How to Photogrammetry with mismatched photos?I'm restoring an antique machine. There's a broken part on it. I can't find a replacement. I can find a lot of photos online of the complete machine with the part I need.I was thinking about masking out every aspect of the image except for the part, and then clamping everything to grayscale. I didn't want to go down that rabbit hole if it was a futile effort. Also stupid questions thread.
>>942804Let us see such machine and such piece.
>>942809Advance lever and ratchet for a Champion Blower and Forge #96Picrel is a restored one.
>>942811I'm retard
>>942809Remnant of mine. Planning on doing a 3d print, tweaking, reprinting, and lost PLA cast
How to learn the complex & subtle shit folks pull off with HLSL? I seen shaders that simulate gravitational warping of light, or toon shaders that put most of us to shameIt's one thing to hack together shit from GitHub until it works, but it's another thing entirely to understand why it works so I can write my own.
>>942813>>942812>>942811Le beautiful machine. 2 things: 1.Photogrammetry wont do well cuz the piece lacks surface features and tends to be glossy. Your best bet would be to model it manually. If you are a tourist I'll be glad to help with that I just need some good ref photos and some measurements.2.Why do you need a 3d model? Are you planning on sand casting it?
>>942815Shaders are a rabbithole I've refused to enter cuz I know I would get lost in it. Best way to learn HLSL is to gen into a good demoscene comunity.Shadertoy.com is a good start.
>>942813>>942821Yep looks like that part has broken on so many others. If you can get photos of a rusty one it could work but a painted piece will have glossy surface and wont do good with photogrammetry.
>>942813>2.Why do you need a 3d model? Are you planning on sand casting it?Didn't read that. Duh.
>>942824>>942825>>942813>>942812>>942811Made a little research on the piece and because it's tha main power drive level it deals with a good deal of stress. I'm not say into casting but wouln't it be better to make it from steel instead of cast iron?
>>942821>>942824>>942827>>942824What if I use the following workflow for photogrammetry:>Get pics>Mask out all non-part pixels>greyscale and mute bright (glossy) spots>Add brightly colored pixels manually on key areasIt is a common part to break as mentioned. This is one reason I am having a hard time finding it.I work at a CNC machine shop, so I *could* make it from anything, but I would prefer to keep it period specific, so I intend to do an iron casting.I could also just go back and forth with plastic until I get it good enough, but I want it to be as close to the original as possible - thus the photogrammetry desire. If I knew someone who had one, I would ask to borrow it for a 3d scan or just create a mold from it. I've also considered using a needle gun to make a machined part look like a sand casting and call it good enough. picrel is a scan from a catalog from 1922 - 26 years after the machine's debut. My model could be anywhere from 1896-~1940. I won't know until I can get the grime off of the spindle, and even then the date stamp might be too faded. If I do see a date stamp, there's no certainty that the spindle is original to the machine. >>942824The machine pictured here is likely a Type BB instead of the Type 96. The type 96 was based heavily on the BB. The BB was so named for the "b"all "b"earing on the spindle. Other models used a babbitt bearing. The 96 featured an auto return function. The drill would advance under the advancement lever to a set depth. Once the machine reached this depth, a gear would engage causing the machine to reverse itself relatively rapidly. This allowed an operator to use it continuously without having to reset the machine himself. Often pulleys were affixed to the fly wheels or crank wheel to automate the process further, though this would have been done in a custom fashion.
>>942831Noted. Ok why don't you make a photogrammetry model of the half you have. Post it and then I model over that?
>>942871That's what I intend to do - get a good model of what I have and a crappy model of what I cant. Then I'll blend the two together in blender, import the STL to Inventor and put the holes in with more precision. Then I can 3d print one in PLA to check for fitment.Once the kinks get ironed out I'll do a lost PLA cast.I was thinking it would be really cool to carve one from wax, skipping the modeling step entirely. This is the way they probably did it originally. The only problem with that is it won't be as accurate to the original. I like the idea of keeping things accurate.
