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>Ask well researched /3/ questions and get answers
>>
[*uncomfortable silence*]
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>>793623
what's the best tutorial on how to make money with 3d fast????? btw i have no arms
>>
>>793685
just bought my second house with the money ive made from what i learnt from this tutorial
https://youtu.be/WxfhkpBPBiw
>>
I want to bring my MD skills to the next level, can anybody recommend me a good book about sewing?
>>
I've been trying to model anime on and off for years, and although I've gotten very good at editing models, I still can't make a good anime head. pic related is my latest attempt

I don't really know what my question is. How do I avoid this kind of warping around the mouth area? Is the trick to start with the main features and fill everything else in? I don't want to be a familiar face here for ngmi, but I've looked at all the resources and I've practiced, so I must be doing something wrong or just plain stupid, because humans seem to be easier in a way that this hyper stylised stuff where a small mistake turns into a massive problem
>>
>>793792
Patternmaking for fashion design. It doesn't translate 1:1 in Marvelous though. You always have to use hacks and mess with shit.
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>>793808
Thanks, and yeah I know about MD being a bitch but that kind of knowledge is nevertheless very useful.
>>
What's a good beginner tutorial to make a head in blender?
>>
Can you still get a job if you know how to write opengl c++ applications, maya pyqt/pyside tools, and basic unity scripts without having made a full game or are these days long gone and you have to basically fund, concept, develop, and market your own full game over a period of several years to even get a minimum wage job?
>>
>>793911
nah, you should be fine.
>>
>>793918
How useful is raw opengl really? Is it better to use an established engine like unity / unreal which just works or to continue to write your own engine and debug with nsight in hopes of getting a job?
>>
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I want to authentically recreate the Pre-rendered background look of the 90s. Any advice in general?

And more specifically: I know a lot of this stuff was in fact just painted on after they made the initial model and texture and rendered it as an image, but did they have bump maps then? Or was it all just texture work?
>>
>>793685
I HATE these faggots : I absolutely have no idea about any 3D process but how can make fast money with it? FUCK OFF
>>
>>793979
A few elements in that scene looked like they used bump mapping. The table and those metal poll things in the front.
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>>793979
what game?
>>
>>793979
>>794010
That's an AI upscaling of a background from Final Fantasy 7.

Most textures are relatively low res images, bump mapping is used in quite a few places - sometimes maybe even as the sole texture in a material.

There's some obviously bad UV mapping from quick and dirty projection mapping.
There isn't too much concern given to getting the scene perfect - those broken window frames are just fucking floating with nothing holding them in place. The back end of that pale blue-green truck seems like it perhaps doesn't even exist. There are some baked or painted shadows on the cobblestone.

There's no ambiet occlusion, no atmospheric haze, probably no global illumination either.
>>
>>794020
>sometimes maybe even as the sole texture in a material
That's what it seems like. A lot of these textures seem just like a single color with a bump map. Although I'm also trying to figure out exactly what specs they were using to make these old textures. This has been difficult to research

>no global illumination either.
That's certainly true. It's all a bunch of point lights with some painted cleanup.
The big issue I've run into though is that blender no longer supports the simple blinn-phong, or more likely in these renders just gouraud shading that you could achieve in the Internal Blender Render in old releases. I could go back and use the older Blender releases, but there's too much basic refinement in the newer ones that I'm trying to find a work around.
>>
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>download ueviewer
>extract arkham city model of catwoman
>textures are all disconnected
>add animation
>bones from perfectly functional mesh suddenly implode leaving a catwoman ball
Can anyone tell me what a) these textures are supposed to be and b) what the fuck is going on when I add the animation?
>>
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Why is zbrush hard surface modelling so demonized?
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>>794075
Left looks like a mask of some sort, using seperate RGB channels. Looks like it's using two black and white masks, one in the blue, one in the red channel. What it's used for, no idea, haven't played the game. Right is specular/gloss.

