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File: 324234.jpg (13 KB, 320x240)
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link to previous one >>575952
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I've deduced that there's a stage of modeling characters for video games where the parts of the body that are hidden by clothing get erased. For example, if you look at this pic, the verts to this bikini top are connected directly to the body of the character.

Are there automated processes for merging clothes to characters in this fashion or did the guy who modeled this have to do this completely manually?

I'm very curious, I'm always eager to learn more about character modeling for video games.
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>>583735
me

not only merging, but also automation of removing parts of the body that can't be seen. Such as the boobs behind the bikini top, which have been deleted.
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>>583737
What a shame.
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>>583735
there is no point in having clothing items if you don't have them in the game.
so a bra is usually part of the body
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>>583735
Well with high poly to low poly stuff there's what I believe is called face culling but that won't weld it all together.

For the model in the image specifically? It's messy enough that I'm willing to believe they took the bra section, extruded it into the flesh, and performed a union boolean and let the program figure out the topology on its own.

What the fuck is what the topology there anyway, the bra and tits are a huge fucking mess, but the stomach and arms and cat shapes and loops up top are clean. And it isn't just where the bra and tits meet either. the sides of the tits are fucked up too.

Did they boolean it and then simplify the resulting geometry with ngons and such with decimation? Because it looks like decimation to me, as if they set it to dissolve anything with an angle less than 5 degrees or something.

I don't like this image you've posted anon, it's making me Why too much.
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>>583738
There's probably enough geometry left to mirror each titty along their own axis and interpolate from the existing curves the missing geometry.

If I had the model I could give it a shot, it doesn't seem too difficult in theory.

Just making brand new ones is probably faster but I think restoration is more interesting.
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They sent me here from /wsr/. I read the sticky but no answer. My question goes like this:
>In pic related I'm making a tetrahedron from a cube. It has to be made from a cube because of reasons (1), so my problem is as follows. You can see that I delete three faces (2), merge four vertices (3), merge two vertices (4), and then use "fill hole" to create the missing face on the bottom (5). However, for obvious reasons, the lengths of all edges aren't the same (6). I need this to work as a dice, so all faces should have the same area (or all edges the same length). What feature can I use to make the model in (6) perfect automatically?
What do?
>>
>>583795
>It has to be made from a cube because of reasons
That's a strange stipulation but there's probably a good reason, kinda curious but whatever.

Before I spend a lot of time thinking about this, in Blender you can get the addon Edge Length Equalizer and it'll make the edges the same length. You'll have to use it a few times for it to progressively get closer and closer to equal, and then straighten it and the only way to straighten things in Blender that I know of is use face select, select the bottom, go to View -> Align View -> Align View to Active -> Top, exit edit mode, add a plane and check align to view, parent the tetrahedron to the plane, clear the rotations of the plane, unparent the tetrahedron but keep transformations, and then apply transformations.

But I image for whatever reason you need to start from a cube you can't just adjust edge lengths because at that point you might as well just model the thing normally.
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>>583795
make a cone with 3 sides, easy
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>>583795
https://rechneronline.de/pi/tetrahedron.php

Though when I used this to make a 3-sided cone in Blender I noticed the edges weren't exactly the same, but when I manually tweak it I get it perfect with a different number.

Perfect: Circumsphere radius 1, Height 1.414

Calculated: Circumsphere radius 1, Height 1.333

Guess it's an issue with Blender's Cone generation with triangles?

Anyway, if you can't use that then maybe the tetrahedron calculator will be helpful in solving your cube problem.
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>>583801
The reason for the cube is just because the homework says so. I have tried to adjust it manually and I can eyeball it good enough, but it bothers me that there isn't a tool to make it mathematically perfect easily. I'm supposed to use Maya because of the proprietary software conspiracy thing; if I used Blender instead, will people be able to tell the difference? I'd probably show pictures like the ones in my post.
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>>583806
If you got a theme like Maya maybe not, but it's not worth using it just for this homework. You're gonna be using Maya for this class so get used to it. It probably has something for viewing edge length or manually entering edge length.

Well I don't know Maya, is there some way you can align all the vertices to a sphere? That might get it perfect.
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>>583808
make a cone with 3 faces? whats the problem?
autodesk don't have a primitive cone?
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>>583809
The 3 sided cone might not have all the edges the same length. Blender for example only lets you control the radius and height of the primitive, not the edge length, and the calculated radius and height doesn't get it all the same either.
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>>583812
debatable
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>>583814
What dimensions did you enter? I have an addon that shows me the edge lengths.

If it was the ones I posted earlier then yeah that'll be virtually perfect.
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>>583817
they are even, there is no worry.

why not size up the height instead?
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Is there a good technique to unbend things in 3ds? The thing is obit around the origin 0,0,0 so I know the correct radius. There is a video explaining a way to do it with skin modifier but its too badly produced to understand.
>>
I want to create 3D figurines but I don't know where the hell to start
the sticky looks outdated, I tried clicking on some links but they're expired/ 404.
I looked at a few zbrush beginner series on cgpeers but they just taught me how to use the software instead of creating models.
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>>583841
take any straight mesh and snap the vertex points of this one to any axis + the new object
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>>583848
https://www.youtube.com/watch?v=cjZt0ICfutQ

this is great and not many people know of it
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how can I accomplish this? with Maya 3ds max or blender https://www.youtube.com/watch?v=9bfp_ubBgbc
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>>583877
Don't be retarded, making a whole sequence like that is way beyond the scope of what you can expect from a single answer. You'd have to learn lots of stuff and become good at it. I guess you can start with the sticky and if you work hard and find people with the right skills you'll fulfill your goal in 3-5 years.
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>>583878
I was talking more about of what kind of textures or render use to look like this "cel-shaded"
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Hey guys, i accidentally flipped my UVs in ZBrush, can you help me?
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>>583882
Forgot the Image.
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Zbrush keeps crashing every time I keep it open for long enough, says I have a faulty or incomplete installation. Pretty sure this is Pixiologic trolling me because it's torrented. Is there a fix?
>>
People, how do you apply a Toon shade/Cel shade to an already textured model in 3ds max? All the tutorials I've seen so far use the material editor to apply Ink n' Paint to select faces.

