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Are there any good character creators online that are more adult?
What do you mean, "more adult"? Anatomy is anatomy.
Shit, I thought you were asking about character *courses*. My bad.
yea nigga search up roblox sex mods.
I don't want to play Roblox though
Damn man, that changed my life.

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How many models did you have to make before you got good enough to get a job in the industry? For me I only have 5 decent ones, and no humans because I know those are senior positions and like Andrew Price says "stay the hell away from human sculpts as a beginner". How many more do I need? 50? 100?
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At least 350
Did any of you guys ever participate in some of the ArtStation challenges (or similar)? I feel like I'm missing out if I don't participate as it can get you so much exposure if you get to top 3 places. At the same time I really hate any kind of art competitions, I hated it when I was active in music and I hate these 3DCG ones as well.
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Such as? I'm a complete beginner and find his tutorials very helpful.
4chan is unironically one of the best websites on the current day Internet though

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Imagine how much work and skill it must take to do something like that to end up earning the equivalent of a tradesman monkey.
Not worth it.
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Is that one of those NPR filters in Zbrush?
ez eevee toon shader
Your snow tiger/sabertooth looks cute :3
Now get him to vore something
no fuck off

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How do I bake dust into a 3D scene to be used in a game engine?

blender BTW
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You do it in shader.
You simply isolate the up vector of the normal map and use it as mask to apply a dust material.
The material itself should have an alpha that cuts out smaller details and you should also mix it with a noise pattern in world space so that each objects gets slight variation of opacity.
That's it. Add slight random colour variations for each object and you have your dust shader that can also be used for mud, dirt and other effects.
Moving dust - particle systems with animated cards.
If you want to simulate anything complex, throw Blender in the trash and use Houdini or another tool with competent physics solvers.
IMO totally unnecessary for stuff like this.
use the AO shader for this
Just make the particle system in the game engine.
Plane texture and scatter, but you should not use blender for such things as particles.
Don't bake shit.

Just do it in the game engine. Volume fog + particles. Done.

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I'm having a weird problem in Blender where sometimes pinning one vertex somewhere will make it act like the whole island in pinned when unwrapping (i.e. nothing happens to that island at all, but all other islands get unwrapped and ignore its existence)
I have no idea what's causing this. I tested the same blend in a new install, the monkey in the original install, and the monkey in a new install, and it happens with all of them. My only explanation is that I'm somehow retarded and forgot how pinning works? I've definitely pinned vertices in place before and unwrapped the island around them, though, so I know it's possible. Maybe I'm just missing some crucial step?
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Why not just enable UV sync selection?
You have a merged vertex somewhere in ur geometry, select the part u want to uv and press Y to separate it, after ur done with the UV u can merge it back.

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>work on something for 4-5 hrs
>the end result is eerily similar to the beginning

anyone know this feel
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It's only like that when you're still quite new to this
all to well my friend, all to well
20/80 rule faggot. You probably wasted your time on the 80% of the project that has the smallest effect on the final result rather than the 20% that will have the most difference.
True, but the last 20% still matters. I've just been watching a lecture about that from FZD school. Those last details are something which generally won't be noticed but will still be felt. If you don't have them, your final result will look cheap and unfinished.

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What are the pros and cons of this technique?
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"Powerful", anyone who uses this terminology to describe and efficient action deserves the rope.
3. You can't make a solid with less than 3 faces, dumbo
What about an infinitesimal solid whose faces are of zero area? It's a point and a solid at the same time, bro.
If it's infinitely small then all faces converge to 0, but if you count faces with 0 area, a trigonal pyramid would have infinite faces. The answer to the question would then be both zero and infinity :o
Would be okay for making a base mesh if it wasn't garbage. Same shit happened with metaballs.

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want to make the paper material or whatever this is allow light to pass through
i have searched everywhere but found nothing
anybody can help
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>increasing your render time for no reason
That's the way of /3/
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It's a bit shit since I can't be bothered to spend more than a few minutes on it, but here's a quick example using that other texture I posted.
Obviously to get it looking exactly like the OP image you'd have to make a different texture that's more rounded in the middle instead of square, but the idea remains the same.
If you wanted to as well, you could throw some extra bits of noise and stuff too on top to make it seem like it's dirty and shit underneath. Kind of like how it looks in the OP image where it's not completely uniform in the middle and there's some dark splotches here and there.
I should also mention, that you can also use the same map in the bump channels to make it look like it's stretched over the struts or whatever. Since the white parts of the texture will go high, and the middle low, so the dark part of the texture will be sunken in a bit more than the edges.
Obviously you'd have to use more than just an emission shader, but still.
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As a former Blockbuster employee, my issues with the photo-realism are that this looks nothing like a Blockbuster Video. Where's the busted gumball machine next to the exit? Where's the peeling Tyler Perry's Madea poster in the window? Why aren't there CRT televisions hanging from the ceiling looping trailers from movies that released to video two years ago?

