>Will mastering /3/ help me get popular with the ladies?>If there is a Z-brush is there a X and Y brush?>Does sculpting in blender make one a better person?>If my skin is turning bluish am I normal? Questions that don't deserve their own thread thread.prev thread: >>743647
Should I make a skeleton every time I make an organic character to eliminate guess work 
>>752446It's not necessary to make a skeleton everytime but it can be a very good idea to try it out while you're still learning.Having anchor points and fitting a skeleton inside your model can help you figure out misshapen volumes angles and aid in clearing up your ownideas about how something is structured. In the past I've explored this on my own as it made a lot of sense to me at the time.Before I picked up 3D I was a self-taught half competent 2D artist (kid who never stopped drawing type) I mainly did simplified 'roboskeleton' manga type art.my sense of shapes and curves where pretty refined but since I mainly only did figure drawing my surface anatomy was very lacking.Once my skills had grown to the point I felt drawn towards going for less stylized depictions of creatures I started to run into all kinds of problems.Doing stuff like pic related back in the day helped me iron out a lot of my misconceptions about the human body.It was not enough however and more of the spark of what eventually pushed me into realizing I need to take anatomy seriouslyand set out to deliberately study how we're put together to gain a more satisfactory understanding of the body.
>>752424is it possible to make money in 3d if you're a non degenerate aka non commie aka non sjw aka non blm etc..?
how do 3d modelers who print their work to sell do it? aren't 3d printers like, really rough?
>>752470wow very detailed answer thanks
>>752493If you're apolitical you won't have a problem but if you align yourself with facist ideals that approaches the alt-right or nazi /pol/tarderyyou will become treated like a pariah by industry insiders. Aesthetic people are overwhelmingly humanitarian and the entertainment industry as a result is very much left leaning.The fact you talk about leftists in terms of being 'commi/sjw' is sorta revealing to what kind of sentiments you hold.Unless you kept such cards very close to your chest you'd end up against powerful people that would not hesitate to sabotage you given opportunity.
Is it enough to learn Maya and Solidworks to gain basic skills needed to apply for normal boring modeling jobs in factories/companies? I'm talking about boring technical jobs modeling bolts, molds, exhausts, bicycles etc, nothing fancy like being a designer. I work as a call center agent now so I guess any jobs albeit boring will be better than my current job really
>>752424>If there is a Z-brush is there a X and Y brush?Well, is there?
Where can I download nude skins? It seems like every website I used to visit to download models has basically been purged of any and all NSFW content.
>>752510Yes and kinda.
>>752512please ..... go back....
>>752509You probably also need an engineering background, learning 3d isn't enough to design it's just a medium
How do I decide if I should composite a rain in a shot or use actual particle systems in a scene? It's for 3D and not filmed footage.What are the benefits of each? Is mixing both a thing, so for example I have particles close to the camera and composite rain in the background? I would definitely do everything in a scene for closeups, but not sure what to do with wider shots.The thing is that I'd also want rain creating small "waterfalls" on roofs and I think that would be easier to place correctly in 3D. Also, I've seen things like these https://twitter.com/Mrdodobird/status/1276422592069419010where it's possible to achieve some of these effects with cards. This shit is crazy, but I'm not sure if it could work with rain because there's a lot of transparency inbetween raindrops, would be hard to mask it I assume.I need so many variations of rain for different shots, I want a general rain, rain creating wetmaps on the ground, rain splashes, raindrops sliding down a slope, rain pouring from a roof, raindrops hanging for a while and then dropping and ripples on a surface of a pond.This was my plan:>actual rain particles for a general rain and "waterfalls">shader for rain ripples on a pond and rain sliding down the slope>transparent textures spawning on the ground for rain splashes>not sure about hanging raindrops, I even thought about placing them and animating them manualy because there wouldn't be too much of them nor would they be visible in all shots, and it seems easier to achieve than trying to figure out how to make surface tension work, seems like a complex taskNo compositing involved atm. Is this a good workflow?
In tpose, do I do my legs completely straight, or do I do them naturally bent somewhat? I'll be animating this walking, so nothing complicated but I feel like this is baking animation before I've even gotten started - it's almost like a resting stand pose, and I'm not sure this slight bending is the way to go.