If there isn't a way, then might as well export it to Blender and render it there.
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>>583882
>>583883
>flipped my UVs
no, you flipped your normals
go in the display tab
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File: Sago Palm.jpg (410 KB, 1321x1000)
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How should I go about making a sago palm in blender?
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>>583901
the whole thing? kitbash it in zbrush
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>>583903
I don't have zbrush though.
It doesn't need to be hyper realistic anyway.
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>>583905
look into alpha transparency and projection painting. if you want to get something simplified.
you can mix some texture layers and do color correction in blender as well. might help with giving it a ps2 style look
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>>583906
>alpha transparency
>projection painting
>mix some texture layers and do color correction
>ps2 style look
sure, why model/texture the object and get a great result when you can be a blenderfag with a retarded workflow
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>>583909
Fucking SAVAGE, this post should get you banned.
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>>583909
sure, show us how you do it and model the tree yourself :)
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So I'm freelancing for a mobile game developer, using 3DS Max 2015 from home. They're using 2016 and seem to not be able to save a file as a version my program can open. In my chatlog to my art director, he's actually offering to get me a cracked copy of 2016.

What do?
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>>583920
Tell him that, as a professional, you do not wish to work with unlicensed softwares. You can also tell him that, still as a professional, you are aware of a nifty feature of 3dsmax called FUCKING SAVE AS which allows you to save anything to previous version (down to like 2010 or something)
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>>583921
I've already told them to save down as 2015 twice, once even using a fucking image of the option highlighted and they can't seem to give it to me in a format I can use.
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>>583922
keeeek
yeah i assumed you had told them but still, wow
this + the pirated software offer..... are you sure you wanna work for those people?
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>>583923
Money is money.
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>>583923
>>583922
Not really a problem with cracked software. What concerns me is their incompetency. Seconding >>583921, see if you can find a decent team
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File: Untitled1.png (23 KB, 1500x550)
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Maya. Everything in pic related is in the same plane. Five squares flipped inwards form a pentagon, then I make the five objects into one, as seen in the middle picture. Then I try to delete the inner shit and it turns out that it generates empty spaces. How can I generate a neat pentagon from the first picture? No inner edges/vertices bullshit, just a neat pentagon like the perimeter defines.
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>>583921
your reaction folder need some love
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Is it possible to use hard edge shading when using the sculpting tool in Maya?

I want sculpting in maya to look like zbrush but the sculpt tool automatically cause the mesh to have soft edges.
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Do I need a powerful computer if I want to make a city like pic related?
No textures or complex shapes. Mostly just rectangular buildings with no textures (but lighting and shadows).
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>>583954
quick answer: no
long answer: probably not, but its useful to use object instancing and asset library to save resources
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>>583773
this is the model in question
https://www.models-resource.com/playstation_3/neptunev/model/6911/

I did use the "tris-to-quads" command in Blender, so it's possible that that changed the topology in someway, but I doubt it. I think the devs really made it that way
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File: cat_eye.jpg (12 KB, 320x201)
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How do I make pupils that can go from circular to slit?
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>>583984
Yeah this is too fucked up to fix. The best thing I could do was separate the top, duplicate the bra and remove the faces along the side where it was extruded after measuring the length, add a new material, add a solidify modifier, set it to expand inward the previous distance and set the material of the new surface to the new material, apply it, select the material, delete everything else, merge this and the model without the top, connect the vertices, now retopo.

None of it was worth doing.
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>>583986
cat eye is really just a circle that goes oval isn't it

that's easier to do at least
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>>583935
i got 438 files in there, this one just felt relevant
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>>583998
>Baby's first shit
Even the starter set that you torrent comes with almost 7000 decently curated images. What the fuck is wrong with you?
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>>583986
model the pupil, add a blend shape or a joint for scaling.
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>>584008
>torrenting 7000 reaction images
>asking what is wrong with others
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>>584021
It's a 4chan starter kit that everybody has. Do you literally unironically came from Reddit? Dumb newfag.
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>>584008
Is it the one with the malware from lulzsec or some other "hacker" group?

I remember a few years ago when those groups started getting popular, one of them announced that they had most of 4chan hacked (presumably in their ddos botnet) and right around that time a torrent like that (named newfag kit or something similar) was constantly shilled on /b/ and other boards (causing great controversy for "helping the newfags that should lurk moar instead").
Many Anons posted screenshots of a hidden exe that supposedly installed malware but I never downloaded it personally, so I have no idea if it was true or not.

TL;DR: your computer might've been infected by that torrent.
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>>584032
>4chan starter kit everyone has

What the fuck are you on about dude, I've been coming to this site since '07 and never downloaded anything like that.
>>
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>>584021
kek this fucking made my day
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Can I make it in modeling/animation for video games without learning programming? My brain is too shit for it
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>>584123
zero programming required (unless you start making your own custom rigging tools for animation)
>>
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This is probably a really stupid question.
As you can see I have to click below an icon to actually click on it. Is there anyway to fix this? It didn't do this before the latest update.
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How does one even create edges between planes like these? I'm trying to generate this shape https://en.wikipedia.org/wiki/Pentagonal_antiprism so extruding doesn't work because the bases aren't lined up. What do?
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>>584327
Are you trying to say you can't create new edges and fill faces the in max? Because it's done easily in blender.
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Is there a starter kit of textures. Or a torrent I can download?

