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Welcome to /3/ - 3DCG, 4chan's board dedicated to 3D imagery and modeling.

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 down for a useful FAQ and resource links
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Click here to open this thread.

How do you achieve a look like this? Been trying but it's not the same. Not on my work PC now so I can't show you, but as far as I know it looks like a simple diffuse shader with no reflections.
Colors that contrast and pop more, the light blue on white doesnt pop like the examples bright red on white. All your colors kinda blend together and the bushes and trees look odly textured compared to the crisp cutoffs of all the shapes in example
flat shaders with shadows, AO, GI, and colour correction.

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How do i attach a head to a body in max if they belong to different models and basically have a different number of edges?

What is the best was attach them but dont screw up edgeflow?
There is non. You should have thought about that.

Is he shirt less? Why attach?
Just export to sketchup connect it in like two seconds with some easy line drawing then export back

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Except that it isn't. There are good reasons for either T or A-pose. You just have to know when to use one over another.
Im not sute actually. Ive heard one pro saying it and correlated it with with the fact that ive been seeing these on pro works lately. Probably has to do with the anatomy: when hands are up, ribcage and shoulderblades supposed to be elevated, yet people model their normal postion, hence automatically its bad anatopy.
All this time I thought this thread is about some soft or method that is called WIP. I'm new here.
both T an A pose is garbage
model at relaxed positions, not only will hands down help you get the arm length right it will also look much better when shown off

modify the model into a T pose or something between one and and a relaxed one only before baking or rigging,
always see people in t pose make those short weird stump arms, its so weird
How do I stop my skybox from looking like complete shite?

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I've made a Build Engine (Duke Nukem 3D) map to OBJ converter
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Should see if you can read in other map types like Marathon or HL1. Those had some sick level design.
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Thank you.
For Quake and derived there are many tools available already but they're as hard and unpleasant to use as generic 3D modelers. Not my style.
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The set of Sisters Act II or III I don't remember.
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With and HDR sky light
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And another interior with some better HDR tone mapping. All rendered in megapov.

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How do I export my Compositing textures into unity? Cause when I try to export it, the textures are just plain white.
you can't

(technically you can but its probably not worth the effort)
if you modified a texture in blender just go to the compositor and save image from viewer node
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How can I turn a particle/vertex arrangement into a height map?
It's just a random scattering of vertices, like this.

This is urgent, I saw a freelancing job which ends in 8 hours where I'm guaranteed $185 if I can do this; even if I produce a shitty result; because no one else is submitting anything even related to the job, since task set is nigh impossible but the person did a thing where the site would force them to pick one entry as the recipient of the money.
first of all a height map is a map that translate surface detail. so it only takes a "picture" from one side and not all of it.
this clusterfuck of particals has nothing to do with displacement or height.
you can try converting these into similar sized meshes and then and then bake it into a height map somehow

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Are there any freelance work sites that can't be described by this greentext?
>your competition for any job posted by a competent employer is 50 Indians or Muslims, all with fully fleshed out profiles and "a thousand years experience"
>jobs which don't have much competition are ones which expect good work for little/unguaranteed pay, or for you to somehow perform miracles such as "cleaning up this 3D model" (pic related)

Discounting Upwork, which charges you to apply for work.
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i really want to make lewds and porn for a living but i live in a very conservative house. I have a full time non 3d job and amnt neet, but the cost of living is too high in this area. Wat do?
>good with organics
I get overly picky about my topology.
Like, I can't even decide how to connect a leg to the torso, because I hate how the edge loops turn out.
san francisco?
You really need to overcome this if you want to be paid. Don't expect to make money if this still is a problem for you.
you don't have to connect anything when sculpting. usually the initial character blockout is done in 1 take. look into things like dynamesh
that's a bit of a problem, but you are a grown man

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Has anyone tried the new version of Arnold, leading renderer in the industry?
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Answered here. Metal part starts around 11-12 minutes.
look through solidangles documentation. I feel it's very good with picture examples.


I had some trouble going from the specular/gloss to pbr, but it actually feels better once you get used to it.

I'm not sure what you mean. spec gloss is pbr, metalness roughness is a simplification where it assumes metals have black diffuse color and dielectrics have the same specular reflectance. And then uses a single albedo map for dielectric diffuse and metal specularity and a metalness mask to differentiate.
Both are pbr workflows, its just that diffuse, specular , roughness\gloss gives you more control and metalness is easier for games and memory.

Im just wondering if the metalness implementation in arnold actually allows for coloring metals diffuse color and non metal's specular color unlike in substance painter or a game engine where it just assumes metallic diffuse is 0 and non metallic diffuse is 4% gray.

