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Opening a new one, ask random questions here instead of opening a new thread.
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Anyone knows how can I do this in Zbrush? They somehow merged those bricks together and sculpted inbetween them to make the surface completly flat. Is dynamesh the only way? I'm getting shitty results so I just wonder if I need to git gud with it or is there a better way for this situation? What brushes would be good for it?
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Should I learn Maya or Blender first?

I'd like to make 3D animations. Originally I only wanted to learn one, however as sophisticated as Maya is I haven't been able to find as many resources for it. Even though I do not like using Blender on account of its UI, I'm willing to begrudgingly also learn it because I was able to find more resources for it.

And so it seems that I will need to learn both.

But which should I use to learn 3D properly? I'm very afraid of developing bad habits and have tried and failed many times already. I'm going to stick with it even though I don't understand it and the tutorials I try were clearly made by people who don't understand it either(and have reached their status by copying others and regurgitating information rather than learning it first hand.)

My issue with learning Blender is that the UI is inconsistent. I have three different versions of Blender installed because between tutorials there is always some part of the UI that was changed or missing. I try to match my Blender version to the tutorial but so far my impression of the program is that it's a perpetual work-in-progress.

Then in Maya's case its UI is logical and does feel like a professional product that has undergone usability testing. But as I understand it, because it is a specialized tool I'll also have to learn Zbrush because Maya doesn't have sculpting.

You all are wiser and more experienced than I am. Please tell me which you would focus on learning first.
>>
>>861619
it doesn't matter, you need to learn the principles not the software, 90% of the functionality is the same in both programs
instead of writing novels, open your preferred software and start making stuff
>>
>>861619
Blender is many many many years behind maya in terms of animation and just overall
>>
>>861619
>I'll also have to learn Zbrush because Maya doesn't have sculpting
why not just sculpt in Blender and animate in Maya? You shouldn't really go too far down the sculpting rabbit hole anyway if your goal is to animate.
>>
>>861619
Doesn't matter. If you are starting now you are 10 years away from having the skills you need to operate either at full capacity.
Just start learning in either and see if this is actually something you'll stick with.

If you know one content creation suite you can transition into using another one over the course of a few weeks.
I have 20 years of experience in max. Took me a few days to get around rigging in maya when I had to use it on a project few years back.

I've been learning blender on the side half-heatedly and after some initial headscratching at the UI laypit I've figured out how to do most things there as well.
I wouldn't have recommended blender to anyone 10 years ago but it has come a long way and at this rate with the funding it has now it might've become
a serious top contender by the time you're expert level at this. It's free so anyone into 3D might as well throw in an hour here and there
to be familiar with what it can do even if it's not ones daily driver.
>>
>>861658
>Took me a few days to get around rigging in maya when I had to use it on a project few years back.
sounds like you were just doing stock bindskin and not anything actually useful in production which requires specific setups for bones, fascia, and fat and then clothing on top of that. What you did was useless.
>>
>Blender is many many many years behind maya in terms of animation and just overall

A lot of that has to do with the userbase of the software. Blender isn't operated by as expert a userbase as Maya so you
have to consider that artistry and knowledge external to the software itself plays a big role too.

That wont stay true forever tho as the old guard is getting increasingly long in the tooth and the information
available to train new artists are magnitudes more accessible today than when we grew up.

There could come a sudden schism when there's too much quality brainpower working on blender out of passion that Autodesk just can't keep up.
Remember that Autodesk is a publicly traded company and therefore hamstung by it's legal obligations to seek to maximize profits each quarter.
>>
>>861661
>There could come a sudden schism when there's too much quality brainpower working on blender out of passion that Autodesk just can't keep up.
will never happen, just like linux wont ever be used on the desktop over windows and mac os
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>>861662
>will never happen

I disagree anon, not only will it happen, at the current rate it might even be inevitable. Max and Maya are essentially the same software they where 10 years ago.
When Autodesk gobbled up Alias the evolution of max and maya took a rapid decline.

Meanwhile Blender has been making up the difference fast on a shoestring budget, and now they have serious financial backing.
Both the film industry and the AAA games industry is collapsing under it's own weight and bleeding tallent left and right.
We have an ecosystem with artist-centric indie upstarts by industry vets tired of the suits and lowest common denominator pleasing focus groups.
The window for Epic, Unity and Blender to rise up from these ashes as the goto tools is quite wide open.

The junior talent hired by the potential top studios of tomorrow might very well be fluent in Blender rather than Autodesk.
Free licenses isn't such a bad argument for adopting a 'capable enough' software when you're no longer being funded by corpos.

>just like linux wont ever be used on the desktop over windows and mac os

Not the same thing. A OS is critical infrastructure used en masse by the unskilled public.
Ours is a tiny field consisting of tech-fluent highly trained specialists in comparison to the wide userbase of operating systems.
The public will never move onto anything approaching the complexity of running unix but a small expert group might.
>>
>>861663
>I disagree anon, not only will it happen, at the current rate it might even be inevitable. Max and Maya are essentially the same software they where 10 years ago.
The performance in maya is vastly improved, many plugins and workflows exist now for it that didnt then, editors have been created and improved. You say this because visually the UI looks similar but really the Qt UI is the pinnacle of UIs.