What do you mean when you say "add animation"? What are you doing? A custom anim/mocap? If it's external animation, sounds like the animation is not compatible with your rig, for a number of reasons, bone orientation, bone count, hierarchy, etc. Also gamerips are held together with sticky tape. You might be better throwing the mesh onto mixamo or something to make a new rig.
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>>793803
No one else has replied, but at the end of the day - assuming you are using flat shading like you should be, it really doesn't matter about pinching and fishlips as long as looks fine in the end. That sort of thing is natural due to the weird silhouette of anime. Texture and shaders do 99% of the work.
>>
>>794150
I appreciate the (You), but my problem is that it's deformed to the point that great toon shading doesn't help. I can't ever seem to get the eyes, mouth and nose in the right place, with the right topology to make the rest of the face look nice for that character. I've tried a lot from different anime styles and I can't seem to manage it, and I've been practicing for so long, something must be wrong with me
>>
>>794024
>The big issue I've run into though is that blender no longer supports the simple blinn-phong, or more likely in these renders just gouraud shading that you could achieve in the Internal Blender Render in old releases. I could go back and use the older Blender releases, but there's too much basic refinement in the newer ones that I'm trying to find a work around.

It's probably phong, but if you want gouraud shading, 2.79's blender game engine will give it to you.
>>
>>794149
Thanks for the (you). When I say adding the animation, I'm importing it using a tool on Blender that imports .psa files.
>>
>>794127
dont know what your questions means but check this guy out if you haven't already (I'll assume you have already)

https://www.youtube.com/user/Pavlovich2005
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>>794127
>demonized
because doing hard surface with zbrush is an equivalent of cutting bread with scissors. you absolutely can, but why the fuck would you if you have a knife.
>>
Is it too late to pursue animation? I've dipped my feet into most of the CG areas and I really enjoy animation but I'm scared it's the one that will be most replaced by AI or some tool to make the work automated.
>>
>>794244
>the one that will be most replaced by AI or some tool to make the work automated
it's exactly the opposite. in every field of 3d art there's some kind of automation and algoritmification (like procedural texturing), but not in animation. there's nothing significant happening at all for at least 20 years. even rockstar animation freaks ditched euphoria with gta 5 and using hand made animation for everything except very strict ragdolls. animation is a great choice.
>>
>>793979
>>794211
Seems like someone recreated phong:
https://www.youtube.com/watch?v=XQdIxkd54X4
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>>794290
So this is actually a pain in the ass: you have to manually set in lighting coordinates. The object otherwise doesn't react to light. Why is it such a pain in the ass to implement the simplest shading method
>>
>>794243
I thought Zbrush is for easier construction of more complicated shapes, wich not so experienced modeller would find kinda difficult to create
>>
I have to work on rhino for some architectural rendering, the actual render is done with another software that doesn't even have ambient occlusion and doesn't even allow for edge smoothing. I feel so pityfull.

I have a 1x1m texture of plaster and i wan to apply it in real world size to all the walls. I don't really want to do to map anything. All the walls are spliced in like 30 different quite complex solids. I just want my texture with the proper size, I don't even need continuity on the edges! I just need something to tell rhino that this texture is 1x1 meter and it mustn't be resized!
Help me plese! ç_ç
>>
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1. Is it a proportionally nice base blank for a female character sculpt?

2. Is it alright to sculpt faces with emotions, retopo them this way and later add a no_emotions shapekey? Actresses mostly smile or smirk in their photos, I can't find a reference.
Also jaw slightly opened because I can't imagine retopologizing lips if they're closed.

