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File: Fully.png (457 KB, 655x468)
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Stupid questions that don't deserve their own thread.

Prev. >>870126
>>
hahahah loving the op pic
>>
>>874000
this is not a question, but a statement.

I HATE BLENDER.

that is all.
>>
em looks so lonely without the rat he's throwing all the time
>>
>>874000
is that from a tutorial?

also, checked
>>
>>874010
and it doesnt deserve its own thread, good boy.
>>
>>874029
A videogame model if I remember correctly
>>
>>874029
>>874055
Wasn't this from Half Life Alyx?
>>
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>>874076
It was
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>>874029
some dude made the shittiest mod possible for HL2 and the Alyx model had a fully modeled vagina for no reason
>>
>>874078
I knew raytracing was going to mean more work for us character artists.
>>
>>874076
>>874078
>>874089
It's not from Half-life Alyx. It is from some "HD Alyx" mod for Half-life 2.
>>
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>>874000
Any other must have books for learning low poly outside of the ones by Paul Steed?
>>
>>874078
ironically the rendered out version wouldnt be able to go on here. Sucks to be blue
>>
Posted this in last thread but got no responses,

Considering that Pixologic offers free upgrades on ZBrush, is there a way to buy an older, cheaper CD key or something then try to get an upgrade?
If not are there any sort of other tricks/discounts that should be known for industry software?
Namely ZBrush, Substance, and Marmoset
I'm a university student if that matters for any deals/discounts
>>
>>874135
pixologic was sold about 3 weeks ago to Maxon dude.
>>
>>874136
WHAT DID YOU SAY NIGGA
>>
>>874144
>>869684
My condolences.
>>
>>874136
>>874144
>>874151

https://www.youtube.com/watch?v=_2k5YNK-OfI

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>874000
How do i import my textures from substance texture to blender?
>>
>>874144
WHAT'S GOOOOOOOOOD
>>
>>874000
Why do 3d programs dont share the same controls unlike vector/photo editing apps like illustrator, ps, krita, gimp, etc
>>
>>874265
you mean like photoshop only adopting ctrl+z like a year ago and (afaik) still not using wheel zoom by default, or gimp using all sorts of weird hotkeys but no ctrl+j or ctrl+e?
>>
>>874135
interested in this as well
>>
Newfag to modeling here. Am I better off learning how to model characters by sculpting the bodies instead of extruding cubes?
>>
I'm only interested in modeling, should i switch from Blender to Maya?
>>
>>874295
switch from blender to 3ds max
>>
>>874295
switch to mudbox
>>
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>>874092
wow i forgot about that, it was the cinematic mod for half life 2 i think.
>>
These threads are fucking useless. This board is slow as it is it doesn't need Q&A especially when newfags will make their own threads anyways
>>
>>874295
If you're doing good with blender,why should you switch?
If you don't feel comfortable with it, go ahead.
>>
I'm using nurbs path and circles to make hair in blender and when I try to move a sing point on the path the whole thing twists and turns any solution for this
>>
>>874211
look if there is an addon for a quicker way
otherwise save them as pics in substance
open the individual pictures in blender

>>874359
you can grab a vert and twist it the hotkey is ctrl T
>>
>>874211
export with default metal-rough preset
in blender turn on the node wrangler addon
select the shader, ctrl+shift+t, select all maps, done
flip Y channel with curves node if needed
>>
Any tips how to create a worn sticker model? NOT texture, it has to be an actual geo. It seems challenging to do, but I thought Zbrush could do the job. Just not sure if there are some good ways to achieve it in Zbrush.
>>
>>874590
Update - tried it with lasso masking and dynameshing, god bless zbrush, I think this will work great. But still appreciating other ideas if anyone has any.
>>
>>874592
mask and extract works well
>>
How interchangable are the skills between different 3D modelling softwares?
I've played around with Blender a little bit but will be starting a 3D + animation course that uses Maya soon, however in my own time will still mostly use Blender for teamwork reasons. Just wanna know how much practice in one carries over to the other
>>
>>874750
yes
>>
Wat freewere dos I use for making animated glf.s?
>>
>>874879
krita
>>
Can I create a cute smooth face with eyes via subdivs or using hi-poly mode or t-splines is unavoidable in this case? I'm not need a lot of details such as lips and nose. But I need a more quality eyes than simple drawing on texture. YT has one tutorial and result looks very not good.
>>
Does anyone have a quick way to symmetrize a face?
>>
>>874932
blundurr
>>
>>874932
>>874933
Symmetrize the reference photo
>>
>>874893
You can create cute faces with any method. I personally think that creating anime faces with subdivs is much easier than sculpting.
This might be because I started learning about that stuff before sculpting tools were really a thing so YMMV.

