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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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Any animators on /3/,

How do I get faster? Ive been working at a small studio for about 3 months, 2 months interning and 1 month full time. This is my first job out of college, so theres clearly a lot of on the job learning I'll be doing for the forseeable future. Im a good animator, but Im not all that quick about it. My boss and coworkers say it just takes time, but I feel like there has to be something that can help outside of just the animation I do at work. Anything?
Post a playblast
do what you do but faster.

also practice helps, try timing yourself and then go against that time.

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old one reached bump limit
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fucking around with rigs and wondering if anyone knows the trick for looping animation for games? trying to make an idle animation, is it really just about keying it back to the start coordinates or is there a better way?

nasty jump. working in maya 16.
keyframe every moving object/control on frame 1, copy those frames to the last frame +1, then keyframe them again on the last frame and delete the keyframes on last frame+1.
generally you have a simple base idle, then you create smaller alternative idle animations/poses that you blend into in your animation engine.
What's your idea of better?
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wow i can't believe it worked.

i thought there would be some sort of recursive looping option but i guess the expectation is that any automapping tools are garbage anyway.

thanks i never thought i'd figure it out.
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the legs on this rig aren't very good but i think i'll try a walk next with something different. game models are hard to find for whatever reason.
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I've searched the internet on tutorials on how to make a gun for a game i'm currently working on, and I still don't know how to use Maya to make one, and or model one at all.
what do I need to know to make/model a gun in Maya?
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Not him but first link is free though somewhat outdated in texturing. Bottom is a pay tutorial which teaches you high poly modelling, uv, unwrapping, texturing. Not Maya, but 3DS Max tutorials.
Why do you need a tutorial for that? Just get a reference picture like you have right there, start drawing on top of it and do the same in other directions and you have a frigging gun. Professionals don't watch a tutorial for every single nifty project they do, they improvise, make a rough sketch, clean it and learn to do it faster the next time.
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>how do I make gun????
countless google results
>No, HOW I MAKE GUN??????
Spoonfed a couple videos
>buy airsoft gun for physical reference

>cut pieces out of a mesh and extrude them until vaguely the same shape as the part

>align cut out parts

is gun now. you are maker of gun.

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why is it
>the current year
yet I've still to find fappable CG porn
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What does it have to do with /3/?
just consider the proportions of low vs high quality normal porn.

People who watch porn have low standards so they get away with shit.
its 3d.
3D is not for sexual
Scourge of the Evil is the highest production and most fappable CGI porn I've seen.

This is accurate.

So why the fuck didn't anyone tell me about this shits existence? - I swear I'm so hard after using it that my dick could penetrate the polygon realm.
This shit is useless.
This probably requires a powerful pc or something.
Just use Autodesk Remake/Recap360 for this. Problem solved, plus free 3 years!

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this thread is dedicated to critique only
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But it's not. If it were you'd be able to see all the polygons - Almost everything there is smooth.
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Sorry for the shitty render.
I made this in CATIA as an engineering project.
Forgot to tell, its a CASA C-101.
I made it really accurate, besides the stabilisers, cause I left them till the end and I was really tired.
It was made in GSD, obviously.
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Decrease hardness and specularity, just make it matte so we can see the actual curves. Also, show more angles.

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Does anyone know how they make the cover image on this?
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why are you allergic to google
May have used Particles. Easy to do in Blender.
I can never find a copy at Barne's & Noble anymore.
its from may 2011

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ever made anything neat on google sketchup ?
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That's cool but Jesus Christ I would never try vr with that lol

Would have a heart attack
The two things I miss about Sketchup is the ability to make Components(?) where you can make a change to one and it's reflected everywhere, and to arbitrarily group things so you can hide/move a whole group at one time.
>future city design competition
Shit, that's still around? Link? I participated in 2007, forgot about it until now.

It honestly helps when you have a complete disregard for topology and just worry about softening edges when you need to. You're absolutely correct though that sketchup quickly becomes a tedious nightmare even with helpful plugins when doing complex curved objects.

I'd seriously advise anybody that REALLY wants to make this stuff in sketchup to download and pirate any plugin they can to build upon the scaling tools and manipulation of edges.
oh for sure

i use sketchup daily for work and have 25+ plugins, i would say i use at least 10 a day for very simple stuff

i suggest sketchucation.com if you cant find what you want on the google plugin store they usually have more advanced stuff there

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Why do 90% of indie devs go for Unity vs Unreal Engine 4? Not hating on Unity, just curious its advantages vs disadvantages vs UE4
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>Loads and some more learning resources, both official and youtube etc
>Easy workflow
>C# scripting means you don't have to wait over 9000 hours for the entire project to recompile
>Massive asset store
>Large active community
>Ideal for mobile dev

Things maybe changing though. It's not just Unity and UE now. You've got Lumberyard, Cryengine.. All freely available.

Only thing that pisses me off with Unity is the appalling terrain performance once you add detail to it
Ive been trying to make a third person shooter [spoiler]similar to ratchet and clank [/spoiler] in unity for a year now and ive barely found any "Learning sources" for something like that.

If youve got lots of money to drop for asst store packs that make you reliant instead of teaching then the asset store is for you. And the community will commonly link you to learning links that are either Expired/Highly Depreciated or paywalled. or just dont work. Or are just bait n switches cause when you say "Third person shooter" they link you to a Third person MMO controller that has nothing relevant to you with a nasally Indian(?) accent. And then you find out that it was just the guy himself posting his own links and saying "Oh, this guy knows answer!"

Unity is great if you want to dev on a low end PC. And UE4 dosnt have a low end mode as good as unity's do to the fact that they linked parts of their UI to the graphics they dont let you disable.
>gamemaker. So no more hating on this game engine, it can deliver

A lot of decent games have been made in it. Undertale was made in GM, so was the original Spelunky and Rogue Legacy.