>>752564Modelling your character with all the limbs pre-bent to the middle of their motionrange is the best for animation if you intend to use no deformers or extra bones. Reason you don't see this done very often (hardly ever) is it comes with other issues like making it way more difficult to create the model in the first placemore difficult to create outfit variation, texture it etc. Basically you get improved deformation at the cost of a lot of fuckery in every other area.There is no best way of doing it and every variation has some trade-offs, I've tried all kinds of stuff including the variation described above. My go-to after years of building character is basically the so called A-pose. In the T-pose I find it too difficult to create natural looking shoulders.
>>752504>>apoliticalthat's the problem, they won't let you remain neutral.silence is violencefuck, well I guess I'm gonna have to go freelance then
>>752587just lie to their face when you need to and profit
>>752587How can one remain truly neutral? To me that seems impossible.
>>752597Not having an opinion about some things is the same as having an opinion. But for most topics that isn't the case.
>>752587Ya imagine working for a western AAA studio. You would have to put black lives matter in your twitter bio then you would be mee too'd for farting in a females direction.
>>752424Houdini 18 for mac!Does anyone know how to get the crack working without disabling SIP?If xforce is roaming around here, stop making shit cracks yeah?
>>752633Beggars can't be choosers
how can I make 3d models out of drawings that have angled perspectives? so far I can only make models out of 90°/180° turnaround sheets, but that means I can't use most images as a reference and can't make scenes without modeling T/A poses first. is it really a "dude just know how to do it lmao" kinda thing or are there actually tips to help pull this off?
>>752654System Integrity Protection
>>752678You view everything you see as a set of ratios you compare one thing to another to set some bounds on the size and shape of the thing you're looking at. View the outline of the shapes themselves as well as the shapes of the empty space between them as geometric relationships that inform you about volume and distance. You look at what can be known to be the same lenght due to the foreshortening and then you redraw/model/blockout/sculpt a rough sketch of the the thing from another angle.Make sane corrections whereever your initial guesses are off or correct the concept itself if the geometry turns out to be impossible. Like it often is if you work from 2D concept art.Fastest way to learn all the skills involved in this is to become enough of a concept artist yourself by learning how to draw that you understand how to go about it.Like when you know how to draw and you sit down with a paper, to your mind it's not 2D, you are thinking about the paper as a window into a space with depth. You are actually doing 3D when you draw, just that you can't move the camera.
>>752683>>752687Also if it's a character figure out where all the joints are and place a pivot there and threat each limb segmentas a separate piece of geometry. Link them together into a basic skeleton.Keep the neutral T-pose, A-pose etc at frame zero hit animate and pose your model into whatever poses you need at another frame That way you can go instantly between posed and neutral to validate against a concept to figure out if you're on the right path.Then you can edit your geometry in the local space of each part. Being able to edit your model while it is posed on the fly is very helpful.
>>752687>>752691that's very insightful! thank you very much, I think it will be a lot easier if I take some objects as reference in size and perspective and then use this knowledge it as a pivot point to make broader assumptions. that's reasonable to say the least, I honestly feel kinda bad now for not have even taken this into account>Fastest way to learn all the skills involved in this is to become enough of a concept artist yourself by learning how to draw that you understand how to go about it.this seems about right, I often find myself confused about whether I should be drawing or modeling to improve, specially considering my end goal is 100% making good 3d art and that I don't even like drawing that much. I guess there's no way around it, specially considering how much I could benefit from it as you point out here>Like when you know how to draw and you sit down with a paper, to your mind it's not 2D, you are thinking about the paper as a window into a space with depth.
What did the japanese ultimately end up switching to after softimage died? Maya? I know zbrush is a must for high poly and maybe marvelous designer and substance painter are popular. Just wonderin if max or maya got the upper hand there.Thinking mostly of studios like capcom or kojima prod.
i know nothing of renderrers. a thread here was showcasing how fast redshift is and everyone was praising arnold's rendering quality. you see i am a dazlet. iray render is fine for me but i really wanna see how different my waifu looks in arnold or standalone renderes. now my question is why should i render using an engine other than the one within daz or the 3d package i am using. i know arnold is implemented in maya and there is a daz to maya plugin to help transfer my chars there for animation and render. your thooughts?
Is anyone making living of /3/?How is it?
do i need to ask for the concept artist permission before i make the character or can i just credit him when i post it on artstation/instagram ?
