Have multiple questions? Ask them here!
>>
When did you suck your first cock?
>>
Inb4 flooded by blendlets
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I want to make low poly modular buildings, which could be used in building a town. I want all buildings to share one texture map.
I would like to know what is a good ratio of triangles to pixels. As in if I have for example a wall that could be build of 3 units wide and one unit high, should I have the mesh be split into 3 quads with each sharing a 1 to 1 texture space, or have one quad that is 1x3 and have that part of texture 1x3 as well.
Basically is it better to have 1 quad with 32 by 96 pixels, or 3 quads with 32 by 32 pixels. Obviously it would be scaled up a lot, if I am not clear in my description, let me know and I will do my best to clarify

Pic not mine
>>
>>699360
Look into trim sheets. Then just set up your model's UVs accordingly. Maybe have part of the texture be dedicated to trim sheet stuff, then like towards the bottom have things that can't use them, like manhole covers or other little graphics. Then be creative with your textures by editing colors with overlays and shit.
As far as size stuff goes, just try to maintain a uniform texel density as much as you can. On your texture, just make things all relative as best you can as well.
>>
>>699367
that doesn't answer the question though. Trim sheets is how I was going to do it, but question is if e.g. look at image >>696171
the cross section of the tree trunk was copied and pasted 15 on full length of the texture for 15 cross sections, and on model that is one rectangle, but it could have been one tree cross section, so 1/15 of the texture length on 15 squares.

It's texture size vs model triangle number.
>>
>>699354
Rent free
>>
>>699367
>Then be creative with your textures by editing colors with overlays and shit.
Your post has some good info, but can you elaborate on this part please? I'm not sure what you mean.
>>
>>699360
is this for game boy?
>>
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>>699380
Just mix in a color to your diffuse map before you send it into a shader.
I'm using the "hue" blending mode in this case, but you can play around with the blending modes to find what works.

>inb4 Blender
I'm sure this is pretty simple to do in just about any 3d software.

You could even go a step further and set up a gradient of colors to pick from randomly. So each object will be differently colored based on the range you have in the gradient.
>>
What's the best tool/method for character animation, second-only-to mocap which is outside of my reach?
How do I learn it best?
>>
>>699381
no, but I want to pretend... I just want to make it properly. I know you can say that it doesn't matter, but I would like to know which on is better and when one way is better than the other.
>>
>>699385
The answer will depend on your intended application. But the goto method is obviously classic keyframe animation using a IK/FK character rig.

Another option is to drive animations thru custom scripted rigs utilizing any input devices (mouse, keyboard, game controllers etc) possibly in conjunction with physics simulation to create a digital marionette that can act out the animation you need.

Best way to learn it is to clear up the coming ten years in your calendar and start reading and practicing anything and everything you can find on the subject.
>>
Why are you still not making money from India?
https://www.fiverr.com/share/0wDd2
>>
>>699385
You can film a scene and then directly animate on top of it, basically like a 2d rotoscoping but with 3D.
Procedural animation is also a thing. Use procedurals as base, keyframes on top.
>>
Do I need to bake a normal map for a plain subdivided sphere or does it add nothing. Any way to just add normal map chamfers to a cube too without having to bake it. Don't know if I am explaining it right. Baking takes so long for basic stuff.
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>>699396
>Superb Pixel and Colors
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How the ever loving FUCK do I get into UV unwrapping? Ive just made a highpoly character and have no idea where to begin. I'm not walking through the tutorial minefield again, anybody got a good primer video/playlist?
>>
>>699428
No, you don't need unique normal maps for that. Face weighted normals is what you need. Search for polycount wiki it has a lot of info. When you understand how it works find plugins for your software of choice.
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>>699459
You don't wanna UV map something too dense. For a classic UV unwrap of something 'highpoly' you would do it at the subdiv zero level where the polycount is manageable, like ~100K poly type range max.

If you have a asset with millions of polygons you wanna texture use tech like PTEX instead.

