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.TXThttp://freetexthost.com/nzjanyanw0If you're reading this, you probably got this linked to you because you posted aquestion that has already been asked many many times. Read ahead, and findyour 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 startwith a 3D program. There are many to choose from, such as:-3DS Max-Cinema 4D,-Maya-Softimage XSI-Lightwave-Blender 3D (Free!)Once you obtain one the next step is to start with tutorials. There are manyon the net, they range from text and image tutorials to video tutorials. Youaren't going to find a tutorial for everything out there, but most will explaintechniques that you need to adapt in order for you to achieve whatever finalresult 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 hasand always will be the skill level of the artist. Which program you choose issolely dependent on your own personal taste and which aspect of the 3D industryyou 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 havea steep learning curve, but there isn't any 3D program you can't learn if you takethe time to use it and follow some tutorials. Go with a generalized package, not aspecialist one.
I have been fighting with lightmap unwrapping for so long.There is at least 2 pixel padding on almost all of the islands, the lightmap resolution is 128x128 and every point is snapped to a pixel.The planks are beveled, I originally separated each face with padding but the results actually came out worse that way. So I went back to making them connected.I just don't understand what I'm doing wrong.Any tips? Or how would you do it differently?
that's how its supposed to besource: a guy who fights UV's alot
Moved things around a bit, changed scale of some of the islands.Results are better but the in between of the boards are still looking a bit off.Inengine lightmap resolution of 128.Suppose that's fine for this model.But I really don't know what the proper way to unwrap something like this in terms of lightmap is.It doesn't feel like I have enough room on the grid after padding between each face on the planksto give the rest of the faces enough space.
>>514707Its 2016, lightmaps are irrelevant with a gbuffer and deferred lighting. You're being fooled into wasting your time
>>514573that table chair combination reminds me of Tony Hawk Pro Skater game.
>>514707Is this your first time working with UE?I remember struggling myself with lightmaps. After 4 years of working with engine (ue3 included), I can say I don't give too much attention to lightmaps. Just copy UVs from first channel, make sure they don't overlap, and change resolution value to 64, or 128 for normal mesh, and 256 or 512 if you need a more precise shadow. Now read this. Put a material onto your mesh, not just a color, but a material with textures, you will be surprised how much it would change overall look. One more thing. I don't know what lightmass quality build you use, change it to production quality to see a final result, it's a good thing Epics finally twiked a lighting engine to rebuild light much faster then before. If you going to archviz look in the end, check out "Making lightmass epic and understandable" thread of official unreal engine forums. I hope it helps.
Post what you're working on! - Bizarro /3/ edition.- Criticizing- Attention seeking- Not caring about others work- Talking to self- Waiting for responce- etc..All welcome.old thread >>511172
Edge modeling MJ's likeness in Maya. Getting the basic foundation set up.
>>514729No white enough.
>>514729Are you doing this as a technical excersise? As a workflow it is quite dated
>>514731I feel it's a pretty good workflow for quickly setting up a base mesh to bring into Zbrush at low resolution and then subdivide and sculpt on.
>>514734>quickly>has zbrushStart from a sphere, dynamesh as you go. Yours is a nice start but I'd wager in the 20 mins it took you to model that you could already have your basemesh ready for sculpting if you upgraded your workflow to 2016.
Looking for some constructive crit, dont be too harsh..obviously a wip
>>514674FIVE MILLION POLYGONS
>>514678>>514679what youre leaving out is there is a whole car in there as well and a whole 2 million bash parts still to be deleted. yes the model will be heavy at the end, i expect it to be about 10million polys altogether... this is not bad actually i regularly do animations and rendering at work with 20 or 40 million polys...
>>514686>20 or 40 million polys per sceneMust be nice to have those 256 TeraByte RAM super stations.
Dont forget about springs, robots need to have their forces dampened too
>>514725i promise i wont forget... he still has a very long way to go. so much work to go all the way around...
Just finished up this asset, what do you guys think? 3d viewer plus higher res imageshttps://www.artstation .com/artwork/kGvyAalso general pbr thread
>>514510Never heard of it hue.But thanks, I'll check it out.Although it seems like a tool for professional studios, not for hobbyists
>>514477I'm using substance to texture and craft materials and I run into a similar issue.I don't know how to make things look as good in Unreal as they do in substance. There's some weird quality about the lighting or something, but I am not sure what it is or how to fix it.