>>753317If it's a small/unknown artist the polite thing is always to ask. If it's a wellknown/commercial thing you just make it and call it fan art.That said as long as you credit the artist you'll be fine.
What's the best PC build and software combination for fast and accurate physics simulations like fluids, fracture/destruction, and soft body dynamics ? i was thinking houdini with an rtx card but if there's better options, i'm open to them.
>>753317I'd say ask beforehand and make sure you say it's for learning purposes only and that you don't intend to make any money out of it
Substance Painter and Designer are on sale on Steam.They are perpetual lisences, right?Are they worth the price for a hobbyist/modder?
>>753344Perpetual with updates only until 2021. In 2021 you would need to buy the new version if you wanted new features. I still think the program needs a lot of work and wont be finished until the mid 20's at this pace.
How do I set up a scene to show off my model? 3 point lighting? What's the best way to get the background? Just a gradient colored plane? Any suggestions welcome
>>753456Depends on your render engine. For vray a dome light with pic related is the best option.you could always give light studio a go if you want to edit your hdri. Just make sure if your using on you found its calibrated
is there a way in zbrush to fuck with curves without using the curve brush? to get control vertices for the curve or edit points or bezier handles or whatever?this whole"draw out a wet noodle and wiggle it around to fit" thing is driving me fucking insane. i dont mind drawing it out but its so damn finicky to edit once its on the model
>>752424is it possible to import an obj sequence into zbrush so that each obj is it's own subtool?
>>753456>3 point lightingyes but make sure they're reasonably sized rectangular lights, look into setups that actual photographers use and just copy them. CG however also affords you infinite lights, so think less in "I need to use 3 lights" and when you see an area you think needs a highlight or some fill just add another light, world is your oyster. You can use emission planes with textures on them to make lights that have a natural softbox falloff as well. Also just a workflow thing is set all your lights up to track their direction to the model so you can just move them around and change position quickly.
I got into modeling recently and I've been reading digital modeling by William Vaughman. My ultimate goal is to be able to make a vtuber avatar. Realistically how much time would it take to learn how to do it correctly? And to make myself clear, I am not talking about generic anime avatars, I'm talking about more diverse humanoid avatars in general.
Is it possible to create brushes for substance painter in another 3d modelling program or importing from materialize?
Brainlet and zbrush noob here trying to follow a tutorial. Does anyone know how he did this? He just sorta timelapsed through it. Something to do with polygroups from the looks of it? I'd appreciate any help.
>>753859If you come from nothing, and you want it to be cute not a monstrosity, minimum 1 year, realistically 2-3
Need some help anons. How do I make lights cooperate with me in Arnold? I've been trying to make this lamp work, but I'm unable to get the desired results. The front is a fairly thin mesh with transmission set to 1. Inside there is a rounded cone of reflective surface, with a point light at the end. When the light is on, the whole setup catches color from the rest of the model that's not even directly in front of it. Also, despite the light's intensity being set to 1000, it barely has any effect on anything outside its immediate surroundings. I tried different types of lights, and most are not even visible at all, tried different values for the reflective and glass surfaces, but I'm unable to get rid of the strong yellow reflection in the lamp. I also get weird artifacts on the exterior when the light is turned on, despite the fact that it's hidden behind 2 layers of mesh. Obviously there is something wrong with my approach to this, but I have no idea how to set it up correctly.
Hi, I haven’t used zBrush and Maya since 2012 and wanna try it again, what’s the best source for cracks these days I don’t wanna search all those shady Russian sites
>>753867Masking mask by feature/ groups.
https://en.wikipedia.org/wiki/Normal_mapping#Interpreting_Tangent_Space_MapsI clearly remember there was a section in this article where RGB values for each direction were written. I was clearly looking at it half a year ago when I was painting normal maps by hand before I started learning 3D.It looked like (numbers are wrong because I don't remember them, that's why I opened the article today in the first place):- 255,255,255 - front- 127,127,0 - top-rightNothing in changes history o_O
how long should it take for one to learn the basic foundations of anatomy? i'm going at a very slow pace, been practicing the whole week and am not good enough to just practice other exercise-drawings quite yet
>>754074This is going to be a not so fun reality check, it could take you years to understand anatomy, at minimum to understand how mussels look, where they should go, how they change when tense or in tensed will most likely take you 6 months or more, your in a similar situation to >>753859
>>754085how do people who have just started and plan on doing this professionally cope with the long learning path? I know pretty much every field can only be mastered with years of experience and there's always going to be stuff to learn, but I wonder how long it will take me to even make solid simple drawings
>>754096>how do people who have just started and plan on doing this professionally cope with the long learning paththey're having fun while doing it. obviously not all the time, but experiencing breakthrough moments and the massive dopamine rushes they come with helps you maintain 100s of hours of motivated effort by conditioning your brain to turn frustration into anticipation.