Don't expect UV-unwrapping to be something you get done very quickly, esp not the first few times you try it. Unwrapping a character cleanly can be a several hour long process even with experience, have patience.
>>
I want Models-Resource models fully rigged and operational in Daz Studio / DAZ3D. How do?
>>
>>699490

alright. Thanks anon.
>>
does intersecting geometry slows down render time?
i dont mean millions of polygons, a whole object into the middle of another object. im talking more in terms of bottom or a corner of one object being couple of centimeters into another
>>
>>699529
No.
If you're using raytracing, those rays won't go through the object to see the other one, except in the places it's poking through.
Plenty of modellers just say fuck it and make things with intersecting objects instead of doing it cleanly.

It works just fine in game engines as well, though I don't know the mechanics. Probably they draw them anyway, but if it's not super dense it doesn't matter. Engines are good at pushing polygons.
>>
>>699529
no, it won't slowdown your render nor does it really matter.
>>
how do i get started? everything is so intimidating and scary, especially the technical parts
>>
>>699604
just have fun. It's ok to mess up, so don't expect yourself to get everything right.
>>
>>699605
>It's ok to mess up
Messing up is preferable even. You can learn a lot just by winging it and googling/making a post asking how to fix whatever you fucked up.
>>
Genuinely confused with animation transferring between different rigs in Maya.

Got a bunch of Maya ASCII files as well as some bvh files. Manage to either import or convert them to fbx to use in Maya with my own defined rig.

The only way I can use the animations from these files is by changing the target to the other character.

However, I'd like to copy the keyframes from one rig, to another.

No idea how
>>
Anyone have some good particle/fibermesh hair tutorials?
I get how to make hair, in blender, generally. But I have no idea how hair works cos I'm a fucking baldlet.

So I mean like, maskignot parts of the scalp, creating new particles, combing, hide, repeat, etc etc. Any good tutorials that cover the process of why certain areas work?

Zbrush or blender okay, I'm not really looking for software specific but general hair creation tips.
Realistic preffered, not cartoony/anime.
>>
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Hey guys, I'm having a problem and I don't really know what's up.
Is there any way in Substance Painter to have shit like blur only blur inside the islands? Pic related has the blur cross over into a separate UV island which is obviously not what I want. Kinda makes the blur and the other blur filters useless. I know it's possible to just mask it out with a paint layer over the top, but it seems like something that shouldn't need to be done.
Any help appreciated.
>>
Anyone know why roughness get's fucked up when importing textures from Substance Painter into Blender?
Things would look perfectly fine in SP, but get way too glossy in Blender.
Am I exporting in the wrong file format or what (PNG 8bit)? I could do 16bit, but honestly things don't look that different since the 8bit output is dithered.
>>
>>700147
Gonna ask the obvious, do you need to invert the texture, but forgot to do it?
>>
How do I go from zBrush to Substance painter? I don't understand much about UVs. A simplified explanation would be appreciated
>>
does Substance really not have a way to apply a gradient from the top down in global space irregardless of UVs? seems like it should
>>
>>700149

You would need a fairly low poly model for substance painter. If you want an easy uv solution look up unfold 3d or Use 3d coat to do uv's.
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>>700148
Nah it ain't that.
inverting does exactly what you'd expect and fucks everything.
Most of the time I have to throw a color ramp after to dial it in by bringing the black color closer to gray. So something is up where it's all offset or something. Using non-color as well,l.
>>
>>700147

Blender is shit.
>>
>>700150
Like without using the position filter?
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>>700159
Wow! Great contribution faggot. That really helps.
Ctrl-Z yourself.
>>
>>700161
he's not wrong to be fair
>>
>>700157
>bringing the black color closer to gray
A gamma issue? Gloss/rough should be linear, make sure it's being written and read as such. Painter can be a bit fucky with that sometimes.
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>>700160
oh you mean like apply a layer via position map? I'll try it
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>>700163
He's not (to a degree), but I gotta work with what I got, and what I know. If someone can't make something halfway decent regardless of software, they're a shit artist. Blender has a ton of hangups and shit implementation in places, but it's possible to supplement them in other places with other software (which is what I'm doing).

>>700165
Yeah that sounds like it could be the issue. Where would I specify the linear interpolation in SP? Pretty sure Blender already uses linear as default when importing maps.