I just want heaps of seamless textures.
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>>584327
Dude, just use the default cylinder and reduce the subdivision axis.
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>>584336
Scratch that I'm an idiot and didn't see your link. It might be easier to do what I did and just cut and merge the faces on the side
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>>584327
Create cylinder
reduce sides to 5
select verts on either end and rotate 36 degrees
triangulate, assuming you want each top edge to connect to 1 'corner' on the opposite end
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>>584335
CGP is an obvious source. Peers registration opens soon so you don't have long to wait if you're not in yet. Also check out Persia, but most of the time you'll just get linked to a torrent on Peers.
That said, you may want to consider mixing in a procedural solution like Substance Designer and/or Painter. You can turn maps into materials within Designer so it's not like you have to make everything from scratch, but it's still a good endeavor because you can generate your own textures with all sorts of output map types (spec/gloss/metal/rough/normal/height/etc.), so if you need say roof tiles of a slightly different shape all you need to do is change the base tile shape and everything down the line updates automatically, instead of wasting time looking for roof tiles that have just the shape, color and texture you're looking for.
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>>584334
No, as far as I've used it, you can't create edges over empty space. You need an already existing surface or something.
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My Blender got fucked up suddenly, it's like everything is moved 20 pixels up and left. Mouse registers as if it's 20 pixels above screen position as well. How can I reset the UI?
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>>584390
Never mind, seems like it's a problem with my shitty integrated Intel GPU. Sage.
>>
How can I paint in a straight line in Substance Painter? It's crazy but I can't find an answer. There has to be that option somewhere.
>>
Any UE4 people here? I have a problem with baking and my modular walls. I have my second set of UVs setup properly, but when baking, every wall has a different shade and there are seams everywhere. I can't find an answer on the internet, and everyone is saying that you just have to deal with it in UE4. I don't know how am I supposed to deal with that shit, but I've seen other people make it work normally. I'm using flat planes for my walls, and use static lights fyi.
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>>584416
hold shift
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>>584421
post pic
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>>584391
I am having a similar problem how did you fix
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>>583863
uhh, how do I accomplish this?
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>>584467
Make a plane with a lot of segments along the axis you'll be bending/unbending, like 80 or so, make it really long and throw on a bend modifier with 360º to turn it into a loop.
Align the loop to the axis of the curved surface and move the gizmo of the plane (which should be at the top) to where the top of your curved surface should be, if it had one. Since you apparently already know the radius, you can move it up by that exact amount.Now go back to the plane settings and adjust the length until its radius becomes as close to your surface as you can get it.
Put the Skin Wrap modifier on the object you want to unbend and pick the loop you made as the target, then just go back to your loop and reset the bend angle to 0. To finalize the result go back to your object and collapse the Skin Wrap modifier. If the surface doesn't end up perfectly straight just use make planar.
>>
I'm doing the Joan of Arc tutorial in 3dsmax 2018 and falling at the first hurdle. I can't configure the viewport backgrounds correctly.

Regular viewport backgrounds aren't pannable, they're tied to the camera perspective and move when you pan. So they're not useful. Googled and was told I should use 2D pan zoom mode with Environment Background.

Got environment background to work and it stays in place while the camera pans, which is great. However, the environment image is global and can't be set per perspective. Feel like I must be missing something here. Should I create actual polygons in a backdrop on a separate layer and apply the maps to them and freeze them, or something like that?
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>>584484
Use planes with the image on them as textures. Make the planes the same ratio as the image in size
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>>584484
Should I create actual polygons in a backdrop on a separate layer and apply the maps to them and freeze them, or something like that?

Yes, I've never even heard of anyone using the viewport background for reference images.
Make a plane with no segments, drag your reference image onto it, add a UVW map modifier and set bitmap fit so that you have correct scaling, or just change the plane size to the same proportions as the image, so if your reference is 1285x675 pixels you can set the plane to be 128.5 x 67.5 units.
Once you have all your refs in place, right-click on the image planes and go into object properties, there select freeze, deselect show frozen in gray, and select backface cull. Now you won't be able to select the planes by accident and when looking at a plane from behind it'll be invisible.
>>
>>584485
>>584487
Thanks so much Anons. I got there eventually with your help.
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>>584470
Cool, I'll try this, and if I can make it work, I'll come back and share my results in one of the wip threads.
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>>584429
I don't have a pic right now, but here is what mine looks like as well:

https://forums.unrealengine.com/development-discussion/rendering/72081-after-building-lighting-is-all-different-shades

https://forums.unrealengine.com/development-discussion/content-creation/18356-modular-asset-lighting-problem?46269-Modular-Asset-Lighting-Problem=

I'm reading these threads and the only real solution seems to be to just try to hide it or reduce the effect a bit with some tweaks. I don't get it. I don't see it happening in archviz. Although they probably don't use modular workflows often, right? Should I just abandon modular approach for my 3D scenes or what?

But the problem is that if I model my rooms as a single piece, I will get much less UV space for every wall, which means that my textures will be significantly lower res and I can't make that happen.
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>>584526
don't make modular kits in unreal. for some reason the scale is different when you snap it (it locks on perfectly but won't bake the shadows like it should). you should snap everything already in your software of choice, other than the actual assets that go into your rooms
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>>584527
Awesome, I completely forgot about that. Now it works like it should. I got some problems with edges, but I fixed it by redoing the lightmap UVs. Hopefully everything will be okay now, and from now on I'll be building everything in Max. Yeah, it's pretty shitty that it doesn't work properly in UE4. Don't know how level designer are doing it then.
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>>584640
P.S: it happens only when I try to move multiple objects. Eh, I could do it one by one, but this thing is retarded.
>>
>>584640
You must have some wrong settings somewhere. Go to snaps settings and enable constrain along axis, now the last axis you clicked on the gizmo (or combination of axis) will be the only axis along which you can snap to. So if you want to align a vertex to another only along Z, you just click the Z arrow and drag the vertex over.
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>>584646
Ah, okay thanks. Already deleted the post because I figured out it was probably because if I select multiple objects the gizmo is not aligned to the grid so I'd have to reposition it first. Seems to be working properly now.
>>
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>>584648
Don't forget that Max has a button that lets you change the transform center, so if you select multiple objects and don't want to use the average transform position, just set it to local.
>>
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Please share soft witch used to create graphic for this game
Dreams of Desire
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>>584660
Daz with HD addons
>>
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Doing the Joan of Arc tutorial (https://www.3dtotal.com/ffa/tutorials/max/joanofarc/body1.php) and it requires adding a "Meshsmooth" modifier, which has a bunch of options relating to "NURMS" (pic related).

But the tutorial was made in an old version of 3ds, and I'm on the 2018 version. I can find Modifiers > Mesh Editing > Smooth, but it doesn't have the same options and doesn't smooth quite as much as the example in the tutorial shows. Where should I find this option? Is there a different way to achieve this now?
>>
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Is there a basic loli 3D mesh to download? I just can't seem to get it right
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>>584669
That modifier has been replaced with TurboSmooth, and now there is also a new variant called OpenSubDiv, which uses a different algorithm that lets you set edge hardness without the aid of support loops. The results are slightly different between manually setting loops and hardness, so both are still in use depending on your preference. To set edge hardness just go to your editable poly edge mode and there will be two spinners with weight and hardness that influence this when you have some edges selected.

