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I bought 3D Coat during the black friday discount, intending to use it primarily for texture painting, and I'm pretty satisfied with it just for that task. I was wondering, though, if anyone here's used it for sculpting/retopo/UV/other such tasks and could comment on how it handles those, whether it's worth trying (Since I now own it legally), & any general comments on pros & cons of the other features it has. I was entirely sold on the texture painting function, having trialed it for that purpose and known a few other artists that use it for stylized texturing, and don't know much about where it stands in regards to its other features. If anyone's tried the other features, I'd like to hear about your experiences with it, positive or negative.

Not looking for shit like "Pirate x instead", I don't want a software wars thread, but objective comparisons to existing software is fine with me. I want to know more about 3DCoat, not about why ZBrush is teh k00lest and I should pirate that instead.
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>(I assume it's rule 63 Link)

I was curious about what it would be like if Zelda was a girl.
>blue board
... but Zelda IS the girl in the story.

Darn, I've been tricked. I got conditioned in telling people Zelda is a girl/Link is a boy for so many years, that it's a reflex to me now. I feel embarrassed.

Back on track with the thread.
You can make in 3D-Coat whatever you want
my posts from another thread on making lewds

I mainly use 3 tools for sculpting; Move tool, Airbrush, Pose tool.
I love pose tool, you can do so much with it.

Of course you wouldn't want to limit yourself to just 3 tools, but as a beginner I think those are the ones that should be part of your sculpting experience as soon as possible.

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This. As someone who used to work with Source engine for over 6 years, FUCK source engine modelling workflow. Its absolutely godawful and the time spent learning how to rig ,compile and troubleshoot for source engine would be better spent elsewhere.
You can use Crowbar and plug-ins to convert them, although it's a fucking pain and I wish people would just distribute the raw file so I could just import it to Blender without Crowbar and the other shit
as others have said, don't. it's not worth it.
if it's for you, there are saner programs you could use that don't require jumping through valve's bullshit pipeline.
if it's for the "community" the community will not be grateful. the SFM community is a bag of shit.
sfm is not 3d software, it's a toy for making tf2 meme videos. the intended workflow, as explained in the official tutorials, was to record replays of yourself playing tf2 and then use sfm's tools to tweak the replays, add dialogue etc. yes, you can import arbitrary assets and animate them from scratch but the software is awkward, unstable and very light on features. valve, being valve, rapidly lost interest and stopped supporting it. yes, people make a lot of porn with it but don't expect to ever see another update. i think they don't even have the contest for tf2 videos anymore. sfm's deader than half life 3.

and yes, there is a huge database of character models but the quality is mostly horrible. the ugly materials, the fucked-up weight painting, the crappy facial flexes... i'd consider about 90% of what's available to be unusable without putting serious work into fixing it, which of course requires dealing with an arcane asset pipeline, the origins of which predate valve itself. i hope you'll enjoy learning a special scripting language just to convert models! the language is called qc. the q stands for quake. yes, valve in 2017 are still relying on code written by john carmack for the first quake game, 21 years ago.

don't fucking get into this shit, seriously. it would be more productive to rip the models straight out of the relevant games into blender/maya/whatever and do all the work there because at least you're practicing actual skills that have other uses and not wasting your life memorizing this:

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If you already have the character models and such, it would honestly be so much better to use proper cg software. SFM is praised for being this easy to use miracle software and it's easy to use because it's fucking horrible with everything. It doesn't take too much at all to rig up an environment in blender, if you're willing to use SFM I think blender would be a step in the right direction for you.

ofc, very off topic reply and I'm probably going to get fucking crucified for saying anything than a Gaben meme or some juvenile shit. Just felt it was somewhat important that I rant about how bad SFM is on the SFM thread.

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Hi I'm working on a project in university where we have to conceptualize a product launch and then present it. We need a 3D model of our product ASAP and I'm willing to pay someone to make it for me. I have all the sketches done already I just don't know how to use Blender effectively and dont have the time to learn. The 3D model isn't in our brief so this isn't cheating, we just think it will add to our presentation. For someone who knows how to use Blender it should be no more than an hours work tops as the design is not complicated. I have used CAD programs lie Solid Works in high school but now I have no access to it and forget how to use it anyways. It would be such a help if someone can help me out.
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>Lower arm 15-20 degrees
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What's your email to contact? Got bored and made a quick CAD/Printable version. I'll finish the arm up and render when I have some more free time later.
Why don't the big 3D packages have some of the same tools as CAD?
Doing bevels and cutouts and such are so much more intuitive, and you don't have to spend time working about poly flow or moving points around.
Wrong hand though
"If physical disability prevented raising the right arm, it was acceptable to raise the left.[8] "

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Fuck it, I'm opening this thread because there have been too many times I didn't want to open a whole new thread for something stupid I wanted to say or ask, and I didn't know where else to post. So let this be a thread where we can just talk about 3DCG in general.

