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Anatomy, tutorials, construction, building, texturing, etc. Anything that you think might be useful goes.
221 replies and 136 images omitted. Click here to view.
>>
>>767869
you can also replace the "Projection Circle Ramp" with achromatic vertex colors for a bit more control
>>
UE4 Niagara tutorial

https://www.youtube.com/watch?v=gdOTYkHt4YE
>>
>>742562
wouldnt this deform like shit? Theres no loops around the joints
>>761525
working from a turnaround and sculpting first makes low poly a lot easier
also Models Resource has a ton of low poly models. I recommend checking out DS models since its the latest generation that used professionally-made low poly shit
>>
>>767059
Take a look again motherfucker. Specifically below the knee and at the edges that wrap around the leg starting from below the kneecap. Also the creases in the jacket and elbow. You can't quadrangulate those motherfucker.
>>
>>769996
Apparently it doesn't deform too badly, assuming you are going for nothing more complicated than a walk/run animation.

https://twitter.com/0000Junnya/status/1279929043471794177

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Is MD still worth learning now that zbrush has cloth sim?
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>>768652
Aaaaannnnd it's gone.
>>
>>767893
Yes, Marvelous is still very necessary.
>>
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>>767893
>>
>>770120
Kek
>>
>>768561
Zbrush>>>>>>MD

Riddle me this, /3/, why are Western characters so fucking fugly? Is it truly just realism and advanced texturing and were all used to jerking to cartoons, or something deeper?
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>>
>>765282

If Rocksteady have any link to this it'll be Unreal Engine 3.5 custom

Just like All the Arkham games includes Gotham Knights and Netherrealm games.
>>
>>769621
Good comeback, son.
>>
>>769874
I haven't seen one of you gargantuan american beasts in the wild for years, I couldn't tell. But I would never touch an obese woman.
>>
>>769941
most of them have low self esteem problems, you want to catch them either before the bloat to ham planet (and trust me, them buying 4-5 sides of pants they can no longer fit in on the way up breaks that spirit) but after they start letting themselves go is the best time, they still clean themselves properly, but deep inside they know they are losing it, you come up with a dick they can use and a relatively nice personality, you usually got a 0 effort lay.

the problem is this fat acceptance shit makes people who look like shit think they have something desirable, it just creates narcissists who love themselves, which is good, but have an inflated sense of value.

but it honestly doesn't matter where you live, the entity of the west is getting fatter and fatter, and if you live in a third world, the moment you have anything resembling a good life the women bloat the fuck out worse then the west.
>>
>>769941
fat american women date attractive guys in the cities. Attractive women all used their looks to advance their careers, and are holding out for chad. Only unfuckable women who cant get laid, even when they give it up, are the only ones who will date the men interested in real relationships.
It's fucking bizarre.

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How do I use a kinect 360 on ubuntu?
>>
>>770048
You insert it into your ass.

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how do you make feet look good on daz3d?
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>>
>>768053
That bokeh sucks.
>>
>>760415
>Being this retarded and falling for bait

Kill yourself blendlet
>>
>>729242
>replicate optimal naturalistic light conditions
Optimal naturalistic isn't always the most aesthetically pleasing. The sun is in fact super-bright and it's often recommended to use a fill flash when photographing people outside, because of the weird obscuring shadows the sun casts on a subject.
>>
So does anybody have snackz's mega link?
>>
>>763646
...around the neck --> tree or lamppost

What's the diference between dyntopo and multires?

and when should each one be used?
>>
dyn(amic)topo(logy) generates mesh on the fly while multires is just your mesh getting subdivided into levels on which you can sculpt on.
dyntopo is neat for example sketching out sculpts quickly but is messy as fuck while multires needs to have a somewhat clean base and also makes shit like sculpting on high subdivision and then baking normals to the low res base easier.
basically, multires stuff is for when you pretty much all planned out while dyntopo is nice for experimenting.
>>
>>770040
So does it go like this?:

Dyntopo, then retopo for clean topology, then multires for finer details, then back the multires onto the retopo?

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Question for anyone on the industry.

Are crutches ok?

I mean, the client doesn't care if you use them as long as the quality is professional.
And they help to save time, which matters because time is really important when you're in the industry.

So I ask again...
Are crutches ok?

I don't mean that fundiest doesn't matter, my question is more that pros use all the crutches they can.

