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File: stolen.jpg (78 KB, 1277x808)
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guys i'm never on this channel but i wanted to know something maybe some of you who play tarkov or arena breakout infinioty have heard about it
BSG the company that develops tarkov says the game arena breakout has stolen their assets including not only models but also sounds etc. you are experts in 3d modelling what do you guys say? i really wanted to hear from experts what is true or not here are two videos one says it is stolen the other says it is not stolen

https://www.youtube.com/watch?v=i4l6t8gy5AI

https://www.youtube.com/watch?v=xNn1F2LZ2TM
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>>983511
Tarkov runs on unity so it's known what the format looks like, I dunno if file rippers are readily available but it's not super hard
for any savvy programmer to find the mesh data and write a custom exporter, has been done for tons of popular game engines in the past.

If all else fails there are interception software that dumps whatever is rendered on screen by directX open GL etc from memory to a 3D mesh file
so if Tarkov has say a mode to spectate the gun it'd be trivial to rip it that way with software like DX Ripper in a 'ready to use' kind of state.

It's sorta like how no matter what kind of protection a website run so you can't save their images by right click there is no guard against 'print-screen'. If it renders on your system it must be available in memory in a un-ecrypted format your graphics hardware can understand.
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>>983511
You struggled at school didn't you
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>>983513
sorry english is not my main language. i try my best to improve my english sorry

>>983512
thank you for explaining it to me
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>>983511
there's programs that scan things directly at directx level
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>>983511
At some point these models end up in RAM and VRAM in a format optimized for speedy reading (=not secure at all and easily readable), that's where they get copied and written to disk.

Post anything Plasticity related. Whether it be questions or your work, everything is welcome.
>>
>>983640
This is so cool! I wonder what the best method for these semi-organic hard surface models is between poly, nurbs and sculpting?
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>>983642
I'm not very experienced but for a helmet I guess you would import your head mesh and model over it. Nikita Kapustin's latest tutorial is about that on how to model anything over your head.

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I need 25 experts on 'flesh animation', and some assorted artists for 'FX'.

I'd like 10 programmers, and one that's actually good. We'll do 'stickman-extremes' and adapt ML to produce neat novel rendering methodologies.

Basically, choreography is always screwy, but we need it to be 'adaptive to LLVM output vectors', and then maybe there'll be experiments for attention-retention-to-conversion-ratio. If you know what I mean, you can sign up as a 'partner'....

If you're the kind of party which entirely manages websites and communities for communication, You can sign On as much As you Like.

Basically, ain't gonna be disappearing genitals. And the 'storyline factor' you can actually achieve, instead of someone 'rapes you for storylines' and then feeds them back to you with the best parts stolen.

So if you have concepts, that's neat too. Like IDK. Maybe that's a customer already... I kinda thought, maybe, maybe, we have real artists somewhere, but the angel of choice never cared to have his own creative industry...
He just wanted to show me 'foreign ladies'.
But I never knew; they were already 'His'....

THE POINT IS; we'll make this stuff finally work! Like really work! You can finally have a proper interactive narrative, and tell it what to do, and it does it all fair and square; no 'uhgh we hadda break ur LLVM xprnc'..

Comment too long. Click here to view the full text.
>>
quacks!

nobody e-mails the great master

even the googer no eat
>>
OK. Do you have like contact info or are you larping? A website? a PO Box?
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>>983536
I make flashlights for a Japanese company, does that work?
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>>983613
You can find me at YouTube. com
Please contact me there for more info
>>
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I see a lot of people saying that they don't need topology in Maya. How does that work? How does Maya handle subdivision? How do meshes generated by Maya look like? What does Blender lack in terms of modeling tools since its users need to resort to topology knowledge?
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>>983316
>No. There is no such thing as "edge flow". The deformation is entirely defined by [proceeds to give a roundabout definition of edge flow]
>>
wtf I thought the newest Maya solved topology?
https://youtu.be/6zPH2Xrnvic?t=558&si=bhD0k3zPi35NxGjM
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>>983317
If you don't want to understand, you're not going to understand. It's fine with me.
>>983319
That's a nice showcase of how little topology actually matters for animations or anything else really.
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>>983313
He won't because it doesn't exist
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>>983113
>I see a lot of people saying that they don't need topology in Maya
Nah, it's just one troll messing with my topology thread.

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Where the hell is autosmooth normals?
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>>983586
Not a blender user but I think I heard they moved it to a modifier. Some anon was crying about it and people told him it was similar to how max's smooth modifier works.
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>>983586
In the modifiers if you are using the new one
>>
press Q you'll find it in your quick favorites

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itt we post /3/ stuff that makes you go "huh."
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https://www.youtube.com/watch?v=XySBhpDxQCo
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>>983552
Huh
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>>983552
I will never understand why animu faec modelers always re-invent the wheel every time they start a new project instead of using a face mesh they've made in the past and just nudge vertices around until it fits the new character reference image. 99% of Animu faces are all almost fucking identical.
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>>983571
Reusing your assets all time is a good way to never improve
>>
>>965571
>anime face
>too generic
Anon, I...