>>514512Check out the Unreal Showcase scene, look at what it's setup is, and try to implement it into your scenesIt's not gonna look 100% accurate to Painter, but you can get pretty good results by messing with it
>>51445310/10Would doot doot.
>>514453Need to see it with a skull playing it.
hey /3/ i been learning how to hand paint textures for the past 2-3 days and just wanted to get your opinion on how im doing and how else can i improve.before this i didnt know shit about how lighting works and how shadows work...heres something i painted today...
>>514716your bad at this
>>514718:(
>>514719:^)
>>514716gold has a nice color to it.
anybody know how to set up a flat color render in marmoset? or what is the best place to render hand painted textures?i dont like how marmoset lighting messes with the texture. when i turn it off. shit goes black. anyway to make it shaded mode?
Memesters of /3/. Post your 3D memes or create some then post em.
>>510429teach me master
>>514640i'll make a 30 part tutorial series on youtube that will teach you how to do this.
>>512991>but kaz i'm already a frog
>>514715
https://youtu.be/0Lf5-Evndco
Helen Parr thread continuing from : >>490393
>>513988*Heavy breathing*
Agree with this guy >>514214The uncolored mesh here >>514180 looks pretty dang close and if people are trying to get you hung up on those details now, we'll be here forever. If it's really a problem just edit the mesh later. Otherwise I myself think it looks fine.
I just found this thread but Pixar is obviously using much more advanced lighting with more ambience so of course it's going to emphasize details differently.
>>514660I think the shading looks fine as long as it looks like this : >>514046 like flat lighting mixed with diffuse.as long as it doesnt look like the incredibly shiny looking hentais skins where girls look like plastic blowup dolls
>>514660If you don't know what subsurface scattering is, you probably don't belong here
The old QTDDTOT thread hit post limit. Starting a new one.Post all the questions you dont want to start a thread for in here.I'll go first.How do you open a multi-layer EXR image in photoshop? I've installed the Open EXR plugin, and all I get is a black frame when I import. With and without the plugin. I've tried searching around forums and such, but I haven't found any concrete answers apart from "huh that's weird, works for me!" type shit.Any help?
Anyone know what's the 3d software name that got lots of presets for creating tree,building,humans ect.
So I tried a clean install and it's still like this. Only 3DS Max 2016 though, my 2015 still works fine
>>5146913Ds Max can do all that, there are trees, windows, railings and doors prefabs from his old architectural versions, including textures. Humans can be fully arranged from it´s bread-and-butter character animation stuff. It´s simple stuff, but not all bad if you´re in a tight schedule.
>>514704hmm do you know any other software that got similar things like that. I know 3Ds Max.
>>514691daz3D?
Why this Piece of S[spoiler]hit[/spoiler]oftware got the most [spoiler]Porn[/spoiler] community Compared to Blender & Maya ?
>>514689Lordaardvark is the one that port models btw.but his models always have an problem on the shoulders.
There are also a fuck ton of models available in the xnalara / xps communities.
SFM is the worst thing to happen to porn this decadeThanks Valve
>>514701You mean best.would never have had all the port rips we have without it.
>>513180does anyone even use sfm for non-porn stuff? lol
Hello, totally new into 3d here.I'm using 3dsmax and substance painter. I want to create a normal map for a mesh using the two of these programs. I don't want to do it with zbrush or inside max with progection. I want to do it in substance painter.Here's is my workflow: I unwrap uvw the low poly mesh and extract as an fbx. Then I apply to the same mesh a turbosmooth (I've got supporting loops etc, it is a same mesh but with a turbosmooth) and uvw unwrap it and save that as an fbx as well.Then I go to substance paint, load the low res and bake the normal map with adding the extract details from the high res model. The normal map DOES get created and it DOES get applied inside max to the low res model.The problem is that that it looks totally off. I don't get the result I want.tl:dr I want low poly object to look like if it is turbosmoothed, while maintaining the low numbers of polys. How do I do it with substance painter and 3dsmax?
>>513743Do you use a cage? Do you have the right settings? What exactly looks off? Show pictures in SP and in Max. Also settings.Why not bake in Max?I use Substance Designer to bake because i work in C4d and its native baking tools are shit. No problems importing all kind of normal maps into C4d.Whats your excuse for not using Max baking tools?
>>513808I want to understand normal maps. Simple question, look at pic related:Can I turn object (A) to project (B) without increasing polycount by using projection and cage?It is the shame sphere only that the (B) sphere has Turbosmooth applied.