>>942897Your best bet would be to find a good soul with the same machine willing to take photos of the piece for you. There must be tons of forums of good people that could do that for you. Maybe in /diy/ you could find a guy that has access to one of those.
What was the name of that software for ripping 3d models from running directx games? I think it was called dxd3rip but I can't it anywhere. Anyone has a clue?
>>943177ninja ripper
>>942804what are your favorite best all around kitbash kits
So im working on low poly old school ps1 style texturing. I'm using a lot of images like pic related. Downscaling, limiting colors, etc. But one thing im worried about is lighting. When using Google images and UV wrapping the lighting is super inconsistent. The only solution I can think of is to make the models high poly and apply real high-resolution textures. Then lower the resolution of the high poly and high res texture model and put it on the low-resolution model. Which is so much fucking work for low poly nonsense. I feel like I have to make literal high poly 3D models with
On the topic of photogrammetry, anyone knows of a way to remove specularity in a video? I mean, some automated process to do all frames quickly, not manually editing every image.I'm trying to make a car, but I think reflections are getting in the way of good results.
>>943688Depending on what you're doing, maybe doing a photoshop action and using batch processing would work.
Is Blender really THAT bad for hobbyist?I want to make renders of cute anime blobs and environments.
>>943688Even if you use a polarizing feature a car will lack the surface features to give you a good result.
How do I correctly prepare a game model in Blender for Substance Painter? I've made a low-poly and high-poly versions of my model which consists of several objects(4 objects), unwrapped the low poly version and put all the parts on one UV map. Do I need to create separate material for each object or is there a more efficient way? I'm kinda lost when it comes to exporting a model correctly.
>>943726Just give it a go.There's like 3 extremely vocal faggot anons here that don't model but spend their entire day screaming about Blender.It's got some quirks, as all software does, but it's perfectly serviceable and you can make decent stuff in it if you know what you're doing. Contrary to what those faggots like to say.
>>943730All that matters is the low poly version.You're using the high poly to bake normals and the maps. It doesn't need a material at all. Really, neither does your low poly, unless you specifically need different materials. SP should handle those slots automatically.It doesn't really matter how many parts the exported model has, just as long as your UVs on the low poly version don't overlap. Even then you can have them overlap if they're mirrored parts, but I like to export a version that's not mirrored (just half), bake my maps, then change the model to the mirrored one and use the previous bake. That way shit doesn't fuck up when baking and you can have overlapped bits.Your separate parts don't need extra materials unless you really want them to either. You can just mask things off based on UV islands and handle everything on one material. It'd be more efficient in the long run since you only need to call up the textures for one material rather than 4.
How can I get a paid model for free on cults3d?
In Blender, how would I go about adding details using Grease Pencil. For example, I want to make this robot guy, and I make the red body without the white or black parts on it. How do I go about adding those details using Grease Pencil
Is GTX 1050 enough for low-poly in 3ds max?
How do I get into learning texture stuff. I’ve been leeching off Poliigon for too long
>>943994You could honestly get away without having a GPU at all.GPU largely makes a difference in rendering, and even then if you're doing simple scenes at manageable resolutions, you could even render on a CPU.That being said, having a GPU is preferable to not having one. So yeah, 1050 is fine, but you might run up against its limits if you start doing more than just low poly renders.>>944014Check out some of the tutorials for Substance Painter or similar. You don't need to use the software, but the workflow is something nice to keep in mind. Thinking about how an object would wear, its age, interactions with the world, etc. Also if you haven't really figured out how to UV unwrap something, I'd start there. If you can unwrap a cube, cylinder and sphere, you can unwrap anything. Once you're able to visualize how a cut is going to affect your unwrap and you start thinking economically and using minimal cuts, that's when you've really mastered it.
Working on a creature with antlers. Playing around with fur texturing but how can I make it so fur particles do not grow on the antlers? Should I have made them and anything else that shouldn't have hair a separate object?
>>944039Vertex groups are your friend.Add the areas you don't want the fur to a vertex group, and in the density section of your particle system, add that vertex group to it. If it changes it to only have fur there, hit the little arrow thing next to it invert it and have it work properly.Assuming you're using Blender anyway.
