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Anyone here creating terrain/scenery/game maps using any of the generators that's out there?

Terragen, World Machine, Grome, Houdini, World Creator, QuadSpinner Gaea, etc.

Which ones have you tried?
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That's a real-time engine, not a terrain creation software.
Try again.
Not him >>821123
QuadSpinner doesn't charge for patch updates, but for the big version updates.

They say they're about to release 2.0... Do I wait or do I buy it now?
Pirate now, buy after it releases.
Our studio went the Terragen route during the early 2000s, then through the entire range of E-on products and we were back at Terragen since 2018. The only downside is that we render off-site i.e. on a 3rd party render farm.


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I know such a thing don't exist but hear me out. I'm a beginner but I can't find some more advanced stuff on humanoid rigging. Mine is pretty good, I have a good control on my mesh but I got this video on my recommendaiton today and I feel far far far away from this level of control over my character.
So I have two questions:
- Does it seem like the guy has good control because he managed to make it look that way with his video editing or is there indeed a way to make you character control nearly perfectly?
- If that' the case, where can I find tutorials on this? Or now that I have a good understanding of rigging, drivers, weight painting and all that shit, should I just buy/ddl some well made rig instead of losing my time obessing over small details?
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Sure you are. A few posts ago you complained about IK in rigs. Shows how much you know.
And nobody sperged out at your Maya hate. I don't even use or like Maya. We just point out that your poor delusional ass is not making any breakthrough with your meme niche soft.
Delusions of the blender zealot
You don't do anything
More features and more community to create more features, tutorial networks, and plugins than the other alternatives. It's that simple. If everyone used 3DSMax for animation for some reason CAT would be re-envisioned and suddenly all of Mayas features would be in 3DSMax. Then it would truly be the number one package out there. Maya just got the boost from Autodesk due to them putting animation and rigging features into it, and a community forming around it which included most professionals.

Please quite seething.
>A few posts ago you complained about IK in rigs. Shows how much you know.
You just exposed as being fully and irredeemably retarded.

I didn't complain about IK in rigs. I complained about manually rigging in IK like Maya requires me to for some reason.

IK is something you can turn off or on. Any FK can be turned into IK at the press of a button. It's like accusing me of being against telephones because I hate landlines with cords. Technology has advanced from where it was 20 years ago.

Case and point: Maya animators only know Maya, they live in a bubble, they have no technical know-how or skill whatsoever, they believe moving some dials around makes them a "pro".

I remember watching a "pro" animator being blow away by a rig that had IK on fingers.
> The absolute state of Maya animators.

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The most punchable face on YouTube™.
Weird, so do you masturbate to him too? Because you're obviously obsessed.
A few years ago I was walking to the shops to grab lunch and he was carrying a tripod going the other way. I was surprised so I just said, "blender cunt" as I walked by. Not sure if reacted as I was thinking about the tendies I was gonna buy.

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How do people find these textures like in pic related? As you can see the suit, boot and back container textures perfectly line up with the model. How do people get these textures? is it hand drawn or some shit?
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>draw shitty textures in 144p
>disable filtering
thank me later
Dithering helps a lot to get that effect
shut up brainlet
the questions on here are so basic and noob they don't even know how to formalize the concept they are trying to ask
I usually just come here to laugh at the sonic and my little pony threads