>We have an ecosystem with artist-centric indie upstarts by industry vets tired of the suits and lowest common denominator pleasing focus groups.
>The junior talent hired by the potential top studios of tomorrow might very well be fluent in Blender rather than Autodesk.
The thing is, tech and pipeline artists determine the fidelity of the result, not some junior blender modeler. For the most part, you do your character rigging and animation in maya with tools or workflows created by your pipeline TDs and then you hop over to Houdini to do your fx. Similarly, if you work a day job, you may be trained in X, but when you arrive at your job on the first day, you may be producing a different type of X.

>Ours is a tiny field consisting of tech-fluent highly trained specialists in comparison to the wide userbase of operating systems.
I think you both underestimate the amount of labor being done in third world countries now and overestimate the amount of training necessary to get into what you seem to be describing, which is a junior blender modeler.
>>
I'm attempting to make a Risk of Rain 2 skin as practice for 3D modelling, is there a way to combine all the UVs of this mesh? or would I just have to select every geo and then take a snapshot in the uv editor and use the snapshot as a way to texture?
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>>861668
damn messed up the caption and it removed my image
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>>861667
>tech and pipeline artists determine the fidelity of the result

Sure but what when all the senior people who built and understand how to use those complicated pipelines retires?
And when artists who's in the game for the artistry 1st and the paycheck 2nd decides to fuck off to work on passion projects?
The lure of going into this field to be a nameless cog cranking out gorgeous visuals for another shit tier design-by-committee movie
isn't really something that's gonna hold and magical appeal for the great artisans of tomorrow.
They're not going to dreamland to live on the skywalker ranch anymore, they're going to some woke hell to work on bland bullshit that's expected to be broken on delivery.

Will the movie industry still be there strong on the other side of covid? Will the AAA games industry survive another few Cyberpunks?
Seems to me we're in a feedback loop where we will have less and less competent people working more and more complicated 'blackbox' systems.

What happened to Cyberpunk is a stellar example how having all the money and tech isn't gonna be worth jack shit for a studio if it can't inspire the right people to stay.
>>
Is it worth it upgrading to pro account on artstation ? I have my portfolio on it, and while I don't post often since i'm slow (like once every month and a half) it'd be nice to have a bit more views for some reason
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>>861671
>slow
>every month and a half
>>
>>861579
dynamesh
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>>861619
Ah i wonder what /3 has to say about the blender vs maya (or any other 3d suite) comparison. This is a debate we totally need to have!
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>>861577
Any good OSL resources? Preferably example-based, for total retards.
>>
>>861669
Dont know about Maya but if you want the armor on the same uv set you have to make it everything one object.
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>>861679
if you want to get good at OSL you should read books on RSL since they are 99% the same.
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>>861681
There is a combine option in maya that I believe does that. Idk what that option might be in a program like 3DS Max but I believe combine is essentially the same as the join command in blender that groups the meshes. If that is what you are referring to anyways
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>>861654
>you need to learn the principles not the software
How do you learn principles without learning the software?
>open your preferred software and start making stuff
Okay.

>>861657
>why not just sculpt in Blender and animate in Maya?
I think that's something I could try. What I have read from other users is that it's better to sculpt in Zbrush because it's more user friendly.
>You shouldn't really go too far down the sculpting rabbit hole anyway if your goal is to animate.
Why not?

>>861658
Sound advice.
>It's free
It isn't. It's paid for with time. Time is far more valuable and I would gladly pay money to save time.
>>
Got my first job, got the first paycheck, now I must come up with a decision, whether to spend them on stuff I've always dreamt about or not.

While a second monitor is essential for my coding job, I'm not sure about a drawing tablet.
Has your workflow improved a lot when you've got one yourself?
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>>861708
I mean for sculpting purposes
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>>861708
Wait.

Black Friday sales will be here soon. If you don't buy anything then all of last year's stock will be further reduced in price in two months.
>>
>>861712
There's a pre new year tradition in my 3rd world shithole though: raise the price by 200% => put a 50% discount on it

But thanks, I'm too excited. Better follow price trends instead of emptying the pocket mindlessly.
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>>861673
to be faire it's more like every 2 months min and at max 4 months. Seems to be slow when some people can put out stuff better than mines and faster
>>
I want to model a room in my house and use it to create a model of a custom desk I want to build.
This should include light sources to see how the shadows fall, and use preferrably free software.

Any tips? I'm not a modeler, purely doing this to create an idea of the desk I want. Already used sketchup web, but it lacks the light source part in the free edition, so optionally I'm cracking sketchup to continue in that
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>>861786
I don't have experience with SketchUp, but, can you export in common formats -- OBJ, FBX? If so, you could import the model in Blender. I say Blender (even though I don't normally use it) because there are plenty of tutorials online for whatever you want, so using it with its Eevee engine for previewing lighting seems accessible enough.
>>
>>861787
There's an online converter, but worst case I can recreate what I have since I only have the room itself and a simplistic desk atm.