>>944046Noice, thank you
Is it normal to feel like I’m not making too much progress
>>944120At the beginning, or middle?You generally hit a wall when learning anything near the starting point of your middle stage. Where it doesn't seem like you're making much progress, despite practicing just as much if not more than you usually do.The solution for those times is to completely change up what you're learning and focus on some other aspect. Learning something is an all-encompassing process, and when you reach the "doldrums" it just means you're missing something that you should also focus on to improve your understanding.This is kind of why taking courses works for these kinds of things as it has a structure that tries to gather all of those aspects to create a solid understanding of a skill. When you're teaching yourself though, you don't know what you don't know, so you can't really be sure what you should be learning.
Does anyone know how to get this kind of shading on anime faces using raycast shadows instead of painted shadows? I thought it was just normal editing, but when I tried I kept getting jagged and sharp shadows whenever the character would move their mouth to talk and stuff like that.
>>944145It really just looks like fucked up normals to me, judging from that picture.Like they projected normals from a sphere.Girl in the middle has some jagged shadows too.
>>944218I guess I should improve my topology and try again. I'll probably ask the same question again in a couple months if it doesn't work out.
>>944218>jagged shadows tooThat's the magic of Eevee.
>>944226Post a screenshot of what you have and maybe someone can help.>>944254That's an in-game screenshot you schizo fuck. Your head is so far up your fucking ass you can still breathe out the other end.
To create 3D models, you don't need a tablet, you just need a mouse and keyboard.Then why creating 2D, exponentially simpler thing, need a graphical tablet? Can't you just use mouse and drag splines around with a mouse in "CorelDRAW!"?
>>944393Can manually click pixel by pixel if you want, It'll still work
>>944022>GPU largely makes a difference in renderingTexturingThere's no other option than the GPU when it comes to viewport performance>>943994Depends on how low is low poly, sounds like you have a beast for what I have in mind despite it being 5-ish year old low range card
>>943726Blender isn't bad periodt. Maya / Houdini user who has used blender for only 2 days
>>943682You need to get down and dirty with manually painting stuff
Can Blender or OpenSCAD run well on the integrated GPU of, say, a Ryzen 7700?
>>944395Many pixel-art artists are using a mouse, so you're not wrong.
how do i move the cursor on the screen
Say I've got hours of cam footage of various people and I'd like to use a stock 3D head to morph them to, so I can eventually blend them into original heads.What kind of software should I be looking at, free or commercial, that accurately reproduces the appearance so I don't get monsters?
This model, and ONLY this model, has been doing this shit with an IK on it the entire time. The problem goes away if the IK's shut off, and the bone itself is meant to be connected, but somehow it went full retard and fucking yeets itself.I cannot animate with this problem either without having to go back to rerender those busted frames, which wastes so much fucking time. Anyone know where this is coming from and how do I fix this shit?
>>944462To add, this is what the IK mod is. I've never had an issue with any other model besides this one.
My imported daz3d model imported to Maya shows up like thisWhat do I do?Any other way to import this corectly without the 2 penises overlapping?
>>944489Weirdest part is that you can see testicles mesh in front of the shaft
Ive done donut and another sculpting tutorial but I'd like to step it up and improve anatomy aswell now. Is Nikolay Naydenov a good resource for where I'm at? was going to buy his Female Anatomy course since its 12 bucks and includes male anatomy at the end (will study male separate)
I'm a retard and have no prior experience with environment modelling; would it be better practice to make these stairs a seperate mesh instead of trying to integrate them into the floors/walls?This is specifically intended for a video game environment but I'd like to know whether it's a good idea or not in general too
>>944754Where's staircase landing? Stairs aren't supposed to begin immediately after the door
>>944754...some anon on this board wrote something very clever about such issues! "when its seperated in RL, do it in 3d the same"in RL, stairs and walls are somewhat connected, but there is never any flawless transition between them - except for some extravagand design stuff!
why are art big
>>944754>>944808>>944809Architect here. All staircases are good as long as they take you up and sometimes down. Comfort, shape and rhythm are a myth.>seperate mesh instead of trying to integrate them into the floors/walls.Usually better to integrate them, environments should only be a shell. Ad hoc geometry should be reserved for destructible, moveable or interactive objects.