>>752424I wanna start sculpting. I love sculpting in RL and have done a few projects for art toy companiesI wanna go into that market fully, but only after learning 3D, so here's my question:>should i learn modeling and then sculpting?I know a tiny bit of blender, but i wanna learn the tools in ZBrush>Should i just go for sculpting and then try to learn what i think will be useful in 3D modeling?I honestly just want to jump into it, i bought a display tablet for my 2D illustration freelance work and i've been wanting to learn 3D sculpting ever since, but i also don't want to be capped by not knowing 3D modeling.I have Pavlovich couse, i haven't started it yet because i don't wanna waste my time by being a retard :/
>>754109This is a good answer but to add to it, most people really serious about this stuff start early and go to a collage or university for it, that's 3 years minimum right there of guided trading, it doesn't feel like a long time when your entire job is: student learning to draw/model
>>754117Sculpting and modeling have a little cross over, you will make some mistakes you normally wouldn't if you knew a lot about modeling but it's like painting Vs photography, your probably going to want to edit your photo later but for now you may as well just learn how to take a photo.
how do you sculpt armor plates without the edges getting wavy and uneven? is the answer just to reduce polycount and then build it back up? using a combo of trimdynamic and claw buildup and move brush, but it's hard to get crisp armor plates that i can then start sculpting details on.maybe zmodeler? but fuck me that tool is frustrating to use.
>>754308Probably just poly model it and export to zbrush to add detail, your shouldn't really be sculpting hard surface from scratch
How do you faggots learn to cope with being jealous of other artists who have more clout/success than you
>>752424is there any money in 3D outside of porn / sfm?My buddy got a job only because he hounded a a small company into taking him on (and his stuff was good)
>>754367Selling stuff for second life and VR avatars makes some money if you do it from scratch. If you're good at making anime or furry shit you can have a legit business going. Just set the price high so you avoid kids who are trying to scam you.
>>754371>If you're good at making anime or furry shit you can have a legit business goingis there still money in furry crap? I thought it'd be completely saturated by now with how public this info is
>>754374If you're talking about 2D furry shit, yes, the market is very saturated, but even there you can manage to sell stuff. I have a friend who isn't stellar at furry art yet manages to sell artwork occasionally.If you're talking about 3D furry shit, the market is wayyyy bigger. 3D stuff is inherently harder and the difference between a bad furry model and a good furry model are so wide that if you are good at making fur and scales and whatever you legit could make yourself rich if you have a good advertisement method. 3D modeling requires a special kind of autism that not a lot of people have, so even if we speak about popular stuff like anime and furry there is a market for that stuff in 3D.Another important thing to remember is that furries have money. We're talking about people who spend thousands on fursuits without blinking. These people WILL pay for a good 3D model, they won't be cheap bastards about it which is also another benefit of this. There's serious money to be made if you're willing to deal with that sort of autism and if you're good at this shit.
>>754364I don't get jealous on other people success and could care less about having any so called 'clout'.I don't interact with the people I follow because they make great art, and I don't wish for followers of my own that isn't treating me that same way.I suppose I'm not at all interested about the person behind the work, I just care about their art.When I see work that impress me by other artists in a style I care about it fills me with energy and spurs me to work harder to improve.If I feel like I'm procrastinating or don't really wanna put in the hours that day I like to go on Artstation or browse forum threads highlighting WiP's by people I've consider to be the elite. Seeing them pull away from me always lights a fire under my ass. But it isn't out of jealousy.Real jealously is a terrible sickening feeling to experience, this is a positive emotion about being motivated and inspired to spring into action.
>>754379>furries have moneyYou know how car people always gotta have their car, even poor car people will have a really nice car from time to time. It's kind of like that, only they can't get a loan and it doesn't cost $10,000 in one sitting. Just take everything that's not required to live and funnel it into one thing, that's furry money. On that note, /3/ filled with jobless because ZBrush ain't that expensive.
