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Redpill me on using base meshes
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.
>>959031Make your own basemesh, you gain experience in modeling and also you have a custom mesh for quick production
>>959031Shortcut 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.
>>959031I 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/447875110Artificial Academy 2 General /aa2g/ #1293Ready to Serve EditionWelcome, 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.xmlAAUnlimited updates: https://github.com/aa2g/AA2Unlimited/releases>Information:AA2Mini Install Guide:https://docs.google.com/document/d/e/2PACX-1vS8Ap6CrmSNXRsKG9jsIMqHYuHM3Cfs5qE5nX6iIgfzLlcWnmiwzmOrp27ytEMX03lFNRR7U5UXJalA/pubComment 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?
>>952464burrito spotted
>>956671Lol all you fags went in and left comments huh lol
>>955808that is a dumb statement
>>952527Disney
/wip/ - Works In Progress - SOULLESS EditionYes 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: >>936854List of free resources: https://pastebin.com/cZLVnNtB (embed)/3/ Discord: https://discord.gg/ujt5vtr4DE
material+vertexpaint
>>959531what about this?I agree it looked wrong, but the point was testing caustics which is difficult with realisticly large grass
>>959595you really need proper roughness maps
>>959597this looks much much worse
>>959599i need a map to your heart
Unity bros.....it's unironically over for us, isn't it?
>>959375this is how governments work they will push again and again but for now i guess its cool
>>959404Each 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 moneyok
>>957899they said sorry so its cool and everyone loves unity and trusts them to never do anything scummy ever again.
>>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=HoudiniGettingStartedhttps://www.bilibili.com/Previous:>>918181
QRD on the upcoming Vulkan viewport? Does it still look like ass or sexy like Blender?
>>939519If you're a code fag, drop maya
>>959589incredible amounts of coded plugins are written for maya. You don't know what you are talking about. Learn the api
>>959591drop maya
>>959593i do hand keyed character animation dude.
Is there a Blender addon that lets you spawn a sphered cube from the Add menu?
make a spherical cube and save it
>>958489how do you pick your startup file
>>958779
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
Is it even worth learning retopology nowadays?
>>958542Learn retopo cuck.
>>958563These models are for the inspect-item LOD in inventory. The model that gets rendered in scene is different
>>958467Some 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
>>958542if 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
Would you double your rendering and simulation speeds for $1200?
>>959100please do use a 30 series don't burn your house anon
>>959102I decided not to get it. Waiting for the 50 series.
>>959100I 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.>>959103Estimated 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.
>>959100I 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.
>>958971My computer's fast enough
Downloadhttps://www.blender.org/download/Fundamentalshttps://www.youtube.com/playlist?list=PLa1F2ddGya_-UvuAqHAksYnB0qL9yWDO6Donuthttps://www.youtube.com/playlist?list=PLjEaoINr3zgFX8ZsChQVQsuDSjEqdWMAD
>>959508>unityblender
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?
>>959511No
>>959511No, you're probably never going to have that ability.
>>958651>Multi-Res>Her elbow looks like a sea urchin.I can't believe they still hasn't fixed multiresanyways 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?
>>959527You 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.
>>959527It'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.
Previous: >>950629Daz youtuber's and general guides:https://www.daz3d.com/help/help-daz-3d-video-tutorialsWpguruParmyTravis Davids (Marvelous designer)ThundorndCgByteshttps://www.laylo3d.com/https://thinkdrawart.com/Kelvin Jinhttps://www.youtube.com/playlist?list=PLCRjPVrS5AVchvyYVfKRsWjN0yRLTdazy (Truebones)Bridges: https://www.daz3d.com/daz-bridgesComment too long. Click here to view the full text.
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
Thread to discuss how to get a fucking real job with 3D tools.
owari da, omae wa mou shindeiru
>>959473make 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.
QUESTIONS that don't deserve their own threadsRules for this thread:>ask questions>try to answer questions>Do not Troll.>Do NOT Schizo post.Previous thread: >>951419
>>959526this proboolean piece of shit gets garbled from where I apply quick slice and always top part onlytried resetting normals+xform
>>959532top part or left side only gets garbledfor some reason turning it to editable mesh>editable poly reverses side of the garbled part
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 somethingim 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?
my work-flow? non-destructive!
>>959095Nah, 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 triangulatingYou 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.
>>959033wtf its just a cylinder