>>874290
Both are worth learning and go hand in hand, in my opinion. You need to learn proper poly modeling techniques especially if you're planning to rig your characters and you need to learn sculpting in order to give those models some juicy details (you fucking degenerate).
Some sculptors do everything with sculpt tools and basic primitives but I find it much more convenient to poly-model a base mesh and sculpt details on top of that.

>>874096
>books
Just rip models from old games and lurk the polycount forums.
>>
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>>874940
>I personally think that creating anime faces with subdivs is much easier than sculpting.
Thanks. Do you know any good YT channel about subj? I have a trouble to find it (mostly what I found is sculpting or grid dragging). I'm experimenting but I think my grid for face isn't optimal. (This isn't final form, and rough hair only because hairless head looked scary for me).
>>
>>874957
This guy has some pretty good videos
https://www.youtube.com/watch?v=fQZ7TEdFdMU
>>
>>874958
Thanks, but can't find subdiv approach there, only hi-poly grid dragging and a little of sculpt. I want something like this https://www.youtube.com/watch?v=0SSsh8nFl3o but with generic cute anime-like face. (I know what I should do from other subdiv guides but eye area raises a lot of questions, and my mesh becomes unreasonably complex and hard to control).
>>
>>874964
Maybe I should apply subdiv on this step >>874957 and make eyes on resulting hi-poly mesh? But I can't be able to refine a face form easily.
>>
>>874965
Just take a base anime mesh and modify it nigga. Beginner will get stuck on boring shit like topology and give up most of the time. No one care if you create a model from scratch or not, you can always learn about it later.
>>
>>874994
I'm doing it for myself as hobby, not for sale, and want to learn how to create what I want, not sale other's models.
>>
>>874940
>lurk the polycount forums
they're still alive?
>>
>>874958
I found what I want both for face and body, thanks. Looks like my error was using too simple basic mesh.
>>
How can i speed up my rhinoceros handling? I'm too slow i can't follow class
>>
>>875072
My point is you should not begin learning with face topology, literally the hardest and most boring thing. It's better to do it when you understood edge flows, animation deformation, poles and stuff.
>not sale other's models
Oh well.
>>
>>875151
help
>inb4 why didnt you just post here?
fuck you help!
>>
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Where the fuck do you get cracked versions of your 3d design software.
I used NX 8.5/ 12 and Inventor Professional. Then dropped out of the industry and used Fusion 360 for my private projects.
Had basically no free time for 18 months and now this crap is not available for an acceptable price for private users?

Sorry for the rant.

TLDR: Need reliable cracked version for Fusion 360 or Inventor. Thanks in Advance. Please take this comfy chicken pic
>>
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How can I make some nice realistic face textures ala L4D2 in a reasonable workflow?

I already made a Simon Pegg model but his face is horribly frankensteined with too much skin detail to look pleasing.

Pic related is my WIP Nick Frost and I tested a projection on the left and a manual paint on the right. I'm was trying to reinvent my shit workflow by starting with a base and mapping out shadow locations but it's not going as great as I thought.