>>754070Check history of the article.Are you sure you're not mistaking that for what's written on this article from a different wiki?https://developer.valvesoftware.com/wiki/Bump_map
How to start a business with 3d printed models?I want to sell action figures and shit
>>754374there is not as much money as people think there is and the idea of an artist who isn't in the furry lyfe having an interesting enough style or personality (the more well liked you are as a person the more your output is worth) to capture the market is laughable, it doesn't happen, you vanilla mofos won't make it. Guarantee you modelers 3x more skilled than me couldn't make as much money doing 3d stuff for furries because I know what makes the dick cum in my niche.
>>752504There is a much, much, MUCH larger spectrum to being to the right of current popular positions, and muh fashism. I guess sometimes agreeing with MRAs, as in, thinking false accusations should be a crime, etc, are opinions better kept private or shared in anonymity?
>>754364Well, simple: I know why they are more successful than me. In the art department at least (in the clout department it's because I've never produced anything I'd want to share online, and thus haven't).The difference between them and me is that they put in the effort, I don't. Until I change that, I don't deserve to become better.
are there any resources out there who teach 2D drawing for 3d modelers? Or like, are there resources here to teach how to draw simple designs? I fucking suck at drawing and I want to learn how to at least draw simple objects as reference when I'm modeling. I don't want to do anything too crazy in 2d, I just wanna know how to sketch simple designs.
>>754502the way people describe it is easily making money doing some SFM and the money comes rolling in
what makes up a "bad topology"? is it overstretched quads? not-quads? edge loops that don't follow a certain flow? all of these? what else? I often can't tell whether my meshes are appropriate or not
whats the best way to handle getting a model ready for 3d print? if i have a model with lots of pieces, will it just ignore clashing geometry or should i dynamesh everything together to get a continuous surface or what?
>>752424how can I import an obj sequence into ZBrush subtools as individual objs?
>>754692For me it's if it shades well. Everyone has their own definition it seems.
>>752424That statue is in my city
quick rundown on instalod? they even have a blender plugin now apparently, but oddly enough I can't find warez for it or the Studio XL version. on cgp I just found pipeline2019 for max/maya and studioxlpreview2019
Is this nigga right or is he coping because he doesn’t know how to draw?
Where can I find WH40K to print and sell?Got a Photon and printed pic related (not cured and finished)
>>754973>>754693You might want to try another board 3 isn't really about print so much as making, o think tech has a thread on printing
Sorry not tech it was DIY>>>1857148
Where can I learn architecture from an artistic perspective? I'm interested in learning the theory behind designing functional and visually appealing buildings rather than drawing floor plans.
Arnold GPU in maya 2020 keeps crashing on me. Happens in 2019 too. I have to use CPU rendering to get anything done. What should I do do?
Sorry for the stupid question, but I'm stupid and need a little bit of guidance here.I'm playing a bit in Live2D and I moved some dots in this eye model, and I want to know how to copy that shape and paste it into the other points in the axis so the shape can be retained while I move the iris around the eye.Sory if it's confusing to explain, but I'm a complete troglodyte and the manual doesn't really helps much.
Is there a way to modify an MD3's texture mapping without destroying the animation baked into it?Trying to modify a model for a game but I don't have the source files for it, and I can't contact the creator.
>>754936The video is built explicitly from the perspective of going into a job where the work involved is more conversion of other people's concepts into 3d models. There's obviously room for both
>>754692-Things that deform poorly, so not enough loops on joints or around eyes etc. -extremely uneven face size will make UV suck-it's easier if loops don't spiral over the entire body, easier to modify laterAside from that is mostly anything goes as long as it looks good shaded
>>754537If it was that easy they'd be doing it
Actual autist here, just got myself into zbrush, pretty cool. How do people make blades on their weapons so smooth and crisp? Mine always look like shit, like its made out of stone or something. What brushes should i use or should i use brushes for making blade edges at all?
>>755209Make a Polygroup from every flat surface of your model, then use Polish By Feature. That will smooth the topology inside your polygroups while creating sharp edges around their borders.
>>755209No actually, Blades are conceptionally so simple that any other method is superior to sculpting them unless we talk some weird stone or obsidian dagger.
i am a beginner at nsfw animation in blender, want to learn how to make saliva strings hang from the mouth. How?