3. I can't cut my sculpts forever, is dyntopo my only hope and salvation from blender freezes? I've heard dyntopo is awful and no one uses it.
>>
>>794466
Look for the 8 heads proportion system.
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>>794478
8 heads is the ideal adult woman, I prefer closer to 7 for a teenage (18+) girl proportions.
Let me rephrase the question, does it look as a human body at the first glance?
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Forgot image
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>>794336
some zbrush guy made this head and a complete body for him in a day. This would be a nightmare in traditional modelling packages
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>>794483
>does it look as a human body at the first glance?
no, it looks like a weird emaciated goblin creature and the face is hideous. throw it away and start from scratch. you're going to need to make dozens of these before they start looking reasonable.
>>
>>794574
dont listen to this. Females will never look right without hair on top of the head and you also need to add clothes. I also see some that look like this every day - i work in a big retail store and have hundreds-thousands of people come in each day
>>
>>793623
where can i get free assets like trees and grass and stuff
>>
>>793623
I an about to get serious with this, always used blender So should I learn Maya pro 3dsMax? Since i will be new to this are there aby OG tutorials/courses for Maya/3dsMax?
>>
>>794635
why? Autodesk is about to be obsolete
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>>794576
thank god you have a job already because you're never going to make it in 3d if that model looks good enough to you
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>>794336
well, not really. zbrush MAY be easier if you do concept modeling based on a human head/body template like >>794545 this stuff attached. because you can just smack masks and extrude. but it's actually not complicated, it's just a specific task of concerting a sci-fi mask\head. if you model a thing and there's references for it - zbrush is absolute nightmare because manipulation with objects, layers, axis, subd and so on is simply horrible.
>>
>>794576
Learn anatomy, it's hideous
>>
>>794650
read the post again.
>>
Is it important to buy your software, if you're making a buck off it ?
>>
>>794635
What exactly do you want to do?
Character creation + animation?
modelling? what type? hardsurface or organic? concept? for games/realtime? full VFX production quality?
>>
>>794635
Well, its not really a nuisance to learn another 3D software. From what i have seen companies usually want 3DsMax/Maya skills as a requirement for the job. I think I should choose Maya over 3DsMax, but wanted to ask If someone has a useful opinion about this. And I do have Autodesk educational licence so i should not waste that.
>>
>>794675
I usually do base Meshes in blender And then ->Zbrush-> Retopo->Substance painter. Iam just doing props, want to create environments in future
>>
>>794672
what do you not understand? i'm telling you to stick to retail because you'd have to be visually illiterate to expect that monster to be fixed by the addition of hair.
>>
>>794692
I disagree.
>>
As a game artist, what is a good ratio of playing new games and seeing what really is the industry standard to creating artwork? Do you skip the playing altogether and just watch lets plays?
>>
>>794702
>playing videogames
NGMI
>>
>>794696
ok? you can always demonstrate how bad anatomy is just an optical illusion caused by baldness by photoshopping some hair onto this goblin lady and posting the results. go on, try it.
>>
>>794702
playing fagio games has nothing to do with being good at 3d
>watch lets plays
lmao
>>
>>794714
>>794726
how will you know what to make if you willfully blind yourself to other peoples work and cant even spend 30 min watching other peoples stuff? You know what, dont answer that
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>>794722
I have seen well over 100,000 female faces while working at my job. They arent pretty. Most people are ugly and without hair they would be painful to look at. I dont know what your point is
>>
>>794733
artstation.com
fucking stupid monkey
>>
>>794737
the problem with the model is not that it's a model of an ugly person, but that it doesn't look like any living person at all, because it's an early attempt by someone that is still a year or more of practice away from basic competence at sculpting humans, ugly or beautiful.

again, the fact that you can't tell an bad sculpt of a beautiful woman from a good sculpt of an ugly woman means you have room temperature visual iq and it makes no difference how many faces you've technically pointed your eyeballs at if your brain isn't registering any of it. when you tell newcomers to waste their life trying to rescue failed sculpts by covering them up with hair and clothes instead of actually practicing the skills they lack you are actively sabotaging people who, unlike yourself, still have some hope of improvement.