>>700166
Yeah, there's a position filter when you're doing masks. The mask generator/builder has a positional filter as well, which means you can use it plus the curvature and other shit on top. That's why the position maps are baked.
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>>700168
>That's why the position maps are baked.
makes a lot of sense, I didn't realize how useful they could be
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>>700170
Yeah they're pretty useful, but I honestly find them a bit difficult to use at times. They can be pretty touchy, and it can be hard sometimes to get them exactly where you want and blended right.
For those times I just use a gradient fill, then move and scale it in the 2d/UV view.
Then if it's over anything I don't want, just mask it out with a paint layer on top. The paint layer isn't very procedural, but I don't know of another good way to do it. Mainly because I don't know every little in and out of SP.
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>>700168
>Where would I specify the linear interpolation in SP?
Hm, I thought it was possible to specify that by output, but apparently it can only be done on Designer. Anyway, I output a couple of normal maps in PNG and EXR format, and it seems that Painter is baking the sRGB gamma for PNG. You could try to use EXR to force linear export, or tell Blender to linearize the map.
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>>700174
*Actually, I think the correct way is to tell Blender to take the map as linear and not do any gamma correction. This shit always confuses me.
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>>700174
Yeah I just did a test on my own and Painter is definitely baking sRGB for the Roughness/Metallic maps. Which is honestly pretty weird. You'd think it'd force grayscale on those no matter what.
Switching to EXR and forcing linear seems to have done the trick. Thanks.
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>>699673
>Anyone have some good particle/fibermesh hair tutorials?
>I get how to make hair, in blender, generally. But I have no idea how hair works cos I'm a fucking baldlet.
>So I mean like, maskignot parts of the scalp, creating new particles, combing, hide, repeat, etc etc. Any good tutorials that cover the process of why certain areas work?
>Zbrush or blender okay, I'm not really looking for software specific but general hair creation tips.
>Realistic preffered, not cartoony/anime.
>>
>>700157
I have started making textures for blender and Daz and have noticed this also, especially problematic with Daz cos you can't add a ramp so usually I have to tweak each roughness map in PS.

I don't know what it is, even when I export relatively high roughness from SP, it's like they lighten it on the export
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>>700176
Do you mean you are exporting them as EXR?
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>>700191
Not him, but I export everything from Substance in EXR. Saves a few headaches, and there's always the option of converting to a more adequate format/bitdepth if needed.
>>
How do you texture film assets? How does the workflow differ between texturing for offline rendering vs realtime?
I have a decent understanding on how to texture for games, but I haven't got a clue on what the standard workflow is for movies/films. Do they still use image textures, or is it all procedural? Are there any differences in how you unwrap assets? I don't even know where to begin looking for this information.
>>
>>700206
Heavy use of UDIMs. Procedural is helpful for any workflow, and should be used as much as possible before going in and putting human touches on something to finalize it.
Texture sizes and stuff are a bit more lenient, but efficiency and economy are still important. It's often times just easier to add another UDIM tile than to bother trying to pack things into a UV map as efficiently as possible though.
>>
Is there something like this in maya?
https://www.youtube.com/watch?v=TFOmq6j2LBA

I've been trying to use lattices but it's not the same.
>>
>>700206
Look up Mari tutorials. Mari is pretty much the industry standard in texturing for big budget films.
>>
>>700201
Wanna explain why, to someone who doesn't know much about different file formats aside from png vs jpeg
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>>700243
Using EXR ideally saves everything in linear gamma, so it's more comfortable (to me) to later load the textures without worrying too much about which gamma curve was used. PNG and other formats that save with an sRGB gamma rely on the export software for doing the gamma encoding, and this is a point of possible failure for a pipeline where consistent color/values are desired.

Then there's the issue of bit-depth and precision. EXR allows you to use 32-bit float per channel, which is a lot of precision for things that may benefit from it, like displacement maps, Z-maps, vector data in general, etc. Of course you can also reduce bit-depth in EXR for certain textures (and it should generally be done, like for example with diffuse or roughness maps). PNG can use up to 16-bit integer per channel, which afaik is comparable in range to 32-bit float, but has less precision where it matters -- in low-to-mid values. In other words, high values are given the same space (in the field of representable values) as lower ones, but they aren't used as much, especially for visual data; and, for non-visual data, most of the time it's between -1 and 1, where float has the most precision.

