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

readme.txt
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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Redpill me on using base meshes
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>>
I can block out a character base mesh faster than you can lay zSpheres and the mesh will have the foundation of good tolopogy inherently. I could box a model a character to completion to my "base mesh" can be as loose or detailed as i want before o decode to sculpt.
>>
>>959031
Make your own basemesh, you gain experience in modeling and also you have a custom mesh for quick production
>>
>>959031
Shortcut to get quick results that belie your own capabilities. Provides ease of production at the cost of reduced XP.
locks you into a dependence on the quality of the basemesh provided instead of iterating towards what one day becomes your unique style and taste.
>>
>>959031
I made a handful of base mesh's of a handful of body types. I've never used any of them once.
I always default to starting from a sphere apart from the hands and feet for some reason.
>>
>>>/vg/447875110
Artificial Academy 2 General /aa2g/ #1293
Ready to Serve Edition

Welcome, this general is for the discussion of ILLUSION's Artificial Academy 2.

COPY ERROR MESSAGES WITH CTRL+C, PASTE THEM WITH CTRL+V INTO GOOGLE TRANSLATE. JUST CLICK THE WINDOW AND PRESS CTRL + C, IT WORKS.

>Downloads:
/aa2g/ Pre-Installed Game, AA2Mini: https://tsukiyo.me/AAA/AA2MiniPPX.xml
AAUnlimited updates: https://github.com/aa2g/AA2Unlimited/releases

>Information:
AA2Mini Install Guide:
https://docs.google.com/document/d/e/2PACX-1vS8Ap6CrmSNXRsKG9jsIMqHYuHM3Cfs5qE5nX6iIgfzLlcWnmiwzmOrp27ytEMX03lFNRR7U5UXJalA/pub

Comment too long. Click here to view the full text.

where is loco mode?

Im following some tutorials online for blender sculpting and the instructor keeps saying to use "loco mode" what the hell is it and how do I switch to it?
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>>
>>952464
burrito spotted
>>
>>956671
Lol all you fags went in and left comments huh lol
>>
>>955808
that is a dumb statement
>>
>>952527
Disney
>>
>>>/vg/447875110
Artificial Academy 2 General /aa2g/ #1293
Ready to Serve Edition

Welcome, this general is for the discussion of ILLUSION's Artificial Academy 2.

COPY ERROR MESSAGES WITH CTRL+C, PASTE THEM WITH CTRL+V INTO GOOGLE TRANSLATE. JUST CLICK THE WINDOW AND PRESS CTRL + C, IT WORKS.

>Downloads:
/aa2g/ Pre-Installed Game, AA2Mini: https://tsukiyo.me/AAA/AA2MiniPPX.xml
AAUnlimited updates: https://github.com/aa2g/AA2Unlimited/releases

>Information:
AA2Mini Install Guide:
https://docs.google.com/document/d/e/2PACX-1vS8Ap6CrmSNXRsKG9jsIMqHYuHM3Cfs5qE5nX6iIgfzLlcWnmiwzmOrp27ytEMX03lFNRR7U5UXJalA/pub

Comment too long. Click here to view the full text.

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/wip/ - Works In Progress - SOULLESS Edition
Yes the hobbit hole isn't the original one but I asked for it and no one gave it to me, get fucked.
Anyway!
Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>936854

List of free resources: https://pastebin.com/cZLVnNtB (embed)
/3/ Discord: https://discord.gg/ujt5vtr4DE
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material+vertexpaint
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>>959531
what about this?
I agree it looked wrong, but the point was testing caustics which is difficult with realisticly large grass
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>>959595
you really need proper roughness maps
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>>959597
this looks much much worse
>>
>>959599
i need a map to your heart

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Unity bros.....it's unironically over for us, isn't it?
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>>959375
this is how governments work they will push again and again but for now i guess its cool
>>
>>959404
Each time you play from a browser it counts as one install dood
>>
>>959404
>makes over a million dollars a year in revenue and yet searches for ways to rip off the platform that made him successful
>accuses others of extracting money
ok
>>
>>957899
they said sorry so its cool and everyone loves unity and trusts them to never do anything scummy ever again.
>>
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>>959405
'cause this is my United States of whatever....