that is my point. i don't know how else to explain it.
>>
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How the fuck do I get good at Substance Designer? I did Allegorithmic's youtube tutorial and I thought I got the general gist of it but I still cant do anything resembling what I want
>>
>>794823
what are you trying to achieve
>>
where can I find [spoiler]lewd [/spoiler]models to import?
>>
>>794832
sorry bro we don't need anymore competition
>>
problem with blender, any version:
when I import some models into blender (any supported file format), I get weird shading issues without doing anything to the model. like faces/edges looking deformed. when I import the same model into c4d/maya etc, no such issue exists. in blender I have tried: clear custom normal data, auto smooth angle, smooth/sharp shade, flip normals, delete crease/edge, clean up mesh merge verts, del ngons, quadrify, triangulate, edit normal modifier etc. etc. but nothing gives the perfect result like a casual import in any other 3d software. I looked online for hours and couldnt find a solution. any ideas? can post a pic later
>>
>>793623
I don't know shit about 3d but I'm curious. Why do so many big dick 3d anime artists use ZBrush?
>>
sorry if this is a naive question
with video games, textures used to only cover one half of the model, but modern games seem to have the entire model laid out. is this because of normal maps or is there another reason?
>>
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How do i avoid a triangle here?
I could cut a supporting loop around it, but this would both leave a quad with high distortion and impact the otherwise perfect torus
Is this the right way or are there better options?
>>
>>794871
You can add an edge loop in the other direction.
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>>794830
Simple rock wall
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>>794871
your image is not good because your support loop with ruin cylinder's shape. you should usually avoid shit like that
>>
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God, I just posted a thread before seeing this accidentally, but does can anyone link these livestreams Arcsystems did for Guilty Gear?

I'll post pics of my stuff to prove I'm not a shitter or anything, but I'd love to see how to apply they're methods in detail to blender despite already knowing the gist.
>>
>>794834
I am not competition. I wouldn't have to do it myself if you guys made the content I want to see.
>>
>>793623
Let's say I'm making objects for a game, and one is a beer can, another is a trash can. How do I make sure they both carry the same level of detail? The physical size is different. Make one for example 512^2 pixel and another one 2048^2? How do I keep the same level of detail across hundreds of objects of different sizes?
>>
>>794890
look up "thigher - rock creation techniques 1 & 2"
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>>794871
why do you want to avoid it? looks fine
>>
>>794737
I'm sorry, he's probably right, I tried to slap hair ripped from porn games on her and she doesn't look human anyway.
But he's wrong in a way too, because he answered the first vague question and skipped important technical ones.
>>
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What's a trimsheet ? If I understood correctly, it's basically part of a wall or ground (could it be something else?) that you create, and you tile it to make it repeat ?
>>
>>794966
you make a texture and instead of having it apply uniquely to one object you apply it to several different objects that differently placed UVs thus "trimming away" from the one texture. Its an optimization used for games, and you dont want to prematurely optimize before you've been approved of the final look
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>>794969
I see. So it's mostly used for optimization ? Don't you lose definition on your texture ?
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>>794972
Dont worry about trim sheets right now until you are in the optimization stage
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>>794972
textures using trim sheets are usually more high-res than the ones without them.
After all, you can have a much higher resolution if you use the same texture on multiple surfaces instead of giving each object its own texture.
Of course they have their drawbacks too, but can be rather impressive if used correctly
>>
>>794926
That dude is amazing but his voice makes me nod off for some reason, reminds me of school
>>
>>794924
Texel density.
>>
Anybody knows if I can organise my unreal asset directly from my file browser ? I tried doing it from my project file in unreal, but moving from folders to folders take years. Need a way to organise my scene a bit
>>
How the fuck do you texture a wall without too much repetition in a videogame? Do I just use multiple variations of the same texture? Wouldnt that be wasting system resources?
>>
got a gig to model a character with a bird's head and i don't got a clue how to fucking make one cept for replacing a daz3d head with a bird's and then simming some clothes on it in marvelous. anyone know any better way to do it ?
>>
>>795245
Why did you take on a job you couldn't do.
>>
>>795245
forgot to mention that i have to make a library of animations for it too, which isn't that hard for me.
>>795246
money is money
>>
SERIOUS QUESTION

ARE WE ALL OUT OF JOBS IN A FEW YEARS

https://openai.com/blog/dall-e/
>>
>>795263
Nah, I don't see it. We'll be using shit like that to make art faster; we'll push it beyond what the machines can do.