Any tips?
>>
Can I pirate Maya for learning purposes? I mean do the pirated versions work?
>>
>>875198
>Can I pirate Maya
Technically, yes

>Can I pirate Maya for learning purposes?
Legally, no

>I mean do the pirated versions work?
Of course
>>
>>875211
Thanks
I downloaded the LT version I'm assuming it lacks some features but since I don't know a single thing I guess it'll do for now
>>
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>>874000
How do i make da bullets.
Or to be more specific, i want it to be realistic, and how do i make it so, for animation, i can animate the gun cycling, the new bullet goes in, and the one that was shot dissapears.
Also, im not very experienced, learned from tutorials.
>>
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What's the fastest way to make a sphere with the topology that this hat uses?
>>
>>875151
NO ONE WILL FUCKING HELP ME
HELP HELP HELP
ITS BEEN 3 DAYS
PLEASE
HELP
WHAT THE FUCK
DO I HAVE TO GO TO R#DDIT TO FIND HELP????????????? WHAT THE FUCK /3/?????????
>>
>>875392
https://youtube.com/watch?v=KGOG4EBjfyk
>>
>>875392
Holy shit, what a faggot.
>>
>>875231
You need 2. Duplicate your casing. Then put your empty casing in the chamber, do the Fire animation, with the Slide opening and the Empty casing flying out. Animate the complete cartridge going form the magazine in the chamber. After slide closing swap the position of Complete cartridge to empty and reset the other one back to the mag.
>>
Why are translucent glass materials fucked on triangulated meshes? Both in SP and UE you can see tiny dark triangles across the whole surface if you apply a glass to a triangulated mesh. But if I don't triangulate before I export, it's fine.

Thought it was another reason (messy topology), but the triangulation seems to be the problem.
>>
Is there a fast and simple method (simpler than groups) to fix given vertices in Blender to prevent them from moving during proportional editing?
>>
>>875470
Hide them?

>>875426
Could the triangulation be messing with your normals?
>>
>>875498
I don't think so, it shades correctly with opaque surfaces.
>>
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Ok, newfag that wants to learn blender just enough to make dumb plane models, and the best references are three-view schematics like pic related. How do I go from those to a workable 3d model?
Example of what I'm talking about here
https://www.youtube.com/watch?v=e_YFlt1y-Ew
>>
>>874000
why does my blender keep crashing when importing large meshes and 8k textures? this never happened to me on windows. if anyone on linux can import this to blender with materials without it crashing, let me know. https://sketchfab.com/3d-models/pile-of-dirt-c86a4e9d981d4f029cc9261fde52cb7c
>>
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>>875651
since im making an "airplane" too, i think i might be able to give some tips.
id say you should try to find good reference,
the pic you uploaded seems alright. you should also take a look at irl pictures to kind of study the panel placement on the fuselage, so you can replicate it on your texturework(?). id recommend you to start with something simpler, but if you're confident, go ahead.
>>
>>875498
Hide is too tricky b'cause I can't see what I hided. I mean, is there a simple method to fix vertex but stay it visible?
>>
>>875654
Oh, what I'm wondering about exactly is how he is making those shapes and editing them to match the reference. When I say I'm a newfag, I mean it.
Thanks though, anon, that's sound advice.
>>
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>>875651
press n
go to background image section
import you blueprint image
go to ortho view (numpad 5)
adjust image (set axis to: right view) (right view: numpad 3)
add same image again (this image should have axis to: top view) (top view: numpad 7)
adjust both images so they line up
it should look like this in pic
notes how sharpy point of airplane is lined up in both views