You can also store different planes in one EXR file (think diffuse + specular + sss render passes, or really any arbitrary data you want to export), which can make your work more streamlined, especially when compositing.
>>
how do i challenge one of the 5 masters of lowpoly in order to take their seat?
>>
What exactly is the deal with those japanese MMD videos, specifically the highly-detailed dance ones? Do they actually hand-animate all those or do they just attach premade dance scripts to the models? It's bizarre seeing such good movement alongside obvious physics errors, clipping, etc and generally anything that isn't a dance video in MMD is very amateurish by comparison.
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>>700344
I have no idea but if I had to guess i'm pretty sure it's all hand animated. Typically you'll see western MMD users or nips trying to make a meme produce a result that looks like shit. But I think the nips who really like their robot music will go autistically far for their vocaloid waifu. It makes sense to me since you can take a look at other weeb mediums and it's pretty similar. Westerners attempt to mimick nip magic but always looks like shit. Whereas hikikomori try really hard and produce really great stuff
>>
>>700266
You have to defeat all their lieutenants first.
Maybe have a hard time with the first few, then finish off the rest in a music montage.
After that, you'll probably have an Earth shattering secret reveal dumped on you that makes you question everything you've done thus far, and completely changes your arc for the rest of the series. But at least you'll get some sick power boosts, and make friends with your rivals.
>>
>>700344
Most of the time it's
>they just attach premade dance scripts to the models
, but someone needs to create the dance scripts in the first place, right? Just like with 3D models and everything else, there are people who make and share motion data.
There are 3 general ways to go about it:
- creating animation from scratch. Requires actual animation knowledge and/or a lot of experience to be able to produce good results.
- loading up a video in the background and tracing it. Relatively easier, but still requires basic animation knowledge.
- motion capture. Not often used by hobbyists for obvious reasons, but video games, live concerts, and other professionally made stuff usually use motion data created with motion capture. Sometimes that professionally made motion data is made publicly available, for example https://www.youtube.com/watch?v=C3E5fb39xcs (a good motion data spawns tons of videos, so it's basically free promotion), sometimes it's ripped from the games, and there are some people with a Kinect setup who produce motion captured animation on a non-professional level.

>physics errors, clipping
Often it can't be helped, physics is MMD's weakest spot, however many people are very fucking lazy and can't bother to adjust the motion data for the models they use with it (and videos made by these people also tend to look bad overall, even if they use good models and motion/camera data).
On another note, there's a tendency that people who make good looking MMD videos usually don't create the assets they use themselves (and if they do make something it's usually stages or effects), while good 3D modelers and animators usually make very basic non-notable videos if any at all.
>>
>>700346
While there are Western MMD users who make good things, from videos to motion data and models, in general the Western MMD scene is cancer incarnate infested with 14-years-old drama queens who don't produce anything worth of note, but upload minor edits of other people's work to DeviantArt and create uproar if you don't credit them as if they created these things themselves (and own the rights to the copyrighted work when they distribute game rips) and don't ask their permission to use them first.
Sometimes you hear shit like "a-at least the West makes the best use of assets created by the Japanese", but 90% of the time good videos/models/edits/motions/effects come from Japan and China, and in case with 3D models it's closer to 99,9%.
>>
Looking for compositing software with a denoise algo tuned for animation (to avoid spending my life rendering at high sample rate to get rid of fireflies)


Intel Open Image Denoise looks promising using different render passes to feed the algo, because it only aware of one frame at a time it does not handle animation well.