>Inb4 "those are shit games"

Game Maker still performs like shit, though.
>ease of use factor applies to both artists and coders
IDK, if you're making that argument then you're either completely ignoring Blueprint or have never heard of it.
Risk of Rain and Deadbolt were also made in GM, so you can't say is a "shitty engine where you can't do anything".

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Can somebody explain how to make a map for GMod or SFM in Blender and then port it over to those things, along with how big the scale should be for the GMod player? I'm trying to get into modelling now that I actually have a good modem and can watch tutorial vids on how to do shit.
newfag here, your best bet is learning how to use hammer. https://www.youtube.com/watch?v=fdpTT2pqIVY

This vid is for tf2, but it should work for the others. Note that this isn't using blender, so it'll take some time to learn
If it works for TF2, then it should work for other things using the Source engine. Does it cost anything? I know that I have to buy CS Source to stop graphical errors in GMod, which also needs to be bought whilst SFM is free.
This. Hammer is the level editor for all Source games as far as I know. SFM and Hammer are free if you own any source game, but the Orange Box and CSS are your best bets to avoid any errors/missing textures/modeels.
Also figured I should include a link to the wiki


Pick a page and start from there; any questions, feel free to ask and I'll try to answer. Most things like scale and importing models should be documented there, though.

Lets say I have two bones, A "Root" bone and a "Child" bone, the "Child" bone has the "Root" bone set as its parent. How can I make it keep its world position while the parent moves?
Now, the reason I ask is because I want to create some "root motion" animations for UE4 (which I have gotten working) but since the root bone moves during the animation, its really hard(or as far as i can see; impossible) to keep the IK targets I use in the same place while the "Root" bone moves.
As an example see webm-related(by me): http://webmshare.com/nq8qa (I'm aware that this animation is horrible for root motion and in this case it won't be used)
But in that rig I have the head as the root bone, when it bobs up and down I'd still like to be able to keep the IK targets located at the feet still without bobbing with the head bone!
Any suggestions on how to do this? The easiest thing would obviously be if I could copy the world position of a bone and then paste it on the next keyframe, but I can't for the life of me find that sort of functionality!
Now another important aspect is that i can have only ONE root bone and the root bone HAS to be animated. Using the "child of" constraint doesn't work for this reason as the "child" in that case is not an actual hierarchical child to the "parent".
(All these constraints are put on me by UE4, one of the biggest engines out there)

Asked this everywhere, nobody knows. Why is Blender this stunted? It feels like its basic functionality that they decided to leave out and instead made fancier loading bars.
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Nevermind, I found out a way.

>made arms larger in pose mode
>copied armature modifier and applied the top one
>back to pose mode and applied as new rest pose

I prefer making the changes quickly by scaling the bones instead of making the changes on the mesh and then re-arranging the bones accordingly to the mesh.
i will never rig anything in blender. the reason is simple : rigging is complex enough as it is, no need to confuse things with a fucking Z up axis.
I like this
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>confuse things with a fucking Z up axis.
pic related

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Who here CADCAM? It's probably not 100% related to this board, but there's often overlap as models drawn by 3DCG can be imported and used for toolpath creation or whatever.

Any tips for a beginner like me? Should I invest time into the CAD aspect using some other modeling program? So far I've created all my parts in the MasterCAM software itself and not a dedicated modeling program...

What do you want to do? Also MasterCAM is strictly for machining and geometry can be imported from other CAD programs.

regards, mechanical engineer
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Not OP, but I would like to also use CAD software to design aerospace propulsion systems and test them out in Research & Development labs. How would I be able to achieve this?
Wait... you have access to r&d labs but not the required knowledge to create the test subject in CAD?
No, I'm far from being in a R&D lab. That's is what I'm asking in particular actually. I wish to obtain knowledge in SolidWorks, CATIA, etc., to do such tasks in the industry, but don't know where to start networking for such positions in the aerospace industry.
You most likely need to have a degree in that specific field. Unless you're well-connected and have an excellent skillset, no company will believe you when you say "yeah I never went to school for this but I TOTALLY learned how to do it all myself, promise".

That being said, there are exceptions but probably not many. Your best bet might be to subscribe to one of those professional commercial services which teach you how to do things (like big companies which have a group subscriptions to them so the employees can learn).

This isn't just something you can spend a few months on and master, or even be good at (propulsion systems). You have to work your way up.

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Right, so I'm porting a model from WoW into Skyrim and I'm having issues getting the rig working, or more like having issues getting the skin modifier to work

In 3DS Max 2012, I can see the envelopes and only add weight to them. When I try to remove weight from the model be it either by selecting vertices or weight painting, it completely ignores the commands. Same goes for when I'm trying to adjust the envelopes. I even removed Isolated vertices.

In 3DS Max 2015, I can add and remove vertices BUT I can't see them, so I'm completely blind when trying to do anything rig related in 3DS Max 2015.

Both versions of 3DS Max are legit and fully updated with the latest service packs.

This is pretty irritating since I've spend two hours now trying to figure out what could be causing this. Anybody knows about any possible fix?

>>523760 bump count
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>Front is chiseled edges
>Back is smooth blur edges
Assuming back is unfinished
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been modelling for awhile now but this is the first time i had to balls to actually finish a head.
obviously a few things wrong with it like how its boring to look at from the front but the profile seems okay to me.
crits, redlines, hows the topo all that jazz.
lips are not shaped that way look in a mirror
Mouth needs a philtrum

Congrats on finishing the head. I think you should sculpt heads instead because it looks like you are thinking about topology rather than anatomy. It's prominent in the middle area above the eyes and the way the ear connects to the side of the head. The nose has no nostrils, the ear helix is too small and the jawline is non existent.

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