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Sup /3/, blendlet here, want to hear from Industry Professionals™.

What is the process used to match the edges of shadows when compositing onto a plate? Even if I match the angle and intensity of the lights reasonably well, there's no chance of perfectly matching the penumbra, meaning there's always at least a slight fringe when objects enter/exit a shadow.
I know on a big production you'd probably scan the environment and capture an HDRI on the spot, but I kind of doubt that even this would be able to represent shadows with full accuracy.
I could mask the object and blur its contribution, but I'm interested if there's a proper, universal, non-hacky way.
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That makes sense for a static shot. But you're not gonna paint over every frame for a moving camera.
Really, I'm just trying to understand if "proper" VFX is just hacks upon hacks, or if there is at least a semi-automatic "luma-key this, blur here, blend over that" solution. Preferrably one that isn't object- or surface-specific and applicable across entire chunks of footage.
why not just create the environment from scratch, less headache
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That is the first step, yes. The point is combining with a video or a photo though.
here this dude is using masking, rotoscoping and tones of other shit to eliminate double shadows and whatnot, he is using nuke
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Yeah, that sort of works. This is the kind of thing I was looking for, thanks.

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Previous bread >>831566

Daz youtuber's for the newbs:
travis davids (Marvelous designer)
CgBytes (Dead, but was the best of his time)

Bridges: https://www.daz3d.com/daz-bridges
Suggested Blender Bridge: http://diffeomorphic.blogspot.com/

Similar programs:
Vroid Anime Tool: https://vroid.com/en/studio

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yeah, I'm trying to pose and render them in Daz. I'm trying to find accurate models of them though. Is there a way to convert the blender models to Daz? maybe even change the skin textures like pic related
Squarepeg3D converted outfits for Tracer, Zarya, Mercy and that one mexican.
Forender has a bunch of the game rips straight ported to Daz. Just search for those on the usual sites. Note that daz clothing and stuff wont work on them. If you want nude and stuff the best option is finding some animated-looking base character and using the ripped clothing from SP3D.
Does anyone have any advice for cracking something like this? Arguably the hardest hurdle Ive found in daz is making a not-nightmare-fuel anime-character out of 'trying to be photoreal' assets
Is there a download or pirate torrent package of houses, neighborhoods, or building assets for free or do you guys buy everything from cgtrader, etc?
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looks like our girl (boy) is ready for her (his) first space mission! the standard issue male uniform sure is revealing though...

Hey guys.

So I am a 3d artist that has just finished my first job contract and racked up 2 years of experience in vfx. I worked on a well known IP for a well known studio which looks good on a resume, however, I did not find the nature of the work to be very challenging and I feel like it was a missed opportunity in terms of increasing my skill as a 3d artist.

I managed to save enough money to be good for quite while, and I was thinking I may take about 2 to 3 months to really run the gauntlet and work on learning and practicing as much I can on various skills I really want to improve on, and hopefully put together a kick ass portfolio as I go.

My only concern is if a 2 to 3 month gap in employment will be seen as a red flag to potential employers in the vfx or game industry. Are there any experienced artists who can give me some feedback about this? Is it common for artists to take some time off to work on their portfolios?

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2-3 months is ok, but not years like me, I live in a third world, so it doesn't matter
Man, if being out of work for a few months is such a problem that artists get scared of doing it (even if they will use that time to improve their skills!), then I'm fucked and should just quit straight away lol. I've been freelancing irregularly for the last year, a few months is great, then a few months it isn't etc. I'm just continuing to work on my projects and building up my portfolio because I don't have many stuff in it. But if it is still an actual problem for studios like you say, then it's game over for me, even if I'm seriously good at it now.

I fucking hate this rat race mentality. You have one life to live.

Oh and also, in fact I could have gotten a stable job (just so corporate overlords won't be able to see any gap in my CV), but that would mean I would model literal untextured low-poly cubes and cylinders for a living. Basically I could have worked in a place where I doubt I'd be able to grow as an artist at all and would probably after a few years be unable to get any job in AAA anymore. Maybe I should have taken it regardless, maybe I shouldn't, but it is what it is.

I've seen all of my colleagues from uni abandoned their hopes of getting into gamedev and just took some regular IT jobs. I've been lucky to work on a few AAA next gen projects as a freelancer, it's just that the work is not stable, especially these last months. I don't want to give up as well and just accept the first job offer of a replaceable 3D monkey in a non-entertainment related industry where my work consists of making some simple shit anyone with a finished donut blender tutorial series could do as well.

I haven't had a job since 2013. I basically moved back in with my parents and worked on film sets, recorded various local bands, played with some bands, worked on my own film projects, learned 3D, took a few screenwriting classes; I basically fucked off from real life. I have a huuuuugggeee gap in my resume.