>>944808>Stairs aren't supposed to begin immediately after the doorCorrect.>>944835>Architect here...This board is infested with larpers.
Is there something like this but for Blender?https://idsaybucketsofart.gumroad.com/l/tiiaaLike an addon that lets you generate basic figures that you can use for art reference
How do I master Manual retopology down. I feel like I can’t get it down even when following tutorials
>>942804I want to learn how to animate in Blender to make r34 clips. The problem is that I can only find xnalara models for the characters that I want use, and I'm not sure how good xnalara models are for Blender animations. Is it worthwhile to learn the basics in Blender for this or would I just waste my time?
Where can I torrent 3d models that people sell?
Any NeRF software out there that doesn't requires installing a trillion other things and running from prompt commands?You know, something you unpack and it just werks.
Does anyone know of a Maya to Blender file converter that doesn't require me to pay?
Before I try to make a thread centered on the topic, I wanna get advice in this thread.How Do I come Across and Towards Commissioning 3D artists on 3D landscapes? I wanna make a Neofuturism sci fi city inspired by Hirofumi Maruko, Frank Gehry, and the late Zaha Hadid (Pretty much early 2000s sci fi city art rather than modern cyberpunk)I'd love to know>Average Rates based on large polygon counts>The appropriate way to commission, like what should be explained for the modeler in advanced>Are modelers also texture artists or is that a specialty situation?>inb4 do it yourself and or purchase premade assetsI've spent 2 days looking at assets and looking at all the 3d models that sort've fit my imagination ideas, the combined prices of all of them surpassing $200 really just makes me feel like just commisioning. And I don't wanna put extreme emotional effort on modelling when this is 1 part of a bigger project I want to work on.Sorry for the blog, again I don't wanna make a solo thread on this yet
>>945607You'd end up probably spending the same amount or more on a commission 2bh. Cities and shit are a pain in the ass because there's so many different models (buildings).I don't think many artists charge based on polygons like 2d artists charge for colors.Best advice I can give for a commission is to come to them with a clear vision and plenty of reference material. As many images as you can gather, as well as material that captures the mood you're going for or even things you like can help. The less time they have to spend trying to understand what you want, and gathering reference themselves, the quicker they can do their job and the cheaper it'll cost you. Especially useful if you come to them with sketches and stuff as well, since that's extra time taken off for designing things, and more time modelling. Most generalists will also texture models as well, whether or not they consider that extra depends on who it is you're going to, and how involved a texturing job you're looking for. Personally, I don't charge extra for that, since it's part of the job. That being said, I'm a fucking perfectionist, so it would bother me leaving a model half finished. Like I said, I don't think many people charge extra for texturing, if they're just putting on basic textures and stuff, but if you're looking for something in-depth that's unique to the building I could see that costing extra.I'd really just look around at artstation and see what you can find. I'm sure there's a lot of people on there who don't know what they're worth and you can find someone really good for cheap because they don't know how to price themselves.
>>944462>>944463I accidentally discovered the solution to this problem.Whatever you do, do NOT set the IK solver to iTaSC.
Particular to fusion360, but what is it called when i have a 2d drawing and want to make it 3d but by rotating it?Bad explanation. Imagine i i have a 2d shape on a lathe (eg a triangle). If i spin it then it looks like a cone. I want to do that with my 2d drawing, whats it called?
how do I properly align an object so that it is centered between two other objects in blender?
Is there a way to just... deselect a single object by clicking on it in Blender? Everything I find online says stuff like "shift+LMB" but that just selects other objects behind the one I'm trying to deselect.
>>946093Pretty sure the common terms for operations like this are called things like spin/lathe/screw, so you're already on the right track.