By crutch I mean a tool or trick that helps save time and effort.
>>
>>769905
Don't remake your shitty thread with the same question, just bump your old thread

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Welcome to the Blender General, where we discuss Blender, share our Blender-related works and ask for Blender-related help.

>What is Blender?
Blender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion tracking, video editing and 2D animation pipeline.

>Download
https://www.blender.org/download/

>Blender Market
https://blendermarket.com/

>Documentation
https://docs.blender.org/

>Useful tutorials

Comment too long. Click here to view the full text.
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>>770498
I just want some good brushes for sculpting things such as wood and stone. Give me a copy of trim adaptive and trim dynamic and I'll be happy. Why is that so hard to do? I did create my own brushes which work similarly but it's just not the same. Brushes in zbrush are so much better.
>>
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I want to make a model that I can use as a reference for when I'm drawing, I'm trying to think of how to do each part so that it can be scaled for different bodytypes, do you think going for soft shapes would be good?
>>
Can you actually sculpt in blender 2.9 WITHOUT using the smooth brush?
I think it's impossible, I was trying to get some forms in with the clay build up, starts looking bumpy. Turning down hardness makes it less bumpy but I would still prefer just using clay strips, putting my forms in, and then smoothing, sometimes also using the scrape tool.
>>
>>770618
Actually the clay buildup with hardness 0 is very good for putting a limb in and not having to smooth much, I still use the smooth in the end.
>>
>>766660
New thread up guys
>>770682

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I miss the times when 80's and 90's CGI animations often had bizarre dreamlike worlds with completely surreal stuff going on. Nowadays with CGI being more realistic, it's just that: Realistic. No more bizarre worlds with surreal activity...
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>>
>>769678
No, I'm another guy who already bought a shit ton of SGI hardware
>>
>>769693
What do you do with it? Let us see if you got anything
>>
>>765793
you're looking in the wrong places
>>
>>769705
I'm a collector. All machines are in running order, but I'm not mad enough to attempt productive work on something like the SGI Indigo.
>>
>>765793
your dreams have more or less photorealistic graphics, no? and they are still surreal, no?

How much do texture artists earn ?? Asking for a friend.
>>
0
>>
Between 10 and 50 exposures per hour.
>>
>>769838
You mean by being a wage slave and working in company? Not much
Just learn to be a generalist.

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>>
>>765821
these guys are cute
>>
>>765313
-10k (licenses)
>>
>>768279
What software? That's difficult to believe, lmao.
>>
Made my first €50 from rendering this week. Thought I might start a freelance account but I still have school work (am 18)
>>
>>767798
it's a shitty place to work for sure but its good to get the exp time on your resume, you can use ubisoft as a reason to change country if youre interested. then you change company when you get your perm residency

https://youtu.be/GWfLDkyHujw

I created this animation of Spaceman Spiff from Calvin and Hobbes. I posted WIPs here so I might as well post the final. I know my design decisions can be a bit wack but i hope some of ya'll enjoy it
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>>
>>768339
started in blender, finished in zbrush, then extra stuff done in substance designer and maya where I rendered it with redshift.
>>768370
yeah thats true and looking back I'd do things a bit differently. There's a lot of ideas I cut out just to get it done and it also took several weeks of rendering overnight on my home pc just for this one sequence so really not much time to go back, iterate, and make changes unfortunately :/ I just learn from this and the next projects I do will hopefully be better
>>
>>768038
nice job anon
>>
>>768461
Thanks m8
>>
>>768140
who cares
>>
>>768038
Fuck, a trailer for a movie I'll never see.
It grates my cheese knowing this will never be a movie. Kudos on the full minute of epic, that's some top notch cinema right there.

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this is john
say something nice about him
>>
>>769785
Have ya been rendering john ?
>>
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>>769785
Welcome back, John, it's beena while since I saw ya on the catalog.

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So this is what Ubisoft has been using Blender for
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>>
You faggots seriously can't stop thinking about Blender 24/7
>>
so this is the power of india
>>
>>768945
>Ubisoft India
Did you except anything different?
>>
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>>768945
pay peanuts get monke
>>
>>768945

based

Don't you faggots make anything else but huge titties?
I've already tried >>>/e/ but that was even worse.
Pic related. This bad boy is mechanical
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>>769539
Coombrains will never learn
>>
>>769657
No, they are soft bodies, aren't they?
>>
>>769657
>>769732
Nah, they're just animated by hand.
>>
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>>769525
>>
>>769581
>You can probably

Ok.


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