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Welcome to /3/ - 3DCG, 4chan's board dedicated to 3D imagery and modeling.

If you're reading this, you probably got this linked to you because you posted a question that has already been asked many many times. Read ahead, and find your answer.

Scroll down for a useful FAQ and resource links
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Click here to open this thread.

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previous: >>662167

This thread is for any simple and/or stupid questions about techniques/software. If you think you have a question that deserves its own thread, such as thoughts on [new technology], etc., by all means go ahead and create your own! Otherwise, please post in this thread.

Also, please do head over to the previous thread and help to answer any unanswered questions!
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which render engine simulates the wave particle duality
Anyone worked with NetImmerse\gamebryo format? I need to export some nif files into human readable format like fbx, preferably preserving skeleton, skin and uv's
There's no real need for any of that. There are formulas which give enough of a good approximation for reflectance based on complex IOR values.
PS. Pic related, in a clearer form.
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pilot wave engine

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Last thread: >>660707
Chacter creator 3 help (https://forum.reallusion.com/Character-Creator/General) (https://www.youtube.com/user/Reallusion)
resource pack (https://mega.nz/#!OpE0XYKK!7wq_eI8OK1Xdvu6KHlUNu5FR7SUihrMHbNMcbia-QCA)

Vroid and the blender vrm importer https://studio.vroid.com/download.html https://github.com/iCyP/VRM_IMPORTER_for_Blender2_79

https://archive.org/details/NSidedQUIDAM3Studio3.52011Multilenguaje (QUIDAM)

Hair creation:https://mega.nz/#F!uywlSQqS!GzZTEOGcRhiEr8Ve5hwsfQ

Pose tools for reference https://play.google.com/store/apps/details?id=com.agascreative.elposer3d https://play.google.com/store/apps/details?id=com.madcat.easyposer

Install Manager Package Maker (https://www.sharecg.com/v/88851/browse/10/Software-and-Tools/Install-Manager-Package-Maker)

For posting nsfw images, post them in the /aco/ general here >>>/aco/daz/
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Nice. What shader are you using?
just looks challenged
g3 version?
>daz: only two programmers left
LOL I'm beginning to suspect they don't have any programmers left
The last major DAZ studio release 4.10 is over a year now and the beta is how old now?
I have an old poser outfit and its still using object file format.
How do I made change to the outfit?
I tried to open it in blender,make some change,then re-export as a wavefront object and overwrite the old object file in Runtime folder but it doesnt work.
it just doesnt show up in daz at all

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Tell me what you wish you knew before you started doing 3D modeling?
Or the advice you wish someone gave you?
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Blender still can't compete with Maya when it comes to rigging and animation. Not even in things like UV mapping or surfacing.
And Blender cannot compete against, say, Modo, as a modeler. Nor against ZBrush for sculpting, or Mari for texturing. So what can Blender really compete against?
Wins against all of them in donut production per capita
Not a fanboy but lets put things into perspective and be fair.
Blender beats Modo when it comes to rigging and animation.
Blender beats Cinema4d when it comes to modelling (probably UV mapping too).
>Blender beats Modo when it comes to rigging and animation.
But it doesn't beat Maya at that.

>Blender beats Cinema4d when it comes to modelling (probably UV mapping too).
But it doesn't beat Modo or 3ds Max at that.

>Wins against all of them in donut production per capita
Nope, not even in donut modeling can Blender beat its competition. Houdini is the true leader: https://vimeo.com/279945549

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I am talentless
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Go fuck yourself you untalented hack.
Picasso's father was an art school teacher, he taught him everything since an early age. Picasso must have spent so much time drawing that you would blush if you compared whatever time you have used to accomplish anything in your life
but picasso was extremely talented since he was a child.

a better example is michael angelo because he was trained in a workshop by a teacher as a teenager
Sure. But try giving the same training to an ordinary child. Chances are you won't get very far until she becomes way older and her visual abilities mature.

This is easy to see in any family with three or more children. Their upbringing is similar, yet they may show diverging aptitudes, usually from an early age. When those aptitudes are salient enough, we talk of talent.

I'm not saying talent is 100% biological, but I do believe biology is the major component by far.
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>Talent does not exist, people are not born with a natural affinity for 3D artistry.

Since avoiding insane poly counts is vital for game modelling, what do you find easier - straight up polymodelling or sculpting something out and then performing retopology? What parts about one method make you prefer it over the other?
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Nice urinal of death concept man
Not very effective. Breath of the Wild's models look great and the game still manages to run like hot garbage on all available systems, despite the environments looking terrible and a low draw distance to compensate for them.
I didn't make that. I just needed something for the OP image, preferably related to the topic.
None of that is due to an excessive amount of polygons on screen.
Are you the autist from the other thread desperately defending a sculpting workflow for hard surface?
>barely anyone in the industry these days polymodels hard surface
Couldn't be further from the truth.

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not the questions thread edition

previous: >>664455

This thread is for comments & critique on whatever project you’re working on / have completed.
QUESTIONS GO IN THE /questions/ GENERAL: >>>/3/questions/

List of free resources (textures, assets, etc.): https://pastebin.com/vU7P8Vmi
If you’d like to add more links, post them here: >>637415
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If you are doing subdivision modeling, you don't apply the modifier until the very end, and even then just for one subdivision, so you get an all quads mesh. Making the surfaces smooth is the job of the render engine. You want it as low poly as you want, so your modeling is easier -- think of the vertices as just control points for the end smooth surface.
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>I'm big on poly modelling
I am too but youre doing it wrong if youre not using sculpting tools. You dont have to do anything fancy. You just use the push and pull tool to shape youre mesh and you can smooth/relax it.