But I was hired by a news station doing graphics and some editing because they liked my portfolio. It was clear to them that I kept busy this whole time. The pandemic hit us and they basically let everyone new go and the senior positions stayed. Did they offer me the job back? No. So for the past year and a half, I'm back at square one trying to keep busy again.

Netflix is dumping a fuckton of money down here (New Mexico) and that's basically what I'm gravitating towards, hopefully, working on some sets and productions again.

It can be a red flag for the normal world but the film and art world just want to see your portfolio and see if you have a work ethic. (even if you have huge gaps)

Thanks for the reply.

Of course I would make it a point not to complain or really being up anything negative while in an interview. I was more concerned with how an employer would react if I was just honest and said that after my contract ended I wanted to take some time to update my portfolio using the skills I learned from the job while also trying to up my game in the process.

To me that explanation sounds more than reasonable but then again I'm still a newbie in the industry and cant predict how an employer might feel about it. But I feel better knowing that's its not uncommon. Thanks dude.
Depressing stuff...

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Is this any good?
Does this make Houdini the best Modeler now?
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Dont listen to retarded Blendturds>>839134
It has proper modeling tools, very good tools actually however like >>838415 says the process of using the tools can be slow. It has gotten a lot better and continues to get better with each release, however in keeping with the topic of this thread DM solves the issue with Houdini's modeling workflow and adds some great features, all while retaining the possibility of working procedurally, minus a few necessarily destructive operations like the move brush.
hi there, this is toadstorm. i don't normally post here.
the $220/year is for the fx licence, indie is $100/year, and you don't have to subscribe... if you cancel you still have a year of updates from your last purchase date. all my licenses are permanent.

not that I'm gonna change anyone's mind on these boards but considering the amount of hours I've put into this stuff i feel like the licensing model is pretty okay. if you don't wanna pay for it there's always the free version.
hello, if you are really henry:
thanks for mops

also thanks for that video demo-ing what mops can do - the one where you type all the vex out to make pig heads look at stuff etc. the vex part is inadvertently a really fun little tutorial - could you do more like that,
yeah eventually I'd like to do more long form stuff talking about the math, i just have to get through all the plus tutorial videos first. it takes a long time to record and edit these things.

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did you still use fog glow and lens distortion? could you post pic of the nodes because this one looks pretty good
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my sides
Have you ever thought about using actual older cameras so that you get the look for free?
The only thing you need is a shitty cam, then you print out your 3D images and photograph them.
If you have an big monitor with a high resolution you might be able to photograph them directly from the screen, but usually that gives some unwanted effects.
This is what i use for the images in the video you can see here >>837120
have you tried using a camera from around the time you are trying to emulate? getting some reference shots with that would be useful to work with

Explain this
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Explain your inability to look at the fucking catalog

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Found this out in the wild at >>>/an/3832837
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man I love 90s art thats styled like this. not sure what to call it, reminds me of duckman
yeah it's nice
bumpin' jesus' dog
gunt dog

Guys how do I start 3d animation like pic related? Its just for hobby though

Any good advice? I literally know nothing about 3d animation or rendering
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watch tutorials or something first retard
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Also do you need high spec PC/laptop?
I'm poorfag so I only got 300dollar hp laptop
holy shit i want to lick her boots sooo bad
he's calling you a coomer
>animation like pic related
That’s a still pic

>can model or sculpt a charatcer
>can retopo
>can texture
>can even rig my character
>can't pose or animate
It hurts so much. I feel like ramming my head into a wall over and over again trying to do something as simple as posing. I can animate in Unity but I can't even pose.
My ADHD makes it even worse and I only get anxiety from failing to pose my charatcers in blender.
How do I 'move' my character's limbs in a way that reflects what I'm trying to do instead of it deforming or going haywire?

Please /3/ anons, help me. I'm willing to learn but I can't find dedicated pose/animation tutorials for blender.
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I don't believe that changes anything. :)
For you.
based duck of wisdom
writing a fucking novel here, anon?
Those aren't the same person dipshit.

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What a shit life animators lead.
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what a fucking idiot lmao
considering both critics and audience hate it...
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someone please cut my dick off and stuff it in my mouth
let's see your work!

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How do I make skin shader look this good in blender?
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Fair enough.
To be honest, I think most on-model porn of most characters falls extremely flat. Just do to the fact that when watching a show or something, the character is more attractive in your head because you're comparing them to the show's other characters in the same style. But when you find porn of those characters that are pretty dead-on to the show's style, it's just unappealing.
Kind of like when you look up R34 of Lois and Francine from Family Guy/American Dad, and no one can really draw them in a way that's actually attractive. Especially when they're on model. Yet for some reason when watching the show, they're still attractive for some reason.

