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

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 down for a useful FAQ and resource links
59 replies and 57 images omitted. Click here to view.
>>
Click here to open this thread.

What are the best tutorials that will teach me how to make textures with Substance Designer?
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>>628401
>pro
post work, shithead
>>
>>628402
kek no
just gonna say it was for one of the big companies you saw at E3
shithead
>>
>>628404
If you work for Naughty Dog then I'll kill you in your sleep.
>>
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>>628411
joke's on you, people at Naughty Dog don't fucking sleep
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>>628366
>I feel like the ones on the official youtube page are the best ones

Fuck no.

Wes is great at conveying information and and teaching everything technical but not the art side. His texture work is very mediocre.

>>628332

Look into the tutorials and breakdowns from Josh Lynch and Daniel Thiger.

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So I'm curently working on this.

https://www.youtube.com/watch?v=JjJ1o2fctMs

Any advice or thoughts?
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>>628412
This looks nicer, I think OP would also benefit from holding poses and using limited animation techniques (moving only certain parts of the character while others are held). Even if OP chooses to render at higher frame rates, I think it'll still benefit him because when you have too many pointless small motions, it all looks floaty and dead.
>>
>>628410
OP here

I legit didn't know this, I'm gonna make more research on this topic, I really appreciate this feedback
>>
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>>628396
does any1 got any videos for zbrush process or speedart?
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Does the nose have split vertices, OP?
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>>628400
>>628412

Its not about low fps, but you need to change the interpolation. It needs to be stair step. On top of that, anime characters mainly stil

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What are you working on?
What do you need help with?
What are you looking forward to most in 2.8?
What are your favorite addons?
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I can't understand why the hell the background is always black and refuses to change. If I were to change the color, the scene would tint to that color but the background would still be black.
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>>628398
Nvm I'm a retard, forgot to add the background node between them.
>>
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i've spent all day on this. i'm not really sure what it's meant to be or where i'm going with it. any ideas?
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>>628390
2.8 is just a beta, you retard. Save all the time.
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>>628421
Not even a beta, it's an alpha. Not for use in production.

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just. how lazy are you guys?! I'm opening this thread for a year already... and I always take a week or so. (somebody opened it two threads back tho.)

also, I'm not in a mood to compile all our WIPs in WIP pic,.. it kinda takes an hour ))
but I compiled this )
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>>628397
Ah... thanks, I guess? Banish such thoughts, anon.
>>
>>628345
>if it allows you to output an ObjectSpace normal map, you can convert that with HandPlane to a tangent space normal
I know some of these words.
I just did the baking in Substance Painter, with no special settings. It has always worked nicely for organic stuff, but fucked flat planes on my gun real hard.
See: https://sketchfab.com/models/639e23220e3e4f7a83daeb44a37e758a
>>
>>628422
That looks like a problem on the low poly to me although it's pretty hard to see because you have gone absolutely nuts with all the post-processing effects.

Anyway - make sure your low poly is all on one smoothing group. If exporting an .obj, make sure you're exporting norms and smoothing groups. If you're using FBX, make sure tangents and binormals is on, and smoothing groups.

If you still can't get it to look right:

1. bake just an object space normal map and export it.
2. download handplane baker (free) - you only need to use the legacy baker.
3. Tell it where to find your low-poly mesh, and object space normals
4. Pick tangent space normal as the output type
5. Hit render, it converts the obj normal map into tangent space without all the bruising from your low poly. Use that in Substance and it should work. Bake all your other maps in substance as usual.
>>
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Nothing creative, just a byproduct of learning how to reduce render times with Mantra. I mean, what the heck, why should this render go to waste?
>>
>>628424
>>628422
btw I think in Substance it's not called 'object space normals' it's called 'world space normals' - but it works exactly the same.

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Anybody know how to make a toon style ocean in blender like in wind waker?
or any toon style graphics whatsoever, such as smoke, waves, wind, sea foam?
all help is appreciated
im pretty much trying to make a wind waker style world and ive seen so many people do it in unreal and was wondering if there was any way to do it in blender for animation purposes strictly
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>>
It's just an animated noise shader.
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>>625885
done with standard modifiers in 3ds
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>>625043
Tbh I don't expect anyone here to help anyone at all.
>>
>>625016
This is a walkthrough of recreating it in Threejs, but same idea in blender probably.

https://medium.com/@gordonnl/the-ocean-170fdfd659f1
>>
Make an unlit material. Multiply the texture offset with time. Use a particle emitter to emit those foams. Use mesh animation for waves.

Are there any programs out that will let me do this?
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>>
ffmpeg and tensorflow
>>
>>627773
Not that exact system, as far as I know. Deepfakes are kind of similar though.
>>
>>628291
Deepfakes swap the face with another one. This just changes the expressions.
>>
How do you do that in Blender?
I very seldom see any tutorials or info at all on compositing in Blender.
>>
>>628317
Check out these guys:
https://www.youtube.com/user/ChannelNews0
https://www.youtube.com/channel/UCOUWVGNhcHEICE8AjR8up3g

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im learning blender and i just made my very first donut.
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bump
>>
>>628341
Whyyyy!?
>>
>>596818
Yeah they are
>>
>>628368
They're all British cast-offs. Criminals and other undesirables that we didn't want.
>>
>>593050
I love this board

Used Blender's camera tracking to composite a Tyrannosaurus attacking those people. C&C welcome.
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>>628251
It's good, but the doughnut jumps really unnaturally
>>
>>628251
Do you have the original empty plate? I want to try something.
>>
>>628251
Donut needs to squash down before it jumps.
>>
I'm confused, why is everybody talking about donuts?
>>
>>628387
Blender was solely conceived on the base of making perfect 3D pastries

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You need to learn to filter noise in this field. There are far too many softwares and all of them are extensive so you can't afford to waste time. I'm here to help you out.