Post literally whatever - shitpost, ask questions, post WIPs, ask for feedback - it's up to you. If there is no thread where your post really fits, just post it here.
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thanks i love you no homo though
I keep having this problem with a project in Cinema 4D.

I've rigged this object, and after I start animating it, when reopening the project, some joints are twisted, and I didn't do shit. Why is this happening?

Correction, the joints twist when reopening the project if I have simply rotated it. I have controllers with PSR constraint for each joint, if that matters.

Holy shit, it's like a disease that infects previous files that used to be fine.

I happens without controllers too, with just the joints. What the fuck.

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What are his skills and techniques ?

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i think what makes his work stand out has a lot to do with the lighting, his use of sub surface scattering and his twisted almost child like style. You have to think it's the type of shit a very deranged child would skulpt out of clay. There are a lot of people who think they could do what he does but when they try it doesnt look the same (not necessarily bad) just not the same. To answer your question though, sculpting and texturing/lighting.
Even "bad" art can be made to be aesthetically pleasing.
At the end of the day, are is subjective. There is no "bad" or "good", only what is currently accepted as good or bad.
He at least has skill when it comes to working with what he's got and making it appeal to his fanbase.

Kanda uses displacement maps
why does it matter when the end results look the same as just random zbrush scribbling

literally looks like a random /3/ shitpost I wouldn't even bother to open.

Pic unrelated, of course.

Hi /3/! I'm new to modeling, so what programs would you recommend to a beginner? Also, some advice is much, much appreciated! I'm sorry if I'm being a bit of a bother, btw
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Blender if it is for fun/hobby
Maya if it's for pro
I would recommend that if it is for pro at age 31, learn programming instead. Everyone can do modeling, and if you want to be pro at it, you have to be among the best.
Nevermind, I misread the original post. Though the point still stands.

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I tired every plugin I could get my hands on + crazybump + manual techniques and i could not replicate creation of face normals as shown in the picture.
Any tips?
i know that alpha chan is inversion of rgb. but how does one replicate all of those fine details anons?
that's a height map.
normal maps have colors.
Don't do crazybump, use scan data from surface mimic or texturexyz, throw it on in zbrush and bake that shit
Forgot to say that you can bake both normal and height in zbrush. Pls retopo in another program until you understand how to actually use zremesher

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I wanna make a shitty Veggie Tales style of animation. Where do I start?
Heavy doses of heroin
start by stopping to come here :DDDD
Unironically, paper and pencil.
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>where do I start
right here

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I have quite a bit of problem in texturing my knight. The armor part. As far as i remember some people "Bake" the textures to put some details by doing materials and such in blender but the thing is that i don't know what to search for and does such a thing even exist too?
Well, I don’t know how baking works in Blender, but you can get a free program called xNormal that does it.

Starting from the basics, baking involves taking geometry and baking it down to different geometry. For example, you have a basic flat plane of just one polygon, and another plane that you modeled some detail into like sci-fi style paneling.
You place the detailed plane over the base, bake out a normal map, and now you have a special texture that has the surface properties of the detailed plane encoded into it. Because it’s just a texture, at a low angle you’ll see that the plane is actually flat, but from a distance and face-on it should look very similar if not identical, and will react to changes in lighting.

The same applies to any type of model - you have a detailed mesh with lots of actual detail modeled into it, and a low-detail one that will be baked to. The plane was easy enough to work with, but to bake properly on a more complex mesh, you have to unwrap it and generate smoothing groups from the UV islands.

Yes, this all means that you need to produce a version of your model that has those details actually modeled in, for you to bake them down from something in the first place. If this sounds unreasonable with the tools you have in Blender, that’s because it usually is, and most people prefer to use sculpting software like ZBrush, Mudbox or 3D Coat to work on the details. Adding dings and scratches to the armor, or fluting, seam lines and rivets is as simple as picking the appropriate brushes and sculpting that detail in.
Once you’re done, you export the model back out, and with both models overlapped, check to make sure your original mesh still fits the shape closely enough and adjust if need be, and then send it to bake.

The baking process isn’t limited to just producing normal maps, but for you to make any more sense out of this, you have to at least get baking normals down first, and go on from there.

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Opinions on this?
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This has nothing to do with light maps or speeding up the difficulty light baking. The technique requires a computationally intensive bake and I bet the requirements for light maps would only increase.