btw I use older blender (2.79). It should be similar for new version. If you fail look up "How to Add Reference images for modelling in Blender" on youtube or something like that.
>>
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>>875686
top view
This method alone should give a decent low poly model
>>
>>875687
Or you know, just get a blender version that's not five years old and drag and drop your image into the viewport.
>>
>>874078
is it fully rigged?
>>
>>874049
agreed blender doesnt deserve its own thread but we need it to keep the blendlets contained
>>
>>875714
Only partially if my hazy gmod days memories are correct.
Also I was never credited for my textures that made it into the cinematic mod and I'm still mad about it.
>>
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help a brainlet, what is the trig function to get the height of a right triangle's opposing side?
>>
>>875759
tangent (alpha) = the side you want / the side that is 1
are you retarded? how hard is it to look up trigonometric functions?
>>
>>874081
>no reason
It's the only reason I've ever heard of this mod and even considered downloading it.
>>
>>875759
arcsine(α)
>>
>>875763
>>875789
thanks anons, yes i'm not very bright
>>
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Working in Maya. Would anyone know how to create a keyable control for a UV shell's transform? I'm trying to grow and shrink this eye texture by scaling the geometry's UVs. I can achieve the effect manually in the editor but don't have a way to key the difference. Open to other approaches as well.
>>
>>875831
make a blend shape with the geo
>>
>>875831
Attach the polygons to a joint, add a weightmap and do a smooth gradient. When you scale the bone it will scale the weighted polygons.
>>
>add more detail to my model
>it visibly loses soul
>>
What kind of tablet should I get to sculpt with zbrush? Are there any features that are necessary to look out for?
>>
>>876021
get a cintiq
>>
>>876021
an intuos would a good cost effective start
just don't buy any of the chinese crap tablets
>>
>>876021
any display tablet will be fine, zbrush is designed
for tablet use so you don't have to worry about hotkeys, Huion make the closest in quality to Wacom but some have said xp-pens tablets are worth too, watch some reviews and see whats in your budget
>>
>>876021
Just manually place every single vert using math.
>>
>>876021
huion h610 pro v2 is great
>>
>>875211
I think i want to get back into animating but i never had to pirate my stuff before and my maya license ran out. Where do you guys usually go to get your cheap/free software? Or do i just have to bite the bullet and learn blender?
>>
>>876021
>tfw fell for the intuos pro M meme and I never use those buttons on the side.

I mean, not really, I would still buy it, I just thought the buttons would actually be useful, but apparently they're not lol.
>>
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when I added the solidify modifier it distorts the inner radius into an oval. any fix?
>>
>>876181
You have to make the hole after the solidify modifer
Obvious solution, but there is no other other way
>>
>>876185
yeah, I just had a feeling there was another fix to this. thanks.
>>
>>874000
Humble Bundle has a learning to make game art in Blender package.
Is anyone knowledgeable enough to tell me whether or not this would be a good buy for 25 bucks?
>>
What is the correct way to fix this?
I am using blender and this is a low poly model with a very small texture.
Ideally, I am looking for a solution that does not involve manually moving the UV vertex, judging by eyesight, until it looks kind of correct.
>>
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>>876263
Whoops. I forgot to send the picture.
>>
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>>876264
Another example.
>>
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>>876263
I would also like to know the best way (for blender) to unwrap a group of polygons that have a triangle between them as squares. Do not recommend me the UV Squares addon as it doesn't seem to work well when there are triangles. Bonus points if it doesn't require an addon.
(In this picture I sent I manually I had to set each vertex position individually)
>>
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>>876264
quads are an illusion, anon.

the uv and the face don't have the same shape
the texture is warped to fit the real geometry.

what did you expect would happen?
>>
>>876263
1st & 2nd: these are side effects of triangulation. "proper" ways to avoid this is either reduce UV stretch or subdivide, but for your case these aren't applicable. you could instead explicitly triangulate (connect verts with J) in a way that gives less distortion.
3rd I don't think is possible with Blender addons, or I haven't found such an addon among maybe a dozen I've looked at. I would recommend another program (RizomUV or UVLayout) if this is a common task for you.
>>
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Any advice on how to fix the UV tilling on the left? I used substance for texturing and it feathers the texture to make it unnoticeable. I then export those textures back to Maya to render the model in Arnold but there's no feathering and the texture gets fucked, messing with the whole compo.
>>
>>876294
use triplanar projection in substance
I don't think it feathers anything though. idk maybe it does in adobe versions, but isn't realtime preview the whole point?
>>
I just went through the Houdini isn't scary tutorial and I'm rendering out the project, but is rendering supposed to be so slow in houdini? is a single frame supposed to take an hour to render?
>>
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>>875686
>>875687
Thanks buddy
I don't know what to give you, so have a drawing I've made some time ago.
>>
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Why is source allowed?
>>
>>876314
Yeah, I used triplanar projection in substance. There's a hardness slider in substance that sort of smooths the transition in places where the planes meet - I guess the real problem is in my UVs and I probs gotta redo them.
>>
>>876328
as long as all the relevant layers / masks have triplanar, it should export exactly the way it looks in SP.

