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Rules for this thread:
>ask questions
>try to answer questions
>Do not Troll.
>Do NOT Schizo post.

Previous thread: >>931469
>>
What is the smart thing to do - spend cash on an application that seems to do its job well based on the trial and specializes for one year to try it out, or suffer without it, not knowing if it will improve your workflow or not. Rizom uv. Sub.
>>
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very beginner question, is there a quick and dirty tool or command to merge two separate meshes together in blender, creating vertices at some intersections?
otherwise is it just a manner of manually merge commanding so and so vertices together?
>>
>>937848
My workflow for that would be using Ctrl+J, then going into blender to manually remove and adjust topology so I can merge the edge loops together. It's a fucking hilariously terrible way of doing it, there's probably one better, but that's how I do it.

Keep in mind that any major edits to topology (for example, merging two meshes) REQUIRES a UV unwrap.
>>
>>937848
It's called 'Boolean', look up tutorials on youtube
>>937688
Pirate.
>>
I'm working on a model made of multiple objects in blender and while the model itself is complete, I'm struggling with UVs. How do I unwrap multiple objects within one UV tile? Do I have to merge everything and then unwrap it?
>>
>>938063
In newer versions of blender you can enter edit mode with multiple objects selected and then unwrap them, and it'll treat those selected separate objects as if they were one object.
>>
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How do I use TOEH material files? What am I plugging in and all that jazz.
I'm guessing the T is transmission, O ambient occulsion and E might be emission? Dunno what H would be. Honestly, no idea and can't find anything online about TOEH files.
>>
>>938077
Just realised H would be height. But does anyone know what would the node set-up would be?
>>
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does anyone have a digital copy of these 3 books? I might just buy them myself at this rate.
>>
>>938099
Shit man I remember somebody asking the exact same thing 10 years ago.
>>
How can I learn to edit gore/horror vfx in After Effects?
>>
>>938112
Cris has gone too far.
>>
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As somone who's been messing around with NSFW pin-ups, what are the main things that make a render look good?

I've looked at some videos online for posing and have spent most of my time posing a model, and placing lighting randomly, but not really sure if I'm suppose to be focusing on something?
>>
https://vxtwitter.com/Yuyucow/status/1502736244517781508

In this sequence, do you guys think grease pencil was used for those lines over the 3d blocks? And did they render out the sequence for final or did they draw over the 3d by hand?
>>
>>937323
Zbrush beginner here, got a question with the symmetry tool. The problem is that it won't reflect across the X axis, and a bit of google showed me that it's somehow been divorced from whatever center point that is. Does anyone know if there's a function to restore it to the center, or do I need to freehand/redo that shit.
>>
>>938190
they're all done by AI now.
>>
>>938586
https://www.youtube.com/watch?v=WT0BqnQ_Dsc
>>
>>937323
Hobbyist noob here. I've only watched the donut tutorial and the official Blender tutorials.
Should I pirate Zbrush or keep it up with Blender?
And if pirating Zbrush then what version?
>>
>>938598
If you want to succeed at sculpting you need to learn how to draw in 2D
>>
>>938599
Fair enough then I can make sketches and scan them.
Thank you.
>>
>>938597
Thank you boss.
>>
In what instances is it better to use 2d mode in Painter than 3d mode?
>>
is wrap3d worth the money?
>>
>>938599
cope chud, I can't draw for shit but sculpt well and I've been doing it since a year.
>>
Is vfxdownload.net safe for After Effects plugins?
>>
>>938667
Depends on your UV layout, for example you might have some cloth stuff that's been simmed but unfolded completely straight so it's easier to do graphic patterns
>>
>>938598
depends, if you ultimately want to do photoreal likenesses and things of that nature it's better to just start with zbrush - blender cannot currently handle the polycounts necessary to achieve that fidelity and i don't think that's going to change any time soon.
if you just want to do stylised stuff either is fine - might even be better to stay in blender because of other non-sculpting features.
zbrush of course, is more feature rich for sculpting, but blender does have the advantage of being able to do everything else in one package. there are ways to swap data b/w zbrush and other dccs pretty seamlessly though.
zbrush is not a replacement for blender - you need to know another DCC (like blender/maya) to actually do things with your sculpts.