I want some of that sweet brutal criticism baby, some of that juicy warm critique running down my neck and chest.
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I forgot to delete the hat in that scene and didn't have time to rerender, I was considering having him just stand there but it looked too stiff, I think that camera move was a bad choice for that scene anyway, It felt weird having the main guy talk while a different guy was flipping out on screen, distracted from the dialogue. Maybe a slower and more methodical entrance would have made him more menacing and look less goofy
0:22 the body from the belly down stays pinned in space, that looks weird. when you move anything the rest of the body shifts a little, if only to rebalance the weight. 0:37 the guy just jumps, there's no anticipation, he doesn't even crouch before being propelled forward by who knows what force. 0:45, a weird bouncing of animation. 0:47 again, arm moves and the rest of the body stays pinned in space.
cut that shading style and throw it in a hole and then bury it- I think you should also get away from trope-leaning. I get the semi-aware, semi-joke on the themes- but not executed properly to succeed in what you half-dipped into. Even full-fledged execution of the anime trope self-aware thing falls a bit short. I respect you because you went for it and that is always the biggest hurdle- Like other anon said, you did the thing. This gives you power- power to rock into your next project with a fresh head and skills to show off (you have new knowledge, even self-learned, from sharing here on this board. Take every opinion given lightly- But let the objective critique rest beside you and learn from these points) Thanks for sharing- I forgive the rough animations- I just wish I could enjoy the subject matter, I like stupid things but this is not stupid enough
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When he tpuchew his head at 1.55 and mskes the sunglasses move up at the other side,i like that detail, that he's unaware fidgeting. But the glasses should move more realstic(very simple statement, but that's realy it) have them move faster, and lose spood quickly(light, thin object). Put some glasses on and try to recreate that hand movement, to study how the glasses move. If the way he did it is imposible to recreate that's not a problem, i said make the movement more realistic, not the action itself.
whats stylistic trump physicaly posibility
You should learn the fundamentals of 2d drawing by learning how to paint with out lines before moving to 3d. Shadows makes the silhouettes hard to read, decals for mouths only work with zoomed out characters, what the others has posted.

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Post your're beeple

beeplegenerator dot com
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I got very similiar to this one so i rolled again and got this beauty
That's a Juul not an X-Box.
amazing and humble he allows people to use his tools
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This is based
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pill me on sculpting / texturing with a display tablet. Is it better workflow or do you still have to use a keyboard with it, rendering it a useless expense?
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Here is the secret: nobody knows except you. You know best what you need and where you need it. Consider Hotkeys and stuff like a customized keymap in a PC game.
Always reconsider it and fine tune it to get better/faster.
>paying more to do the same job with the added shoulder or neck pain and less space to put your keyboard.

Display tablets are a scam, no matter how cheap they get. Hell I always prefer the cheap small ones so I can cover more area with shorter moves (it'd different if I was painting).
While we're talking about useless gadgets, has anyone tried a trackball to use alongside a tablet and keyboard?
what a faggot you are
yes since your hand is not in the way.

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I have a theory that Blender was created to stop over saturating the 3D modeling market. Think about it, why is it shilled so hard by YouTubbers who's portfolio track record doesn't include using Blender or by big studios like Pixar who say you can do their exact same stuff on Blender? Any true 3D craftsman understands the program's limitations.
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Where do you see racism?
Dung is always brown AFAIK.
You were the one calling the other Anon "worthless nigger" but now you are crying about MUH RASISM?
unironically kill yourself you worthless human garbage.
"Racism" was made up by Leon Trotsky in the 1920s to silence political opponents.
>You were the one calling the other Anon "worthless nigger" but now you are crying about MUH RASISM?
shit, you got me. forgot about that kek
It's ok, I forgive you. Being racist is totally fine.
Communication matters a lot in industry though.

I see managers hire westerners a lot more often than pajeets solely because their English skills allow them to easily communicate with the rest of the team

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This is for my CAD bros.
What projects are you working on?
Where are you struggling?
What software are you using?
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I'm trying to learn Alias rn. So far it has to be the steepest learning curve out of all the CAD software I've learned. Why is everything so insanely difficult? Any tutorials you recommend?
No. YOU can't. Retard.
the Autodesk suite is so broken and retarded i simply do not believe they still have the monopoly in the AEC world.
You better believe it
I would never use Blender for parametric modelling

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How do you find a style?
I've gotten to a point where I am not that bad anymore but I find making realistic stuff really boring. Do I just look at others people stuff I like and steal elements of their style?
pretty much, yeah. look at as much art/design/animations/whatever as you can, try stuff out, and see what elements you can bring to your own style.
You don't "find" a style. Your style is how you work, not how something looks.
Your style is your signature. Not that it's your defining mark, but that it's something built up with muscle memory and repetition.