I'll look into blender, thanks anon.
>>
is it hard getting a job as an environmental artist? I play games and don't see anything I couldn't replicate but then I see portfolios that destroy anything I could do. what do I do?
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>>861792
>I play games and don't see anything I couldn't replicate but then I see portfolios that destroy anything I could do. what do I do?
You have to learn how to optimize your assets and then you have to work on your speed
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Alright, total newfag to modelling/rendering here. I NEED to learn how to render 3D Soccer balls for my work. I just want a pointer in which prorgam would be best suited for this type of work, see pic related for what I mean
>>
I don't have a question, but I have an answer

Ehentai is literally a treasure trove of anatomical references. They have dozens of anatomy books scanned. If you're looking for anatomy materials, go on e-hentai, go on advanced options search, search by tag, and type in "howto english". They won't show up immediatly, but there are a shit load of good books on there
>>
I am getting filtered by UDIMs. I put parts of the model on separate udim tiles, so that I can swap the texture on a tile for different underwear and stuff. My udim tiled image saved as Imagetexture.1001.png. It does let me texture paint it in blender but I want to create the texture in photoshop. If I open Imagetexture.1001.png, it only lets me edit the first tile. I can't seem to save the tiles individually, so I'm stumped.
>>
What's the hardest job in 3d?
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>>862653
Designing and implementing high performance algorithms for real-time/massive problems.
>>
>>862661
oh sorry i didnt want to mention it, thought it was obvious but no programming bullshit. What is the hardest role in traditional 3d - modelling, animation, texturing, rendering, etc?
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>>862664
Grow up. I assume you want to know the answer so you can focus on that field and flex with it later, but nobody cares. Do whatever interests you the most. But the answer is probably in the technical art area of 3d. But if you don’t truly enjoy it, you will fail anyway.
>>
>>862693
You would think that the generalist like that 14 yo Ian Hubert kid that did unbelievable work has a much harder and more influential role than tech artist #9172 suffering from NIH syndrome
>>
>>862158
Substance stager.
>>
>>862695
Creating shots using stock assets and off the shelf tools is tedious but not particularly hard. Finding solutions to open problems in computer graphics requires real creativity and inspiration in addition to the rigor to stay on top of the latest breakthroughs in the field. It doesn't get harder than that and companies pay top dollar to acquire these people.
>>
>>862701
You could say that creating the end product like that kid did in fact the hardest and that he could start his own company. In fact, he already is making mega bucks from patreon.
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>>862702
>mega bucks
4 figures per month is respectable especially for a young guy like him, but in the big picture it is still peasant money.
>>
>>862705
I think you're talking about apples and oranges. If someone wants to as a solo person make short films and sell NFTs and do the patreon thing that could be equally as hard as being for example one of the hundreds of Activision programmers making sure their game of the month doesnt crash when millions of people log on and play at the same time. However, thats not really artwork nor what this board is about. Thats more /g/.
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Any Zbrush fag to help me swallow the Zbrush pill since it's quite the pill, please?
I'm coming from Blender and I have a few questions to make the transitions feel more comfortable:
- Is there a way to fix the rotation by making the view rotate around the center of the mesh instead of where your cursor is ? (Cool for zooming but I dislike it to move around my sculpt)
- I feel like the focal shift is supposed to be the equivalent of the fall off in Blender but is it really and can you tweak it like in Blender or is it represented by this unique value?
- What plugins/addons/brushes are must-haves in the Zbrush world? (I'm still in search of my style but it's very close to [spoiler]anime[/spoiler]
- Is ZBrush customizable enough to make it feel just like navigating in Blender and when I say navigating, I'm just talking about moving/rotating/zooming around your mesh?

I now understand why so many people were advising to switch to Zbrush. It doesn't compare with Blender for sculpting but especially with performances. But moving aroung is a pain in the ass. It definitely doesn't feel natural at all.
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>>862723
you'll want to enable this plugin from zbrushcentral to get a more industry standard movement. Use 1_7_21

https://github.com/warmwhisky/ZbrushMiddleButton
>>
>>862723
>Is there a way to fix the rotation by making the view rotate around the center of the mesh instead of where your cursor is ? (Cool for zooming but I dislike it to move around my sculpt)

you think you want that but you don't, once you get the muscle memory to put the cursor down where you want you'll never want in another way.

You can do that by by pressing F to frame the object then rotating with your cursor on the background too btw.

>I feel like the focal shift is supposed to be the equivalent of the fall off in Blender but is it really and can you tweak it like in Blender or is it represented by this unique value?

use sharper/less sharp alphas for that, focal shift is for modifying the use OF alphas not for defining your brush shape. Try alpha 01 then alpha 06 and see what I mean.