I would be wary of following exceptionally old tutorials as their methods for creating things might be quite convoluted compared to what we have today. Following a tutorial for v2014? that's fine, but if it's a version of Max so old that it's still made by Discreet, then you might have problems, as you didn't have a lot of convenient things like ProBooleans, the entire Graphite modeling tool set, or all the neat scripts you can take advantage of.
This is not even taking into account the entire paradigm shifts in workflow regarding sculpting, baking maps and texturing that occurred since then. In some ways Max is the same old hunk of junk it was back then, but the more closely you look, the more you realize how much has also changed. Step up to some newer tutorials after you're done with this one.
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>>584675
Cheers Anon, that's really helpful. I'll definitely pick up a newer one after this.
>>
Is it possible to create an object in blender. Export it to houdini make a simulation out of it and then import the simulation into blender and "slap it" onto the original object?
>>
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I still have some problems with baking lighting in UE4. I have 2 sets of UVs, since the walls are modular, each one has a single polygons filling 100% of the UV space. Then, I attached them together and exported as .fbx. Imported to UE4 without "combine meshes" and "generate lightmaps UVs" checked.

First pic related is what happens when I put 3 stationary lights and bake the lighting. Look at the edges. I don't understand why is this happening.
>>
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>>584687
And this is what happens if I import but let UE4 generate my lightmaps. Now it seems that the little shadow problem is only happening at the bottom and the top where the modular walls connect. I'm sick of this and can't make any progress until I figure it out.

I'd rather just continue using movable lights now, but as far as I understand, I wouldn't really be able to achieve the same lighting quality if I don't use stationary (or static) lights.
>>
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>>584688
And just for the info, this is how my lightmap UVs on the 2nd channel look like.
>>
Is it true that if you are painting your textures in substance painter for example. You dont need to do manual uvs but an automatic one is enough?
>>
>>584690
no correlation
good uv's have the same benefits in every program
>>
>>584692
Not really. While paining textures seams are a non problem and thats the only bad thing about automatic uvs
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>>584690
You'll still be able to see the seams, so you have to do them properly. On some materials it's not very visible so you might not give so much fucks, but all in all, yeah, manual UVing is still a must.
>>
>>584693
the only thing automatic UV's does is unwrap your object based on arbitary seams the program sets for you.
you can set different margin if all islands are dense
>>
Is Substance worth it?
>>
>>584696
Absolutely. I don't even understand how you can use anything else for texturing in 2017. What, do you still align the UV islands with the texture map in the background like I learned to do it in college? That's horrible.
>>
>>584690
Auto UVs are generally shit, and if you use any type of generator, chances are it's going to show up on the seams, so you still want to make sensible UVs manually. What painting and procedural generation do simplify is that your UVs no longer have to be "readable" in terms of their layout, because it's unlikely you'll ever have to manually edit them in a 2D editor.
Also, if you're making stuff for games, you want to be optimal with your UV islands because game engines split the mesh wherever you have different smoothing groups, producing extra verts and thus overhead.

>>584696
What he said >>584697, everyone should still have some sort of 3D paint program.
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>>584689
I'm going insane over this t b h...
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>>584705
make sure you have another UV channel for unreal to bake shadows into.

its usually called "lightmap pack" in 3ds or blender
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>>584717
Pic related is showing that second channel.
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>>584718
lightmap pack is not a uv channel per se. but you could make an extra uv channel for it.
did you try to set the lightmap resolution through unreal? when you make lightmaps in 3ds you should have an option to set the quality/resolution
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>>584719
btw this is the menu im using
>>
>>584719
Yeah, I tried changing it in UE4, but it doesn't really help. Everything points out that it's just something we have to deal with, idk. At least I want to minimise it. I'd just use dynamic lighting, but I'll miss GI then. The other option would be to just drop modular approach and model full interiors as a single mesh, but my texture space for all those walls will then be tiny and my materials will look bad and low-res.
>>
>>584724
one last thing. disable any outdoor lightning you might have. now im not talking about disabling the sun but try to put interior lights and disable/weaken outdoor lights and see what happens.
>>
How do I sculpt on blender with high res detail. Like wrinkles and fine skin details.
>>
>>584727
With a beefy machine and lots of RAM.
>>
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>>584325
seriously I am a huge brainlet and it still doesn't work
>>
>>584727
use dynatopo. its semi-reliable for high res sculpting. you won't get dem george clooney wrinkles but you can certainly do something that is similar to what sculptis is capable of
>>584759
re-install blender, or just use the 2.8 test build
>>
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>>584763
>you won't get dem george clooney wrinkles

But you can, the sculpting possibilities of Blender are underrated
>>
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Can someone tell me how did some Blender users get their interface to look like pic related, it looks so comfy, the colors are great
>>
>>584780
change the theme to flatty light
>>
How do you create good looking human skin? Just frankenstein together high-resolution photos from google?
>>
>>584793
Well, yes, for the most part. If you want a really good result you can't just use any google image, it has to be photographed with flat lighting and ideally cross-polarized so that the skin is completely albedo. Or at least process the image to remove some lighting influence, but then you're at risk of ruining the skin texture.
You'll want to do the frankensteining process in a paint program like Substance Painter, Mari or even Mudbox, anything that lets you use projection painting, and paint the skin on from your photo references directly, since you can match the photo template fairly closely to your model.
For anywhere else on the body you can usually get away with a tiling texture, maybe use a skin Substance material, but the face is too complex in the different amount of variations for that to work.
>>
Will an ssd reduce the time it takes to render a scene with 3ds max and vray?
>>
>>584802
If it's loading high res textures from the drive then yes.
>>
>>584802
>>584806
Eh... loading data is hardly the longest aspect of rendering, it might work best simply for opening and saving projects, but an SSD is still good to have even if just for that.
If you're using such massive assets that drive speed is a concern, chances are you should review whether your system can handle rendering such a scene in the first place.
>>
>>584807
I tested it last night with Redshift and it made a massive difference with high res textures on SSD
>>
>>584811
Considering the system has to export the data to VRAM for GPU renders, it probably does make sense to use an SSD in that case, but I've never noticed drive speed having a big impact on CPU renders. I never used GPU rendering so I wouldn't know for sure.
>>
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How do I save the shortcut I made on startup.

