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File: 20210927_061645.jpg (61 KB, 786x714)
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How do you even start to use programs without an 4999,- yearly licence (which is understandable for an company but not for students) nowadays?. There are almost no trackers (with the actual programs, what work without unlogical and hard to follow "tricks" to bypass the authorization) so what's left?. Did those software developers actually win from the internet?.

There is almost no possibility to have either:
2019 - 2021

OR SKETCHUP PRO 2019 - 2021

I don't get even started about further rendering software.

2021, what are the legitimate possibilities for using software without paying those nogs 3999 a year for JUST GETTING FAMILIAIR.

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Finished university about 6 years ago. I've been using pirated 3dsmax since long ago. Then I heard about Autodesk student licenses. They validate your university id through sheerID, another website. For some reason when I applied to get one such license they accepted my old univ user id and gave me access to all their software. Now I can use the latest 3dsmax, Maya, etc.

Also you get other student discounts from SheerID. Spotify and Hulu among others. Check it out:

How about you learn some fucking english first?
Your IQ must be lower than 90 if you can't use pirated software. Even my fucking sister managed to pirate Revit and Autocad.
thanks for that anon.

allright, what are you doing in such an low IQ thread. that isn't meant for you Albert Minecraft
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Richard Pacman
pirated copies of 3dsmax don't come with autodesk's genuine service crap, do they? I have a student id so I can get the legit version, but that crap comes with this shitty DRM that refuses to uninstall unless I wait 2 weeks or some shit, so I want to pirate it just because of that

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/lit/ is making a SpOoOoKy Halloween Edition of &amp Magazine™; please interpret, process, and post this logo in any way that you can. Please!

Your art will be featured in print so the higher the definition the better it will look. Thanks /3/ and have scary full moon today.

More examples here:
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how's this? I'll bump up the subsurf and render a really high res one too
crisp HD render finished:
Good start, but could use a little more TLC. Scruff up the edges of the letters, deburr, etc. Either stencil the typeface or add supporting geo to the islands. Fade out the light source at the edges of the pumpkin, probably just a smaller light will do it?
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League Spartan
fucking gorgeous thank you anon /lit/ sends their love
Might help to post an svg file too for future use.
It's one thing to have the font, but it's another to have the correct kerning/tracking and all that, ya dig?

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If you were given something like 10 grand to make an anime rigged character from a given concept art and the deal is finishing in a few hours...

How would you do it?
Like you had no moral issues about "cheating"?
I mean professional workflow tricks like using vroid, kitbashing, substance, etc.
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1. approximate the shape in DAZ
2. transfer the shape to my pre-made basemesh
3. adjust as necessary
4. update the rig for my basemesh
5. adjust as necessary
6. get paid and hire a hooker
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Can you teach us some stuff? Do you host any learning streams?
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i'd take the 10 grand, pay a slav 1k to do it and relax

>this kills the animfag
how do I into constraints?

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Why do 3d artists and beginners avoid anatomy? Are they just lazy fucks or very insecure about themselves? Please tell me anons.....
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I am quite confident i am mad good at hard surface modelling, but anatomy on the other hand... if someone tells me to sculpt a human, i will ask them if they're insulting me lmfao.

But i have been practicing sculpting and studying anatomy, i have been avoiding it because OP is right desu, anatomy is quite scary. But im sure with enough time, i will be able to sculpt humans too. Dont worry bros you'll get there
Why is everything a separate object? How does that help. Maybe it works better for transposing?
Something like those breasts can be hard to make once they are attached to the torso.
alot of us fail and our sexy body ends up to be a monster from the uncanny vally
anotomy is pretty hard anon

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am i ever EVER going to make it?
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That's based on that monkey looking creature from the webm, isn't it
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no its the oogachaka baby dance
!!! Making me cry LOL
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Reminds me of my very first models.
Pic related is from 2007
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The model either has this >>856224 or needs this >>856223(if you want the back to have a realistic curve).
The female pelvis is usually tilted forwards.

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quit topo-watchin foo!
>lolo u use software x?
>lmao ngmi

Are node workflow the biggest retarded and normalfag filter of /3/ software?

Imagine struggling with node workflow (houdini, blender shaders, geometry nodes, nuke, etc).
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It would. But imagine how glorious it would be if for example straight HLSL was the standard in everything and
just creating a .fx file would be enough to run your shader in anything direct-x?

There's certainly too many standards about and you're wasting lot of time writing one shader for the game engine
and another one for the app viewport, then a third one for presentation in marmoset etc.

I feel everything they do to make it more accessible for noobs is making it less accessible for anyone who actually care to deepdive.
>I feel everything they do to make it more accessible for noobs is making it less accessible for anyone who actually care to deepdive.
You just summed up why UE is shit
dozens of setups and starter projects for babby's first anything but the second you want to go beyond you have to rewrite half the engine. Exhibit A: vehicle controls that aren't "the Scorpion from UT3".
Imagine gate keeping this hard. You're probably worried about noobs overtaking you
There's no gatekeeping anon. Anyone who sticks with this and moves past being a noob will run into the same problems
and wish things was setup for usability rather than accessibility.
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I think MaterialX is supposed to address this. One shading system that works across DCCs and renderers.