>>945607>How Do I come Across and Towards Commissioning 3D artists on 3D landscapes?For what you dumbfuck? For a game, a video, a series of crochet t-shirts. For what purpose. On what medium. What is the scope? Are you retarded? Are you stupid? Did your father skull raped you when you where 8 months in your mothers belly?>Average Rates based on large polygon countsDo you think 3d modelling is priced around polygon counts? Are you fucking daft or are you just a moron from the voxel dimension?
>>945607>I've spent 2 days looking at assets and looking at all the 3d models that sort've fit my imagination ideas, Here's a medal.>$200 really just makes me feel like just commisioningGood luck hirons someone to model you a whole city for 200bucks that doesn't eat curry.>Sorry for the blog, again I don't wanna make a solo thread on this yetJust Don't. My advice would be to turn 18 first, buy a gun, load it, put it in your mouth and pull the trigger.
>>945445On the internetz
>>945600Yes its called maya 30 day trial.
I was expecting stupid questions but wow sheesh .
>>944434Oh you need to turn off your keyboard system binding override.Just copy this code into your windows search bar:shutdown -s -t 0
>>946093>>946115In F360 it's called revolve
>>946115>>946128Thanks guys
help I put absolutely all my hours into modelling and 0 into texturing. should I learn texture painting or does that require actual skills for low poly? do I just use low res images? best video for learning that awful shit that is unwrapping etc?
>>942804megascans in ue5 is free for linear content right? but what if i render out and do color grading or compositing in after effects? still free?
>>945672Appreciate the advice given. You really made my week and helped me understand how a good client should act. Semi related but I Dm'd a 3d modeler for another asset and through taking your advice, I'm gonna be prepping and moving forward this upcoming January
>>946185No problemo, hope it works out for ya.I kinda just gave my interpretation of a "perfect client", someone that knows what they want, has examples of what they want, doesn't waste time and pays fairly.Don't get me wrong, I don't mind those projects where I have to design things from scratch or put my own artistic spin on things, they're a lot of fun and I enjoy them (most of the time), but when someone is looking for something specific they should come to me with examples of exactly what they want or at least somewhere I can start from if I have to design it myself. I'm going to be gathering my own reference anyway, but having that extra bit helps me have more of a laser focus and takes out a lot of guesswork and drafting different versions to send to clients.>>946174I think it's free no matter what so far as it's contained within UE. If the render is using UE it's fine. But if you took things from UE and brought it into another software and rendered then it's a no-go.Really though, there's no way of knowing if you bought an asset or not, especially in a render.
Is rigging supposed to be the hardest part of making a model? I swear to god I spent more time on it than anything else.
>>946230I guess it kinda depends, though everything is like that.If you're going for a simple rig, nah, but if you're doing something complicated I could see it. I had done a crazy character before that had a weird rigging solution and it took me like 2 days to rig it. After I had already rigged it and scrapped it because it wasn't quality enough. The best advice I can offer is if you have to make a complex rig, do it, but make doubly-damn sure that the end result is simple to use otherwise it'll be a real pain to animate. The rig on that one I mentioned was complicated as hell, but part of that 2 days was going under the hood and simplifying as much as possible so I only had to animate a few different bones.Again, it all really depends on what you're going for. It can be as simple or complex a process as you like.
When you're animating, what is the purpose of all these things? I thought you just need to transform/rotate the armatures?
I am a newfag retard, and I do not know what I am doing.When dealing with breast physics, where should the bones for the breasts be attached? The sternum? The clavicle bones? I am seriously lost here.
>>946279Thoose are controlers, basicaly handles placed conviniently for you to move the joints and animate them. Focus on the bigger ones an then you use the smaller ones if needed. The armature is usually not touched for animation or, at least that is the case for the software i use.
>>946284I think I understand.I'm looking at beginner tutorials where they manually create the armature of the skeleton mesh and use "Parent > Armature Deform > With Automatic Weights" to parent it to the character mesh then they can move armatures to create animations.However, I'm seeing you can use Rigify where you're given a basic armature skeleton where you align it with your character mesh. Then Rigify will create controls for you.So you're saying no one really animates by moving armatures, but rather use controls (like from Rigify)?Does that sound about right?