Any idea of what software/plugins I should be looking at?
>>
I'm interested in animating in my free time, but I figured I'd learn modeling first. I've been playing around in Blender and I've got three questions:
1. Dynotopo is really convenient for sculpting shit from scratch, but is there a point in crafting a mesh where I should turn it off and continue with a different method?
2. When doing a retopo of a high poly mesh intended for animation, to what extent can I use triangles to maintain clean topology?
3. I get that eyeballs and similiar objects have to be separate from the main mesh, but that aside what are the major downsides of a single mesh character?
>>
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how do I get the texture (with the line painted in the middle, on the left) to be exactly the same as on the right? preferably while painting, not applying the texture after, but how to do either would be great. I can't figure it out
>>
rig low poly->transfer weights to high poly, or rig high poly->transfer weights to low poly? in both scenarios I'm going to use corrective morphs, but which will give me the least trouble while rigging?
>>
>>700445

Map all those squares to the same uv space or use some kind of radial symmetry in whatever program you are using.
>>
Is Maya 2009 enough for learning and general usage in the current year or should I pirate the latest version available? Is there a big difference in the tools/workflow?
>>
>>700536
If there's even half as much difference between current maya and 2009 maya as there is between current maya and 2009 blender, then 2009 maya will be an atrocity in comparison.
>>
>>700536
yes, there is a huge difference. Get the latest version.
>>
What are the best tutorials on substance painter? A lot of them have mediocre results so I'm not sure If learning from them would be a good idea.
>>
>>700575
The ones in Allegorithmic (RIP) YouTube channel.
>>
how feasible would it be to become a full-time freelance 3d designer? what kind of things would you be designing?
>>
>>700575

learning how to use the tool and learning how to use the tool to do what you want to do are two different things.

for example painter (and everything leading up to it) will be different if you are texturing models for a game, for an animation or for a static render.
>>
>>700575
The one with the lantern on the official YT channel is a good way to get yourself up and running. After that you really just have to get down and dirty with it.
Once you understand how to build things up (on the Substance tutorial), you just throw things at it and see what sticks. Eventually you'll get the hang of it.

The best advice I can give is to think about your object as much as possible. You could throw base mats on there and be "done" but that's only like 5% of your work.
Think about how your object is assembled, and how things are layered. Is there metal under paint? or is it wood?

I ask myself a bunch of questions when texturing.
What's on top of everything, is something growing on it? How has the elements treated it, who's messed with it and touched it, and where? Where might your object get beat up, or scratched from moving around or bumping into things? How old is your object, how would things look compared to it being brand new?

If you want to get even deeper, you can think about your character if it's something they'd use. Is the person using it clumsy, or are they careful and meticulous? Do they take good care of their stuff, or could they care less? Were they recently somewhere it could get dirty, did they try to clean that off? Do they augment their object with personal stuff (initials, insignias, personal marks)?
You can have the personality of a character augmented by the way their tools and stuff look. Which can give some extra information about them without delving into obvious tropes.

It's one thing to throw premade materials and stuff on it, and it'll probably look alright where it is in a scene, but if you take that extra work to really ground it in your scene and have a history to the object, it really helps.
>>
Does anyone know if there is a cracked version of Octane renderer above 3.07.
From what I can tell 3.07 literally can't support RTX cards, so it can't support my RTX 2080ti. Does anyone know if I am doomed and have to pay ((them)) 20 fucking bucks a month as a subscription?
Rutracker and common trackers I use don't have them.
>>
>>700582
>>700589
>>700764
Thanks for replying. Especially >>700764 is pretty exhaustive. Thank you for spending your time I really appreciate it. Will try to keep all this in mind.
>>
How do I properly do low poly arms for rigging? I'm good with the elbows, but struggling with armpits. I'm starting from tpose and want them to look natural when arms are lowered, but it barely works.

Does anyone have any good image tuts, references or tips on that?
>>
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>>700893

Some images are in the sicky. T pose only looks good with muscle based loops imo. With clothes or arms down you can use bendy tube.
>>
>>700894
Yeah, I was thinking of merging some loops on the arm to get more 1-ish topo. I'll just go with it. Thanks.
>>
If I want to apply shading to a low poly model without revealing just how blocky/triangular it is, is there a way to do that with a shader or should I just manually emulate some shading using textures?
>>
Any idea how these visuals were made? What techniques/software should I look into to make something in the same vein?
https://www.youtube.com/watch?v=yyUCtd6rrWw (1:18 and 3:55)
>>
>>700973
Cinema 4D probably, beginner tier.
>>
>>700973
>>700983
Also consider Derivative TouchDesigner, which is more of a specialized tool for that.
>>
does anyone know where to find references for human proportions? "16 year old girl in bikini" is an incredibly perverted google search, when all i want is to find references for body proportions.
>>
I would like to ask about the models they use in 3d porn based on video game characters etc.