.
>>
tutorial??
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>>981509
I follow Andrew Price tutorial
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>>981502
thank you chris, very cool

How do you even justify a stylization like this? It's so disproportionate.
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>>980925
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>>980818
you are on 4chan buddy, you need a reality check
>>
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>>980650
I like long ladies. Lanky ladies, even.
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>>983509
>>
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>>983509
>>983510
>hoop earrings
good shid

What's the best way to import a fully textured, rigged Blender human model into 3dsmax, is the pictured Connector any good?
>>
>>983328
Import model with textures and re-rig it using CAT
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>>983328
Or maybe a better question would be how can my friend model/change the face of a fully rigged character that was made in Blender. My friend knows 3dsMax
>>
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>>983328
if he knows Max all he needs is an exported fbx. If he doesn't know Max, import fbx, use skin utils to extract vert weights, delete face from SkinData mesh so its just the body, modify the original import as desired, select both and use skin utils to import and map bones by name to retain the body's skinning. It takes less than 5 minutes minus the face editing. Material mapping IDs to UV channels/condensing isn't difficult either. I dont use blender so i dont remember how the export->import handles bones precisely, but it shouldnt matter.

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We have this over in /ic. I'd like to see anons portfolios and works. Post your socials.
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>>982922
So you are telling me that you roam on 4chan and still take everything seriously?
https://exceptionalindividuals.com/candidates/neurodiversity-resources/neurodiversity-quizzes/aspergers-quiz-test/
>>
>>982923
4chan is an aspergers website though...
>>
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made $400 on here last week https://becomeamillionairetime.blogspot.com/
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>>982971
>money bag.jpg
>>
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https://www.artstation.com/rikovladimir

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Anyone has this?
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>>983450
The old paradigm where people would spend money and then share the product with everyone is over
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>>983432
https://online-courses.club/artistic-cartoon-style-character-modeling-with-zbrush-coloso-seihoon-kang/
>>
>>983456
nvm it seems that you gotta pay 16 bucks to access the course
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>>983459
better than paying $156
>>
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>>983456
>need to pay 16 bucks to access stolen content
grim

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Sup, /3/? I’m sick of Cris shitting up /v/ and all of the other boards with his dogshit models so I have decided to combat him in his domain.
You might know me better as the guy who made that one Jet Force Gemini picture, but I have much more impressive stuff than that.
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>>983349
then why are you still this bad? I refuse to beleive you have made this little progress in nearly a decade
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>>983349
if you are using an engine, the only thing you need to watch for is the file system structure when doing file I/O
>>
>>983374
Over the course of the last decade, I probably modeled about an hour or two a day. Keep in mind I was in middle and high school at the time: I had homework to do, projects to complete, I had to make sure I did my exercises, and I was dedicating most of my time with web application development. Now that I’m in post secondary education, I have even less time to use. Don’t worry, I’ll improve eventually.
>>983381
True. I’ll see if I can get export my game to other platforms in the following week since I’ll have a Mac to work with.
>>
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>>980728
holy mother of sovl
>>
Based /3/ recognized fygoons genius

I want one of you to show me how to make low poly model like this. Please show me. Please, please. Please. I want someone to stream and show me. Please. Why the fuck do I have to learn on my own. Please show me.
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>>983299
>>983339
>>983341
its pretty funny to see how mad people get over a few polygons.
im not saying its easy, but it is significantly easier than doing a detailed sculpt with the whole retopo and baking process.

at any stage in the process you can tweak your shape without having to worry about it, its just very forgiving
>>
>>983372
shit take
>>
>>983410
prove me wrong,
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>>983431
Show me 10 different artists that make good low poly right now, not baked textures from high poly.
I can show you 10 good 3d sculptors without a problem.
I make both things, you have probably seen a film with one of my sculptures.
But when I worked on a game company making a mobile game we had to go to Asia for good low poly modelers because of the shit artists produced here.
Hand painted low poly takes shit ton of time to make, and a lot less people can do a good job.
>>
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>>983436
>Hand painted low poly takes shit ton of time to make, and a lot less people can do a good job.
true

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>AN OBJECT EITHER IS METALLIC OR IT IS NOT!
>YOU CAN'T JUST PUT THE METALLIC SLIDER TO 80%!
>IT IS UNREALISTIC!!!
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I _WILL_ violate the physics.
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>>980223
wtf anon NO
>>
>>980593
Yes.
>>
just do whatever works best for you
>>
What if I want my metallic surface to be a little bit tarnished?
Wouldn't it be a computationally cheap way to do that?
>Turn down metallic
>Have dirty looking texture
Or am I missing something?

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So I'm finally unbanned. /archviz/ was cool but was pruned in the ban I'm no longer in the mood for that.

So /3dsg/ anything 3ds max related. Tell me if you have any doubts using this god awful fucking piece shit of a software, wips, works etc etc.
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>>982068
whats with corona scatter?
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>>981964
If you're still here, how would you do it manually? edit. spline then edit. poly and rotate some parts? or is there a way to rotate spline points?
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>>982969
What's up with it? If you are asking why those lineas appear it's because cscatter uses a poligonal solver and no a uv solver like forest. Try and add a quadify modifier to your soil object.

>>982970
Literally like that.
> is there a way to rotate spline points?
No spine points do not have an orientation per se, that's what nurbs are for. You'll have to do that poligonally.

I've found that making it manually is a chore but makes the best results. Leverage your modifier stack, use the path technique and then editpoly.
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when i have 1 bitmap texture pluged into a tile map, how can i make the texture rotate or randomize the tiling?
the material is applyed to a plane with 1 face, there any workout without having to use floor generator
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>>983389
You could play around with osl maps. I personally use bercon map plugin with multitexture plugin.


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