It resets every time.
>>
Where do I get Skin brushes for sculpting tools in blender.
>>
>>584697
>>584699
substance or 3d coat for texturing? which on is better?
3dcoat seems cheaper in the long run, paying for license once and you get maintenance and updates for life instead of being dumped after the first year, no?
>>
>>584819
goto presences= save user settings

>>584820
go to texture- select other types of textures- select brush texture then load up black & white image or make it yourself. its called "alphas"
>>
>>583604
Any good tutorial series for fusion 360?
>>
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>>584835
CGP
>>
>>584795
Ok thanks.
>>
>>584838
>CGP
What?
>>
>>584850
CG Persia/Peers, it's largest sharing community for all things 3D.
>>
>>584857
>CG Persia/Peers
Thanks M8.
>>
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Is there a way of exporting houdini simulations (fluids and explosions and fire or v/e) to blender so i can render it with GPU cycles instead of shitty CPU mantra? Appreciate any help
>>
>>584876
No there is no way for importing volumes since Blender doesn't support OpenVDB.
Renderman does but its an CPU renderer.
If you run your fluid through a mesher you should probably be able to import it into Blender.
>>
>>584883
Oh well thanks.
>>
>>584885
This is the reason Blender has a bad reputation in VFX. No real compatibility with Houdini or anything else.
>>
Alright tris already fucked me over once
But are pents going to as well?
Or are quads the answer to all and I should be more patient?
>>
>>584886
Thing is for vfx you only need houdini. No need for maya max blender or whaver else. To model you can any package and it will be the same. I only wanted to use Blender so i can render from houdini faster. Man if only they cracked the newer versions of Redshift
>>
>>584889
Pentas are usually fine if the curvature of the surface it's on isn't particularly steep, and a non-issue on flat surfaces, once you throw on a subdivision level it'll turn to quads anyway. Remember to constantly check how your object will look with subdivision as you're modeling, if the topology isn't causing problems for the surface, it'll be fine in the end. Make the material glossy so that you can better see how light catches on the surface. For objects with any deformation you do want to be more religious about sticking to quads.
>>
Are there any good textbooks or learning materials to get started in 3D and VFX?
>>
>>584971
Yeah.
>>
>>584973
Would you ki dly share which materials out there are good for self teaching?
>>
>>583604
Is CgPeers the best place to get content? (archviz)
Are there some other places with more content?
>>
>>584985
polilgon
also unity store is a great place for complete archiviz packs
>>
>>584990
Google can't find anything for "polilgon"... which website did you mean?

Also Unity Store isn't going to be free I assume.

I use 3dsmax/vray.
>>
>>585000
I think he meant this: https://www.poliigon.com
>>
>>585013
OK, thanks, so that's not a torrent site, but very nice textures anyway and I found some of their stuff on CGP.
>>
what is the difference between "3ds max" and "3ds max design" ?
>>
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How do I get my 'Clay Strips' Brush back?
>>
Does anyone know whats the best houdini tutorial for (photo)realistic fire? Every one i find looks like absolute garbage.
>>
>>585034
Start a new project, File -> New, and then go to File -> Append and add the clay strips brush back in from an older project, and then File -> Save Startup File
>>
>>585030
a design made in 3ds max.
i don't think there is such a plugin/software
>>
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how do i get cycles to render an AO pass only?
i've got it set like this and it's still rendering a combined pass, with textures and etc., in addition to the AO pass.
>>
>>585054
after u done rendering your image will appear in the uv image editor, just select the AO pass from the dropdown.

here is a more detailed video on passes
https://www.youtube.com/watch?v=lpcYY3OX4g4
>>
>>585057
i know that's how to access the AO pass, but it's still rendering the combined pass also
i want to save render time by having it render the AO only, and nothing else
>>
>>585059
just remove your shaders
>>
>>585062
or you can do it per object by disabling cycles settings.
>>
>>585062
>>585063
i'm using linked groups, so the per-object settings didn't work, but deleting the shaders in the linked blends worked. troublesome, but it's not wasting render time with the non-AO stuff anymore.
thanks
>>
>>585077
you waste like a minute extra on rendering to render ao pass, if you use gpu that is. but i don't know what your scene is
>>
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>>583604

I'm new to UE4 and I have a deadline. My Cameras are completely white when I make a movie no matter what I try. Any idea what I'm doing wrong? It used to work...
>>
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Whats wrong with my ambient Occultion Bake.
its way to dark.

What are some tips to baking more accurate in blender.
Mainly normals, AO and Diffuse.
>>
i've got a maya file with an autorigged character. how do i best export it for blender in a way that retains the skin weights and joint positions?
>>
>>585210
what render engine are you using?

if internal
>turn on ambient occlusion in world settings
>change from add to multiply
>in gather settings change from raytrace to approximate
>in bake settings tick "normalized"

in cycles
>don't change anything but if the shit is grainy up the sample count

i use 2.79
>>
>>585158
I still cannot figure this out, when I apply a mask in an adjustment layer the preview video just goes to an empty transparent box. Blender on Ubuntu
>>
>>585283
thanks, AS it turns out. I did found out that I had a hidden object that was obstructing the bake. I do use cycles.
>>
>>584500
share it in this fucking thread dammit
>>
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I used the screw modifier to create a helical pattern that has, after applying the modifier and removing duplicates, a single extra vert between two other verts, all three being perfectly z-aligned with each other.

Is there a simple command or function I could use that would automatically remove all of the center-verts as selected in my image, leaving only verts as illustrated in green, from all 1500+ instances of this vertex formation?
>>
>>585340
i think the problem is that you have an extra loop.
just dissolve them and they will disappear without destroying the model.
>>
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>>585341
You're a genius: I wasn't even aware that I could loop-select them, thinking that it wouldn'd have worked because of the modifier application. Just as you recommended, going

>Loop Select > Delete > Limited Dissolve

behaved exactly as I wanted, thanks.
>>
How could I put a label on a bottle in Substance Painter? I can only think of the method where I have two material IDs on my model, and I put the label in 3ds max, and then texture the glass in SP, where I can add some dirt and such.