Rule # 1: Don't start with character modeling as you will not have anything to show for possibly years. Be smart and do only environments, objects and stuff. NO CHARACTER MODELING OR YOU WILL QUIT BEFORE YOU EVEN START. Do it a year or two from now.

Learn Houdini for some sick modeling and it doesn't have to be procedural yo, it just has more options. Like the simple bevel tool can make entire exterior structures for you. You don't need to even touch the particle stuff and you focus only on the modeling aspect of it. It's not hard at all, you need to master maybe 15-20 buttons and you can be a god mode 3d modeler and have full control and even change stuff as you like. The nodes will give you power.

DONT BELIEVE ME? WATCH THIS VIDEO

https://vimeo.com/142470680

Learn Zbrush to model those hard finer details. Seriously use the zmodeler to rough out the shape and turn on mirroring on x,y or z and just make random details.They look nice even if they are shit. In Zbrush you must make your own UI, watch the videos and learn to redo the UI and use only whats necessary.

Learn substance Painter . Also download substance designer and watch a few tutorials and honestly you are good togo, there isn't that much to learn.


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>>627565

yes just like it hence why both have the same workflow. For game devs, the unreal engine is also node based(blueprints).
>>
>>627003
If you are this afraid of hard work and experimentation you are never ever going to be good at anything you attempt in life.
>>
>>628324
Isn't that kind of OP's point, though?
>>
>>628324
Some folks can't sit and perfect something they won't get paid for
If the goal is to get into 3d asap and get immediate results(job) this one looks like a good path
>>
>>628324
u dumbass, I never said don't even try character modeling. I said, dont start with it, as you lack the "experience and feeling comfortable around 3d yet"

also mate life is long and all the knowledge you learn will be used to make character if you choose to go that route. No need to set yourself up for failure considering the high entry ceiling in characters compared to environments and such.

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This is the first time I have created a hand painted texture from scratch.I would love some feedback.
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>>624949
kek
>>
>>624947
Does this have spec/gloss maps? Giving each face a different value would make it look more jagged.
>>
>>624947
natural rocks tend to form in the shape of layers. As these layers erode they do not form "wear marks" as seen on typical renderings of firearms, but they chip away at the surface, breaking off and exposing other layers.

Almost every rock has a "grain structure"--which we can simply define as an obvious pattern of semi-parallel lines. This grain structure is exposed through the aforementioned erosion and is what you should be focusing on when modeling wear and tear on rocks.

River rocks are different.

I suggest you create photogrammetry assets of real rocks and try to reproduce them in a sculpting application. Think of it as studying anatomy.
>>
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>>624947
>edge wear on all the actual topology edges
>>
>>624947
There is next to no reason for you not to have a highpoly/sculpt for handpainted, stylized assets.

Big studios working with stylized like Blizzard sculpt/HP model their assets nowadays. It's a much easier workflow as you can draw some lighting and curvature information from your normal map after you bake, and use it to start your textures.

While there are some people that are capable of painting directly onto their lowpolys, it's an extremely difficult technique to master without any art experience, and is a futile waste of time for any beginner.

https://www.artstation.com/artwork/ZwORx
Here's a tutorial which explains the technique.

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This is real but it looks like a render, any ideas why?
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>>627384
>this is your brain on /3/
>>
>>627384

Where's that shot from? It's creepy as fuck
>>
>>627384
Isn't that from some crappy E3 show?
>>
Are you sure its not?

The hand grabbing the head looks way too smooth to be legit.
>>
>>628319
This has to be bait at this point. You're either just plain retarded or bored as fuck and trying to stir the pot.

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Low poly thread.

CC.
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I tried.
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>>625918
I fucking know right? I've been trying to figure this out for days. I literally refuse to do anything other than this because otherwise the compression won't be legit. I want every object's textures to not exceed 256x256.
I can't get a low poly model of numerous objects to unwrap like that. I'll probably just make separate UV maps and their total resolution put together doesn't exceed 256x256.
>>
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I made this cat on a tree stump
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>>627947
t.y.

Why do people hate blender here? Should I get a student license for maya if I wanna work with 3D in the future? I am using blender as a hobby right now.
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>>626572
>for autist to dick around on for 3 years
>for poorfags who should have bigger concerns than stealing 3D software
>>
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>>626638
>stealing
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>>626584
Opposite desu. blender was far better in the beginning.
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>>626694
Now THIS is contrarianism at its finest.
>>
>open blender
>try to do something
>error message
>close blender

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>le industrial standard
>cant paint over normal seams

Is substance painter an overrated software?
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>>627289

Mari is a VFX tool, it's never used in any other industry for good reason.
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>>625609
Just learning Substance and I had issues with this too, I thought that a big point of this shit was to not worry about the fucking seams too much.
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>>625609
You need to use triplanar projection, you complete retard.
>>
Octree painting is probably what you want if you need to completely remove seams
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>>625757



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