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Will 3D ever fully take over 2D's soulful keyframe animation or is it better used as a tool instead for 2D animation?
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What anime is that?
Never mind, found it. It's Night on the Galactic Railroad, for anyone that's interested.
so 'good' is everything with halftone shading now?
Soulful 3D exists. The essence of soul is effort.
It's a rather literal term. It's when a fragment of the creator's soul is embedded in their work, when they've lost something of themselves to it.
Every year for most of human history, thousands of artistic works were created.
Some of them were worthy of preservation and no one bothered, or tragedy took them.
The rest? Schlock. There will always be endless tides of garbage.
>>you dumb bitch
The Mitchells vs. the Machines

Does someone have the 3D model of this mask or knows where to find it for free?
I bet someone does

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just did my first 3d thing do you like it
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Into the trash bin.
retarded mongoloid

Ok listen here faggot how do you feel about it? I like it but what matters if you like it or not. If you like it then that means you werent serious to begin with If you dont like it there is room for improvement. The next one you will be better than the last. Being self critical is key. You can only rely on yourself not this slow as fuck disgrace of a board. Get going and make more. That is all.
Yes. Do more, but use the /wip/ thread next.

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I've been playing around with SFM for a month and have around 100 hours on it. I understand the basics and can some simple animation. Should I continue using SFM or switch to blender? Or is there a better 3D animation software for beginners?

I want to make a yotutube channel with 3D avatar (not vtuber) similar to this https://youtu.be/bJEy09Sm37Y
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She's literally a rock
SFM has ease of use and simplicity, with results to match

seeing the image you posted upon making the thread, I imagine you'd be fine with what SFM offers but for anyone aspiring to make shit that's cool by itself and not a tool to explain something you'd struggle with SFM because 2010 graphics + in-house tool literally only made for ancient video game trailers
sfm can look good sometimes but like you have to do a bunch of retarded shit that the software doesn't even tell you can do and you have very limited tools a lot of the time , why whould you be using sfm when you can use s2fm is beon me tho.
if op wants to have some kind of anime artstyle thingi he should problaby use blender tho , I don't think sfm can make a good anime like artwork
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Use Blender if you intend to make an avatar for videos. Source Filmmaker is nice and all, but importing models INTO Source is a nightmare - that's coming from someone who did it for RP servers - and having to accommodate Blinn as a shading workflow is kind of depressing when you dip your toes into the variety you can get from actually unhinged and versatile node setups.

Even if you have a model at hand already, you can export it to Blender through tools like SourceIO which can pull .mdl files directly into the program without having to decompile them into an intermediary like .smd.

Post your requests for models/tutorials/software and hope than an Anon will help you out.

Previous: >>841796
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Does anyone have Brainschool – Foundation Mentorship Uninstructed? Some files on CGPersia doesn't work for me. Some are just outright gone.
Get a job
Any vegetation/plant packs would be appreciated. Ideally from globeplants, Vines and Creepers, Australian Home & Garden Pack, etc.
anyone got model from
asking for a friend, thanks
they're all over cgpersia

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>the official cover art for Halo infinite has flipped normal maps on his fucking armor

how the FUCK does this happen
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Had to look pretty hard but I think Op is right, the recesses that are prob not geometry but
normal maps catch light from the wrong direction compared to >>857264

Like look at those two black horizontal stripes above his knee. In the promoart it catches the light as if it's protruding out.
But in >>857264 they are clearly recessed. Fresnel/rim light doesn't explain away that.
>how the FUCK does this happen

Different apps uses different orientation for the normal. In max for instance the green channel has white down black up so you need to invert it in the shader or flip it in the texture to show up correctly in the viewport. So perhaps masterchief's normals was baked in max.
he's a fucking stupid American and so are you
At first I doubted it, but his left thigh armor looks a bit weirdly shaded, as if there's an obvious case of flipped normal maps.
This is pretty common when they get some goobers outside of the studio to make promo art. Here they probably rendered Chief in some program where the Y channel is inverted on normal maps and were too stupid to correct it.
Something similar that comes to mind is this Fallout 76 promo art T-51 model where some genius added a left ear piece to the helmet (which isn't supposed to be there) and made the surface look like dented sheet metal even though it's supposed to be composite. This particular situation isn't a big problem since nobody notices it, but think about the pic in the OP. How much did they have to needlessly fine tune the lighting and edit the rendered image just to hide the most obvious parts of the flipped normal maps? Could've avoided all the hassle by not being a retard in the first place.
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forgot pic

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Made a test render to learn 3D.

pls rate.

Meshes made on blender, dice normal map sculpted on zbrush, painted on substance painter, PBR textures from the web and rendered in keyshot.
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position camera/light so you can see the shadow,s gives it better realism
OP here. Forgot to mention the dice were simulated in houdini, scene was set up in maya, texture for the paper made in photoshop, lighting done in unreal 5, and the render passes were composed inside nuke.
OP here made a mistake

lowpoly meshes made in blender highpoly in zbrush, baked in marmoset toolbag 3, dice simulated in houdini and paper was simulated in marvelous designer, scene setup in maya, base materials created in substance designer and painted in substance painter with final touches done in photoshop, lighting in unreal and composed in nuke. total time spent on project 94 hours, not including render time.
You sound like you have a lot of experience in many softwares, would you like to comem work at my company

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