Houdini is built from the ground up to be a procedural system that empowers artists to create flower simulations.

Get started for free - it's is fun and easy:
https://www.sidefx.com/products/houdini-apprentice/

Resources:
https://www.sidefx.com/learn/getting_started/
https://www.tokeru.com/cgwiki/index.php?title=HoudiniGettingStarted
https://www.bilibili.com/

Previous:
>>918181
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>>
QRD on the upcoming Vulkan viewport? Does it still look like ass or sexy like Blender?
>>
>>939519
If you're a code fag, drop maya
>>
>>959589
incredible amounts of coded plugins are written for maya. You don't know what you are talking about. Learn the api
>>
>>959591
drop maya
>>
>>959593
i do hand keyed character animation dude.

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Is there a Blender addon that lets you spawn a sphered cube from the Add menu?
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>>
make a spherical cube and save it
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>>958489
how do you pick your startup file
>>
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>>958779
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perfect sphere from a cube. just use dual mesh a few times and add in some smoothers. completely reworkable
>>
@P = normalize(@P);
Oops, wrong thread

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Is it even worth learning retopology nowadays?
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>>958542
Learn retopo cuck.
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>>958563
These models are for the inspect-item LOD in inventory. The model that gets rendered in scene is different
>>
>>958467
Some fake shill.
Even the most crude autoretopo tools wouldn´t end up like that.
If this is really an ingame model, i´d blame that new tesselation crap from Nvidia that does that automatically to meshes when they´re up close.
>>
>>959285
>i´d blame that new tesselation crap from Nvidia that does that automatically to meshes when they´re up close.
That wouldn't be baked into the mesh but generated on the fly in a shader
>>
>>958542
if an object is static, all that matters are points that describe the object's silhouette. Clean or dirty doesn't matter come render time, even in film

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Would you double your rendering and simulation speeds for $1200?
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>>
>>959100
please do use a 30 series don't burn your house anon
>>
>>959102
I decided not to get it. Waiting for the 50 series.
>>
>>959100
I got a 4070 and it has a regular power connector. I think the ti version has regular one too. I upgraded from a 1070 and the 4070 handles everything pretty effortlessly even with the gimped memory. But at professional level you'll need a 4080.
>>959103
Estimated 2025. If the world doesn't fall apart before then the main reason I decided to upgrade my pc now instead of the next few years is due to my fear of economic hardship and runaway inflation. The way I see it prices will be much higher for the 5k series.
>>
>>959100
I don't think the new power cable is a huge deal you just need to be extra careful to make sure it's fully seated. The PCI spec going to replace the connector with a slightly improved design and more importantly a better fail safe disconnect.

I bought a used 3090 because a new 4090 is 2.5x the price for up to 1.8x the speed while having the same VRAM. I had to buy a new PSU, I got a Corsair because they use the regular PCI-E connectors on the PSU side of the 12hpwr so when the new design comes out they'll have an easy time of just supplying new cables where PSUs with native 12vhpwr might get shafted and at minimum have to sacrifice some of their 12v PSU side connectors.
>>
>>958971
My computer's fast enough

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Download
https://www.blender.org/download/
Fundamentals
https://www.youtube.com/playlist?list=PLa1F2ddGya_-UvuAqHAksYnB0qL9yWDO6
Donut
https://www.youtube.com/playlist?list=PLjEaoINr3zgFX8ZsChQVQsuDSjEqdWMAD
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>>
>>959508
>unity
blender
>>
do you think 4090 would be good enough to play cycles animation in real time at 64 samples at 24fps? maybe i should wait for 5090?
>>
>>959511
No
>>
>>959511
No, you're probably never going to have that ability.
>>
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>>958651
>Multi-Res
>Her elbow looks like a sea urchin.
I can't believe they still hasn't fixed multires
anyways has any progress been done to the sculpting/rigging modules? last time I was here (like 2years ago) they were on life support with sculpt mode being rewriten from the ground up (something to do with BMesh I think?)

how do i learn & master this art style?
>>
>>959527
You have to practice a lot.
Acquire a lot of knowledge about 3D.
You have to be very talented.
You might also need to be Japanese.
>>
>>959527
It's practiced by people who are extremely proficient at operating their PC one handed, play a lot of old school RTS games like starcraft to get a strong click-rate going.