>And if pirating Zbrush then what version?
check cgpersia

>>938677
it just werks so if you think that'll speed up your workflow then sure.
>>
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How tf do i make a mask shaped hole through this rectangular prism? I'm extremely new to 3d editing and this completely stumped me.
>>
>>938688
Prove it
>>
>>938688
I'm also waiting on your post, hombre.
>>
>>938099
Have you tried ehentai? Sometimes people upload instructional books there which are hard to find in other places. Not sure why they do it, but it could be worth a shot if you're running out of places to look.
>>
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How do I practice anons? I got annoyed with materials during coffee tutorial and went and made my own things. While I feel like that's good, I also feel like I learned less this way. I'm not very good at organic materials but my next goal is to rig a character model (a simple one like a skin for a RoR2 model or some shit doesn't seem too hard)
>>
>>938730
I'm also a beginner Anon. There's no really easy way to say this, but the key is to just draw (3d). Learning less or more is irrelevant when you consider that the alternative to learning at a slower pace is not learning at all until you find a goldmine of good info. And learning slowly will make said goldmine even better.
For example, I've had zero good tutorials that specifically teach you how to make a nice female torso in zbrush without it either being sped up blogposting crap advertising some sort of course. Just means I gotta take a look at anatomy for sculptors and real life refs.
>>
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>>938705
>>938706
you can learn how to sculpt by just fucking sculpting and studying courses every day
no drawing skills required
>>
>>938733
Yea I figured as much as I thought about it more. Probably just going to do a tutorial a day and break off and learn whatever random little things as I fuck around making things on my own. Sculpting is something I'd like to get into now that I'm feeling more comfortable with modeling, is there any beginner stuff you recommend before I go off on my own?
>>
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How true do you guys think this is?
>>
Are you able to tell me how to count where the 3D cursor was relative to which I scaled the object, if I have the position and scale of that object before scaling?
>>
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>>938747
100%
>>
>>938747
Not at all..
Sculpting the right one is way harder than sculpting the left one...
>>
>Suddenly can't turn my sculpt with alt right click or zoom in and out with ctrl right click
>Clicking outside the sculpt still allows me to turn it round
The fuck did I do?
>>
>>938811
More details. It still allows me to work as intended on non 3d stuff, but as soon as I polymesh, right click and ordinary taps both just sculpt and don't turn.
>>
>>938811
>>938812
figured it out, but I'll leave this here in case it helps someone out.
Wacom tablet was fine, zbrush had right click navigation enabled, but for some reason it glitched out and refused to acknowledge my right clicks from the pen (While still obeying right clicks from mouse). A restart did the trick.
>>
Should I model a Bender or continue with what I am currently working on?
>>
How can I keep an alpha channel when I'm using a mix shader and a noise texture node?
Basically the setup is

>Image texture
>Diffuse
>Transparent
>Noise texture
>Mix shader

I can plug the image texture into the diffuse and then the diffuse and transparent nodes into the mix shader with the alpha channel of the image texture plugged into the factor of the mix shader and it looks as it should. But the problem is I need to use that factor input for the noise texture, but I need that factor input for the alpha channel otherwise the transparency is lost.
>>
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stupid weird quetion: How should I scale my work? I use to have a bad habit of drawing small, and i feel like that kinda carried over to 3D. Is it better to have something big that can be scaled down or small that can be scaled up? Should I try to match the real world size of whatever im working on at first?
>>
>>938825
>Should I try to match the real world size of whatever im working on at first?