The problem with that is - how can I add some dust, dirt etc. to my label then, which has been already textured in 3ds max? I don't think it imports the texture map on which I can add more details.
>>
how do i apply a specular map texture using blender internal render material nodes?
>>
I'm a game developer looking to hire an environment artist (remote work) but they all quote per hour and I have no idea what an hour of artist creates.

Are there any references so I can get a gauge on how much someone can/should be producing per hour? Looking for fairly simple meshes with painted textures.
>>
>>585389
Set Specular Intensity to 0 in the Material tab, then in the Texture tab under Influence check only Specular Intensity and turn on RGB to Intensity.

With the node editor you would either do it by setting up a material with the previously mentioned setup and adding it in or you can add an Extended Material node and a Texture node and a MixRGB node, route Spec from the Extended Material node and Color from the Texture node to the MixRGB node, set it to Multiply, and then combine that back in with the Diffuse with a MixRGB set to Add or whatever you'd like.
>>
how do I make my annotation fonts darker than grey in solidworks?
>>
>>585393
Give them an example of what you want (like the image you posted), then let them make a price.
Or ask for a daily price (~8h).
I would recommend to make an price per object /asset.
If you have a lot of work, prices should go down a little, meaning if you ask me to built 8 of these houses you'll get a price for 7 or even less.

Do you have an example? What could you pay per asset?
>>
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I'm not able to move my object. Webm related. I'm using Maya 2018.
>>
>>585407
looks like a bug.
>>
>>585409
Well, it occurs even when I restart and try a new project, so I assume it's actually some keybind I didn't realize was there.
It also applies in the UV mapping window, which is when I first noticed it happening.
>>
>>585410
Sometimes my keyboard'll send the signal that ctrl or shift or something is held down despite my hand not being on it, try tapping all the keys on your keyboard while another program has focus just in case it's a simple temporary hardware fault.

Kinda odd that it's happening in everything in Maya and not just one section, makes me think it isn't Maya's fault.
>>
>>585407
Do you maybe have that lock icon active? I don't know about Maya, but Max has a little yellow lock at the bottom, which when you activate will disable some movements like this, I believe. Try resetting the viewport or something to return everything to its default state.
>>
>>585294
I found the problem, it's a setting in the properties.
>>
>>585402
Looks like there should be an option like Set Line Color for it.

There's also a Line Format toolbar you can activate by right-clicking on the CommandManager bar and selecting Line Format from the shortcut menu.

http://www.javelin-tech.com/blog/2016/05/solidworks-drawing-dimension-colour/
>>
>>585416
And how about increasing the font size?
>>
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>>585443
While in the sketch if you select the dimension under the "other" tab you will see this selection that allows you to change the font on individual dimensions.
>>
>>584672
sure i have one to give, but I don't know where to send to.
>>
>>585447
purplicious
>>
>>585414
I am able to move objects around by scroll-clicking, so they aren't locked. Merely, the tools do not work.
>>
>>585451
Any chance you can upload it on mega or somewhere?
Otherwise feel free to email to:
engram.tape@protonmail.ch
>>
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>>585399
thanks
how about a normal map? i tried this node setup from a stackexchange question but something's going wrong at the UV seams. the same map works fine if i apply it using the non-node texture stack, but i want to use nodes.
>>
I have my character rigged. Is there a way to automatically make an IK rig through blender, My character is simple human.
>>
>>585497
autorig pro

>>585496
this is crazy anon. what are you doing
go to texture ->influence tab and set the type of map you want .
for all of this work you should do it in cycles
>>
Could someone make a 3d drawing of a mini Devils pitchfork? Its for a Halloween costume.

For a frame of reference the stem that would be the long part of the pitchfork would be 1cm in diameter.
>>
>>585496
I don't know, it should work.

Post an image of the problem.
>>
>>585498
Any place that has this? CGP doesn't seem to have it, searched autorig and auto and auto-rig.

Or is the trial version off Github just fine actually?
>>
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Why are the attributes grayed out like that for the arnold area light?
>>
>>585507
HOW THE FUCK WOULD I KNOW?
IM NOT AN EXPERT IN DARK MARKET AND PIRATING
GO BUY SOMETHING YOU STUPID FUCK
>>
>>585586
idk i thought you seemed pretty smart or somethin
>>
>>585589
i just bought autorig for you, put your mail/discord and ill send it
>>
Why can't I find any loli SFM?
>>
>>583884
Maybe it is a faulty installation. I've torrent'd mine and it hasnt given me any problems. Try to install it again. It shouldnt take you long
>>
>>585380
Bump?
>>
>>585635
projection tool
>>
What do I use for procedural 3D? Blender + Python, Mayascript or whatever, or is there something better?
>>
Is this true?
>>
>>585702
false
>>
>>585702
Yes and no.
For very rigid mechanical animations you can do it without bones. But for more fluid things like robot characters it's just easier and faster to use bones.
>>
>>585597
Because there is not a place to upload. I know a Artist who has 2 models, Not the best, but they're something.
>>
>>585507
Careful, I was the one who asked that, And When I bought it. Its Not a Auto IK rigger IF it already has rig, you'd need to user their rig.
>>
>>585711
Oh, that's fine. I misread your post and thought you wanted something that would automatically make a new rig with IK so Auto-Rig Pro is exactly what I wanted.

Only thing I can think of is the auto IK option in Blender that sets the most basic IK options possible for bone chains when you pose the rig. Sometimes it's good enough.
>>
>>585714
Thank m8. I'll check it out.
>>
>>585698
blender + 300$ worth of plugins
>>
>>585698
procedural modeling?
houdini, softimage (RIP), grasshopper 3D, blender w/sverchok/animation nodes
>>
>>585728
>>585740
Does it matter if I'm confident in programming? I'd rather work closer to the metal then just scripting blender
>>
>>585770
get Houdini in that case
or a regular 3d software with plugins so you can have the luxury of modeling/programming and generating
>>
For what types of models should I be using multiple textures and for what types of models should I be using only a single texture? I can always get nicer results if I texture every piece separately, but obviously, I have to put a line somewhere, because if too many assets have to pull multiple textures it will be very bad for the performance.