If they ever surpass us at that, not having a job might be the lesser of our problems.
>>
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I downloaded Softimage XSI like the stickied listed but I can't even import OBJ's as it's "not a feature in EXP version", as the error in the console says.

Should I try and just bite the malware bullet and risk running a keygen for the 2015 build or are there other ways of getting Softimage to actually be on my fucking PC?
>>
>>795301
I hate to say this but XSI is dead.
You don't even get it on your PC legally, even if somebody sells you his license, Autodesk will refuse to activate your copy.
Xforce crack works however - I still have it installed on my PC.
>>
>>794157
cheer up brother, as long as you keep experimenting and solidify your fundamental skills, eventually you will produce results that you will be happy with

re: to your issue, it may be worth practicing modelling regular anatomy in order to get a good understanding of what looks 'right' in a more stylized model

just keep learning and keep making models
>>
>download bodykun rig
>pose it
>import to zbrush for sculpt
Is this dumb or should I just use transpose master and zspheres?
>>
>>795363
Thank you, anon. I'll take your advice, and spend today making realistic heads instead.
>>
>>793623
How would one model the arms of pic related? I've been having major issues trying to model it in both zbrush and blender
>>
>>795451
The hard surface armor in particular
>>
Does anybody have a good resource to get a cracked copy of maya, now that you can't just claim you're a student anymore?
>>
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I'm a semi amateur I have a problem with these sort of sudden steep slopes that transition from a straight forward hard surface. I come across this on a few objects and not just firearms. A lot of what I do try ends in a distorted looking mesh or terrible difficult to work with topology.

So what would be an ideal way of making this sort of shape? I've asked a few people this already but want to to see what else people say. Bottom is my very basic mesh I have at the moment.
>>
>>795690
methinks your model has too many verts at this point
much easier to do stuff like this with simpler geometry

personally i would just gut that section of the gun and manually connect the remaining vertices into a slope
or maybe flatten it by scaling to zero on a local plane
>>
>>795690
U need to extrude a face and then bevel the connection.
>>
>>795697
>>795690
That's what I would do. Extrude the face straight up and bevel the edge
>>
This is my first post on this board. I normally browse /biz/ and used to browse /pol/ years ago (now only occasionally to read about happenings)

I'm going to start woodworking and already have a degree in construction project managment. I am going to build some furniture to start with but want to design everything I build with a CAD program first. I'm going to start with freecad and just learn the program.

If there are any protips or useful directions to point me in that would be greatly appreciated.

I ask you only because I have been here long enough to know that you people unironically have the best answers and 4channers are fucking based. I will answer any questions about /biz/ seriously as I have been browsing it everyday for four years to give something back
>>
>>795717
I am going to use fusion 360 to start with
>>
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in maya how do I copy keys from one transformation to another, I want to have an objects rotation be synced with it's with movement
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>>795717
in my opinion any cad i tried was cancer, u can use blender for metrics, u can build ur shit on a plane then turn it into a 3d model without any problem, are you going to use some cnc machine for woodworking or doing it by hand? if ur going to do it by hand u dont need precision.
>>
>>794908
jesus christ, close some fucking tabs
>>
Does anyone have body references for children that don't make me look like a pedo? Please?
>>
>>795755
Literally just change proportions to be dwarf sized just like all AAA studios do.
>>
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Call me crazy, but for some reason now I'd really like to have a horizontal panel with my most used tools like in pic related. Or also similar to what Max has on top. There are no horizontal panels in 2.8+ versions afaik, but still, is there a way to make a custom one which can work like that?

I noticed it got somewhat annoying over time to have to go through a bunch of dropdown lists and submenus and it slows me down even though I use hotkeys. And then when the project file is big, it can also cause some lag and you have to wait for a few moments before it shows the menu.