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based, based and based
Why would an emperor kneel?
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You will never be industry leader.
You kneel because you are the emperor of beggars. Beggars always kneel.

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What does /3/ think of this for a smoothbrain who learns programming shit at a glacial pace outside a classroom but is decent at design and 3D? I'd ask /g/ but they suck.

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If this is what you want to do, teach yourself to set up scenes in unity, and find classes on C#.
No. Just learn online. If you're not going to MIT, Stanford, or Caltech, (NYU is not as good), then it's stupid to even attend these programs, in person or online. As of right now there are an acceptable amount of resources that will allow you to develop for VR and 3D, and you would be able to create an entire game from scratch using a good engine or your own (if you really wanted too).

The negative is that a lot of the great stuff is behind paywalls and you would really need a cgpeers account to take advantage of this. Do you have a cgp account?
>MIT, Stanford, or Caltech
>for 3D modelling
t. brainlet larper
Wow, it`s fucking nothing.

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In the past I tried to learn 3d but I failed because I was a loser. Now that I fixed my life I'm going to give Blender another try and stick with it
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I've heard of that practice before, with some shitty archviz tuts so yes i have heard it. Nevertheless, you are the scum of the earth
oh I know exactly which one you're talking about. that poo in loo from 3dartstuffs or whatever with his shitty 250$ course that magically has the last part and project files missing
Mr 0.37 dare impugn my character? You're a net drain on the community. I bet you wipe your ass with your hand.

He even raids the comments on other tuts. I almost respect the hustle.
Good luck with that
Unironically start with zbrush

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I have in mind an idea for a hybrid 2D and 3D workflow, using about 10 programs, to produce cheaply, 80s akira-like animations.

If I achieve my goal, I will revolutionize the animation industry.
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I think I get your point now lol. Doesn't Zbrush also have some rendering filters that make your 3D models look like hand drawn too?
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>Saves 50% of the effort
>Not revolutionary
I'll believe it when I see it.
Nah this is dumb I already use an Akira github converter for 2d lookalike. Not hard to use gives almost parallel results just minor paint overs.
try it out, but timing really matters the most in animation. The reason why a lot of 3d animation looks off is because it's always interpolated on 1s and the lines/lighting remain consistent. 2D is imperfect, but it uses it to create a uniquely kino

You have to do 2d animation yourself to fully get it.

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why are they the only 3d company who has a competent youtube channel
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The interface might be shit but no software provides better sculpting tools than them

Getting used to Zbrush UI and comfortable enough to do basic sculpting takes all but 6 hours of your time. Which fits in with a doughnut tier tutorial. Quit finding excuses to never learn sculpting.
I mean real basic sculpting an organic shape from a sphere maybe in 6 hours but don't fucking kid yourself about any real zbrush work
They pump enough money into that area

>insanely complicated HUD and UI
>tutorials and online help mislabels tab names and menus making it impossible to find solutions effectively
>"just go here and here and click this" - menu doesn't exist in my workspace because i haven't enabled one specific addon in the list of millions
>Nested dropdown menus inside nested dropdown menus
>You need to activate plugins just to make it run better
>Billions of tabs with specific settings that are impossible to find
>impossible to do anything basic like change the camera viewport aspect ratio without having to read a fucking textbook
>no dedicated support because it's open source
>3rd party addons never supply installation information or readme files to explain how to add stuff in like material libraries or HDRI libraries. Following random tutorials online leads to corrupted pink outputs for seemingly no reason.
>online manual is incomplete and missing important information
>"what version are you running? - oh that feature doesn't work in that one
>"just download a previous version for that specific function"
no wonder this shit is free. what an absolute nightmare of a CAD program. Why can't devs into human factors design? The needless clutter in blender is astonishing. I've never seen a better autism simulator than the mess that is blender.
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If you hate it so much, use Maya instead of complaining... Or better yet, put some time and effort into actually learning it
No matter how many times you repeat that it won't become true, blendlet.
They took all the good UI design, and Blended it up! hahahaha!
no no no, dont you understand, if I can't instantly learn how to use something in 5 minutes because it's not 1:1 something I already know, it's because open source trash
>>insanely complicated HUD and UI

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Why is there no Houdini thread? It's clearly the best 3D program, bar none.
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> https://vimeo.com/333801731
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>2 years old
Houdini has a topology transfer node since a few months ago.
how is this better than r3ds/zwrap?
What makes it so special?

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