This technique is targeted at quality of final result only. It gives an impressive GI-like look in realtime but if it catches on you will still have to do a hell of a lot of work to get it looking good.
then why is he moving a big ass sphere in the level and it's lit dynamically?
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still leaking tho



Read the paper, it's a pascal titan x. The dynamic geometry is a added in a specific way (from what I read they just have to be rather large, not sure whether their shape is restricted in any way) also they will only provide occlusion, no light bounces of them. So yes according to the paper there is still baking/precomputation required, it's not fully dynamic.

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Is he right?

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>Guy who jews people out of their money with paid tuts tries to tell you paid tuts are worth it
He is right, but you still shouldn't pay for them.
Between the cringe, shitty conspiricy videos, Spider-Elsa and all those fetish videos, I'd say it's more a 70% than a 90%

Still pretty damn high though.
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People is shit, therefore Youtube is shit.
I rest my case.

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>Launch blender to work on a model
>Just leave it open while I think of how I'm going to do it
>Look on the internet for images of what I'm making
>End up on 4 chan
>Have over 200 hours clocked in blender
>Haven't completed a single thing
>use blender in VR, as to not get distracted
>end up with over 3tb of source filmmaker mocap vr porn

Hi Im looking for guides on how to push out realistic forests that you would see in recent PS4 games.

Currently my output looks pretty similar to what that is shown in the image provided(image is similar but not done by me). Using alpha textures. Is there any other methods to improve this quality?

Im trying to work on a realistic forest/swamp ruins with moss and all which could be imported into Unity if possible.
just like make forest bruh.
Just go with pre-built assets, it's the only thing that PoS is good for.
dis: https://www.assetstore.unity3d.com/en/#!/content/56762
and dis:

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Hey guys im sorry phone posting from work. I decided this week I need a hobby and want 3d to be it.

I have simple goals for the next couple years and would like help. I am going with blender since its free and im poor as fuck.

Have a decent computer. Had to take a used gpu from a friend but otherwise its all new. Can anyone just point me to what I should watch/read in order to get going and how readonable my goals are?


3months: be able to model a character and random objects around me to a reasonable degree of skill.

6months: rigging a character and performing simple animations (handwaving, walking, action moves of some description like punching or doing a flip.)

1 year: short 5-10min video

5 years: full videogame assets, friend is learning gamedev and weve known eachother for years. If it falls through id like to just be better at the type of thing involved in year 1 goal.

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...unlikely. I'm doing 3D stuff right now for about 6 months after a long hiatus, so even though I already knew how to use some programs on a basic level, I'm currently practicing building basic level geometry for a game.
I also have a character modeled and rigged (poorly), especially not an impressive feat since it's practically a blob with arms, legs and a head. It's not even unwrapped as UVs and texturing will be irrelevant, given it's a uniformly colored, fur-covered creature. Taking the easy way through this all the way for a first project.
Since I'm a 1MA, I'm also cramming Unreal Engine so that I have somewhere to use this content, so amongst all this I'm juggling game design too. I guess you can get really good a one thing in a year like modeling, it's not that complex in and of itself, the complexities start to pile on as you need to spread out your knowledge to make your stuff actually usable. A mesh with flawless topology isn't as impressive if it's not unwrapped and textured, and that's certainly a time sink in its own right... and then lighting and rendering... VFX possibly... and animation as you've mentioned. Try to limit yourself for a start in any case. Everything starts with modeling, regardless of whatever else you end up going into.
Listen to this guy, this is good advice.
I think 1 year is enough if you're going to specialize. If you want to be a jack of all trades then I think 5 years sounds more reasonable.
1 year might get you there if you're already an artist prior to taking up 3D, and specializing in something really specific. Since we're talking game art, 3 years, for reliable employment in game art, is pretty average for those that actually do find employment, especially since many of them go through university or specialized schools. Some absolutely terrible artists can find employment but people can also win the lottery, it's not the norm.
Anyway, I was saying that, if anything, it'd take *less* than 5 years, on average, to get to the standard of being able to make assets for an indie game. Way less.

Since I'm not an employer I don't keep jr. level modeler portfolios lying around on my harddrive. Portfolios that get through for jr. positions tend to look something like this http://www.serriffe.com/indexPortfolio.html
If we're talking freelance, yes, you could freelance within a year of starting 3D art. You could sell commissions within a year of starting to draw seriously. Neither are the same thing as being employed by a studio.
OP here, got a couple more hours before shift ends. First of all I want to say thanks to everyone for being so helpful.

As soon as I get home Ill sub to those channels and start having a look.

Just a couple follow up questions:

Im assuming I should follow the advice of the poster who said get used to the basics of modeling, unwrapping and texturing. I would guess that sculpting should come later once I actually get my bearings in the 3d world?

Im also very confused by a lot of the terminology, is that something I should fix now with some sort of glossary or should I just roll with it and pick it up as I go?