Yes because you can keep everything in proportion without just eyeballing it.
If you're using Blender you can change the units to whatever you want. Then when you have the real world dimensions of whatever it is, it's easy to keep everything right.
>>
>>938815
Model a bender. Work can wait.
>>
I hate using proxies in Max. Should I use clarisse to work in big scenes or is unreal fine? How much can I fit in a 3090 before unreal shits itself?
>>
You can plug alpha into alpha on principled bsdf
Alternatively just use 2 mixes
>1st mix
>Alpha
>Diffuse
>Transparent
Feed that into another mix / add shader node, with noise at the bottom, or as factor.
>>
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>>939086
meant for
>>938816
>>
In Blender how do you deal with modelling multiple characters and objects?
Do people seriously just toggle hide / unhide depending on what they want to edit / export / render because that seems tedious as hell
Can you set up different workspaces within the same project for all the different characters
>>
>>939090
separate files for each character / hero prop / prop collection and then link things in
>>
>>939092
also, this isn't a blender specific thing
>>
>>939087
>>939086
Thanks I'll give that a shot.
>>
>>938190
>NSFW pin-ups
the Sexual art stylization thread in /ic/ might be your best bet.
that and to try to direct the viewers eye using lightning
>>
>>939090
That's what collections are for
You can also do different scenes
>>
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How do I bevel like pic related?
Is this even bevel? I had a long break
>>
>>939272
no, thats an inset
>>
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Can some anons give me ideas of what to do post donut? I was thinking Anvil, and then maybe play with a water sim for a bit, but then after that i dont have anything "big" id like to try. I attempted the bender for a bit but i dont know how to make 2 objects on opposite ends change with each other (does that make sense?)
>>
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>>939273
Thank you!

>>939274
https://www.youtube.com/watch?v=ho2bw7mgmRc
I did the frog he talks about after donut and coffee.
>>
>>939274
>i dont know how to make 2 objects on opposite ends change with each other (does that make sense?)

Do you mean a mirror modifier?
>>
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>>939276
I recently subbed to him , but forgot about him thank you so much anon
>>939277
yes! thank you lmao I literally couldnt think of the command so i couldnt google it and I tried looking on forums/videos for people using it. I feel like it would be good for making the bender model since its symmetrical
>>
How much of a gamechanger is Nuke?
>>
want to make a scene with lots of feminine shit in it like flowers of all different types.

is there a blender addon which helps with this? i don't want just cookie cutter assets but flowers with a specific look and color.
>>
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What's the correct way to add extruding details like this? Say I'm modeling a gun and the orange is a screw. Optimization-wise, is it better to have it all as one mesh at the cost of more vertices, or is it better to just create another separate object for something like this? Will it cause issues with shading?
>>
>>939453
For things like screws I always use a separate mesh. I don't know if that's the best thing to do, but it's the way I do it because it's easiest and cuts down on any problems arising.
>>
>>939083
Clarisse and don't even bother with unreal.
>>
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Anyone know why most of my subtool previews are black and white? Upgraded to Zbrush 2023 from 2022 on a new computer and this seems to be happening on all of my files. The subtools themselves are all fine, but I kinda need the previews to be the right color so I can recognize em.
>>
>>939470
Didja pirate??
>>
>>939472
ye
>>
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How's the topology?
>>
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>>939506
Is this a final game model? You can clean it up a bit, especially if you're gonna bake normals. Main thing is to kill all the extra edge loops that don't contribute to silhouette. Then you can add more subdivisions to the curved geo, maybe some bevels on all the 90 degree edges if you're feeling spicy. The little floating bolts are nice, you don't really need to maintain the quad grid for these since it's all planar, just cap it
>>
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Which 3d package has the fastest real time viewport rendering?
Mainly for the purposes of previewing skeleton animation with pbr materials.
Blender gets ridiculously laggy with certain features like auto smooth / subdiv / normal maps, something that shouldn't even dip below ~45 fps for my rig dips down to like 10 unless I optimize the shit out of everything for viewport performance (which also means reverting it for the final render)
Are there other 3d packages who's viewport performance doesn't shit the bed if you apply normal map and a subdiv to a rigged lowpoly model?
>>
Where can i find a free model of Allister for Blender, that also has a rig so i can pose it?
Bonus points if the mask can be removed and he has his face.
>>
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I know this is just an art question in general, but I'd like to ask. How do I not get hung up on my work? I get I'm learning and so I'm allowed to suck, but if I look at my old work/day old projects I nitpick a lot. While there were some things I liked about my donut I will look at it and want to go back and just redo it. Should I just keep track of what I've learned and then lock all my projects away?
>>
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>>939534
There's no true right answer here, it depends on what you want to achieve
>learning
you can sit on the same project for weeks and months and keep improving it while learning various skills that will translate to your later projects, like:
>make donus
>look at it
>hate it
>make a list of singular things you can improve
>glazing texture
>lightning
>color
>more interesting shape
>more realistic background
start researching the topics one at at time and improving them, render the same thing with improved thing, you'll likely learn something you can use for later projects

alternatively just start another project and try to apply what you'd learned, when you get stuck just google / research a specific thing you're stuck on, try to learn / improve that as you work on this project