I was against this before but now I'd actually prefer to e.g. just click on a button that is on the screen all the time to add a cube instead of having to press shift + a and then search for it with a mouse.

I also have a quick favorites menu I use all the time, but you still have to search an item you want from a list, which takes a few seconds. Especially now when I also have hardops mapped to Q, so quick favorites are a part of the same popup menu, so now I have another level of submenus I have to search through.
>>
>>795739
Hand yeah. I just liked the idea of precisely planning out joinery
>>
Will UV unwrapping my mesh make it render faster if all it has texture wise is a simple diffuse shader?
Or at that point is it ok to not uv unwrap it?
>>
>>795820
Rendering is all about the resolution or pixels per square, geometry and uv unwrapping has little to no influence on the time it takes to render something.
>>
I imported an fbx into blender that contained several objects, fiddled with one object a bit, and it looks like Blender overwrote the original .fbx with an empty one. Every object it had is completely gone.

What happened and how do I revert this?
>>
>>795863
by not using blender, blendoid.
>>
>>795863
Sounds like allot of horseshit, and u did something u should not have and now ur blaming the software.
>>
What's the proper way to make a 3DCG demo reel for a job application?
Should I create the model from scratch or just use a pre-made asset models to show the test animation as a resume/portfolio?
>>
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i need to rig a character to an existing skeleton, but the bind pose for the character is retarded with the palms rotated 90 degrees
in practice this means that rigged characters experience massive volume loss in the wrists, and the engine doesnt support dual quaternion skinning
corrective shapekeys aren't really an option since that would mean creating corrective shape keys for all characters that have been rigged to this skeleton so far
what options do i have for preventing volume loss in the wrists?
>>
>>795949
If you are looking for an animator job, don't worry about using premade models. In fact, if you modeled/rigging your own, it could be weighted against you, especially if the result is not stellar. Only care about all the steps in production if you're going for a generalist position.
>>
Over the past two years, I've taught myself Zbrush and am confident that in time I will be very good at what I do. Specifically creature creation

How could I make money off of this? What are my options, short term or long term. My dream job would be getting paid to concept a bunch of creature sculpts for a video game or movie, but I understand theres people who've been doing this for ages.
>>
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Is it worth a hassle to rip the character models from vidya or just download it from shady website for Autodesk Maya?
>>
>>796152
make portfolio, message art directors
>>
>>795885
What did I do then?
I tested some common mistakes on a backup and can't get the same result.
>>
>>795863
I actually had this problem in 2.79 a year and a bit ago (I've not needed to import fbx in later versions, yet), I think the importer must be fucked, or it might not read certain fbx versions properly, so I made a copy of the fbx before importing.
>>
I have a question for people who use blender. Anyone here have a way to apply modifiers after shape keys are done? I’ve seen some people do shape keys prior to applying all modifiers, but for me it can’t be applied to a mesh with shape keys. Not even after exporting it and re-importing it with apply modifiers checked the shape keys do not get imported along, anyone know how to do it? Or is the only answer to just apply the modifiers which makes it significantly harder to do shape keys after they have been applied?
>>
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Beginner Marvelous Designer question
>So I have this rectangle in the 2D View. It is located below the head but in the 3D View its around the mouth. How can I fix this or put them both in the same place?
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>>796178
I haven't used it in a long time but isn't it like you can move it anywhere in the 2d view and it doesn't matter? why do you want to "fix" it?
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>>796182
I thought it had to be in the same position in both spaces for being able to adapt to the model.
In that case Im just going to ignore it
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>>793623
If I want to create real time fur, how do I make the UVs on the cards correspond to the card position on the main mesh, so the card texture matches the fur pattern correctly?
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File: kawaiiidesuu.jpg (133 KB, 926x512)
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133 KB JPG
How is this smile morph done? I see it a lot... is it done with an app?
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>>796178
you can move on the 2D view, it doesn't matter where it's placed, doesn't have to be the same. The 2V view is only like the UV map.





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