Unfortunately no. Normal maps do not change the silhouette of a model. The normal map workflow is to make the low poly match as close to the highpoly as possible. This is why normal maps are better for things like walls.
>>514681There´s two ways to increase a polygon count in render only: turning off a tesselate/turbosmooth like deformer, or using surface path based models - those can be elastically deformed by their vertices, and can increase the polycount automatically during render only- pic related.
>>514705However, if you´re using MENTALRAY, the texture slot for DISPLACEMENT can - and will - increase the polycount of the model in accordance with the bitmap given. Rendertime is increase, but you achieve the effect you´re looking for.
Discuss.
>>514619Hasn't someone made a way to combine both? You know, people already switch from FK to IK, could something be done to recognize, for example, the rotation of the shoulder and in base of that change the influence of the weights?
>>514627you can model in any pose. You can rig in any pose. You'll never be able to escape weight painting
I prefer to have the arms straight down. Much better to use with reference for clothes.
>>514628What about Delta Mush? Isn't that a solution without painting weights manually.
>>514671No, Delta Mush is just a weight smoothing type of thing.
I have noticed more recently that many renders(especially with PBR game models) that they look like miniatures/action figures instead of real sized humans.Why is that?(I cant be the only one noticing)I think its because many modellers/artists make details like stitches, bevels and surface detail way too big because most say that you need bigger bevels than the real measurements because it gives better reflections or something.While pic related is a really nice model it still looks kind of like a miniature(again it has huge stitches, the cloth looks too big and too thick)
Well, i think its because the PBR materials look more real, but then the faces are usually still stuck behind uncanny valley, so your brain tries to come up with an explanation and the best one it has is that of an Plastic Doll.
>>514610It has to do with the resolution of the meshes, the textures and above all: the sampling.Even if your calculations is entierly physically correct there is no way around the fact that your gemoetry isn't as detailed as a real world object consisting of atoms.Just look at real world objects around you, notice where they catch highlights and where you see subtle differences in surface texture.Those details are way way smaller than the resolution of what even a 8K+ texture map allows for, or even a multi million polygon model would allow for.And even if you had all the detail to make a good approximation of a realstic geometry and surface, the sampling you would have to do to derive the final color value of a pixelis just on another magnitude from what is possible to do in curret era real-time rendering. Such highquality sampling is only availible in time consuming offline renderings.
>>514638SSS type effects is vastly overestimated when it comes to realistic looking skin. The back scattering is such a subtle effect that it hardly comes into play in most light conditions.What is the most crucial to get correct is the BRDF value of whatever surface you are trying to mimic.If you nail the BRDF for skin your shader will look almost entirely correct unless your model is in lit in a way that the translucent effect comes heavily into play.
>>514673you know nothing john snow
>>514673Ya I'm not saying it's vital, it's ideal to just work with scan data. A lot of these tricks can help mitigate the uncanny valley look though. Most of the best head models I have seen use dermal, sub dermal, translucency maps etc. http://www.marmoset.co-/toolbag/learn/character-setupThis is an excellent hand sculpted head but the hair kills it. So like the op said it's about a lot of things like scale and attention to detail coming together.
THEISER HAS RETURENED>https://www.youtube.com/watch?v=ImH43ISJyLkOUR GOD IS BACK
oh god no
nice music
yes
Garbago
https://www.youtube.com/watch?v=XGObPI15JUwResumen de la historia de Theiser
Alright /3/, I'm at my wits end here. Does anybody know if there is someway I can configure Translate Move and Transform Scale to snap to increments just like Softimage does?Also, since I can't find any prominent artists who use Modo...does anybody know an artist who uses Modo with the likes of Vitaly Bulgarov or Fausto de Martini?
Tor Frick uses MODO and does some cool stuff with it.
Can you not grid snap, then set the grid to your desired increment?
Thanks for the replies Anons!I believe I can do that, but I'm really just trying to replicate my workflow from Softimage onto this new suite, alot of the techniques I previously used often rely on that increment snapping feature softimage had. I do believe that might be the next best thing though, so thanks for that anyway!Also, Tor Frick is the kind of person I've been looking for. Thanks Anon!
Check out Vaughan Ling aswell! Great guy.
>>514661hold Ctrl before rotating an object and it will snap to 15° increments. Next time ask google, instead of 3/, unless you like waiting.