Honestly there's no right answer, if you're just doing this for fun keep working on a project as long as it's fun and you want a better result, if you just cba or feel like you need a change, do something else.
The main thing is to understand concepts in a way you can apply to future projects, not just blindly following tutorials. However whether you achieve that through sweating on a single donut for 300 hours or by making 300 1-hour donuts does not truly matter.
>>
>>939535
thanks a lot anon this really helped :D
>>
>>939470
So I've found the problem. A couple materials my project uses, despite being the default ones from 2022, didn't automatically use their 2023 equivalent. Repainting the materials back onto the subtools did the trick. Still weird tho
>>
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>>939531
https://www.deviantart.com/eagle-31/art/Pokemon-Shield-Allister-XPS-blend-FBX-822077147
For some reasons, the textures are not added, even when i did the "find missing files" thing.
Because i unzipped the 7z file in a specific folder so that the model coexists with the texture files.
>>
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>>939599
Does this means the textures are "loaded"? Because i still don't see them on the actual model.
>>
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>>939600
ngmi
>>
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>>939601
>>
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>>939603
Anon just watch the basic donut tutorial on youtube, clearly you have no idea of the basic software UI and no one here is going to spoonfeed you the most basic shit you can figure out if you spend 5 minutes on google
I'm gonna be nice and tell you that the texture tab is useless and you should look at the materials tab in combination with the node editor. But chances are you have no fucking clue what this means so go and watch the most basic blender UI tutorial, then watch the most basic materials tutorial, you'll fix your shit in like 4 minutes once you stop being retarded and learn to use google.
>>
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>>939603
Maybe you tried to import the FBX version?
https://github.com/johnzero7/XNALaraMesh
Works for me to import those models.

>>939604
Shut up. You and your donuts.
>>
is there any meaningful difference between doing a loopcut and moving the geometry vs extruding?
>>
blentard here. trying to animate a character tied up with arms behind their back. The rope itself is just an empty cylinder parented around one of their arms. However, it doesn't follow very well and doesn't stretch nicely when i move the arms (obviously).
Shrinkwrap doesn't help and I thought about having two empties for it to be parented to, but I still need to manually scale it/stretch it to encompass both arms nicely
>>
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guys, any advice for glass? I'm pretty new, so I don't know what I'm missing here.

I'm trying to make some glass shards, that would kinda blur whatever is in front of them (the letters), while having a reflection of the stuff that's behind them (the building).

However, it all looks either boring, or not that realistic. The bottom one is my latest one, and I guess it looks the most realistic, but it's also pretty faded and not that interesting looking. Is there something I can do to the glass material, or perhaps add some lightning or something?
>>
>>939719
Add some noise / smudges. Add more jagged edges, it looks way too smooth for something broken. Add more smaller pieces. Add motion blur / depth of field. Add an actual background, try something as simple as a gradient, it may improve the overall look of your image.

Maybe add some fog / dust / shadows as so it doesn't look so artificial. No place IRL is fully and evenly lit from every angle.
>>
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I don't know much about blender but I saw this tutorial and I was wondering if i can just make a 3d model of my face and body and just make myself wear any clothing and put myself in any environment i want. An example would be me my 3d double wearing a hawaiian shirt and shorts on a beach, even though i'd never actually do that.

How hard would this be for a noob?
>>
>>939723
Thanks for the suggestions :) I was actually trying to make the edges more jagged, but I have no idea how. Would there be a relatively simple way to do it?

As for the background, the grey it's just a temporary placeholder for now. I'm gonna add a background for sure.

