Newfag using blender here.I'm trying to edit this car https://libertycity.net/files/gta-san-andreas-ios-android/181219-ford-ltd-crown-victoria-87-police-pack.html from gta san andreas:I just want make it a civil car, so in blender i did delet the siren, that metal cage, etc in order to make it a civil car like the car from the music video "sabotage".But when I export it and try it in the game all the car textures(but the wheels and a few objects inside the car la the police computer) are all black, and no matter what i do I can't change the colors(neither going to transferder car garage or using a trainer)What I'm doing wrong?Please explain like im five.>inb4 that's because it's a police car you dumbass. edit the carcol.dat fileI already try remplacing the greenwoo car instead the cop car but the issue is the same no matter what car i remplace.Comment too long. Click here to view the full text.
This is how the car looks like in the game. Zero issue with the 3d stuff, only with the textures. As you cna see I was able to delete all the cop stuff from the car.
>>1023491I dunno, its probably an issue with the engine not the car since you have the colours in blender right? You might just need to do another UV unwrap or something
>>1023491Maybe the game recognizes those textures as bitmaps instead of specular material. Try following this tutorial: https://www.youtube.com/watch?v=CmI2d9JrNLM&list=PLq1UPuhsGaKHR_nM1TDUlh-ZO2C-9rfMe&index=5>i can't open this dff file using 3d maxHave you tried using RWAnalyze + Hex Editor to unblock it?
>20 000 years of figuring out shitty 1998 engine with their shitty workflows and shitty textures
>>1023491pieces of the mesh must be named the same as the material that the game is looking for.this is true across all game engines.
Am I going crazy? I've used Blender for around 2 years now and I swear there used to be a button to copy and paste images in and out of the image and UV editors? maybe i'm just rarted idk
>>1024437why would you ever need to copy or paste an image in blender?once you open an image it's available across all panels.
So if the industry is dead and I've been learning 3D for the past year and a half, which career should I pick then? I love 3D and I don't really want to let it go for nothing
>>1024693I doubt anyone here is interested in that, everyone is here to shit on each other for their software of choice
>>1024681Wait a few months until people overthrow the government in the country you live in. First it was Nepal, then Bulgaria, now Iran. The economy will improve once the elites get sent to the gallows, so you should be able to find a job then.
>>1024681Cultivate an audience that's into the thing you do and crowdfund.
>>1024693YouTube tutorials already cover 99% of Blender features and only faggots that hate money use Maya or Substance painter
>>1024681>which career should I pickprompt engineer.
Why is Blender laggy when sculpting high definition meshes? Any way to optimize this?
>>1024918Enable Vulkan if your GPU was manufactured in the past 10 years, disable modifiers while sculptingI can't see your polycount because you don't know how to take a screenshot
>>1024918>ultrawide when you only need verticalthis is your problem, you're wasting pixel ram.
Kind of bummed that there don't really seem to be any serious threads about animation on this board. Of course, most games nowadays just use motion capture for everything, but I'm still of the opinion that animations made by hand such as all the animations in Fumito Ueda's games have a special something about them that mocap cannot reach. And these aren't super stylized or cartoony animations either. They're grounded and realistic but have a lightness to them. I was trying to find resources on how to learn to animate like that, but it seems like a lost art. There are blender courses for animation out there such as the "Alive!" by P2D Design academy, but they all focus on they all focus on this over the top bouncy Disney style. Pretty much all across western animation courses.
>>1017436IK is doing the heavy lifting here.
I'll share some resources.ON YOUTUBEJean denis haas Keith LangoHarvey newmanRusty animatorAnimator island TVOpi the fitness animatorAnimation tutorMark masters animAgora community Sir wade NeistadtComment too long. Click here to view the full text.
>>1024856No one is searching through all those names, useless post
>>1024860I will do it
>>1015247Very good post saar, will repost on linkedin for maximum engagement (after AI simplifies the text)
How would I go with painting my own normal map from scratch? Experimenting with a better workflow than the traditional baking here.
>>1019553Sculpt in Zbrush or an alternative, create the textures from the sculpting. Alternatively you can use substance designer to create these kind of textures procedurally. Personally, if you're doing this solo I recommend to use the Zbrush approach. If you're doing this to get a job, learn to do both.
