[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [vip] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Settings Home
/3/ - 3DCG

4chan Pass users can bypass this verification. [Learn More] [Login]
  • Please read the Rules and FAQ before posting.

05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
06/20/16New 4chan Banner Contest with a chance to win a 4chan Pass! See the contest page for details.
[Hide] [Show All]

[Catalog] [Archive]

File: eyeRig.jpg (266 KB, 992x707)
266 KB
266 KB JPG

I have a rigging question for Maya.

I have a cartoon character with blend shapes for facial expressions, and separate upper and lower eyelids that can be rotated around the eyeball.

Each blend shape for the face (area around the eye) requires the eyelids to rotate to a different value in order to fit in properly.

I have made 4 locators for the eyelids per blend shape, which the respective eyelids are orient constrained to.

I can get the constraint to work just fine if the eyelids were to always be open, but I need to be able to get the eyes to blink.

Here's what I think I need: I need some kind of toggle that can hold infinite values and blend between them smoothly, and store 2 values within every value (open and closed eyelid), which can be toggled only when that value is activated. When any of the various values are set to 0, both values within it are also set to 0, having no effect on the eyelids.

I've been fiddling with driven keys for a while now, but I can't get the eyelids to follow correctly. I'm not sure how many problems there are with this approach, but one I'm aware of is that even though I clearly set the minimum and maximum value of the constraints and other attributes to 0 and 1 respectively, I will still get values of -1 and 2 when testing the eye rig.

Comment too long. Click here to view the full text.

Thanks for the book recommendation. I'll probably pick that one up.
If i understood correctly what you're trying to do, you'd need to create a corrective blendshape for each of the eyelid combinations. Meaning, when you activate the upper and lower eyelid together, you'd have to subtract the corrective blendshape so that it actually looks good.

But if you're trying to get the animation curvature of the eyelid sliding over the eyeball, it would be easier to skin the eyelids to joints and then use them to rotate the eyelids, and in the end use corrective blendshapes to 'pretty' up the mesh when the joints set the eyelids in the desired positions.

Hope this helps you out.
File: eyeRig.png (12 KB, 460x358)
12 KB

Thanks for for the advice.

For this character, the first character I\m making from the ground up, the eyelids slide over the eyeball by skinning it to one joint.

But will it work differently with several joints rather than just constraining the one joint (one per upper and lower eyelid) to locators?

I like the idea of corrective blend shapes. It sounds like what I'm looking for, as long as it's possible to do the that, but purely with rotation of joints. I don't need blend shapes for the eyelids, because the eyeball and eyelids make up 2 perfect spheres (unless you meant lining it up a little with the surrounding geometry, which I could look into as well), which are deformed by parenting the joints I use to control them, to a scale joint that is non-uniformly scaled. Pic related if that last part was confusing.

File: new_wip.jpg (1.47 MB, 1500x882)
1.47 MB
1.47 MB JPG
Previous thread:

Since nobody else bothered, I'm opening it again.
344 replies and 98 images omitted. Click here to view.
Yeah, for some reason hobbyists like to over-detail their miniatures, the actual game and FMV models have a much cleaner look.
why is the bolt so close to the stock?
File: 00-ArethaWeaponless.jpg (233 KB, 1024x768)
233 KB
233 KB JPG
I'm this >>586074 guy. I love detailed and intricate things, so this is right up my ally. I can understand if people think something is too much though.

Armored core is definitely inspiration. There are so many AC mechs that I guess any robot can look AC. Besides the obvious White Glint, pic related is probably my favorite. My design is less focused because I just kinda went at it for fun without a drawn concept or something to keep it on track.
File: 270.jpg (46 KB, 1800x491)
46 KB
It's based on the real LAR Grizzly Big Boar .50 Rifle. The design (known by slang as a "bullpup" design, where the round is chambered behind the trigger and the rest of the gun) gives the round a longer barrel to work with, giving better muzzle velocity and accuracy.
File: wiisportssupermega.jpg (60 KB, 1280x720)
60 KB
Is that fucking Ryan?

File: amd-epyc-3.png (200 KB, 770x431)
200 KB
200 KB PNG
>Use: CaptureReality and 3dsmax v-ray RT and adv. rendering only.

My base server rig (budget 15k to 20k):

>2-socket motherbord.
>2 AMD Epyc 7000, 32-core each
>Nvidia Quadro P6000
>Some kind of graphics accelerator loaded on Motherboard.
>Super-fast storage hooked up on PCI directly on motherboard.
>256 GB RAM

What do you think?
Should I replace the graphics accelerated P6000 with 3 NVidias 1080Tis?
I ll buy a second licence for capturerality.
7 replies and 1 image omitted. Click here to view.
If you read past the first line you'd realize he was being sarcastic.
Socket TR4 and SP3r2 are identical but the processors aren't compatible, there are no quad-socket Epyc systems anyway.
Not that using TR4 is a bad idea in itself, some motherboards like the Gigabyte ones support ECC, so it's no problem to build several 1950x boxes for distributed rendering. Due to the higher all-core turbo, two 1950x's will be faster than one 32-core Epyc and cheaper too.
Anyways, unless you're paying big licensing fees per-node, I would never recommend building a monolithic powerhouse system, having moderately-priced hardware en-masse is more sensible every time.