I'll also add noise, smudges, and fog/dust for sure. Thank you!
>>
>>939725
At least a few months of practice to be like your picture.
However you can do a rough lower rez and jankier variant within a week or two of practice.
Specifically something like this https://youtu.be/xWq-ZPMhai8?t=29 you can do pretty easily, but cleaning it up will take actual artistic skill and a lot of practice.
>>
>>939727
Ok that sounds fair. And if I needed to pay someone to do this, where do you suggest I can hire a person to do something to the quality of the thing I posted before? Also, how do I know they won't just use that model somewhere else and start putting my 3d face next to viagara ads haha?
>>
>>939725
jesus that course is absolutely embarrassing
>>
>>939727
I love that big statue thing Ian Hubert made with photoscans of his gf. I think it's a statue. Whatever it is it looks cool.
>>
>>939729
Could you perhaps suggest a better course?
>>
>>939731
for photorealistic portraiture from scratch? you will need:
- intro to zbrush by michael pavlovich
- intro to blender/maya - somewhere you can retopo
- facial anatomy and portraiture by scott eaton

either:
- chinkshit course from yiihu (vagrant knight something course) or
- cgma character creation for film/cinematics - you want these just to see workflow for the most part

there are also these free likeness walkthroughs on youtube:
- https://www.youtube.com/playlist?list=PLFiUVaUQBj80qQ3242K8p8jFr-mq_DXxr - start to finish, uninterrupted
- https://www.youtube.com/@Adamocg/videos - timelapse / talk over

then if you're a crazy person you can look at the kris costa courses

it will take several years to reach an acceptable level
>>
>>939736
also, if you just want to cheat a bit, these days you can download a vface from texturingyz and just modify it. it'll take a lot of the pain out of it and you can effectively skip retpology and texture painting and do some hacky shit to glue on a body from somewhere else

when you get a vface though the scanned mesh is not symmetrical (obviously), but there are ways to symmetrise it or just start with the default basemesh they provide and work using that instead.