>- Is ZBrush customizable enough to make it feel just like navigating in Blender and when I say navigating, I'm just talking about moving/rotating/zooming around your mesh?

again, you don't want that, just learn the controls and wait 2 weeks to get comfy with it and you will not desire that anymore.

As for plugins/addons, somuchNPR is a nice time saver for toon shading.
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>>862840
>again, you don't want that, just learn the controls and wait 2 weeks to get comfy with it and you will not desire that anymore.
wrong. Use >>862799
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>>861577
Binge watch the whole Pavlovich series
A-Z and you'll be proficient soon enough
>>
How do you still do work when your computer is simulating or rendering or whatever and using all your resources?
>>
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Is it worth my time to learn blender first if i want to get into 3d sculpting? or should I jump straight into zbrush? I want to get into creature related work.
I have a drawing tablet and a cgp account if that's worth considerating.
>>
>>862949
If you're already a Blender user, yeah totally go for sculpting in Blender and once you'll feel conformatble (especieally with the brushes) you can switch to Zbrush when you're comfortable.
It'll make thing easier but my personal advice would be to go straight to Zbrush
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I was looking for tutorials on youtube for cel shading and came across this.

https://www.youtube.com/watch?v=sj6RZvNXZSY

Do people still use Pencil+? Or has it become obsolete? I could barely find any tutorials for it. I must be missing some info here because it looks like an older style plugin that was made around 2017 and I'm wondering if it just never caught on and if today's techniques eclipse it completely.
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>>863013
I use the 3ds version and it still produces great results for anything NPR. That's all I want.
>>
>>861577
how do game artists and modders make hair?
i know it's made of flat planes, but do they start with that, or do they sculpt something and retopo it...?
>>
>>863037
Yes, hair cards.
I used block out the hair volume with solid objects and used curves as guides for the stripes.
Haven't done game art since 2010. All hair I do now is strands or particles.
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This is going to sound stupid
If i take a character model and just globally scale down its body mesh to make it shorter, would it be anatomically correct?
I know children have a bigger head than adults proportionally to their body, but is there a rule of thumb on this for adults of different sizes, for their head and their limbs?
Are tall people just scaled up!?
>>
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>>862949
learn blender or another DCC for more of the basic info of 3d, things like UV/normals/local vs world space etc. These will help you in zbrush too.

For sculpting go straight to zbrush, dicking around in blender will just fill your head up with useless muscle memory.

>>863040
hopefully this answers your question
>>
>>863037
https://www.youtube.com/watch?v=Z58OQ9x0E68

worth noting some newer games are moving to groom hair (like guardians of the galaxy)
>>
>>863040
You can scale their bones but it will look like an adult midget
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>>863064
groom hair as in hair particles?
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>>863072
yes, it has a high performance cost but it's fixed unlike hair cards which can vary with transparency overlapping.
>>
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>>863040
Here you go.
>>
>>863038
>>863064
ok thanks.
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>>863040
As you grow larger in size your needed bone density and size of your bonestructure goes up much faster than the rest of your size
because your frame is experiencing the same 9.81 Newton of gravity regardless of how large you are.

Like the chins and ankles of a person weighting 50kg is carrying 490.5N at standstill but a person weighing 100 kg is carrying 981N.
Jump from a small platform and the force impact your bones must be able to absorb without breaking becomes quite a big number fast the more mass you carry.
The person that is twice as heavy is not twice as tall but need twice as strong bones as the smaller person.

This is the main reason why scaling a character up and down won't look right. There are also other features that remain largely the same regardless of body size.
The head famously stays similar size regardless of how tall you are why we tend to measure character as standing 6,7 or 8 heads tall.
And even on people with unusually big heads the eyeballs wont be significantly bigger or spaced apart than on someone else, so they'll seem to have smaller facial features.
>>
I have started to retopologize a slightly asymmetric organic model in a symmetric way. Should I continue and then adjust the asymmetry or start from scratch in an asymmetric way? This is my first attempt at retopologizing so I'm a bit lost.
>>
>>863110
if the assymetry was unintentional, just symmetrize the highpoly first.
if it wasn't, do symmetrical parts symmetrically, and the rest separately. I mean, that's just common sense.
>>
Am I supposed to make shaders/post processing in both blender and eu4, or do I pick one?
>>
>>863103
Interesting thanks.
>>
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>>863103
thanks.
>The head famously stays similar size regardless of how tall you are why we tend to measure character as standing 6,7 or 8 heads tall.
you mean proportionally to the body right? because it seems to me that tall people have larger heads

pic rel i think if you shoop the guy and just scale him down to her size it would do the trick
>>
>>863138
its the hair and camera distortion.
>>
How would you guys optimize thick hair strands (like the strands on the edges of a carpet) into a single blobby volume to be used as a low poly? I can't use cards, but an actual volume and high poly hairs should be baked onto it.

I'm trying to figure out if I can do it with fibermesh in Zbrush - I can get a good high poly, and then I tried using dynamesh but that's not gonna work I think. They all have to merge together without space in between them.