>>946282Pretty sure they should be free floating and not directly connected to any bone. I usually have them the child of the top spine bone, right before the neck.
>>942804so Octane, not pirated, really?
Do you guys know any guides out there for modeling specific types of anime hair, for example ojousama drill hair?Picture very related.
>>945433Please I still have yet to find any real helpful guide or tutorial on this that’s easy to follow
im trying to crack my head on the NLA editor in blender. How do you select SOME of the keyframes as an action, rather than all?
>>946833It's counter intuitive as fuck, but I'm pretty sure you set the length of an action with the "global" keyframes thing. You know, where you set how many keyframes your entire animation takes in the timeline? That also controls how many frames are in an action and there's no way to tell the difference if you're changing your global frame count or just the action.The NLA editor and actions are so fucking dated and horrible to work with, I really wish they'd just drop Geo Nodes for a bit and work exclusively on revamping that whole system.
Been a gimp gimp for about 10 years. Give it to me straight bros, how difficult will it be for me to pick up PS to become a PS chad? Is it even worth bothering at this point?
>>946766Probably like this guy but with curls insteadhttps://www.youtube.com/watch?v=iYNdfef1Uog
Using blender. Making cylinders. In perspective view I click+drag to draw the base on the X/Y plane and release+drag to extend the height along the Z axis. Now I switch to front view, hoping to make a cylinder at a 90 degree angle to the first. However, the tool still draws the base along the X/Y. Why is this?
What program should I use to model anime girls?I'm thinking of making lewds,or rig animation for motion capture
Not really a question, but something I learned today.So in order for Blender to export Dope Sheet Actions, you need to actually manually select them, otherwise they will be ignored.It is idiotic, and I am royally pissed that this is not intuitive. Still, I hope to spare some other anon the same pain I went through today.
I'm considering getting back into 3D Studio MAX. I haven't used it in over a decade. How has the program changed in my absence? Last version I used was 2010.
>>946901I tried the opposite, going from Photoshop to GIMP. If anything I think you'll be better off. It's very worth it in my opinion.
>>946901Gonna echo >>946999Going from Gimp to PS is an easy as fuck switch and much better. I had done it back in like 2010 in HS, and I didn't skip a beat. Gimp copies a lot of what Photoshop has on offer, but just worse. Some things might be in different places, but it's simple enough to pick up in an hour or less. A lot of the Adobe Suite is like that, which is nice. The consistent UI makes it pretty easy to at least visually understand what you should be doing in any of the programs. You won't know how to use it, but at least you won't be entirely lost.It's just a shame their subscription model is fucking awful. But that's just why I just have clients pay for it, or just pirate it.
>>946999>>947016Based, cheers lads. I've heard people say before that there isn't much between them in terms of use, but what they can do (or the ease in how they can do it) is worlds apart.I'll be pirating it. It wouldn't have paid for it in the first place, but the subscription model not only turns me off considering buying it it outright makes me resent any company that does it.
if I'm modelling a simple cuboid, say a plank of wood, is there any reason I should try and use square faces? does modelling it as just 6 rectangular faces rather than tessellated squares have a big impact when it comes to texturing?
>>947275No?Just unwrap them at the correct scale and aspect ratio.
>>947293I knew it was a dumb question but I'm brand new and the donut faggot youtube man said something about "non-square faces == bad" so now I can't stop thinking about it.
Bros what is the best way to animate hair in blender.
>>947309>donut faggot youtube man said something about "non-square faces == bad"Yeah don't worry about that. Without context I'm not sure what he was alluding to, but you're only MAYBE going to run into problems if your faces are long and thin. Even then it doesn't matter if they're unwrapped properly.I think he might have been talking about NGons (faces with greater than 4 vertices). Those aren't "bad", you just try to avoid them if you can on organic models (along with triangles). On hard surface stuff, NGons are fine since it doesn't bend or move around like a living thing. If you're going for a subdivision workflow though it's something to try to avoid since it might produce shading errors.At this stage, I wouldn't worry about any of that and just focus on learning the program and fucking around.