Since Im sticking to blender for the time being will there be any major software revisions or UI changes that will make the mechanical side of learning the software change in the near future? By mechanical I mean understanding how to do things in the software rather than conceptual (which from what I gather is where cross software tuts would help) dont know if im using the right terminology here, apologies.

In the case of pirating, im currently unable to as I live in a shared house and only have wifi available, as such Id rather not get anyone in trouble as landlord has had issues with isp letters in the past. However I can probably scrounge up some money if theres a very good tutorial series or the like. I figure if Itll save me some time and/or make learning more enjoyable/efficient itd be worth it. If that was the case could you recomend anything that comes to mind?

Video goal I imagine without sound. I guess the quality of the video as a video isnt too important, personally its about being able to tell a small story with even basic wonky models that dont quite move right or have clipping issues. In my head things like great lighting or complex...materials? Would come later. Im fine with being shit as long as I can see reasonable growth given reasonable time/effort.

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>Im assuming I should follow the advice of the poster who said get used to the basics of modeling, unwrapping and texturing. I would guess that sculpting should come later once I actually get my bearings in the 3d world?
Sculpting is mostly an extension of your core modeling skills, you’ll often have to make use of traditional models to make your sculpts usable anyway, or use sculpting as a supplement to add detail to base meshes.

>Im also very confused by a lot of the terminology, is that something I should fix now with some sort of glossary or should I just roll with it and pick it up as I go?
Just roll with it, the terms will stick easily as you’re going through tutorials. Different programs have their own names for certain operations, some of it’s the same, but honestly there’s not that much to learn in terms of terminology.

>Since Im sticking to blender for the time being will there be any major software revisions or UI changes that will make the mechanical side of learning the software change in the near future? By mechanical I mean understanding how to do things in the software rather than conceptual (which from what I gather is where cross software tuts would help) dont know if im using the right terminology here, apologies.
Largely irrelevant. I was away from Max for like 8 years and it’s still the same program it was then, just fancier and with more features. The world of 3D is deeply rooted in keeping things “the same” as long as it makes sense to, so that you don’t upset your user base and maintain backwards-compatibility. Bridging skills across programs isn’t that tough, across versions even less so.

>In the case of pirating, im currently unable to as I live in a shared house and only have wifi available, as such Id rather not get anyone in trouble as landlord has had issues with isp letters in the past.
ISP letters aren’t worth shit, you get one, you toss it in the trash, you pretend it never came in the mail.

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I want to open a discussion about this subject. I'm interested what do you think which jobs in 3D are the hardest, and which ones are the easiest. What areas demand the most skill and knowledge for you to get at least decent at. E.g.


On which area is it best to focus on if you like every one of them equally? What area provides the most challenge? What job position in 3DCG, be it in games or movie industry, has the most free spots open?

Also, how do you think 3DCG compares to other art fields, e.g. to illustration/painting? Do you think that in general, it is (much) easier because of all the tools available, or is it actually harder because of all the technicalities that come with it and the fact that the field is constantly changing? The fact is that a lot of people can make some amazing stuff in relatively short period of learning time, so that makes me wonder. E.g. in music, you will definitely suck hard for, at least, a couple years in. But in 3D, though, I've seen guys who haven't been in it even for a year, but their work was already on a professional level.

And finally, as someone studying 3D (partly) in uni - should I ignore this industry no matter how good am I, or not? Is the future bright for me?
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This is primarily an art board and we're talking about 3DCG in that context. Engineering is obviously very hard, but it is not relevant in this discussion. Also, it is pretty easy to generalize art to the point that it seems to be a child's play, but that's just not true and is not fair.
>it's the Rhino fag obsessed with dragon dildoes who still has not shown some of his precious engineering work

lmaoing at your life
Yeah. It is really interesting stuff, it's just funny how those topics ever seem to come up here. I still have a lot of respect for anyone putting out any type of quality 3DCG material. Personally I'm into other stuff, but trying to slowly learn and work different programs and types of modeling into my 3D/2D workflow for different/better renderings.
Makes sense. I understand for the most part it's an art board and not the theme of this thread. I also understand it's hard work to be good at any kind of 3D and have a lot of respect for any type of quality 3D/CG, but OP asked for an open discussion about the hardest areas of 3DCG, so I threw in my $0.02 on what should have been included after seeing a lot of these types of threads filled with the same stuff over time. I feel like everyone learns 4 of the 6 topics that OP listed to be decent at any type of 3D in the first place and the hardest one is what you take the furthest.
Get off my nuts and go back to being 6 of the 8 people in another Blender vs X thread.
what movie was that, anon?
Creating believable animation is way harder than all the other areas after my experience.

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