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Previous: >>950629

Daz youtuber's and general guides:
https://www.daz3d.com/help/help-daz-3d-video-tutorials
Wpguru
Parmy
Travis Davids (Marvelous designer)
Thundornd
CgBytes
https://www.laylo3d.com/
https://thinkdrawart.com/
Kelvin Jin
https://www.youtube.com/playlist?list=PLCRjPVrS5AVchvyYVfKRsWjN0yRLTdazy (Truebones)

Bridges: https://www.daz3d.com/daz-bridges

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is it worth it to try to learn color balancing, or does everyone just use premade filters for their renders? i feel like post-render editing is inevitable to get a more "professional" looking render, but i can't tell if the images i see on pixiv that look really good are the results of meticulous editing, or simply put through a filter

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Thread to discuss how to get a fucking real job with 3D tools.
>>
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owari da, omae wa mou shindeiru
>>
>>959473
make your own company, and start looking for people who needs stuff made. I'm doing it with friends now. There's no jobs so we're making our fucking own
>>
I hate looking for work so bad bros.
I would love for a manager or something to take 25% if I never had to do it again.

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QUESTIONS that don't deserve their own threads

Rules for this thread:
>ask questions
>try to answer questions
>Do not Troll.
>Do NOT Schizo post.

Previous thread: >>951419
>>
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>>959526
this proboolean piece of shit gets garbled from where I apply quick slice and always top part only
tried resetting normals+xform
>>
>>959532
top part or left side only gets garbled
for some reason turning it to editable mesh>editable poly reverses side of the garbled part
>>
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im relatively new to blender. Im trying to make a oni type mask based off of Reiner. I have made the teeth and armor pieces just fine but I need to put in the fleshy parts that keep it all together.
would the best way to just sculpt in the muscle or something

im 3d printing this later so topology doesnt really matter. i'll just remesh all the seperate parts together as one
>>
Is it possible to APPEND an armature but LINK its respective mesh in blender?

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my work-flow? non-destructive!
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>>959095
Nah, it's pretty much perfect. Even the lettuce is smartly modeled instead of being a transparent texture.
>>
While this isn't a good model I'm tired of model fags obsess about muh topology. It all gets broken down to triangles anyways. GLTF literally doesn't support anything but triangles. If your model has something other than triangles it requires an extra preprocessing step where you must split and interpolate all vertex attributes. Adding extra triangles because muh topology is bad.
>>
>>959047
>game engine
>fuck around when triangulating
You realize this is the same engine that Oblivion uses, just with some extra patches added to enable extra shit right? There's no way this shitty engine is performing any kind of optimization, that's the raw model.
>>
>>959444
>It all gets broken down to triangles anyways. GLTF literally doesn't support anything but triangles. If your model has something other than triangles it requires an extra preprocessing step where you must split and interpolate all vertex attributes.
It's not that the concept of triangles is bad, it's that too many of them wastes resources in rendering, and historically there wasn't enough spare processing power for a game to handle that. In addition, if you are animating a mesh, the deformation will be determined by the topology, and it will look like shit if it isn't optimized for the expected motions - for example, there are special techniques used to model things like elbows and knees in character models so that they look correct when bent.

As mentioned by a few posters above, static models don't need to be concerned with topo for deform, and modern computers are often powerful enough to render high poly counts without too much concern - although having multiple models optimized this poorly will stack the effect quickly.
>>
>>959033
wtf its just a cylinder


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