>>755242oh fuc cakeinferno sperg is back
>>754536I'm not sure I understand the question.if you want to migrate from 3d to 2d you can use shaders to render your project in 2di.e. Toon shader in maya, in sketch-and-toon for cinema 4d..etcif you want to learn to draw something visualized in 3d, you can search on youtube tutorials for drawing 3d perspective:https://www.youtube.com/watch?v=vyeZbyEvZ28
I am doing this pretty much everyday and started a month and I am making a lot of progress. I feel like I can't get "great" unless I go to school or gain a mentor. If I stick with it will I eventually get a job? Or do I need to go to AnimSchool etc?
>>754695>>753842I really want to know what the hell are you planing to do with this information.How did you get in this situation?did you animated something, exported frame by frame as .obj and is planning to import to zBrush to model frame by frame? AFTER it was animated?
>>755284I just wanna learn how to draw my own concepts, then model those concepts. Mostly for coming up with my own characters. My question was wondering if there was a tutorial specifically tailored for people who learn drawing from that perspective, instead of someone who wants to fully delve into 2d drawing.
>>755291I don't know if I'm going to be of any help, but if you want just the simplest solution, I would say learn basic 3d perspective.if I have an idea that I want to try laterI scribble the most basic/infantile sketch on a paperand I got it because I made it myselfif you want to capture mood, look for the basics of concept art.this isn't a tutorial, but you get the gist of it:https://www.youtube.com/watch?v=XeKN8E0knAUthis one is pretty good for character design:https://www.youtube.com/watch?v=gI62rHNtg2w
how do I improve my automotive modeling skills?
>>755367Learn nerbs or surfaces
I don't get legs and I hate awful drawn references.Looking at a girl's inside of a knee joint for a minute while I was sitting at a vet gave me more understanding of leg anatomy than those low res useless fucking pictures.What should I type in the google search bar to get a good anatomical reference of any part of a human female body?
>>755372The nurbs model is missing so many details it's no wonder it has smoother lighting.
>>755409>Looking at a girl's inside of a knee joint for a minute while I was sitting at a vet gave me more understanding of leg anatomy than those low res useless fucking pictures.Hate to break it to you, pajeet but the only thing it gave you was self-delusion.
>>752597>I just want to render for god sakeLike this
>>755422>"But Anon, you surely don't think it's okay to remain silent in times like these, do you? If you support them, now it's the time to show it!"
>>755417>i don't get legs>lmao what an idiot, he thinks he's good but he's actually bad, le dunning-kruger effecterino amirite????Nvm gonna try catching good shots in porn, lighting is awful though.
>>752712Studios buy bulk licenses for the whole studio, they get special prices. In regards to Autodesk you can get a license were it doesn't matter if you use Max or Maya, you have an license server and can just boot up whatever you need at the time. That being said I am sure that pro gamedevs in Japan use both + Houdini.
How are effects added to scenes if they are made in a different software than the animation? Don't just say "compositing"
>>755432Well, composition is one way. You can also bring simulations like fire and smoke from Houdini or some other simulation software to Maya as a VDB and render them there with Arnold/Redshift for example. For cloth made in marvelous designer you can export it as an alembic with animation.
Hey guys I'm a 2d animator and was wondering about mixing 3d with 2d. In particular as a means of simulating in 3d, and then drawing over/rotoscoping on top with 2d so it fits in world.For something like smoke, i looked into some simulations, but what I saw seems to all look very grainy/formless overall.I'd love to generate something more cartooney that could be used/cleaned up like say the smoke effects from Akira. Anything in particular i should look into to make that kinda sim with a cartoon/anime effect?
>>755012anyone? I am fucked with Arnold gpu
How do I denoise animations with blender and have them be stable?
>>755496stable how?Is the denoising fucking up weirdly?If you've got the little clock next to your seed value activated, which makes you have a random seed for each frame, it tends to fuck with the denoiser I've found.
I've started sculpting and my hands are actually hurting. I thought using a stylus was better for you?
>>755500Are you gripping the pen hard.
>>752424How do I create special texture that resembles cloths and stuff like how they do it in Smash Bros. Ultimate and Brawl?
>>755496intel is working on making a temporal version last I heard
Tell me why I should learn sculpting when poly modeling is simpler, cleaner, more appealing, and more intuitive than shitty zbrush
>>755627pyw and we'll see if we think you could benefit from it.