Are they ripped from the game and modified or they are custom made?
>>
What the fuck are nurbs? What are they used for?
>>
>>701030
>Are they ripped from the game and modified or they are custom made?
they usually rip the model, then stitch the head poorly to a daz model.
>>
>>701037
I see. Thank you. I have always wondered how they get them.
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>>701026
Yeah champ, just for references. We believe you. Check VSCO.
>>
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Do I need to know how to draw to make my references?
>>
>>701085
>Do I need to know how to draw to draw my references?
You can try to photobash them or use other people's work as a base and modify it enough to not get caught, but that's really just avoiding the issue. You need to know your proportions, anatomy and all other fundamentals for 3D as much as you need it for 2D.
>>
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Anyone has any good materials on skirt rigging? What's the best approach?
>>
>>701247
I would just shapekey as needed, depending on what you're looking for.
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>>701248
I guess I'll check them out, thanks. I just want the lower part of the tunic to not cut the legs. There's no advanced cloth movement planned for this, just running and couple of stances.
>>
>>701247
>>701253
For something like this you can either transfer the weights from the body to the cloth or use the weights from a proxy mesh, I can't really remember which is better. Check youtube, there should definitely be a tutorial on there about this.
>>
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>>701026
>>
Anyone have a good roadmap for learning 3D? Like first learn modelling, then texturing, then lighting etc etc until I've learned it all.

Looking for a complete guide to essentials to know
>>
>>701274
read the sticky you goddamn moron
>>
>>701275
I did. If I just wanted tutorials, I would have asked for them
>>
>>701290
sorry for calling u a moron i just feel angry today and i like to say stuff like that

if u dont know ANYTHING AT ALL, get a subscription and do this https://www.thegnomonworkshop.com/tutorials/introduction-to-maya-2019

it'll teach a little bit of everything and u can branch out from there

also research what kinda career you'd want then do that shit
>>
>>701274

I don't know what you want to do but you already laid it out.
>>
Anyone know how if its possible to get the shadows to render from the alphas and not the haircards in substance painter?
>>
>>701260
>transfer the weights from the body to the cloth
I can't do that alone. Whenever I set it up it's either making tunic cut through the pants or bend in a wrong way, like they're just another layer of pants.
> use the weights from a proxy mesh
I'll look into it
>>
Learning to retopo
Is it best to start with the outer/difficult areas first, like do a border of sorts, then connect the centers?
Appreciate any really basic retopo fundementals videos if you got them

Trying to do something simple at the moment but it's got some bits and it's a little overwhelming, I'm not sure where the best place to start is cos I realise I get about halfway then I'm at a difficult spot or
>>
>>701334
I've asked like three times already and this board doesn't care.
>>
>>701350
Usually that's why I make new threads instead, it works, just do that.
Also some life advice, try to alter the way you word your complaints so you don't come across as a petulant tranny who hasn't been able to dilate in two weeks.
>>
>>701334
Edge loops. all the major areas of topology should be walled off by them, around the eyes, mouth,nose,neck,shoulders,wrist,fingers, waist,hips,top of leg.

then join those together either by keeping the number of faces constant or doing 4-2 reductions.

Think about the body as a series of tubes, the edge loops make up the ends of the tubes.

only 3 types of connection.
3 point stars, 4 point stars(these are the most common) and 5 point stars.
if you have 6+points you will get pinching that looks like shit.

look at the flippednormals youtube tut for retopo.
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>>701310

Are you using spec gloss because they fucked opacity again so I found no way of fixing it. Even getting something like a 1 sided skirt to show as 2 sided is cumbersome now. Metalness is supposed to be better for opacity in it, guess I have to switch over.



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