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So I was cleaning up my hard drive and I found my copy pasta of what used to be the board sticky.

Part 1:

/3/'s Official README.TXT
If you're reading this, you probably got this linked to you because you posted a
question that has already been asked many many times. Read ahead, and find
your answer.

Scroll to the bottom for useful resource links.

1.) "How do I get started in 3D?"

There are many ways to get started, the quickest way is to actually start
with a 3D program. There are many to choose from, such as:

-3DS Max
-Cinema 4D,
-Softimage XSI
-Blender 3D (Free!)

Once you obtain one the next step is to start with tutorials. There are many
on the net, they range from text and image tutorials to video tutorials. You
aren't going to find a tutorial for everything out there, but most will explain
techniques that you need to adapt in order for you to achieve whatever final
result you want.

2.) "Wow! That's a lot of programs! Which one is best? I heard ______ is best."

You heard wrong, there is no one program that is better than the rest, it has
and always will be the skill level of the artist. Which program you choose is
solely dependent on your own personal taste and which aspect of the 3D industry
you want to be involved in.
Max and Maya are the most hyped and so therefore the most used,
they have the most available documentation online. The interfaces have
a steep learning curve, but there isn't any 3D program you can't learn if you take
the time to use it and follow some tutorials. Go with a generalized package, not a
specialist one.
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Go on.
Full Sail shillin'
this amuses me
box modellin'
UV unwrappin'

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how much will you pay me?
1 neetbux per polygon
I will make it for $100
not good, that's infinity neetbux which translates to infinity polygons
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here OP, pay me

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WIP Thread - No One Made a WIP Thread Edition

>>543021 old thread
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probably looks like shit because it's lit like shit
Such goddamn pretentious critics here. The work is great and you fucks need to put-up or shut-your-cum-gargling-cock-pockets-up.
no, that material could look much better if it was lit more interestingly, ambient-only diffuse is one of the hardest lighting setups to pull off in realtime
You his boyfriend? Learn to take criticism you faggot.
its not personal faggot

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ITT we post inspirational images for 3D
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Yeah a little

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learning unreal boys

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Old one is on auto sage so I will create a new one.

I have a nice rigged model with various animations in a fbx files. However, it has too many vertices.
now, how the hell do I split the mesh in 2 or 3 parts without breaking the skeleton in 3ds? I know how to split static meshes and they work just fine.
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your weights are picking up too many verticies
usually stretch IK uses a condition node to determine when to apply scaling to the joints, where the condition is set by the distance between the first joint in the chain and the IK handle. seems like the value for the condition node hasn't been set correctly

Okay, read through the docs, watched the video, and after about three hours of trying to figure out which variable I could change to adjust the stretch point for the IK, I finally decided the closest thing to a solution would be to just delete the measuring objects outright. While this mean the leg no longer stretches, after some further adjustment it now bends properly.

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ok , i have problems with lags when i try to make pose for my makehuman character. just a while ago i tried to import less complex model with lowpoly topology, its way better now , but still not ideal. can someone tell me some ideas what i can do to make it even better ?

i already tried all options , minimalizing tabs , shading etc. i dont know maybe it's bcs my pc fault:

- geforce gtx 755m
i7 4700 mq
16 gb ram

if so pls answer so i wont bother myself and if anyone have some more ideas to improve working with blender reply too.

SRY FOR BAD ENGLISH / Im just simple paesant from europe
Which part(s) of the hardware effect rendering the most?

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Hi, I want to know if this kind of mouse is useful for 3D modeling in 3ds max or Zbrush ? Someone use it here ?
I own one and it's awesome. You can get a used one for a good price on eBay. But it doesn't work in zbrush.
I have one, plugins aren't the best and it's mostly for camera movement, it's now in a box under my bed untouched in years
i have one, but use it exclusively in 3D Coat for sculpting. for modeling a normal mouse feels more natural for me personally
Wtf not work with Zbrush, I am disappointed

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Questions about blender.