>>1019553I fucking wish someone made a good test/showcase of this app's Normal Map Authoring https://sparseal.com/uniform/ because it looks like a nice method for polymodelling...wish it was ported or something similar was created for blender
>>1024904i mean look at thishttps://x.com/sparseal/status/1731696097700049181 they literally skip the highpoly sculpting by "sculpting" directly on the normal maphow has this not been done on other softwares? Normal map sculpting should be an option in blender/maya baking is such a fucking bother
>>1024905you're not going to sculpt hard surface models like weapons which need precision CAD modeled high poly variants and perfect surfaces you retardbaking isn't going anywhere, it will remain the standard and this shit feature from the video may only replace baking for stylized low poly assets. it'll be a niche.imagine getting filtered by baking.
>>1024906>ignores the video example to pull off different use case>Ignores explicitly stated "should be an OPTION">not an argumentRetard of the highest caliber
From what I know less tries=better, but what if things are not connected in my mesh? For example, I recently modeled a steering wheel, and I did it by spawning 3 seperate objects and later joined them together into 1 object, and later 1 mesh, is this more optimal than just joining them into 1 object and not connecting them into 1 mesh?
>>1024901in general, less meshes is better, less materials is better.But some modifiers like subdiv or mesh deform or corrective smooth or physics are very expensive, so you should minimize the number of vertices affected. Which means not joining things that don't need to be if they use one of those, and putting modifiers that generate new vertices as far to the end of the modifier stack as possible.Also if animating a character is unexpectedly sluggish, look at its subdiv modifier. if it says it can't run on GPU (which happens depending on what modifiers are before it) set the viewport subdiv level to 0 or use the simplify setting for the scene.If you have multiple similar objects just make one and put it in a collection, then use collection instances for the others, it'll speed things up massively.If shaders are too slow (try in material preview and in solid view and look at the difference) stay in solid view, but you can bake an object texture to use in solid mode.Disable collections you don't need. Like, not hide them from render or viewport but disable them, the tickmark on a given collection. This way they won't take up any processing time apart from objects inside that are used by objects in active collections.
I've been trying to learn Blender (I'm willing to learn any program at this point desu) I followed the CGCookie intro to Blender course. I'm just trying to model/sculpt robots, mechs, and then humanoid creatures to pose, animate, and eventually 3Dprint toys out of them to sell.I checked the pinned post and tutorial links are 404'd.Does anyone have any suggestions of what tutorials to watch? Maybe even some tips and shit.
>>1023955https://blender-secrets-school.teachable.com/
>>1023955OP here, a game dev with 10 years of experience told me to just use Zbrush. So I got Zbrush.>>1023961The what.>>1023964The donut feels humiliating desu. But the rigging for impatient people, I'll look into.>>1023967Thank.>>1023973Checking this out now! Thanks.
>>1024000The ChudCG courses. Helped me when I started out.
>>1024011Could you link that and explain a bit more?
>>1023955for robots/mechs u could check out youtube channels like MechNuggets and study how they 'sculpt' mechs in vr then apply those principles in ur own work for humanoid stuff you're gonna need a drawing tablet and that cgcookie "human" course seems pretty good, then u can supplement that with books like "anatomy for sculptors" and "form of the head and neck" depending on the tut but for tutorials id suggest to use them as a guide to make your own stuff, to skip the middle man so to speak
100K POLYS FOR THIS!? WHAT IN THE GOY ARE THESE GOOKS SMOKING. WHAT HAPPENED TO RETOPOLOGY.
>>1024819It depends
>>1024819Are you retarded?
>>1024822Fair. Character concept art, then.>>1024823It depends
PS Oh yeah, I meant 40 millions. I guess I am retarded tonight.
>>1024825Depending on the style it can be enough to express what you want to show, but it could be on the lower side for highly detailed If it's concept art then the polycount doesn't matter
so has ANY of you fucks actually used this for something?what's your experience with it been like so far ?
>>1024810it will never be parametric
>>1024811It depends, what do you mean by parametric?