since you know literally nothing though you'll have trouble figuring out what the workflow is though and since they're new, it's a little poorly documented.
>>
>>939736
>>939737
thank you man
>>
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I just started learning 3d and I've been doing a few projects and tuts, but should I try sculpting? It seems cool and I'd like to learn it but I have no tablet and I'm just ok with Anatomy. I blocked out the model and I think that came out good, but the rest is quite messy..
>>
How do I turn off clamp overlap so the bevel modifier works without everything getting retarded?
If I turn the amount down too low I might as well not even be using it, but if I turn it to an amount where it is worth using parts of it get retarded.
I can't win bros.
>>
What do you do when you want to make stuff to get better but you're empty inside and you're not sure what to make?
>>
>>939788
A Bender
>>
>>939788
empy on the inside but want to make? PORN!
MAKE PORN! that's the answer, everyone in the porn industry is empty on the inside, i make women with 2 big boota and boota and big gun and scifi outfit and she has nipples that poke through and yeah
>>
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how would I go about making this sort of fancy scrolling rainbow border?
>>
Non-artist here. Why is it that sometimes there are pre-rendered 3DCG scenes in movies, anime, or vidya with very low framerate leading to noticeably choppy looking animation? Its not rendering live on the users PC, so they have all the time in the world to make it smooth.
>>
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>>939805
>so they have all the time in the world to make it smooth.
Not always, sometimes studios are pushing deadlines and the devs have to ship what they got, even if its 40% done you either ship it or you lose your job
Sometimes they hire cheap pajeets that suck at their job, and they dont give a shit about quality because they know you'll pay for it anyway
>>
>>939809
That makes sense, but theres no way rendering is whats actually pushing back deadlines right? Even at 4k, if you think about what some random Joe Shmoe can do on his gaming PC... an actual studio can surely knock out some 30+ fps footage within a few hours of rendering?
>>
>>939805
i haven't personally seen this for a really long time. i don't play a lot of vidya any more though. any recent examples?
>>
So sculpting good for organic objects with lots of small imperfections and hard modeling is good for hard surface, but can I tradionally block model a human or is it much more tedious, time consuming, and technical?
>>
>>939860
Most good sculptors block out their models before sculpting, you can get ~70% of your model done without sculpting, 100% if you dont care for super fine details like scars / laugh lines etc, you can also fake them with normal / displacement maps if you really want to.
You can 100% fully model a good character without sculpting (especially if you're not a full realism fag) but it is a different skillset, which is honestly hard to compare. If you're a beginner give both ways a try and see which one suits you better, go from there.
>>
>>939860
block out is essential in any medium, they just have different names for it.
>>
>>939803
The online? In blender I would have a different texture for a hull outline, a rough rainbow texture or something, and I would animate that texture. Outside blender it depends on the shader.
>>
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I know this question is dumb, but im new to the hobby and want to have good workflow and organizational skills. would I name this hand Left hand because its my perspective or right hand because its the models hand. yes im avoiding sculpting rn, anatomy and mediocrity scare me
>>
>>939889
Name from the character's perspective as you won't always be posing from the front
>>
i have msi laptop with shitty 3050, is external graphics card connector worth it for my renders? have 1000$ to spend
>>
>>939980
The 3050 isnt a shitty card, its just that you are a shitty artist. I can still get gigs on a 750ti
>>
>https://github.com/dreamworksanimation/openmoonray
did any of u dudes try out moonray yet?
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Anyone know if there's a way to get a paid file for free on cults3d?
>>
how do you get good at maya i'm sick of sucking ass
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New to blender but for some reason when I move a face on one side of my object it works fine but on the opposite side it's like, extruding.
Why is it doing this and how can I fix it, it's annoying. I don't know if I hit some key by accident at some point that like, changed all those face on that side for some reason.
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>>940124
Do you have a pic or something to show what you mean?
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Trying to learn sculpting, but im learning quite slowly and redoing things a lot. Would it be retarded to do the same model but with normal box modeling? Also is slowing down/watching sculpt/modeling timelaps videos a valid way to learn a little in my free time or is that retarded
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>>940197
if you want to learn how to sculpt, first you have to learn how to [italics]draw[/italics]. See you in 2 years.
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>>940198
I have a rough understanding and form, ive drawn in my free time for awhile
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Can someone tell me what I'm doing wrong here? I'm doing that high poly to low poly meme and it does work, the high poly one is something like 17k and the low poly one is 900, but the low poly one looks more dull.
First time I tried I only did the diffuse and normal map and it looked like rubber. This time, while admittedly still not really knowing what I was doing, I did diffuse, metallic (which I had to choose as glossy for the bake, don't know if that's right or not), roughness, and normal. It doesn't look like rubber anymore, but it does look really dull.
The only thing the high poly one has that the low poly one doesn't in terms of shading is a displacement map, but in truth it doesn't seem to make a difference whether I have that on or off on the high poly one anyway.
>>
>>940277
A shot in the dark here but are you maybe baking with lighting enabled? Try baking with direct / indirect lighting disabled @ the bake options, I've not done what you'd done but I had noticed that fiddling with which lighting you bake can make a notable difference and sometimes leaving both off, or only one of them on, can result in more visually pleasing bake.
>>
>>940279
Thanks, but I did have both of them turned off. I'll try it again with one or both on and see if that makes a difference.
Am I right to do maps for the roughness etc too or is it fine just to do the diffuse and normal?