Btw, what is the right way of importing a model with multiple separate pieces to a substance designer and a game engine later on? I want the model to be in a single piece, but I don't know if I should be attaching everything together or grouping everything on import. If I attach them together what will happen with all the pieces which are UVd separately? Do they all merge together or do they still keep full resolution?
>>
>>585794
For what types of models should I be using multiple textures and for what types of models should I be using only a single texture?

assets like buildings or houses that need extra resolution. or assets that you want to texture and utilize the majority of 2-4k texture space. a good example is characters for CGI movies that are very detailed.

>Btw, what is the right way of importing a model with multiple separate pieces to a substance designer and a game engine later on?

if you made separate UV for some objects, assign them a different material
>>
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Yoh, I'm trying to animate, And the spine region is sort of a pester to deal with. However there isn't any IK for the spine. IS there any suggestions for chest/spine/Hips/Pelvis region for setting an Ik for?
>>
Is there a way to free navigate in blender perspective? The camera is centered oddly and if I zoom in too much it stops and I don't really want to always have to press num "." Is there like a viewport setting that allows free navigate in perspective mode
>>
>>585856
Do you have to do it in Nuke? Maya has Spline IK which works great for that particular area.

Blender has Spline IK Constraint but I haven't used it.
>>
>>585869
Oh, I use blender. I'm not sure what is 'Nuke'. Or the idea Of Mayas spline stuff. I'll see if I can find something similar, but if anyone has a solusion better suited for blender, Please do tell.
>>
>>585865
Are you asking if you can toggle on and off the Camera view from perspective to non-Perspective. Its the 5 Key on number pad.
>>
>>585877
I'm new to 3d and orthographic looks odd but controls the way I want perspective too, no zoom limitations and the orbit center doesn't change
>>
I'm looking for some sculpting depth maps(please let me know for the proper Name), for Skin, Wrinkles and Veins. Does Anyone know a place I could get some. I Am willing to drop some cash for it.
>>
>>585884
For some reason they're called alpha brushes. Just Google free zbrush brushes and you're bound to find some.

Pixologic also has a page of free "Alpha materials", just a bunch of JPEG height maps basically. https://pixologic.com/zbrush/downloadcenter/alpha/
>>
Is it worth the money to get a threadripper?
I just want to be able to render animations and images.
>>
>>585892
>I just want to be able to render animations and images.

Redshift dude. I have a Threadripper and CPU rendering will always be uncomfortably slow on a single machine.
>>
>>585865
yes.

press shift+F and move with the arrows
>>
>>585899
or use the numpad for quick jump between views
7 is up, 1 is front 0 is camera etc
>>
>>585899
Thanks, I enter fly mode then move with wasd then click to go back. seems to do the trick
>>
>>585892
Seconding Redshift, you're better off spending the money on GPUs.

Also Threadripper only really beats the i9 in rendering, almost everything else application-wise the i9 7900x wins in
>>
recommend a tutorial for 2d animation in blender pls
>>
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>>585916
Zen is also currently gimped with regards to Unreal's light baker, which apparently uses some Intel-specific code. The 7900X is up to 2.5x faster than the 1800X, so even if we assume that the 1950X gets pretty good scaling, it's still be slower overall. So if you use Unreal a lot and light baking and compiling shaders is grinding your teeth, X299 is a better platform here too, at least for the time being.

Having a CPU with a ton of cores is still nice to have either way though, because it expands your options for multi-tasking, and most importantly, only the HEDT platforms support 4-way GPU arrays. That's why AMD made the 1900X, you have have a fairly basic CPU on a platform that still supports everything it has to offer.
>>
>>585884
IIRC, CGP has a torrent for 175 skin alphas from texturing.xyz, you should check it out.
>>
>>586062
I dream about a Threadripper with a virtual Windows 10 running inside a Linux but with direct hardware access to usb and sata-controller and a dedicated GPU via pass-through.
Best of both worlds, simultaneously, with the added bonus of making Windows your bitch by putting it inside your dungeon.
>>
>>586053


https://www.youtube.com/watch?v=y5TgaOuWu0Q
https://www.youtube.com/watch?v=6vY7waCP0aA&t=9s
>>
do i need to make new topology for everything that i sculpt or only for stuff that will be animated?
>>
>>586103
Well, sculpts have a tendency to weigh in millions of polys, so if you have a monster system and no regard for optimization, you can of course use your sculpt for everything, but for regular use you'd of course always want to bake that information down into a lower-poly variant regardless of where it ends up getting used. Assuming you started from all-quad mesh and intend to use displacement, you don't have to retopo, just bake out the map and export a lower subdivision level of the object in question to use it on.
>>
>>586103
If you just want a quick mesh for a static object so you can show it off you can try https://github.com/wjakob/instant-meshes if you don't have anything better that's automatic.
>>
I'd like to pay someone to do a sculpt a bust of a character. How much does that normally cost?

(I know it really depends on the complexity of character, but ball park it best as yea can)
>>
>>586140
bout tree fiddy
>>
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>>586142
how about 50 Dorra.
>>
>>586148
Sure
>>
>>586140
Follow up question.
lets say I'm looking for a simple sculpt of a bust of a character for roughly 60 to 120. Where would I look.
Or
If your an artist, Looking for a quick job.
name your price and style.
my throw away email is.
Wiggyohme@hotmail.com
>>
Why would you buy software from a re-seller rather than directly from the developer?
>>
>>586166
it increases visibility
>>
In Rhino3D the modeling background turned to this blue/white gradient. I want to change it back to a solid color, how do I do this? Pic related is my attempt to change the background, but it doesn't work. Wat do?
>>
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>>586200
Here's another option tab that does nothing.
>>
>>586200
>>586201
I fixed it. Had to run the "gradient view" command to toggle the gradient off. I must have ran this command by accident which toggled it on.
>>
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I'm stupid and tired.
My Poly loops and edgeloops are built in a way that I cannot add or remove edges - just rearrange them.