As this lad says, have you considered multiple Ryzen 1700 systems instead of dual Ebins?

Capturereality asks 7500 for license per PC, so breaking down the server to smaller stations is not an option.

Then go with the 2 epycs + as many GPUs as the motherboard can fit
Have you considered renting a compute server? I just went to the CR website and it says that you can apparently set it up on an Amazon EC2. You could rent a LOT of hours with the budget you have, just saying... probably finish a project you need without any major investments up front.

im a beginner, iv’e done a bit of clay motion and a fair amount of stop motion drawn animation. but i want to go further. im good at drawing and i want to know if theres a tablet or computer thats easy to use and is reasonably cheap that you know of?

File: 1507249045625.png (392 KB, 489x378)
392 KB
392 KB PNG
>Download solidworks 2016
>Fix my computer
>new OS to Windows 10
>new hardrive
>virtually NOTHING on it
>runs fine
>boot up solidworks, litteretly everything smooth up to drawing a line

IMPOSSIBLE TO WORK WITH says it ran out of memory and to close programs but nothing else is running.

What do you think the problem is? Do i have to downgrade to windows 8 for it to work?
Anyone else ran onto this.
How much RAM do you have? How much is it using? I would begin by checking if it's working correctly.
I've used SolidWorks 2015 on Windows 8 with the same computer perfectly fine so it should function with the current ram
Nevermind I change the properties of SolidWorks exe to run as Windows 8 by changing the compatibility setting on the properties and restarting the system. Now it works smoothly

File: 235765236235.jpg (118 KB, 1280x720)
118 KB
118 KB JPG
How did Zbrush became the "industry standard" with its fucking alien UI?
76 replies and 8 images omitted. Click here to view.
>UI is meaningless as long as it is usable
Shut the fuck up
>Look mom! I can draw wrinkles! so good work!

It's not good. Stop jerking off to user interfaces, it's obvious that's all you got.

I don't have anything about blender but it's performance with high poly stuff is atrocious. Will Zbrush you can subdivide your mesh 5 or 6 times, have millions of polygons, and it will remain smooth as butter. Blender will become sliggish before it even reaches one million polygons.
Why the hell would you need to learn every single thing before even starting? I think, one of the strong points of zbrush is that, despite its atrocious UI, you can start using software pretty fast and still do awesome thing just by, you know, sculpting - an actual thing for what zbrush is used.
>There is nothing to sink in. C4d has better sculpting tools than Blender, Modo has better sculpting tools than Blender. Both have better UI than Blender and Z-brush.

Agree, and those programs aren't even the real competitor to zBrush.

File: 14411.gif (3.27 MB, 221x311)
3.27 MB
3.27 MB GIF
>No GPU support for Mantra
>No GPU support for Arnold

Why is our world so fucking unfair, this two engines fucking demolish every redshift octane or whatever the fuck is out there
21 replies and 2 images omitted. Click here to view.
i always follow this rule
if it looks good with flat shading, then it will look better with ambient shading
i have a i7-6700K and a 1070 and i use renderman, anyone know renderman optimizations to render faster?
Get a threadripper or something similar.
Look into that gpu accelerated denoiser that renderman has, it should be available now.
Does anyone know why Arnold lacks anisotropic texture filtering? I understand Redshift - main purpose is speed and it cuts corners on quality. But Arnold?

File: a-computer-clipart-33.jpg (22 KB, 600x450)
22 KB
What's the best pre built desktop on the market for 3D modeling with a reasonable price tag?
22 replies and 3 images omitted. Click here to view.
>you can never get a straight answer from these nerds.
Where do I find one?
File: edwin.jpg (2.71 MB, 3264x2448)
2.71 MB
2.71 MB JPG
I'm building one specifically so I can get SolidWorks and practice it well enough so I can put it on my resume. I bought two cheap monitors on the facebook market place and got an intel i7 and an LGA 1151. It's my first build. I have to save money toward other things rn. so idk when it'll be done.
I'm honestly surprised that people can navigate 3d software and learn skills through self-motivation and tutorials but can't figure out how to pick out parts on a webshop and click the build this shit for me button at the checkout.


