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File: 68960986987967.png (1.72 MB, 1249x896)
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Stupid question thread that didn't deserves it's own thread.
Stop bumping off good thread with your repetitive garbage.
>>
Hobbyist here
Is it fun working in 3D? What fields?
>>
>>850429
as a hobby yes.
if you have spare time
>>
>>850429
You are 15 years too late.
>>
>>850436
this is the same as saying you can't have fun drawing anymore. not everyone is looking to get hooked up on muh industry
>>
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>>850429
blender is fun
>>
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>>850429

I personally enjoy it. It augments my coomer instincts to the max. I also have a deeper appreciation of what goes into vidya and anime.
>>
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>>850449
Yep
>>
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>>850481
I have allot to learn tho, i wish the render was the same as i see it in the viewport
>>
Anyone know if I can change the 3ds max default start up layout? I'm just trying to get it to open with one viewport.
>>
>>850589

Also is there a way to get my viewport to snap to a perspective view from an orthoview? thx
>>
I want to get into character modelling, should i start by making something specific or is a generic guy like picrel the better starting point?
>>
>>850638
I realized image didn't post and then i noticed i can't post pictures from phone, went and turned on pc, this was picrel
>>
>>850638
do something you are excited about to be motivated, but know it will be shit the first time around.
>>
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is it supposed to look like this when i shade smooth or not
it looks weird
>>
>>850798
try
editmode>mesh>normals>average face area
>>
>>850814
its not the normals
but shading flat the flat parts fixed it
>>
>>850817
maybe try marking the edges as sharp instead?
>>
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>>850798
Can you post your geometry? If it looks like the red lines then the stredched faces cause shading issues.
"Smooth" normals are averaged between all adjacent vertices, which leads to issues if they're not supposed to be a single smooth surface. Try shading the default cube smooth and you'll see the issue.

You could add a bevel modifier to give the edges some definition or set the automsooth to something less than 90°,
but the right thing would be improving the topology by limiting the stretch and creating edge loops (green)
>>
>>850896
>"Smooth" normals are averaged between all adjacent vertices
oh thats why
yeah my vertices are like the red
i get why its fucked up now
>>
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Is there really NO way to hide the transpose line while using it in Zbrush!?! I'm gong crazy, it's blocking my view while I'm using it. What schizo morons designed this program?
>>
>>850909
Maybe you should have stuck with Blender, Pablo.
>>
>>850798
Do you have hard normals turned on?
>>
>>850909
Check the manual I'm sure there's some Alt+RCtrl+Shift+R+Tab+5 combination for that
>>
>>850909
How could you use something that's hidden.
>>
so i made my characters clothing and armour with the subdivision modifier on. am i supposed to apply it before i unwrap and texture? and would that be too high poly for animation? this is in blender if that matters

also should everything be one object with connected geometry or is joining them with ctrl j fine?

>>850999
is the character
>>
>>850909

You can make anime but can't troubleshoot. Is that model even yours schizo?
>>
Can you make a high poly mesh from a low poly one + normal map?
Get a ripped model from a game (low poly + normal) and somehow use that as an input in zbrush or blender and get a high poly with detail from the normal map and work from there.
>>
>>851042
You can convert an normal map into an height map and then apply it to your mesh, you would get a fairly dense mesh with a lot more detail, but I am not sure how well these conversions work and if the result is good enough. Might work well for small surface level details, but probably not for every mesh.
Just try it out - its fairly easy to do.
>>
>>851045
Thanks, I'll try that out
>>
>>851020
>so i made my characters clothing and armour with the subdivision modifier on. am i supposed to apply it before i unwrap and texture?
if you don't it won't show up, so you would need to apply it at some point yes

although from the look of the character, you should be able to get a good result with more basic shapes shaded smooth, so you might not need the subdivision


>and would that be too high poly for animation? this is in blender if that matters
how many polys is it? it really depends on how your computer is

> also should everything be one object with connected geometry or is joining them with ctrl j fine?
just ctrl j is fine
>>
>>851042
the normal will be compressed for game use and will create a blocky displacement map.
>>
>>851023
Yep, I'm learning from pic related. I can share the book if people stop attacking me.

>>851007
I mean when you're actually using it. After you draw the line you don't need to see it while you're moving the mesh around, it just blocks your view.

>>850985
I swear tried everything.