but now that I'm looking at it closer, I think there is no seam there at all, just a problem with normals. probably just the inverted green channel (wrong DirectX/OpenGL format). but I know some engines are also allergic to flipped UV islands, usually that's for realtime though, doubt that's it in your case.
>>
How do you make debugging your game more bearable? Im debugging unity for android for days now and its absolutely godawful
>>
>>876352
have playtesters who record or stream their session, you can't do it all alone
>>
>>876355
I have no money
>>
>>876376
phone a friend! :)
>>
where do u get inspiration for 3d shootign game level stuff 2 make when u kno that no 1 will ever play ur level's ...?
>>
>>876316
thanks for the pic. Can I save it?
>>
>>876443
Sure thing, man
>>
>>874092
it's from cinematic mod and it's one huge meme
>>
How different is Unity from Unreal ? I use Unreal but got an interview for a job and they want me to do a test on unity, i have never used it lol. But i'm pretty knowledgable in unreal. am I fucked or na
>>
>>876480
Unfortunately you picked wrong and are fucked no matter what. unreal is garbage for nodev niggers. Unity is the ONLY way to make a game.
>>
>>876481
This but the opposite
>>
>>876480
unreal is heavier on the system and more used for console AAA games as opposed to mobile games
>>
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When was this board created?
I've been here for virtually a decade but only got into 3DCG recently.

I got inspired by vngc and xeris.ex.
Bonus question: what made yall get into 3DCG?
>>
>>876484
thanks, and how is it in term of using it ? does it translate well if you already know unreal ? i've dl and so far it seems a bit the same, a bit weird as forthe interface, for example i have no idea where to find a skylight
>>
>>876488
using unity is not about placing one skylight but writing a whole shitload of scripts and understanding why those scripts work and how to debug them
>>
>>876489
should have mention i'm not a dev, i'm just an "artist". My job is to make the scene look good that's it, and it's for mobiles games lol
does it still involve writing scripts ? cause im fucked then
>>
>>876487
shitty gmod gun mods
>>
>>876490
for example if you want to have a pretty animated "effect" for your character you'll have to do some combination of scripting and visual effects graph which is node scripting
>>
>>876494
yea a bit like unreal, but that's for vfx artist -I hope) well i'll try and see if I can not bomb the interview. Don't know why I applied then and why the responded since I have no mention of unity in my cv
>>
>>876495
if its a shitty mobile games place they might not give a shit and have you do some other code monkey type shit

could even just be making shit in blender/3ds/whatever for menus. modelling generic orbs for boomer progress bar games. boomers fuckin' love orbs.
>>
>>876496
ye it's typically game done quick as a cash grab, i think my main role would be to make low poly assets so in that department im good
>>
>>876495
Unity as an artist is piss easy don't worry about it. You'll pick up all you need to know in a week
>>
Would it be possible to make this in blender? If so, how would somone go about getting the early computer graphics look?
>>
>>876507
Use the BI renderer in an old version of blender.
>>
this is beyond stupid but hypothetically if a solar flare hit earth and technology was useless or other similar event happened, what would you do as a living? Carve statues? Kys?
>>
>>876538
>solar flare hit earth
imagine believing in midwit stories
>>
>>876538
*rips bong*
"Dude! What if all the computers just disappeared?!"
>>
>>876538
I would join a local faction in order to provide for my family, only to probably die within a week because I lack street smarts and have never before used a gun
>>
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How do I bake smooth high to low poly on cylindrical meshes without getting errors due to low geo curvature? Do I bake on a higher res mesh then manualy remove extra edges after bake and would that even work or would it cause some unexpected errors since the normal map was originally made for a lower poly version of the mesh?
>>
>>876538
Get back into music.
>>
>>876547
god i hope so

>>876538
im in the military. not to be all toughguy mr navy seals, just that i ahve a job that doesnt tend to fall apart just because of global crises
>>
>>876294

If the triplanar projection thing isnt working for you, you might be using the wrong color space in your height/normal map when importing for Arnold.