>>755627you're never going to do anything worthwhile with either, so do whatever you want
How do you make good looking moss without it becoming a significant amount to render?
Ok guys, I'm super confident in modeling and Maya (2019) in general, but I have not even dabbled with animation.I'm working on a project at the moment which requires me to animate this seatbelt to wrap around the guy, following the red arrows, and slot into the central 'lock'.I've googled and youtubed, but I genuinely don't know where to start with this sort of thing. I've set up a curve and attached the seatbelt strap as a flow path object.. but it's just not really working.Any tips on what I need to look into would be really good..
>>755500you're holding it wrong
>>755814the way that I would approach it, would be to set up joints and hand animate it.how to set up joints:https://youtu.be/CF3rupjYWa4?t=200but if you want it to follow a path, this may help:https://www.youtube.com/watch?v=b-o5wtZlJPc
How do I start /3/?
>>755822Thanks a lot man, I'm gonna check into both of these, that fish one looks like it's gonna solve it.
>>755500Gripping a pen and bringing the point to the surface puts way more tension on your wrist and fingers than resting them on a mouse and just clicking.You can manipulate the pen a lot more with finer muscles that will tire out and get sore more easily, esp if you're not in the habit of writing drawing every day.Never had any issue back in the days when I used traditional media on a regular basis but now a days working mostly digitally and mainly with mouseI def experience some degree of fatigue after just a 10h session of using a tablet, where as I can use the mouse 16h day after day no problem.Using a stylus is prob better for you in the long run but you need to condition your hands to get used to that task.To mitigate tablet fatigue I make the grip part of the pen/stylus fatter (some wacoms are pretty wide out of the box nowadays) wear a sports wristband so you have paddingand don't end up resting your wrist directly on the surface of the tablet. Then make yourself a trendy 'artist glove' by taking a fabric gloveand then cut off the thumb,index and middle finger. This will give your hand high friction between your fleshy fingers and the pen where you want itand low friction against your palm, pinky, ring finger and the plastic which will help a bunch if you're to be going at this for days.
>>755513They use tileable swatches. Just get different fabric swatches online. Make them tileable and run a normal map filter on them.
How do I copy the post of my rig onto the opposite side in 3DS Max for a run cycle? You'd think this would be a simple thing to find an answer for but all of the solutions are either outdated or for CAT rigs.
>>755896Never mind figured it out
can I use a premade base body in for example daz to create a na'vi figure? Main features that differs from a human being the hight, lanky proportions, four digit hands and feet, the tail, eyes and ears.I don't know much about 3D modeling so I don't know to what extent the base bodies can be modified, but it would be much easier than creating a model from scratch
>>755939Sure you could literally take any human mesh and stretch parts of it 120% but anything past that your going to have a hard time with if your new to 3d. If you want to make bad 3d port use rigs people have already made, and learn from there, animation is the hardest bit to get looking nice.
>>754981my post is very much about making. i'm a 3D modeler, i don't do a ton of printing, though i have a printer. what i'm getting at is that i'm modeling characters to sell the STLs for things like tabletop games and wargames and such, and normally i'd model the armor and weapons and everything separately, but i'm not sure how that would interact with the printing, particularly with the SLA printing which as far as i know doesnt use honeycomb shelling.i dont want to put a bunch of files up on a market place and have angry customers coming back with complaints about the files causing errors or not printing correctly.i use zbrush, so mostly my question is about weather i should just be merging the subtools and calling it a day, or if i need to completely remodel everything like the armor and weapons into the body in 1 solid piece with no crashing geo or anything
>>755961This is why I liked you to sit, who is going to know 3d printing better? A board full of modellers or a thread about 3d printing. It does matter if they can make models or not they will know what makes good prints
>>755969God I hate typing on my phone, I should really prof read more>This is why I linked you to DIY, who is going to know 3d printing better? A board full of modellers or a thread about 3d printing. It doesn't matter if they can make models or not, they will know what makes good prints
My friend is making a game in Unity and needs buildings for his game, could I make them in AutoCAD and export them as a file usable in Unity or would it be too heavy to run properly?
How do I set proper topo to and rig stiff bendable objects like cardboard or books? When I bend it too much it deforms badly at the base
>>752424/3/, what is the meaning of life? Are we all just polygonal constructs in denial of the true nature of our mesh forms?