>pic related is the kind of a volume I want to get

I also thought about an opposite approach of modeling a volume and then somehow getting the strands from a displacement map, but idk about that... Thoughts?
>>
how decent is Marvelous designer over blender for low poly clothing assets?
>>
>>863243
>I can't use cards

why not
>>
>>863245
I think you're looking for an easy solution to your modeling inadequacy and need to just get back to work
>>
>>863291
PLEASE dont listen to this idiot. You will never get good results without sewing and simulation just the same as you will never get good results doing for example rigid body physics by hand instead of using simulations
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>>863296
1. nonsense, marv is a time saver and you need to sculpt on top of it for great results. If you can't make nice clothes without sewing and simulation you aren't a very good artist, period.

2. the person I'm replying to is specifying for low poly models, if you think that's a good idea then you are as hopeless as them.
2.
>>
>>863290
Because players can rotate it from a closeup and see from all angles. I just think cards will look like shit in that case, especially since it has to be as optimized as possible.
>>
Is there a tool that can make an unlit version of a photo you provide? Can that even be possible? It could be useful for a reference.
>>
>>863608
look for delighting software, I think the Substance suite has a few options, plus there are tools from other vendors
>>
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how do you guys get better at texturing without wanting to kill yourself for ruining your model?

any good resources or tutorials?
>>
>>863609
Hm, I know about delighting, but is that the same? After all of the reflections, light bounces and differently colored light sources, wouldn't the unlit version have completely wrong albedos?
>>
is there a way to just update my zbrush install from 2019-2022 without having to install a whole new version and rebuild my UI and hotkeys and shit? last time i updated there really wasnt, wondering if they've made it easier since then or if its still a pain in the ass
>>
>>864258
No. It's a whole new app not an upgrade. Save your interfaces, hotkeys etc and simply load them if it fucks up.
>>
>>864258
https://www.artstation.com/marketplace/p/PWlzm/easy-zbrush-backup
>>
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How much should I charge for Architectural Visualization projects? A client company (I do IT and other stuff for them) liked a few examples I shared (I'm a newbie using SketchUp and D5 Render/Twinmotion) and they immediately asked for an estimated cost proposal.

I'm a southern euro-fren, btw.
>>
>>864360
charge minimum wage
>>
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I've never done any 3DCG work before. Basically I just wanna make some porn renders with a certain character, I have a blender model already. Can someone just give me a quick rundown of what stuff I need to learn before I could make something worth fapping to? Also, am I better off exporting the model to Daz or just staying in blender? Thanks.
>>
>>864375
you'll need to learn to animate realistically
>>
>>864377
For now I'm content to just make still images. Animation can come later as I assume that will more time to learn.
>>
>>864380
you still have to rig and simulate muscles, fat, cloth, fluids
>>
Is there an equivalent of quick figure drawing but for sculpting?
>>
>>864375
That's a quite something for an early project. Get comfortable with any major 3D application of your choice; blender, maya, 3ds, C4D. Get at least a basic grip on the concepts of modeling, UVing, texturing, rigging, lighting and so forth.
You can then decide how to construct your "character pipeline", what methods and what tools to use to achieve whatever you're after.
Have patience with yourself, nobody just blinks into existence being a master at this.

Regarding DAZ, a lot of NSFW artists use it to dial together their characters. You can then export it to blender (for example), do some additional sculpting or surfacing there, adjust rigging and weighting to your needs, create corrective blendshapes and so on.

>864390
>simulate muscles, fat
I'd like to hear how you approach that in blender. I'm just familiar with doing it in Maya and some of the stuff relies on 3rd party plugins for really convincing results.
>>
>>864404
Alright thanks anon. I'm probably in over my head and lack the dedication to actually git gud but I'll give it a shot.
>>
What are some good alternatives to ZBrush?
[spoiler]alternatively where can you get zbrush for free[/spoiler]
>>
>>864518
blender sculpt tab will get you 80% of the way
>>
>>864521
I swear it takes 10 minutes to do in Blender what takes 10 seconds to do in ZBrush. I ain't touching Blender sculpting anymore.
>>
>>864522
sounds like your focusing on the 20% and ignoring the 80-20 rule like i said.
>>
Are there other stylized render engines like Eevee?
>>
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How I do make the eyes and neck look in pixelated with the normal editor modifier
>>
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Corrupt geometry?

I can't seem to unwrap this mesh, it always just goes completely bonkers. I've tried resetting vectors, applying transforms, recalculating outside and all cleanup operations.

Plz halp I want to texture this naked gurl
>>
>>864654
unpin the uvs
>>
>>864655
oh thank you!xwmpy
>>
>>864655
>unpin the uvs
is that blendlet code for "I do anal" ?!

no, seriously. I'm a mayafag. enlighten me.
>>
Is 12gb of gpu memory on a 3060 enough?
>>
>>864705
Ya
>>
>>864705
For the average cuck porn producing blendfag...absolutely.

