/3/'s Official README.TXT http://freetexthost.com/nzjanyanw0 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, -Maya -Softimage XSI -Lightwave -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.
>>553319 It lacks the basic understanding of what makes a head a head. Things like form, volume, and proportion. People often talk about symbol drawing, and I think that this is a good example of "symbol sculpting" where you're sculpting features based on what you think they are instead of what they actually are in the context of a human head.
tl:dr stick to hard surface if you're any good at that
Box modeling vs sculpting and retopology. I prefer sculpting, I think it is fun and relaxing plus you get more control over the details but I think box modeling is a good method to pull off some really good models. I want to know how you guys feel about it. Which one you prefer and why?
>>553283 >zbrush ... still feels like babys first step into the medium
There is an other sculpting program that is older than zbrush I think and it's sold with a special sculpting haptic device that has motors in it that simulates different densities of the clay. It is very mystical application because it is barely used in the traditional 3d art scene. It's called 'geomagic 3d' or so. It is used by a few artists world wide only, mainly because it is apparently very expensive and is marketed more in the engineering industrial sector. I have seen it in use on some youtube video. Dude made prototypes for polymer manga figurines with it that looked truely awesome. Unfortunately this is one of those programs that has no price tag, you have to ask the company for "an offer".
Anonymous Daz Studio General: the next g(...)02/21/17(Tue)10:21:58 No.552549
Dazbro, I know you monitor these threads sometimes. You did me a huge solid by getting me that giftcard credit in one of the previous threads for my suggestions. Will there be any sales coming up featuring the Rune Pro bundle? I've had my eye on it for a while but $$$.
Small question. I am new to DAZ and from what i've seen, if you pose your character, it automatically positions muscles etc instead of bending like usual bone rigs, i assume they do it with morph targets. If i export my DAZ character to say Blender, is it still possible to have the same feature? For example when i pose or animate the character in Blender that the muscles will bend correctly the same way they do in DAZ? Or does DAZ use some script, that the correct muscle bending only works in DAZ when posing?
TL;DR, I want to animate a DAZ character in Blender with correct bending and movement.
Anonymous Is Blender good?02/10/17(Fri)20:16:54 No.551066
Is Blender good to modeling/make games/animate? - Blender is open source, and you can use it for free. - I've been practicing low poly with it and is easy as hell. - You can program in Python with it, and create games (I don't know if this language is great tho). - You can also animate with it. - I have it downloaded on Steam, so it updates automatically (I think this is important). It feels like an all-in-one program, sounds great! Do you have any ideas and/or comparisons? Is it possible to just do everything with Blender? (and maybe Photoshop to create textures?) I am just wondering if there is something more convenient and/or easier.
Fuck, is still alive! I'll answer >>551681. >You don't know shit about programming. I've been codding some interface patches to me in order to "work" with the VSE I know is not a big deal >no left click select as default Yes that should be default has been requested hundred of times, when u change that lots of things don't work
Blender is free forever. Maya may die. Max may die. If any of the software you use suddenly drops support, you're basically fucked. All your learned skills will be for naught. Blender is forever free and open.
A lot of his workflow is clearly optimised for modo.
For example watch any of his videos where he makes pipes.
In blender you would have to select the edge, then go into object mode, alt+c to create a curve from the edge, then go into the curve tab to change the resolution and finaly go back out into object mode and press alt+c again to convert the curve back to a mesh.
While it certainly can be used in blender, it is a big big hassle.
Pretty sure he stated already that he went trough a crapton of tools already and just enjoyed modos workflow best.
Need help finding the right software for meAnonymous02/23/17(Thu)19:47:51No.552891[Reply]
Im a total newbie when it comes to 3d stuff, so i was wondering what the best program would be to start me off? I only plan on making 3d sculptures of characters of mine. I don't need to animate it at all so if that helps describe the kind of software i'm looking for! Thanks so much for the help.
>>552898 blender is not missing any features from what i know. basically most tools are out of the box.
its like maya in a sense. but learning maya and then blender is really gonna hinder you because its not going to be the same unless you key bind everything to be exactly as maya, and even then you will still have to do some searching. modeling and UV unwrapping are blender strongest points. which is just what you need from this software. animating is a strong point as well and its the most developed part in blender, however i didn't have alot of time to explore it. everything is there including a good rigging plugin (rigify) which helps you do it faster. rendering is probably blender's weakest point. you need to be really versed in cycles and the node system to get the most of it. its not like you can learn vray and just hop into cycles a week later. retopology and baking are decent, but still weak and supplemented by plugins. the baking system is fucking convoluted to the point id recommend xnormal every time. for retopology you have retopoflow which is a paid plugin. but is able to match 3dcoat and alikes.
if you want to bring blender to a professinal level tool you will need
-rigify -retopoflow -archimesh (for architecture and archviz) -vray for blender (or corona) -xnormal and substance painter (for games) all in all its probably gonna cost you like 500$ give or take but its way better than paying for subscriptions all your life.
>>553309 Animators Survival Kit makes me want to throw up. 50% of the book is the author boasting about his career or discussing peculiarities that are not nearly as important for 3d, like breaking limbs and animating on 2's. Just start with Timing for Animation. It's not that hard and is by far more useful for 3d.
I was modelling this for a mocap assignment and it was all going silky smooth since it's mostly cylinders - until I got to the hair.
It looks blocky and easy as shit and it probably is, but the artist drew the hair in two different ways in the front and side perspectives. What do you even do in a situation like this? I don't even know how to get started. I can get bodies done quick and faces done relatively smoothly but I always hang up on the hair.
>>553312 First, you shouldn't be using a deviantart guys drawings for your reference, everything on deviantart is objectively shit. Secondly, here's an already made model: https://sketchfab.com/models/e728998a58fc4c7ebab1208bf0c94019 Third, Megaman legends is objectively the best game
>>553324 I actually found it on pinterest, though it redirects to deviantart so fair enough.
But I mean, you gotta use what people put out there if you're not an artist. Finding a character sheet with a decent front/side view is already a nightmare, unless I'm missing a place that's a repository for specifically this.
Besides what >>551051 said, the drawers on your desk seem far too contiguous, I suggest either a simple low poly channel to define the drawers, or if extra geometry is an issue just use a simple line texture.
Also, it's hard to tell but it doesn't seem like the back of your monitors have a reflective map. They seem... too black.
I'll start. How do I achieve a higher level of detail when making a normal map from a high poly model in 3DS Max? Aside from a few things I know I need to fix, the details come out looking jagged for me.
>>553211 probably /ic/'s animation thread until more animators show interest in /3/. Currently there's very minimal animation discussion on /3/, because we either don't have any animators, or if we do they all just lurk.