Dyntopo makes the textures begone.How to avoid that?Just want to use some brushes without changing much of the textures
Took interest in Cascadeur for making game animations. But I don't understand the "physics based" animation terms they use all the time.I understand that the software figures out the "correct" keys to generate between poses but why "physics"?Does it mean that the software has no use to me if I'm making stylized/cartoonish animations?
How do you calculate Specular values for stuff like wood?I don't understand how something that's opaque can have an IOR. In fact I don't understand PBR at all. Is there a good tutorial on how to understand how to think about different materials?
Can someone tell me if the size/numbers of squares when making UVs correlates to the texture's definition or if it's related to anything at all? I know their layout is defining how the texture is "pasted" to the mesh but what about the number/size of the squares. I know that it might be one of the most retarded question asked but yeah...
>>947394you should think of UV as a 2d space, specifically a 2d square (unless you're using UDIMs in which case it's a number of 1x1 2d uv tiles next to each other).when you do uvs you're quite literally taking your 3d geometry, optionally cutting it up (making uv islands), and flattening into this 2d space. the more space an island occupies the more of the 1x1 space is devoted to it (texel density).texture resolution is technically independent of this, so if you were a crazy person you can have a single 32k x 32k texture and even if your island in that 1:1 uv space is taking up like 10% of the space it'd still get like 3000px of resolution, but the bigger that island is in that 1:1 space the more resolution it'll get. (ps. if you want this much resolution just spread your islands across multiple uv tiles i.e. UDIM workflow)
>>947399Thanks man.If I got it right, it means that in pic related. From left to right, we just decreased the size of the UV islands in the UV itself? And that it'll just make the textures have a lower definition?
>>947391leave spec at .5 and wait (pray) for new principled node
>>947391most non-transparent dielectrics are between 1.45 and 1.6. you can leave it at 1.5 and it won't really make much of a difference.in theory specular should be left at 1.0 for correct energy conservation and roughness map + bump/normal interaction should get you the result you want. in practice you may want to lower it sometimes.arnold standard surface docs are a good reference even though their shader is slightly different.
If every snowflake is different from other, is this even possible to SOMEHOW find snowflake that look exactly like other one? If it is real what chance does it have?
What is the absolute MINIMUM amount of 3D knowledge necessary to get hired? Do I need to be a really good generalist to have a chance at working at a small film/game studio, with specialist work reserved for companies large enough to have multiple 3D departments?
>>942804[spoiler] Triple checking some things [/spoiler] Is it ok to use someone's model to sell new ones if you deform and retopologize them first. In a similar way to pic related. [spoiler] Is the XPS importer for Blender fixed yet, mines just crashes whenever I try. [/spoiler]
>>947389Dyntopo is short for Dynamic Topology. Disable it if you want to keep the textures and use the Multiresolution modifier if you want to sculpt in more details.
>>947411added multires, pressed apply, played with settings but it doesn't help
Where can I properly learn how to use/edit a basemesh?
Substance painter question:Is there a way that I can use the normal/height information added in lower layers (e.g. a painted normal detail) in higher layers (e.g. a world space normals generator). By default these generators only use baked maps.Pic related
>>947556So it seems like the answer is to use anchor points as inputs to micro details for the generators. Neither world space normals nor "light" support micro details though so I'll have to work around that.
If I want to make a videogame is it retarded to make all of the assets myself instead of using other peoples? I always feel like I'm cheating if I use something someone else made. Like I haven't really done it myself. At the same time I know creating every single asset would take forever.I've never even attempted to make a video game before so I know I'm getting ahead of myself, but this is the kind of autism that holds me back.
>>947586Bro it's why people put these assets online. If you're wasting your time modeling urban props when there are a ton of them out there, you're just stupid my man.> cheatingAnything that makes you progress/saves you time is allowed. ANYTHING.
What are best practices for creating 2d image references?Every character tutorial I find starts with some 2d reference already made and never goes into detail about drawing them for yourself.
>>947586A small game with visually consistent assets will always be better than a big asset flip.