I read the documentation and while it doesnt state this outright it seems that it is the case, it's more complex than the usual metalness workflow because it allows to fine tune the metals diffuse color and the non metal specular as well, but then again at that point I can just ignore the metalness slider completely and fine tune all maps.

thank you it seems that arnold indeed allows to color the diffuse chanel of the metals when using metalness, that is already more control than you get in traditional metalness worflows.
Problem is Im not sure the substance painter shader supports that implementation of metalness. But Im new to all this so what do I know.
Substance Painter has an export-setting for Arnold. I don't know if the exporter is working for Arnold 5, but the recent version was supported and the textures/shaders looked nearly identical to UE4.

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What's you peeps thoughts on MMD?
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what's wrong with IK exactly? when would you wanna use FK instead? i agree the animation looks like shit but i wouldn't be able to pinpoint exactly why other than to say that it just looks stiff and unrealistic. i haven't really animated much besides a series of loops for various game actions (attacks, jumps, runs, etc.). so far i've only used FK on my character's legs once when i wanted to keep the knees unbent and IK wasn't letting me
With, IK, everything moves linearly, you have manually make things move in arcs by adding extra keys. You also can't really do overlapping action with it.

Essentially you are only supposed to use IK if your character is resting on or holding on to something that they are not throwing. So you want to animate stuff like legs on IK assuming, your character is on the ground and not floating in space. If your character isn't interacting with a surface or is throwing something, use FK instead.

And you are always supposed to have a slight bend to the IK limbs because this very stupid joint popping occurs when you over extend it. You might have to redo the joints in rig if you don't like how bent the leg has to be.
I think that the hardest part about MMD is finding models and effects. I mainly peek at bowlroll, but the fact that I can't read anything without an image is tough.

Also, nude models is another thing that's tough to find. I usually look for those on iwara.tv or mmda.booru but there has to be another place for all of these, right?
Soft IK can help a lot with that popping issue.
Doesn't help that most of the models are password protected, and being one that can barely speak Japanese, a lot of the "hints" they give are utterly useless.

As for the program itself, its animation tools are pure shit. To say nothing about its terrible physics engine and how everything clips through one another.

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Ripping meshes and textures from a unity game is easy, but is it possible to rip armature and shape keys? Has anybody here tried it?

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I like literally everything about this CG film
>Pic unrelated
This animation isn't without merit but i hate it so much, it's this fucking postmodernism movement in CGI at the moment bringing back the 'lol so rannndom!' attitude check out 3d world OP you probably like that piece of trash too.
its better than that mocap /trash/ we see everywhere at least.
>3d world
you mean this?
I agree with this anon wholeheartedly
That's the one.

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Post the oldest render you have, compare it to your latest project.

>Pic related: a sword I tried to make in January
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your character is fuckable already. just imagine how fuckable it will be when you finish it
Dartshift 3D. Nice shit.
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looks like petals
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A current WIP.

wtf the solidworks?

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General or stupid questions
Previous is auto saging
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looks like its part of the sculpt
alpha planes (alpha transparency) at worst which will require an additional texture map
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Thanks, I did try this but it didn't change anything. I tried both giving the collider to the meshes or the parent group or then both, but none worked.

The backgroud is what I'm trying to recreate this for, but made the simple stair mesh thing to test if it worked. I mean, there must be ways for people to make houses they can walk around in in unity right, but I can't find a workflow for something like that online anywhere.
have you looked through the doc?
Hey thanks anon its working now.

Still a bit messy gotta clean up the details but thats a big step for me, thanks.

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>he follows tutorials
>he can't touch a vert without someone telling him where to move it, how to merge it, how to split it, where to slide it
>he quits after two hours until next month
Tell me about him, /3/
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Me in every way possible. Stuck in tutorial coma. Too much of a pussy to start my own project. I watc h the hell outa tutorials, but its a test to make me do my own shit.
Yes. CTRL + R.
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tell me about it.
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>used to model 3 hours a day
>now i can barely model for hour a week
Fuck me I could name a million people. I used to tutor for my uni's animation department, and that involved being in the intro 3D class helping along side the professor, and assisting students as well as helping out anyone in any level when they needed it.

I get that people just starting Maya would have some issues, but some people would just not get it. One person in particular would just not think about what they're doing.

>Making a trash can? Take a 20 x 20 sphere and cut the top off and start pushing verts in and out, instead of just starting with a cylinder base.
>Deletes the default lambert because she doesn't like the grey instead of just making a new shader
>Renders at 4K and confused why it wasn't rendering as fast as a game does.

People can be real retarded Imma tell you what.

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