Here's a quick little help guide: https://nickkubik.myportfolio.com/substance-painter-to-arnold-workflow

Note: Your export preset in Substance changes the file and settings you need to import into Arnold with.
>>
>>876557
Are you proud of serving for oil companies while larping as a commando and stroking your room mate's cocks in the night?
>>
>>876584
no my job being not just incredibly dull but also supporting an organization(the canadian government) i hate in a way that offers no opportunity for real personal growth (and if anything promotes mental illness) or other mitigating reason to help them other than money is a large source of depression, anxiety, and desire to either change jobs or take up crack
>>
>>876557
*job that doesn't fall apart specifically because of its role in engineering global crises
>>
>>876590
the military is too incompetent for that. engineering crises is the intel community's job
>>
>>876592
>the military is too incompetent for that
look forward when you find out they are not incompetent, they follow another goal than they tell the plebs.
>>
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>>874000
https://www.unrealengine.com/en-US/onlinelearning-courses/becoming-an-environment-artist-in-unreal
a few weeks back, some anons told me to start learning unreal for being an environment artist but i forgot to ask if i need a degree or something along those lines to get a job in a production house.
>>
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>>876602
doesnt change my statement/sentiment

being military is incredibly lucrative but deleterious to my mental health

though this is the canadian one; even if they have such nefarious intent, they aint shit. I can't remember the last time some dipshit officer gave me the Force Protection Talk and I got an actually sighted rifle after. if they expect me to engage whatever seditious group, even if I wouldn't just join it, they're looking at some clownshoes garbage of a firefight the military is all but guaranteed to lose
>>
>>876549
I can't find the post because the person tweets a digusting amount but yes you can do exactly that.
>>
>>876538
Even the poorest people in third world countries have smartphones that they film with. Infrastructure is too intertwined to die.
>>
>>875759
SohCahToa, say it a few times to memorise it.
Sine = opposite over adjacent
Cosine = adjacent over hypotenuse
Tangent = opposite over adjacent

I think that was what you were asking?
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>>876643
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>>876603
no u dont need to, only your lvl matters
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Do people actually make money off selling figurines on ebay/Amazon/ etc?

Thinking about printing and painting them as a side gig.

I've considered getting the ELEGOO Saturn to do that.
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>>875759
tan a = x/1
>>
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does anyone has something like a "30 day modelling challenge" chart or something like this? I wanna study but my creativity has been in an all time low lately.
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>>874000
how do you guys setup your different ssd?
1TB ssd for os
1TB ssd for caches and current projects
6TB hdd for assets and archiving projects

how's your setup?
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>>876745
I quintuple dog dare you to throw a WW2 prop fighter together, and after that do the stupidest sword you can think of
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>>876747
1 tb ssd for os
10 tb hdd for cache / projects
10 tb hdd for cache / projects

still not enough space
>>
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in unity, how do i parent bones to other bones?
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>>876538
Answering seriously, if society reverted to a pre/early industrial level then the vast majority of people would have to revert with it to subsistence farming, since they wouldn't have industrial agriculture to support them in other fields.
Having to suddenly transition to living off your own food would by far be the hardest part: without going into detail, I'd say I've got really good odds by first-worlder standards, and I still don't think I'd have much chance of surviving unless the event happened in spring and preceded several years of good weather.
>>
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be honest am i ever gnmi or should i give up?
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>>876800
>nice cock
>Activate Windows
gmi
>>
>>876777
They are game objects that you can reparent in your asset folder.

Alternatively, get the gamerigtools addon and reparent that asset before you import it.
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>>876507
if you're asking this question then whatever you make will probably end up looking like that anyways, bring it into photoshop and noise it up a bunch and you'll have your wish
>>
So all those artstation guys model in high poly, but what do they get hired for exactly? Video games? But video games requires low poly models, do they just also low poly 3d models when they're actually getting paid?
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>>876800
characters look technically competent, environments suck ass, the biggest problem with all of them is the presentation isn't appealing. ngmi as it is but potential to gmi if you work on it.
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>>876838
Perhaps spend more than 2 minutes on artstation and find all the retopologised game ready models
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>>876760
>>doesn't cache out on ssd or even sata ssd
sir, delete your internet immediately
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>>876846
thanks for the feedback, i do agree about environment but that bottom one i was only allowed to use pro builder in unity to model.
i spent a fuckton of time doing the wood details on the top left but you can't see it because it's supposed to be a diorama. i should have spent that time doing grass and stuff instead to cover up the ugly green flat land. you're absolutely right though
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>>874000
some anon posted this a while back but i just quickly saved it and didn't have the time to ask how he did it. i love this style, it isn't as pixelated as ps1 nor is it ps2 level. i find this to be the perfect balance in my eyes. can someone help me on how to make textures like these? is it just pixelating a hq texture?
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>>876868
Pixelating and restricting the palette to a limited number of colors should do the trick.
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>>876873
how is this?
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>>876856
It's good, that wood is really nice. You just need to focus on one thing and improve your presentation as other anon said. Can't do both characters and environment, at least not early on while you're trying to get into the industry in the first place. You won't be making both things in the studio.