Also noticed that it looks blocky as fuck, but that's just because I have the subdivision viewport set to 0. Just in case anyone was going to point it out.
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first stime sculpting, how do i make a more convincing big booty
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In this field - /3dcg/ - making convincing coom is a goal for many. Yet, to create pleasing 3d animated coom is 11/10 difficulty. Why?
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I know zbrush is more powerful and is what all of the professionals use, but I just dont like it. I've been using it for a few days now and I just want to switch back to blender. Is it really so much better than I should still use zbrush regardless?
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>>940374
pyw
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>>940375
Its furshit, and amature work at that. You probably wont like it.
>>>/trash/55078029
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>>940376
Jeez this is bad
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>>940374
Zbrush advantages are not crashing with millions of polys and generally better retopology tools, but if you aren't sculpting at this level you can fully complete something like what you posted in the trash thread without leaving blender
Honestly people on here are autistic faggots stuck up in boomer software war when the redpill is that you should use w/e tools get the job done fastest / most efficient
You can always make base in blender, scult / retopo in zbrush, then go back to blender to finish it
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>>940380
Cheers. I'll keep that In mind I think I'll just do what you said, do the first and last 30~% in blender and the rest in zbrush.
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Does anyone know how to get a normal map from something I subdivided and then sculpted details onto?
>>940293
I would say thighs, proportions, and looking at references would help with your ass sculpts.
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>>940449
yea i worked on it a bit just an hour ago, still not happy with area in red and need to sculpt the thighs at some point. Prob need to just let it go since i went off model for all of this for fun and i want to proceed with the sculpt lol
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I have plans for a ship
The image in the middle represents the contours of the ship, one is the contours of the ship hull from the front and the other is from the back
I am wondering how I could translate this into a 3d model
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>>940494
Btw I'm new to 3d modelling
I'm using blender
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>>940494
If you hit Shift+A you can add a reference image, you could chop these images up a bit and make them into a reference. I would also insert an plane and fit it and the image to the proper dimensions. From there you can use the side, front, and top views of the images as references for modeling the ship.
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>>937323
Which part of 3D will be safe from AI?
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>>940501
AI is a nothingburger and about to be destroyed in court
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>>940505
Not sure what you mean about being destroyed in court, but I always assumed it was nothing to worry about anyway because you can't copyright AI generated things.
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I recently bought a new PC rig with 13700k and just wondering if this is normal - I'm starting to notice a bit of lag in the viewport when my sculpt has 20+ million total points, at 3000x3000 viewport resolution. I would have thought even that should be easy for these CPUs. I mean it's still fine and easy to work with, it just isn't as responsive with that point count.
>>
Does anyone know why my Y and Z axis sometimes randomly change so Y is up and down and Z is backwards and forwards?
In blender btw.
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tell me why toshino kyoko.obj looks like this in blender and how to fix it
i just imported her model from models resource cause i wanna use it for something but it looks fucked, im new to blender and have been using it for days now but i dont know where else to ask no i wont use discord
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>>940645
>tell me why toshino kyoko.obj looks like this in blender and how to fix it
That's the consequence of being a fucking pedo
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>>940645
I think its your normals. try setting them to face outside.
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Can someone give me tips on sculpting hard surface.
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>>940671
Here are my issues. The edges are wobbly, the back of the object tends to get sucked in because of being able to draw from the back, and If I disable that, Its impossible to work on edges without flipping it back on.

The flatten brush is ruining curved edges, and same goes for Scrape.
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Need halp badly, anons. What the hell am i doing wrong?
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>>940704
>>
I have a 4080
is there a demand for people with higher end graphics cards rendering stuff for those with less powerful graphics cards?
could I rent out my graphics card?
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>>940724
Don't think it would be worth it when render farms are available.
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>>939805
You mean like the new puss in boots movie or the black spiderman? It's purely a stylistic choice


How do i get the shading on the left with the geo on the right?
I need the mesh to be beveled but it ruins the shading. How can I apply the pre-bevel shading to the post-bevel mesh? Or achieve the same effect differently?
>>
>>940705
>>940704
it might help to explain what you are trying to do, dummy
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>>940671
Nice wilson weave, bro.
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>>940746
It was UVs overlapping tee-hee.

But basically i kinda don't understand all this high to low poly baking stuff.
Let's say i want to make some smooth curving surface. Am i supposed to make a low poly and subdivide it? In this case a subdivisioned mesh is slightly smaller than a low poly and they don't bake properly.
Or am i supposed to make a high poly first and than make it a low poly? So should i remove every second edge manually or what?
Yeah, and fucking bevels. How do they work? Every time i try to bake something with bevels in substance painter, it ends up being a mess of pixels.
>>
chatgpt blender addon

https://gofile.io/d/QEku3T

does not work good for me crashes blender , maby makes a cube 1 out 3 tries XD
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Hello, serious business question.

I want to know any 3D studios to do some work.
>>
>>940793
What program you using? Markom does a decent tut for it, but it's in Blender.
>>
Ive been learning to sculpt with a stylized character tutorial but ive been having more fun looking up muscle groups and trying to replicate them on the model. Should I just go do a mroe realistic tutorial?



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