Your style is your workflow. Just by doing things in your own rhythm in the way you're comfortable with. You'll find that you tend to repeat processes and tricks that you've remembered, and little things that you do when working on a project to finish it, how you're feeling at the time, what media you're taking inspiration from.
All of those things add up to your "style". It'll start to show through multiple projects if you keep at it.
Your projects might all be different visually and thematically, but there will be a line that you can clearly draw that ties all of them together. That's how you work, at work. It's you. You're your style.

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how the shit do you get to this level of animation? I mean it must be multiple people animating only that one single character over the course of months, right? it's not a work of just one skilled guy, right? the rig itself must have like a billion controllers by the looks of it
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>subject is of no interest to me, therefore it shouldn't exist
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I think Pixar should be asking the same thing.

With todays modern tools and old animation techniques. You'll be exceeding cinematic expectations.

Try simulation, learning anatomy, and muscles. Practice this and have fun.
No that kind of stuff is pretty much entirely keyframed. They DO use a lot of live action footage as reference though, either from voice actors performing as they do the voice, or just the animators recording themselves doing what they want the character to do.

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Has anyone using this free software?
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Gives me flashbacks to the good old SexyBeach times
I only use it when I have to export Runescape models
Yes, extensively for MMD content
I like it. I can make primitive shapes and do sculpting
It's still on sale.
It's still very popular in Japan partially due to MMD.

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is Cascadeur good?
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Nah, just 3d porn that doesn't look like some chump downloaded a model off of smutbase and doesn't even know what an animation curve even is. They just put two keyframes down, and go to town on the camera. Or worse, they animate every single body part moving in some way, but still using like 2 keyframes per bone.
It was a joking remark, but most things said in jest have an air of truth to them.

Really I'd just love to get my hands on some AI interpolation stuff for my own work. Mixamo itself is used by tons of people, but it's limited to what they've got on there. It works well for a place to start, but something like that with AI could really blow things wide open.
Left (soul) to right (soulless)
anyone knows about a good cascadeur and C4D workflow?
And cutting edge research like AI development makes up the remaining 1% of cases. Maybe in a few years when AI is more commonplace you'll be right, but right now I don't think online courses are enough for most people to get into AI development.

All the websites Google is giving me are either dead, or have dead links or are just shit. Pinterest has good shit.
Does someone have recommendations, links or anything I can use as a reference for 3D animation. My project is heavily using melee combat (martial arts, knives, bats, etc, ...).

It can be anything, 2D, 3D, real, sticks drawings, everything is welcome.
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What about animal motions
Your approach seems short sighted
It's far sighted, actually. If you don't have the intuition to understand how bodies move in accordance with the laws of physics you'll never be a good animator even if you use reference. You're asking to use references in the same way a beginner 2d artist would ask to use references and trace off them.
But it's not only physics
There are things that are either year long masteries, eg how a fencer moves and reacts or something that is rather alien to us like the movement of a praying mantis
I think a 'one size fits all' solution is always rather close minded, but I do understand that you don't need references for most normal cases if you are an experienced animator
May I recommend the BBC motion gallery?

It's a massive gallery (on Getty Images) of footage from the BBC (as far back as 1992).

I use it quite often for refering animal movements, there's a lot of nature documentary stuff on there, naturally.
Thanks, I found it during my research but it’s not really what I’m looking for. What comes close to what I want is these poses drawings I find on Pinterest but they’re often incomplete or not relevant


Houdini bros...
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Meds: take em
It's about doing the work of multiple people as one person. With procedural shit, all you gotta do is put some operations together and bam, you've got hundreds of "unique" building variations like the above. Something that'd be easy enough to do manually, but it'd take more time than a single click.
It's about multiplying your effort in a way.
beginner here, has anyone got any resource or videos they can share to start comprehending how something like that is made? I wanna try it
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ah yes
Search for terms like the ones mentioned in this video:

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