Pic related is a face i poly modeled and used sculpting tools to push, pull and smooth the mesh. you're going to have hard time making adjustments with just selecting vertices and edges.
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>to shape youre mesh
meant to use your*
sculpting isn't doing anything fancy compared to poly modeling, sculpting only moves the vertices It doesn't touch edges or faces. thats how you can sculpt low poly objects too.
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Because i've been lazy it took awhile.
Models done now.

If i make a chika fujiwara model id be probably flocked. Guess ill make it in my "free time" too.
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Bat form.

Hey guys I've been making some custom models for the upcoming game Hytale! Really wanted to share them with people and get feedback!
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great point actually
>wow-like artstyle
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I disagree
Literally Illidans blades without the pandas

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>forgot that you're using a cracked version
>send crash report to autodesk
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Wtf is wrong with you? None of these companies give a fuck, lol
Solidworks is quite aggressive about their software actually
wanna hear a secret? Adsk and co. make their own cracks. They want you noob to pirate their software so you can learn it. And once you have an established career in the market, you will be able to pay their software. Trust me anons its an investment strategy.
>using a cracked version
Why? They give away student versions for free.
yeah.... i dont see any proof here so uh

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So whats the general opinion on 2.8?
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no shit, max UI is a hell straight from 90's
I think there's problems with the style of the new UI, like font rendering. The previous UI was very definite and clean.
What's wrong with the font rendering? It actually got improved. Now you can use hinting and make the fonts look much nicer instead of a blurry mess.
Eevee is fun
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neat. a bit lost right now, but neat

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I would like to make some maquettes for some paintings.
I'm not sure if I should learn to sculpt with Polymer Clay or fuck around with blender until I manage to get some results
What are exactly the pros and cons? What is each ones purpose?
nice thread
Fuck around with clay, you don't sound like you have the time to worry about the technical aspect of 3D like caring for topology or texturing.

Alternatively I'd suggest ZBrush, it's powerful but you're going to need to invest time to get used to it for even the most basic tasks.

Just fuck around with clay, you've had your hands since you're born. There's no reason to get into digital 3D in your specific case.

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In aesthetics, the uncanny valley is a hypothesized relationship between the degree of an object's resemblance to a human being and the emotional response to such an object. The concept of the uncanny valley suggests humanoid objects which appear almost, but not exactly, like real human beings elicit uncanny, or strangely familiar, feelings of eeriness and revulsion in observers. Valley denotes a dip in the human observer's affinity for the replica, a relation that otherwise increases with the replica's human likeness.

Examples can be found in robotics, 3D computer animations, and lifelike dolls among others. With the increasing prevalence of virtual reality, augmented reality, and photorealistic computer animation, the 'valley' has been cited in the popular press in reaction to the verisimilitude of the creation as it approaches indistinguishability from reality. The uncanny valley hypothesis predicts an entity appearing almost human risks eliciting cold, eerie feelings in viewers.

Post examples.
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The customer is also to blame. They eat it up like the thirsty mofos they are. All that Fortnite plastic garbage works so well with the kiddies, no wonder people make more of it.
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Did someone say "uncanny valley"?
wtf man.
Looks like all these indistinguishable Victoria 4 variants over the years.
stylized art is actually harder than realistic art, yknow? :^

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Did you hate it too?
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spoon clank
Render it and then click "image" near the bottom of the screen and click save. I think that's where it is, I don't remember
Or just press F3 after it's done rendering.

I still can't figire it out. Here is a pic i took of screen. Can u give me feedback?

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>n-no ngones and t-triangles
How can quad fanatics even recover from this? Boys who made the very algorithm you model for tell you it's o.k. to put them strategically if you have no other choice
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>quintangles, SIXANGLES

Clearly bait, this doesn't even deserve a you.
N-gons are literally the niggers of the modeling world. Stfu you filthy inpure jew. Like n-gons you will B-GON, only beautiful faces with 4 well aligned sides will thrive. To a lesser degree those sneaky triple sides will be tolerated.

Dont be on the wrong side of history OP, mark my words, you will be hand selected for full deletion.
>hand selected
Use topo cleanup you fucking high valence neanderthal
Not him, but what's topo cleanup?

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Orthagraphics, model sheet, character sheets, turn-arounds, references

What ever you call them, post them in this thread
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if you require orthos to create model as a character modeller, well how do I put it politely, you might want to re-evaluate your skillset and approach... it's pretty dated.
turn-arounds showing chars in action are the current meta, almost nobody is going to bother with a\t posed orthos nowadays because it's a hell of a job, modern concept artist will produce front\back(back is very easy because you can just simply mirror the silhouette to instantly get it but shh I never told you about that little hack), some smaller design elements not clear in the front\back, very very very very rarely side will be there too
the rest is your job to figure out
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Here you go, mate.
The peeps in this thread critiquing this womans body are kids. Grow up. As an adult you'd get with this lady and you'd love it. Stop being stupid.
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>turn-arounds showing chars in action are the current meta
What is this nonsense? Do you think 3D computer graphics is a motherfucking game? Any serious creator will use orthographic views. It's the true and tested way for optimally conveying any given artistic vision. Everything else is just less efficient, and therefore a failure from a business standpoint. And before you go "muh artistic freedom, fuck money", let me tell you, art is about creation, and creation takes resources, which you can't get without money. So if you want to create you need to be optimal in your workflow, and that means using orthographic views, not that hippie-land action poses that every millennial now apparently needs to gather enough interest and stay focused long enough to do their fucking job.

Concept art has to be banged out fast as fuck; their job is to be an idea firehose

A sculptor should be able to work off a single 3/4 view plus some detail close-ups of face and whatever accessories. Ortho is an unnecessary luxury.

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