But I'd say I actually like environments more than characters - these are just sculpts with very basic textures. They can't be used as a finished product. Some scultps are nice, but you need to finish those things, make a low poly, bake and texture properly. Otherwise just focus on improving your environment skills, there are more job opportunities there anyway.
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You can probably tell I'm a fucking noob.
I'm trying to make some more interesting textures that aren't shitty solid color latex for https://www.nexusmods.com/nioh2/mods/172
My problem is, the specular transition at the seam on her inner thigh is just horrible, even though it's just a blob of alpha channel grey on entire thing except the belts and metal.
I toned it down, because the original looked like she just climbed out from a barrel of oil, but the original also has that shitty border between lit and dark area, so now I don't know if it's the game or shitty texture I had to work with.
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>>874078
was this for coom before coom was a thing?
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>>876944
Cinematic Mod was 80% about ferns, 20% about turning Alyx into horribly dressed Adriana Lima with permanently erect nipples.
Memes aside, the guy put some serious work into it, when you consider he made it at the time when the height of modding games was putting new spray logos into Counter Strike.
>>
>>876937
looks like a normal map issue.
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>>876917
Thanks man, I get what you're saying. I'm actually doing a 6 week game project that just started 2 days ago and I will be responsible for making the characters so I will be doing just that haha, I'll post here when it's over probably and show all the characters I've hopefully done
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Does anyone know what's causing this?
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>>877007
It doesn't appear in renders nor when the camera is moving
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>>877007
try preferences>viewport>anti-aliasing
seems related to that, possibly a driver fuckup
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How does clothes topology work?
For example, if I wanted to model a long sleeved sweater, do I just recreate the basic edge loops/topology used for elbows so it can bend properly?
>>
don't mind me, just bumping this thread to see if bumping the new /wip/ works.
>>
Is it possible to save a substance painter export template (from cache)? It's not in the template list, but the export config has been set up in the project I downloaded.
>>
>>876538
id finally be appreciated by my community, and also probably eaten by raiders

>>876838
the low poly mesh is made of the high poly mesh, its an essential step of the workflow to have a high poly one first
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>>877019
Bunch of cylinders don't overthink it
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>>877019
rip some vidya models and see what they do
>>
Blur slope is becoming very popular for low skilled substance users to emulate a hand painted look, you can easily recognize it when you see it. Can someone link a good tutorial or course for handpainting properly? Not the blizzard style where every edge is highlighted please..
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>>875384
>nurbs
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>>874078
>>874076
It's from Half Life FakeFactory Mod. There are tons of controversy with that mod because it breaks all lore related to the game
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>>875176
You should try to import or copy paste Face texture from left 4 dead survivor. You can use that as reference to line it up with the UV map. Once its done remove the face or just replace the face with each part you get.
Although if you want easier path then i suggest to use Facebuilder for Blender. The only downside is you need to have face view as reference picture to create the face and the texture
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>>876318
Source is actually pure kino because you can get realistic/good visual graphic by tweaking the lighting.
>>876487
I wanna make 3D characters for games
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>>877019
marvelous designer
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>>877019
>do I just recreate the basic edge loops/topology used for elbows so it can bend properly?
Yes, unless it's simulated in which case having an even TRUQUAD polygon density is better. Otherwise just try to copy the topology of your character.

>>877149
Just learn traditional painting techniques? /ic/ has a lot of resources.
>>
How can I stop having a -90 degrees rotation on X when I import fbx from blender to maya?
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>>877240
Seems like "apply transform" in export settings fixed it
>>
>>877149
Learn art fundamentals and then trad painting techniques





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