I render my blacked Overwatch stuff on a 12GB RTX 3080 Ti.
>>
>>864709
etherium miners better utilize that hardware than you coomertards
>>
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>>864714
Memecoin chink miners can off themselves. Fuck your fake pixel money. Buy gold and silver, poorfag.
>>
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>>864709
off & yikes
>>
>>864709
>I render my blacked Overwatch stuff on a 12GB RTX 3080 Ti.

can you post a link?
>>
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>>861708
I mean both things are essential. 2nd monitor to use for reference and drawing tablet for sculpting. I'd recommend looking for both at cheaper prices online.
>>
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>>864725
>>864709
Cuckposters begone
>>
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>>864730
I want to see what he could do with a 3080ti and 12gb before i take the plunge on it's cousin, the 3060. This is a blue board after all so he will of course censor it
>>
>>864736
A 3060 with 12gb is more than enough for everyday work. Won't help you with rig / sculpting performance tho. Your CPU and blender's internal architecture is the bottleneck here.
>>
>>864709
Seize this faggotry while you still can. Next you do sissy artwork, then you dress like one, then you cut your dick off and finally you kill yourself.
>>
>>864743
Shame is not even the cpu can help with shit software.
>>
How would you go about modelling tassets somewhat like pic related?
>>
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>>864951
I'm dumb, here's the pic
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>>864952
make a basic shape to work off, just stretch out a sphere or something so you have something to stick the geometry to, then just retopologise on top of that basic shell until you have something like this where the horizontal loops line up with the individual panels of the tasset, you can then unweld these horizontal loops, move/angle the edges a little so they fold under the one below and add thickness to the individual pieces.
>>
>>864952
>>865088
what this anon said is the way to go about it but just to further you understanding:
dude, it's just a bunch of cylinders.
>>
>>865088
>>865109
I see, thanks a lot, I'll try this out. I was trying all kinds of crazy shit like making each individual plate, then trying to use a curve modifier (blender user) to try and put them all into place
>>
I keep trying to use the copy rotation bone constraint to rig a tail, but it always comes out lumpy and unappealing.
How do I fix this?
>>
Is Cinema 4D dying? It's like Maxon doesn't give a fuck anymore about it
>>
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my bake in substance is pretty low res, any idea why ? my uv [seems] fine, could it be my export settings ? I do harden soften edge in maya before export, and 4k bake in substance. No high poly mesh
>>
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>>861619

If you don't value your time and strive for zero job prospects; blender

You can then always wear girls clothes, cut your dick off and and shill your hobbyist software on every board.
>>
>>865255
>my uv [seems] fine
maybe to you, but it is actually absolute trash.
You object is quadratic, why the fuck is your UV distorted like hell? Do you know how to unwrap properly?
Rhetorical question, looking at your UV its clear that you don't.
You're wasting tons of UV space. The big shape with the sides attached to it - this is not how you unwrap properly, cut the sides off you idiot, you'll get tons of distortions on an model that should have none at all.
But that aside, a 4K texture should look better even if you waste tons of space.
Did you bake in 4K? Soften/harden edge as well as high or low poly has no real effect on the texture resolution - something else might be causing this. Hard to tell.
>>
>>864763
>...and finally you kill yourself.
Why try to stop him?
Isn't this what we want?
>>
>>865275
ok ill rework them. yea im not good at uv. My object topo is trash as soon as i try to add bevel. I think im able to fix it tho
>>
>>865280
I am sperging a little out whenever I see so much wasted UV space. Do them again properly and then lets see if that shit still looks like a badly done 2K resolution, I think you might have messed up something else since 4K should look really crisp. It could be that the texture inside of the smart material has simply a too low resolution, so it gives you this diarrhea effect.
Learn how to do UV right, its no rocket science and you'll reap the benefits forever, You might not even have go so high with your texture resolution depending on the camera distance, saving VRAM is always a good idea.
You can always up the resolution later with Painter.
>>
I know /ic/ has a thread but I figured I’d ask here too
Looking for a tablet for drawing/modeling. Is there anything I should keep in mind while looking or any recs? Trying to keep it under $100 unless there’s a good reason to go over.
They recommended Huion hs611 or xp pen deco 01 v2
>>
>>865424
Software is bad on those get Wacom intuos bluetooth medium.
>>
Substance Painter is on Steam sale for a decent price (I'd rather own it than pay for a subscription). I watched a few videos since people keep calling it industry standard but what the hell is even the point of using it? Couldn't you just use a mixture of inbuilt modelling paint mode and Photoshop? I'm struggling to see what all the praise is about
>>
does cyclesX need RTX for the perf gains?
>>
>>865449
It's an easy Pbr and a mask painter tool. It would save time over Photoshop.
>>
>>865468
photoshop creates the images. Painter applies them to 3d models. Its not an apples to apples comparison.
>>
>>865468
>>865470
I do this shit in Blender already.
>>
>>865424
I'm using a XP Pen Deco Pro Medium right now and it works fine for both drawing digital art and doing 3d/sculpting stuff, that aside Wacom is still the definitive highest quality drawing tablet on the market right now so get those if you can. It's down to your decision anyway, drawing tablet with price range around 300 $ or more should be more than enough for you to do most design job.
>>
Is there anyway to streamline the unwrapping process? Putting in seams feels like a waste of time and auto-unwrapping almost always gets shit mixed up.
>>
guy who fucks with blender just because hes bored here.