Can I move this pole a single row to the left, so that the Pole on the Shoulder and the Pole I want to move sit on the same Edgeloop?
>>
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>>586212
Merge these two vertices and then even out the topology because it's gonna look weird at first.
>>
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How do I fix an Ngon if its clearly a triangle and "pick 2 opposite vertices and hit connect" doesnt work
>>
Is there any way to flip normals in Houdini without breaking everything further down the chain in the node tree?
>>
I'm really new, I'm sorry. I want to make toon hair on a model in 3ds max for a relatively low poly model (<3000). Would the best way to go about this to model the hair separately and attach it, or to extrude the hair out of the head?
>>
Does Sculptris have the ZSphere feature or is that a ZBrush only thing?
>>
Is it possible to export a model ready for GoldSrc directly from max or do I need to go through Blender?
>>
>>586410
separate is better. it gives you more extrude paths
>>586419
try it and see for yourself
>>586430
isn't it .mdl? i don't think either of those have it, you need a converter
>>
How the fuck are we in 2017 and exportiong materials from one renderer to another is still mostly black magic and everything fucks up when doing that.
>>
Is zbrush core worth buying or should I just bite the bullet and get the full version? Cost isn't prohibitive but I'm a Jew
>>
>>586446
shaders need to be competitive, therefore different.

>>586457
only get the full version if you plan on doing stuff like hair,patterns,hard surface etc. if its just anatomy and fine detail then get the basic one
>>
>>586457
There is a third option.
You just pirate the shit and if you are good enough with the software you can still buy it.
>>
>>586461
But piracy is wrong and more importantly is error prone and frustrating.

>>586458
By hair do you mean stranded hair or blocky hair?
>>
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There are plenty of great videos of people running or sprinting forward that you can use for animation reference, but where tf are videos of people running backwards or sideways? I can't find a single one.
>>
>>586464
>piracy is wrong
Well boohoo literally everyone on /3/ is a pie rat to some extent. If you're not making money off of it then you're not really swindling the company.

>error prone and frustrating
It's literally install program as per usual and replace the .exe. Maybe block the program in your firewall if you're suspicious.

I have never found evidence for cracked programs running worse, if it's a popular program and an experienced cracker, it's sure to be thoroughly vetted by the community.
>>
Ok so blender now has shadowcatcher, but how do I catch the reflections?
>>
>>586471
This.
>>
>>586471
But what if you want to hypothetically maybe do stuff that involves money with your work, in the future that probably won't ever come?
>>
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how do i stop this shit from appearing whenever i use my tablet? closing it or ending the process doesnt help, it reappears right after.
>>
>>586514
In Run type "services.msc" and hit enter. In the list that pops up scroll down to "touch keyboard and handwriting panel service" and open it. Set "startup type" to disabled and click on the stop button, apply and close.
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>>586495
Then you buy it when you are sure your work will pay for the software.
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Whats the secret to rendering in solidworks?

pic related my wip
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>>586471
>I have never found evidence for cracked programs running worse, if it's a popular program and an experienced cracker, it's sure to be thoroughly vetted by the community.
Zbrush R8 doesn't have a properly functioning crack. The one that's out is prone to crashes
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>>586641
Oh and they always get detected with viruses that the fags on cgpeers just talk down as false positives even when they're not because they're mostly poorfags who don't give a shit either way
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>>586641
You mean 4R8? •••Works on my machine•••
and I have it installed on both on my Wangblows box and Mac.

>>586648
There are some fully legit programs out there that I've seen reported as false-positive. The issue that most AV soft uses heuristic analysis that checks program code for certain types of mechanisms even if there's no virus involved as a preventive measure, and it just so happens that cracks tend to use packers and obfuscation of similar types that viruses do. Just because some hacky code-injection routine required for the crack to work was found, doesn't mean there's a virus attached.
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How the FUCK do i disable this blue shit in Houdini.
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>>586663
Change selection type to primitives. And turn off point display in the right-hand portion of the viewport if it's on
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I'm trying to learn how to 3d model in order to design toys, what software would be the best for me? Additionally, if anyone has any other resources on the subject I appreciate it.
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I've been using DDG for my searching for a while because I thought it doesn't track, but I've heard something about how it shares data with Yahoo. Is DDG really my best bet for a search engine that doesn't track me.
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>>586690
Trying to avoid being tracked online is an uphill battle, shit's everywhere. So maybe you didn't get your search history tracked, alright. What about the websites you go to? Their page loads, tracking scripts, beacons, fingerprints based on detected addons and fonts, etc. It sucks but using DDG won't change much.
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>>586688
Depends. Mechanical? Probably fusion 360 or some other CAD, or maybe a conventional polygonal modeling program like Maya or MODO.

Organic? Zbrush.
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>>586688
A woman I know that works in the toy design industry says she uses SolidWorks
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>>586829
Hey that's cool, what other information do you have? Like the process of modelling for a toy specifically and the design / approval / etc process?
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How do I get better at breaking down posed 2D characters (humanoid and otherwise) into 3D shapes? I don't feel confident or competent when it comes to blocking out the mass.
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For some reason I can't resize the viewport config window in 3DS Max 2015 and 2016. It's not a problem yet, but it will be when I need to tick the options I can't see.

Anyway to resize? And before you ask, no, you can't just click and drag the edges.
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>>583604
How do you dudes unwrap something like
>a long pipe
>tree branches
>vines/thorns/roots etc.
>basically anything really long, cylindrical
Without a tonne of seams?
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>>587100
.....cylinder unwrap for each cylindrical section?
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>>587100
one seam going lengthwise underneath it.

you got a photo of the geometry wires? i could draw where i think you should mark a seam.
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how do i merge the things im looking or add to a model rather then sculpt the newest object
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how do i merge the scene im looking at rather then sculpting on newest object^^
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>>587107
Merge them in the subtool menu? There's even a Merge Visible option. Then, if your cylinders are intersecting the head, you can zRemesh or Dynamesh to "weld" them together, allowing you to have continuous strokes between them.
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>>587103
>>587101
I'm not unwrapping anything at the moment, but I'm talking something long enough that it wouldn't fit on a UV page as one segment.
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>>587117
you'll need a ton of seams then unless you want to repeat the texture along the length of it after the point where it goes off the edge of the uv page.




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