>inb4 watch a tutorial.
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Absolutely. That's way too fucking high goddamn
maybe copy the weights of the limbs to the clothes? idk but regular parenting should work as long as you don't have any modifiers on
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Select body, shift select clothes, go to weight paint and in the toolbar, click transfer weights.
which modifier do you prefer? subdivision surface or multiresolution?
subd because i can manipulate the wire of the new mesh
multires because it saves ur subd levels and you can unwrap the model before you sculpt it

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Christmas Cuckold Edition
Previously on DSG >>538145

Pardon the lazy pastebin, this is V1, please respond with suggestions etc.
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nvmd seems like there's no such thing a cracked daz studio anymore
ultimate breast morphs, breast control

Just grab the morph pack from this thread

you can use pirated content
5 minutes in and I've discovered that disabling limits is instant fetish porn.
or the worst nightmare material

t. 2006 Daz Studio veteran

New to the modeling scene, always lurked, but never partook or attempted.
Going to college soon, need a pass-time activity.
I have no talents and am pretty bad at everything.
Pointers I should know before I start getting into this?
just have fun and don't worry.
if money is a problem for you don't go to college. art degrees are only needed in industrial/interior design. for game art/render/animation.film it doesn't matter
get a cgpeers account on the 1st of next month, start simple, pick a software and stick with it(they all have bugs so keep that in mind if you're tempted to switch), use lots of good reference, and have fun.

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Which one's better?
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Shit. I could have sworn this was /v/.
bottom ofc
>Playing Overrated
>At any point in time
From a /3/ standpoint, I'd say TF2. The models work with far less and are more impressive in that respect.

The OW cast is all over the place; each model feels like it was designed and created for a different game.
tf2 is what you call good art direction

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Threw this together super fast in daz on a bet. Please let me know which one is closest to looking realistic, or how I can fix one really soon.
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I don't a good displacement map for the skin. I'm trying to do this for free, but I agree, the skin needs to be more "weathered" in a sense. I'll remove the shininess in Photoshop.
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Thank you, I was pretty happy with this one originally as well. Here's another in a nearly identical pose, but with the arms moved a bit. Note: I know the bikini is terrible. The only clothes I have are the things that daz comes with. I changed the textures but it still looks wrong.
Note #2: I think the muscle definition looks good, but a real life friend of mine says it looks too exaggerated.
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>you are hard-core in my face about something that means almost nothing.

OP asked for "cruel feedback". Why should anyone waste their time giving honest critic if the work "means almost nothing"?

Don't you see how that's insulting to both us and yourself? Get to work, faget.
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Oh, I don't know. Maybe because it actually IS important to people and they don't want to get their feelings hurt? And "faget" is not a word, btw.

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I know you have some of your renders from when you started modelling. Let's see em.

Optional: Post alongside current skill work.
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One of my first
I liked your video a lot, big fan of the audio.
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From a video tutorial, took four hours eventually but most of it was spent around finding things in interface.
>ZIKA: the game
Oh fuck is that a Kerberos cop? Fucking cool shit

Does someone know how i could emulate PS1 graphics in maya?

The PS1 rendering had something that truly defined the console and gave it that feel that only it had.

I did some research and i found why its that way. Apparently if you look closely the vertices seem to snap on a grid. probably because ps1 didnt have good float values for vertices so they would snap visibly. It also seemed to do that from the camera point of view and not from the world. So points would snap if camera moved.

But then i dont really know how to do that on maya..

Anyone have a clue?
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yeah, it uses maya's PyMEL library

i'll paste the version for each frame in a second, though i don't recommend using it since it generates new geometry for each frame. will try to write a deformer using OpenMaya at some point
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here you go:

import pymel.core as pm

obj = pm.ls(sl=1)[0]
grp = pm.group(em=1,n='kek')
snapTolerance = 0.05 #change this to adjust how fucked u want it

for i in range(int(cmds.playbackOptions(q=1,min=1)),int(cmds.playbackOptions(q=1,max=1))):
dupe = pm.duplicate(obj)[0]

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woah fuck, unity has something like that???

this gives me ideas, thanks for the links!


YES amazing!! Thats fine i'll probably use it at the end when im done animating.

You rock man. Here's a discord room to keep in touch for whoever is interested into doing this type of stuff. https://discord.gg/mnqy2kq
a bit late to the party, but I've been looking (unsuccessfully) for an article I read a few years back on the PSX's inter-processor communication that caused this. The answer here is correct, but I'll keep looking for more technical sources:


Maybe not directly helpful, but could get you in the right direction

TL;DR: the vector unit & rasterizer both only did fixed-point math, but you could only pass integers between the two
this guy again with a bit of a better explanation (with links to a more technical description) but still not the one I was looking for. Link to the full thread's in the top-right:


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