File: maxresdefault.jpg (70 KB, 1280x720)
70 KB
>Got job offer
>16 an hour
>I have a year and half experience
>I make 20 an hour with no taxes taken out cutting grass

Should I try to negotiate and why is this industry such shit?
56 replies and 4 images omitted. Click here to view.
>I'm not even sure if this is some kind of meme here on /3/ to constantly post how vidya industry is one of the worst industries to be in.
you dont have a union, you wont have retirement, you wont get benefits like insurance, you most likely will be fired when the product ships.

Much better to work for the govt for 20 years, retire, and then collect.
File: 6xgFZ2H1.png (491 KB, 960x780)
491 KB
491 KB PNG
>make about 18/hr
>have compsci degree
>3.5 gpa and 2 years experience

Hey at least you're not me
Does Solidworks pay well.
If you're certified.
yeah but who the hell wants to work for the govt

File: mF8WDXXo[1].jpg (12 KB, 512x512)
12 KB
Is quixel worth getting, or should I just get substance painter?
17 replies and 2 images omitted. Click here to view.
I've used both Quixel and Substance (painter and designer) in a high end game production environment, and personally prefer substance over quixel. But that's just me. Try both and pick your poison. Projecting and painting on mesh is a lot more fluid with substance, but it's normal stencil workflow needs a lot of improvement before it's on par with NDO. I still move a lot between the two depending on the work I'm doing.

The baker in substance painter is top notch and super easy to use and get results with.

If you do a lot of stuff for Unity then Quixel has the upside of actually having its viewer module be a unity renderer.

Quixel also merges multi-material mesh projects into single maps which is nice, and ships the mesh it triangulated for work project with the exported maps. So that's an upside.

Substance has way smoother work flow but lacks the above features.
Quixel if you want to make stuff NOW (make stuff fast with premade and call it a day)

Substance if you want to prepare for LATER (production environment and studios use Substance for its obviously more advanced use case)

Its your choice but the patient among us will opt for Substance, every minute with it is an investment.
File: beretta.jpg (472 KB, 2873x2160)
472 KB
472 KB JPG
Oh cool, I too have made a beretta
Good taste, mah man.

any comments and critique on how do i make my noodle blend in more? thanks
Match the lighting better, more detailed texture
i dont think its the lighting. there is barely any lighting in the scene at all...
Look at the highlight on the tube nigger, it's off
yeah, youre right about that highlight, faggot, ill need to re-render that noodle...
i added some glowing stuff, kinda looks better now somehow https://www.youtube.com/watch?v=UWRcVEJot2E

does anyone have a reliable solidworks torrent

hook me up, kickasstorrents is dead
Some mod should really put a link to cgpeers in the thread sticky because it's getting old answering he same thing over and over.

If you have *any* requirement for 3D-related software, plugins, tutorials or content, check CG Persia and CG Peers first, and if it's not in there, it's probably more obscure and you should hit your search engine of choice.

i appreciate it
gfx peers is also an option, but I always use cgpeers

File: 1507055130634.jpg (55 KB, 525x222)
55 KB
You have 100k in savings and you're nearing 40. No kids, no wife, no debt, gov pleb job killing my soul.
What do you do to become a freelance artist starting from scratch?
4 replies and 1 image omitted. Click here to view.
Go all in into Bitcoin babyyy, they say it's all uphill from here
save the 100k and torrent everything you need.
I save my 100K, maybe put some of it into crypto after much research, and then sign up for cgpeers on the first.
File: maxresdefault.jpg (98 KB, 1280x720)
98 KB
whatever you decide, do this:

>go live somewhere cheap and comfy
>close to a gym and healthy food (don't be/get fat)
>10-12 hours a day, everyday should be spent working on your craft (non-negotiable)
>set a deadline to show work (portfolio) and get your first client and/or job (shouldn't take more than 2 years)
>once you have the skills and portfolio, learn business and marketing.

you're in a good position so don't fuck it up by procrastinating any longer, it's go time.

also pick one reputable source and study the fuck out of it and don't be a hoarder, having 100340 courses on your drive won't help you.

now fuck off and do the work son

File: e.jpg (4 KB, 101x104)
4 KB
hey /3/, i don't post here since i don't do any 3d shit but i need your help. i'm trying to find a 3d software that would let me put different bodies in different poses, im trying to learn anatomy to draw better on 2D, any of you know a good (mostly cheap) method?

pic isn't related to anything.
you can pose characters in any 3d software
yeah but i mean a software designed for posing characters only, also nice numbers you got there
There is literally a program called Poser. Guess what it does?
I saw this add on Artstation for a software that literally had dozens of characters in different poses and you could control the lighting and shit.
It was basically meant as a reference display for 2D and 3D artists.

I don't remember the name tho.
There are some apps for your phone, they cover simple stuff like heads or hands.

Also http://anatomy360.info looks pretty amazing.

Delete Post: [File Only] Style:
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.