>>1024812one fuck up and you cant change anything anymoreyou cant change dimensions and it "auto updates" the meshthe only way to keep backups is to duplicate your meshes and keep it hidden in foldersits a lightweight poly-nurbs CAD hybrid
>>1024813As far as I understand it the program is supposed to be aimed at artists who want to quickly visualize relatively complex 3D models.Pretty sure it was never aimed at the crowd who wants to precisely construct RL things for production.
>>1024815yes, if RL production then go to fusion360im perfectly fine with plasticity since I adapted to the non parametric workflow already, im the first poster who uses it for almost 3 years nowi only use it for game assets and nothing elseif parametric was there it would likely just make the program laggy and have bigger file sizes like the CAD bigboys which was a turn off in fusion for me its insane speed and intuitive quick modeling is what made me stick to it. I can open plasticity and it launches instantly with my scene up.
>Youtube is full of retards who are poly modelling entire human characters from scratch instead of sculpting themImagine learning wrong from the get go and sinking hundreds of hours into doing it wrong and inefficiently. What a nightmare.
>>1024019or manually retopo the entire mesh for good deformation.I don't really understand who is using sculpting for anything but maybe vfx
>>1024024i could see myself using it if i wanted to print a figurine or something but polymodelling is so easy anyways
>>1023937Haven't you been here asking if you should be poly-modelling characters and then turning around and telling others that you should never ever do it every time you get told to do it for more than a year at this point?
>>1024041Say it with me /3/ Trans rights are human rights
i suck at poly modelling i always end up with triangles or the faces don't add up how do i git gud at it
Anyone got a recommendation on which version of Zbrush to 'borrow'? Trying to test out that software but not sure what year or version to test out. Any recs or links to any 'borrrowing' sites would be appreciated
>>1024507look up "getintopc"it has everything you could need in one place. Good luck and WAGMI.
>>1024536Great site but I just looked and it pretty much has every software except zbrush on it for some reason. Unless Im retarded which is totally possible
>>1024547It's my first time hearing about the site, so I can't vouch for it. But I just typed "zbrush" into the search bar, and many different results came up.
>>1024507I pay for legit zbrush/maxon and I personally stick with 2024.0.4 as it's the most stable for me. 2025 and 2026 didn't add anything noteworthy outside of ipad integration.Anything from 2022 onwards will do you just fine to test out. You won't use anything added since 2022 just yet anyway.
>>1024704First actual piece of useful advice from this board. Thanks for the info
What does the job market look like for 3D artists?
>>1024504>most of his class in college failed to find any actual internships at real companiesBecause they're shit. Most people are shit. Wanting to be an artist doesn't make you good at it.
>>1024747Less human rights and more government sponsorship
>>1024748the workers in the animation industry are being aggressively exploited, race to the bottom, because "muh passion" and artists are generally super low IQ about business.the higher ups get rich, the people who do the work get nothing but a tiny pay check then get fired when the project is done.
>>1021210Depends on where your located.If your in the USA, markets like-Manufacturing-Game Design-Animationare a lot less profitable than consumable services-Neche Porn-Personalized digital 3D products -Online Advertising
>>1024770I'm in Kenya
Please someone leak her official 3d model online
>>1024435Please be old enough to post here
>>1024435
>>1024589
Got you dudehttps://sketchfab.com/3d-models/chud-52db9783b4e64ddcb444b905c6af82b0
>>1024435Juno my darling
when stacking multiple meshes like this, is it possible to get them to shade as though they arent separate?i cant find any resources online for this, everything ive seen either doesnt work or isnt applicable to me
>>1024647For this specific case either shade flat or add a split normal modifier.For the general case use a data transfer modifier to share normals from one object to the next, or from a proxy object to all relevant objects
>>1024648i swear i spent like a million years trying to use data transfer and couldnt ever get it to work, but for some reason when i tried again it just magically did what i wanted it to do.i feel like this is somehow your doing, so thanks i suppose
>>1024647Turn on merge and separate the top and bottom faces of the box from the main mesh. Separate the separated faces from one another and use them as start and end caps for the array modifier. You may have to flip the normals of the caps and change their positions (in edit mode).
Set all normals to face