>>850911
I kneel RMS-sama
>>
does anyone know anywere were i can get some good 4k footage for compositing?
>>
i'm trying to make a texture in substance designer, but the normal maps keep coming out totally flat.

i pressed bake, but again, it's just produced a flat purple thing.
>>
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how do i merge these UVs and make them occupy the same exact place
>>
if i wanna model mechs, should i work in zbrush to sculpt it or use some other modeling tool? currently i only have experience with solidworks and maya, though not a lot in maya and honestly not much in soldiworks now that i think about it. i learned solidworks for a mechanical engineering class i took, i've also seen someone model a gundam foot in it. anyways the point is, what software is good for modeling mechs?
>>
>>851430
ah also, i'd eventually like to make resin prints of the mechs, if that affects anything
>>
>>851423
turn on snap and drag them works i think
or uv packmaster has an align option

>>851430
you might be better off box modelling instead of sculpting if you're making blocky stuff like that
>>
>>851430
the unfortunate answer is that all 3 options are a great way to do mechs for 3d printing (I wouldn't poly model a mech in maya though, use 3dsmax or blender, something with great bool support and modifiers, you don't need good topology or UVs)

fusion 360 is the most common tool used for CAD style hard surface in the industry like pic related, Zbrush is also great, partically if you want to incorporate more flowing sweeping designs and the speed of detailing in zbrush with imms and alphas is easily the fastest of all the options.

Unfortunately the answer comes down to which way you personally like working.

https://youtu.be/9V4jWb2rqf0?t=23

zbrush has been going nuts with the hard surface tools lately though I'm almost tempted to say fuck it and tell you learn zbrush
>>
I understand that quads are ideal for deformation and such, but if I'm making a static and non-deformable environment for a video game, is there any other reason why I can't use ngons?
>>
>>851586
remember it will all be triangulated by the engine to appear in a game, which works best with quads
>>
>>851586
as long as you triangulate before bake and export.

You can get away with a lot topology wise when it doesn't need to deform, most people just decimate the high poly and clean it a little to get the rock low poly etc.
>>
>>851510
yeah that's kinda what i thought but i've also been hearing a bit about what the other anon was saying. thanks
>>851515
huh, zbrush is way more capable than i thought. i did plan on learning zbrush anyways for character sculpting, since i plan on at least trying to go in depth with zbrush, do you think i should just stick with that instead of trying to juggle multiple pieces of software?
>>
>>851515
It's very detailed but... What even is that?
A claw? A hand? A seat? Couldn't they go with a more simplistic design?
>>
>>851606
looks like a foot to me i think
square on the right side is the heel and the claw looking things are supports that act like toes? that is if it's supposed to be that and not some real mechanical device i never want to see again in my life
>>
>>851603
yeah I'd say so
https://youtu.be/IP2P-vThR9U

do learn poly modeling too though it helps in zbrush as well
>>
what's the point of smoothing groups? why wouldn't I just have 1 smoothing group for everything that needs to be smoothed.

also how are angles calculated?
>>
>>851620
will do, thanks anon
>>
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can a texture map cover multiple objects or does each one need its own texture? i need to keep some objects separate for animation
>>
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will i die for making this kinda topology
>>
>>851871
Yeah, just pick the same material for all objects and move around the UV islands to fit the parts you need
>>
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>>850379
I have "Algorithmic Design with Houdini" in a word doc but it's with scanned images and in japanese.

Is there a site where I can upload and it translates the whole document?

Yandex only accepts 10mb limit and this bitch is 230mb big
>>
>>851872
BRBRBRBRBRBRBRBRRRRRRR
>>
>>851879
oke thank you
>>
>>851620
what's the best zbrush hard modeling course?
>>
>>851880
Can you copy segments into new docs, save them as seperate files, and upload them individually?
>>
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is this bad
>>
>>851890
https://youtu.be/MVsIIkJNkjM
>>
>>851914
meant for
>>851912
>>
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>>851890
I don't think you need one with so many good free info out there

https://youtu.be/51UhAalqw84
https://youtu.be/u75skb32GTo
https://www.artstation.com/artwork/oOZYaL
https://youtu.be/DzkAU8l0Bp0

and of course all of pavlovich's videos on zmodeler etc.

if you absolutely need a course, maybe cane T's? Haven't seen the tutorial but his work is technically excellent.

https://cane.gumroad.com/l/HardSurfaceInZbrush





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