It's a fucking paradox that I'm sure the animators are well aware of and take advantage of.
Part of the reason is they are in motion and the motion works for the show. a still frame just turns into a drawing that has all the shortcuts for animation baked into it.

for a still to work you need to bake in some extra shading that the show doesn't have, I forget who it was but they had a great way to stay fairly on model, exaggerating some of the proportions slightly and bringing them into a closer to human shape, but what sold it was the minor amount of shading they did it wasnt the normal shit that looks like an autistic person drew it, it was that kind where you know this person knows their shit when it comes to color.

I think that's what's most important.

if we talk about anime and manga, I think this is why those can work on model, they ARE trying to maintain a human form most of the time, and manga specifically does not have the problem of 'cutting corners for animation'

granted, I think that western comics also need to go fairly off model for porn to work with them too... so maybe it's a uniquely japanese thing where enough learned to draw through doujins that it carried over to non porn.
"Queen of Spades." Google will teach you the rest.
Can you please elaborate on the red/yellow noise? Like how small should i make it and the color ratio? I tried doing that but all it gave the character was patchy-colored skin even on small SSS levels.
not helping a blacked fan sorry, get some taste at least if you're going to post shitty overwach porn.

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Stupid question thread that didn't deserves it's own thread.
Stop bumping off good thread with your repetitive garbage.
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You mean like quad view stuff?
t.b.h. I never bothered with shortcuts for that, I just dragged out viewports as and where I needed them.
But, and I know this probably doesn't help you at all, ctrl+alt+q definitely works on my end for splitting the viewport.
For some reason, it didn't work the first time I pressed it, but it definitely did after I did it again, and continued to do it after spamming it. Just make sure you're hovering over the viewport.

Honestly, I never actually realized it was something you could do, always just dragged them out like I mentioned before.
thank you, this js effort post.
whats advance tho
i feel like i can do shorts but it will mostly look like potato jumping when it s supposed to be character.
>fixing floatiness.
seriously i dont get that but i definitely didnt show this well enough i guess.
somethinf like pic i gues
>focusing on keyposes, bouncing
exactly the case i guess... what i worry most now is how does the bounce looks normal and not popping.

source: http://usadoodles.tumblr.com/post/163631338878/the-sketches-and-non-bg-version-of-this-gif-i
Is a drawing tablet a worthwhile investment for a broke blendlet?
Do you sculpt? If yes, then yes. If no, then no.
Do you paint textures in PS or Blender? If yes, then yes. If no, then no.

All that being said, a tablet is a worthwhile investment in the long run, but make sure to get a decent one. If you can't afford one now and don't really need it, wait until you can comfortably afford one.
I've got one with a screen, and while I don't use the drawing functionality all that often, I use it as a second monitor all the time.
Fork Blender and call it Snender.

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I want to rip this sketchfab model(https://sketchfab.com/3d-models/kumiko-hibike-euphonium-82367f6a22644f6f88b462077611559e) and create an file that I can import on blender(to remove some parts) and to print it in 3d in a sla printer.

Anyone knows if this is possible?
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>who the fuck cares what that nigger says he never posts his work

Boooo-fucking hoooo, nigger. Deal with it.
That looks really sketchy, anon
129.9 IQ post
I'll just tell you that you can find it by googling. There's already a method to open binz files. The search result even is on one of the posted images in this thread.
i had a ripper working a while ago, was some script from a russian forum that imports the model to blender

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why does the coomer 3DCG look worse than simple drawings even though there is more skill involved and the image is also technically better? is it the lighting? the textures? the stylization? I haven't seen a better CGI render than drawing
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my guy
You can alter anything in 3d space that you please so thats a non issue. The artist in OP just isnt good at that.
yes and no
if you are altering the model to the point it was made for that pos, you are for the most part remaking the model ar you are working at a movie ready level and can command a very large salary compared to the risk of not being known with porn.

the point is nearly all 3d models are made for generic use, and that generic use will never be as good as one made specifically for that pose.
It takes a very large salary and movie level talent to pick up sculpting tools and learn some basic body and face anatomy? lol
im thinking more along the lines of rigging it in a way that would eliminate the general purpose nature.

if you are just saying 'well why not sculpt it to not be general purpose' you are missing the point entirely.

i'm currently watching this girl right now
and it got me thinking, who's the most /3/ vtuber out there?
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just use Live2D to track your face and map it to a 3d model
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>still up
Things really are slow here.
Youkoso, Anon, to /3/.
Making 3D models for streamers is going to be lucrative soon

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