What GPU will let me get the butteriest smoothest experience? I want to have a billion triangles on my meshes without worrying about skipping or freezing. Rendering and baking should take milliseconds.
>>
>>865473
And you bring your node spaghetti out of Blender in a click?
>>
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https://www.youtube.com/watch?v=4Kt-_K4b5ME&ab_channel=Cmanflip
I want to make a VeggieTales style mouth like in this video in blender but without any shading being visible on the inside of the mouth.
How can I do this?
>>
Is there a version of blender 2.8 I can download that's as similar as possible to 2.7?
>>
>>865490
The one with the most FLOPs.
But Blender is a pile of shit, it's like fitting a race car engine in a rickshaw.
>>
>>865474
>>865429
Thanks for the reposen anon, I’ll definitely go look into more Wacom tablets then.
This purchase instead for a bit so, if anyone else has any advice feel free to drop it
>>
What is the state of boolean based hard surface modeling in the industry? Is there anything like hardops for maya or max?
>>
>>865508
https://youtu.be/JLAY1_Ity1s

speedcut for maya, available for free with maya bonus tools
>>
>>865490
Get two 3090s
>>
I'm looking for a laptop to do 3d modeling and dev on. I don't sculpt (yet), so I don't need a powerhouse I think. I use Blender and Unity. I'm wondering
>does the screen size make a big difference? say 14" vs 16"
>should I get one with a numpad or can I do without?
>anything else I should look into before buying?
I'm looking at this one https://www.asus.com/Laptops/For-Home/Vivobook/Vivobook-Pro-16X-OLED-N7600-11th-Gen-Intel/ and the 14" variant mainly.
My budget is around 1000€, but I can go over if it's really necessary.
>>
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complete newfag here.
I'm trying to make a displacement map in photoshop but the 3D option where I can adjust/scale how much the mesh is displaced(?) makes my computer chug and die.
Is there anyway to check and edit my displacement map?
I don't know if this makes any sense. idk
>>
Can I get some recommendations on animation tutorials?
All I've done so far is using keyframes with no fine tuning and I'd like my animation to be more natural.
>>
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So it's been a while since I last searched for this but what's currently the best automatic retopology tool (doesn't matter the software and it doesn't have to be perfect, just the best at it) ?
>>
>>865580
>I'm trying to make a displacement map in photoshop
Use Substance
>>
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>>865623
sorry for retarded question.
Is substance painter same as substance 3d painter?
>>
>>865631
no. following adobe's acquisition, substance hasn't been the same.

i miss the old substance.
>>
>>865633
huh? so do I get substance 3d or is substance painter like a separate thing?
>>
>>865633
you're wrong. We just got OCIO support which is huge a few days ago in the latest release and right before that we got advanced warping tools.
>>
>>865635
it was a bittersweet joke. they're the same product, just rebranded.
>>
Does it make sense to buy a Rokoko suit to retarget your animations? Does it actually make you gain a significant amount of time comparing to making animation frame by frame and pose by pose?
>>
>>865639
noice.
Apparently my adobe cloud doesn't cover substance.
Probably just going to get it separately
>>
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Why is Softimage still better than the newest version of Blender?
>>
>>865716
unbelievable, this level of modeling....impossible in blender
>>
Is substance designer worth picking up on steam?
>>
>>865756
if you have to ask, you wont use it
>>
>>865756
It doesn't have the send to other programs option. No substance store. It probably runs better though because it doesn't phone home every minute. I'm wondering if the updates be at the same time though.
>>
>>865449
yeah cause i bake high poly models in photoshop all the time
god you're retarded
>>
I’ve seen a lot of advice saying that if you want to be good at drawing, no matter what you draw, you should draw everyday.
Would same principle apply to 3D skills as well?
>>
>>865847
Yes but actually practicing drawing everyday will also increase your 3D skills.
>>
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Okay I learned all the basic stuff from Zbrush going from the basics (everything related to sculpting) to Booleans, Zspheres, Zremesher, Dynamesh, Shadowbox, etc.
I'm now searching for more advanced topics (but necessary, I don't want to master the software for no particular reason). Anything you can recommend me ?
I'd like to inform myself on clever ways to use booleans and shadowboxing for example. Use the automatic retopology tools to get a topo as close as a game ready topo (for characters and creatures). Some excellent custom brushes if you know some brush pack that should be used by everyone. Anything you feel an interdemediate should know/learn is welcome really.

TL;DR: What do you wish you knew about Zbrush right after you learned all the basics?
>>
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Anyone can give me a comparison between Blender and Maya when its coming to managing your animations, poses and pose library?
I'm using Blender and I just ruined a shit ton of animations by playing with a specific animations angles and shit and was wondering if that kind of shit happens in Maya. Blender does great for riggin, weight painting and also animating but I feel like you can mess a lot of stuff with a few clicks and I hate that
>>
>>866147
I am barely scratching the surface of Maya and I am doing it just for fun (I am just a hobbyist animator), but one thing is certain to me, almost everything related to animation and rigging is far, far superior in Maya compared to Blender. The distance between those two is so immense, its not even funny anymore, especially when taking into account how no Blender-user has an glimpse of how powerful Maya actually is, the memeing when seeing in context is hilarious.
This is probably because 95% of people do simplistic stuff, but even then, the amount of quality of life tools available in Maya can make or break your projects in terms of management and efficiency.
That doesn't mean its perfect, There is a lot of shitty stuff in Maya, but the possibility ceiling is so much higher.
Of course you have to be competent enough to be able to handle it...if you don't know what the fuck you are doing, you have a hard time in every program and its not particularly easy.
Referencing rigs actually works and makes handling rigs waterproof, animation layers exist and are a tremendous help. 10 times better performance, even with subdivided meshes.
I can't even list all the stuff I discovered....
In regards to poses and pose library, its all implemented, but there are also tons of (free) addons and extensions. BTW I absolutely disagree with you, weight painting is atrocious in Blender and animating is amateurish at best.
>>
>>866160
Well said. Glad our film school had Maya as one of its primary tools back in 2006. Being thrown into the cold water was the best thing ever in the end. Got a job as animator right out of the door.
>>
>>866160
then why are people switching to C4D?
Houdini is 2 releases away from obliterating maya for rigging and animation
>>
>>866205
>then why are people switching to C4D?
[citation needed]

>Houdini is 2 releases away from obliterating maya for rigging and animation
>2 more weeks!!
No but seriously, I fucking wish but that doesn't seem realistic.
They need to drop the fucking bones shit like blender has.
Plus the plethora of 3rd-party animation and rigging tools maya has means it's here to stay. Stuff like animBot is preinstalled pretty much everywhere and every animator uses it.

>>866160
Consider that the Maya rigging toolset is over 20 years old and you'll realize how little progress other software has made.
>>
>>866205
lol no
>>
>>866209
Still beats everything on the market. Out of the box. Add to that a number of 3rd party tools and the ability to shape Maya into absolutely everything in your pipeline....yeah sorry, you are a shithead.
>>
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brehs, I converted this NURBS pot to polies and retopologized it.
the topology is kinda twisted like pic related.
why dey do this? what do?
>>
>>866212
nigga, you high?
re-read the post.
>>
>>866216
Still beats everything on the market. Out of the box. Add to that a number of 3rd party tools and the ability to shape Maya into absolutely everything in your pipeline....yeah sorry, you are a double shithead.
>>
>>866220
who are you quoting
>>
>>866223
Your mother, you annoying simpleton
>>
>>866225
>imagine being so angry that someone agrees with you
only on 4chan I guess
>>
>>866205
>why are people switching to C4D?
Because they are retards?
>>
>>866205
>Houdini is 2 releases away from obliterating maya for rigging and animation
SideFX is great but they always need at least 2 releases until new tools become really solid and production ready.
Just look at Solaris and Karma, out since 2 versions, still not perfect. So even if the 20 release is the big animation release it will take until version 21 or 22 until it will be a true competition to Maya.
And even if it is out then, maybe Autodesk really feels the pain and puts some effort into Maya again - I for one would be grateful for competition. I am using both anyways....so win win for me.
>>
>>861577
Do I really have to fucking spend an arm and a leg to use maya? I mean i am a poorfag so it might not seem much to other people on here. Can I pirate it if I plan to use it for non-profit purposes? I read the Terms & Conditions on Maya's website and all I learned is that there money grapping corporate fuckholes.
>>
>>863243
So did you paint the texture on the mesh or did you make a highpoly version, and bake the texture onto a retology-fied lowpoly model?
>>
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Thoughts on ZBrushCore? Zbrush is too expensive and I don't want to pirate, so ZBrushCore seems like my only option. Is it any good or should I just stick with Blender?
>>
>>866215
Can someone give me a brief explanation of the difference between NURBS and a poly model? Which one's better? Im too low IQ so keep it simple.
>>
>>866259
Pirate full ZBrush until you can afford to buy it outright
>>
>>866267
Nurbs are shite.
>>
>>866248
>Can I pirate it if I plan to use it for non-profit purposes?
who would stop you?
>>
>>866272
not that anon, but if I pirated Maya, I'd be afraid to mention Maya on my portfolio
>>
>>866268
If I was ok with pirating it, I wouldn't pay for it later on
>>
>>866248
if 250 a year is an arm and a leg for you, perhaps consider getting literally any job
>>
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>>866269
I'll pretend i didn't hear that, zoomie
>>
Are there any good tutorials for making scarfs school uniforms etc
>>
If I'm making a hat with a flower in it should I unwrap them together?
Or should they have their own uv maps?





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