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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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Yeah, image took with a phone because my screenshot program of choice is alt-tabbing away when I try to make screens from this game.

I played some Battlefront 2 beta and what is this? Stretched UVs, black edges which look like seams due to bad lightmapping, edges on the UV space were not connected anywhere (looks like they were applying basic flatten mapping and called it a day)... Is this normal occurrence in professional work, especially a game of this calibre?
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Also, I wasn't examining games like this before getting into 3DCG, but I'm actually surprised by the "meh" quality of individual meshes in the scene. Ofc, I'm not saying 3D artists did a bad job, after all, they had to be optimized for the game so the poly count and textures are both of a lower quality than they would be for a portfolio shot. But still, this game looks gorgeous despite this. Could it be that the lighting is an actual key for it? Because honestly, I can produce models of a similar quality, but they still don't looks as good because I don't know so much about lighting. Am I right or am I wrong about this?

Btw a guy who did UE4 lighting academy videos on YT is a lighting artist at DICE, maybe he worked on this project as well. But for anyone interested in learning more about lighting, check out his tutorials.
>>
>>585578
Yes.

When you are an artist looking for a job, you spend all of your time making sure that your portfolio pieces are extremely good, and without any errors.

However, inside the industry you are asked to do things fast. You are paid to spit assets at the speed of light, the more assets you do in less time, the more time you are saving the company. As long as everything looks good in general it doesn't matter, nobody cares about those by-most-people-unnoticeable stuff (be honest, if you didn't know anything about 3dgc you wouldn't even have noticed those errors, you'd be too busy shooting drones).
>>
>>585583
I agree, I wouldn't notice it. Is it a bad thing to sometimes rush with assets even in my personal projects, though? For example, I have something I'm working on right now, but if I tried to make every single object in my interior (like chairs, furniture and such) perfect, I would never finish the project, I'd probably burn out.

So sometimes I just go through it fast, and just make sure it looks good in general, like you said. I'll also apply some flatten mappings, or have some seams on places that could have been without them, but they are usually in places where nobody would ever see it while going through the environment, so why would it matter? Basically, it depends how important every object in the scene is - if something is just there to be more of a filler, I'd do it in an hour tops and be done with it. Is that a bad thing if I plan on maybe using that project for a portfolio one day?

I'd think they'd rather want to see the general quality, and wouldn't go in a full autism mode, checking every inch for a perfect topology and perfect texturing, especially if those would never be requirements in the actual production anyway.
>>
>>585584
>Is it a bad thing to sometimes rush with assets even in my personal projects, though?

It depends.

Are you in a hurry to produce lots of portfolio pieces so you can get hired? As long as it is good enough for your employer to hire you, neglect as many little things as you want.

Are you a hobbyist and do it just because you want/like it? It depends. Of course you can't lose time doing every little tiny shitty thing, at least not for long before you contemplate suicide. Also, the larger your projects are the more you will need to spend on them, it's logical.

What I mean is that when you work for others, you have to do what your boss tells you. If you are on your own, you are the one who decides what to prioritise.

For me, I don't care about time, I care about results; I won't ever ever work in the industry, nor I am studying something related to cg, I do it because I love it.

I love to model guns, I love to model environments, I love to try new workflows until I fall in love with one of them, I would like to photoscan my own face and rig it as best as possible, I would like to make one of those cool af sci fi helmets, I would like to create my own game one day from scratch.

I do this because I love it, it's what I want to spend some of my free time with; I only care about doing my best, and getting the best looking shit I can pull off.

You cannot care about every little finicky detail, but for me it's sad that for most people it's the norm to basically neglect the most basic stuff.
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>>585576
why can't I find any SFM of loli?
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Is it even possible to sculpt hair.
using Dyno- in blender.
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>>585716
model the strands first, yanal sosak havea good tutorial on that
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How many of you have ArtStation profiles? Did you benefit from it in any way? I'd like to create my own, but I see that everyone uses their full IRL names on it. Could I just use a nickname, and will that affect me negatively?
>>
>>585966
artstation is just there for convenience just in case you want to send your portfolio for people or just find your works easily.
you can use behance,deviantart,photobucket etc but artstation is the best one (at least for me)
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>>585968
Do you know if it is possible to change your username later on? I'd like to register with a nickname, but in the future I'd maybe want change it to a full name.
>>
>>585971
i don't think they care? i know that chillidog uses his nickname on there and he is quite the artist.
just write student,hobbyist,3d enthusiast. whatever
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>>585975
Fug, I see they do require a verification. I don't want to connect this 3D thing with my name until I get really good at it, so I guess I'll have to wait.
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>>585983
they don't require verification. they just need your name for your own sake, they don't have regulations as to whenever you need to put a real name or not.
and if they do? big deal. there are tons of artstation competitors, but you would want artstation to observe and see what others are doing
>>
I want to remodel my house, what are good programs for planning/testing stuff out (right now I want to use sims 3 which probably isn't an ideal solution).
>>
Is there something like a facial autorig?

Im lazy
>>
>>586003
I have done that stuff in sketchup easily if you just want a simple model with measurements and textures
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>>586005
yea, there is about 2, however they're mostly aimed towards realistic human characters. So if you have a character that has abnormal large proportions such as eyes. it wont be to helpful for you.
>>
Why is getting good (at least decent enough that people will like your work) in 3D so easy? I put a fraction of time in it compared to other hobbies, yet I'm already getting lots of positive comments on my work, which is not the case with my music for example, and I've been playing and composing for years.

Is it really that easy and does that mean I could potentially improve fast in 2D art as well, or would I get rekt there if I tried?
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>>586068
Post work.
>>
Battlefront is all photogrammetry, so the artifacts practically a given.
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MMD is a pretty neat program.
Lots of cute models all following the same animation rig, and people share motion files.
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>>586117
Correct, actually you made me wonder now, because I don't have an experience of the whole photogrammetry process - is it hard to properly unwrap those kinds of models? Because then I could understand some issues with textures, but I thought that it's the same as it is with sculpting - retopologize it and then unwrap it, like always. In that case this is unacceptable.
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>>586135
Yeah it's the same as with sculpting.
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>>586149
wherd u get the animation?
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How would you model something like this? I think it's better to just use a bunch of separate boxes where the geometries overlap, rather than using tons of extrusions and ending up with too many faces.
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>>586159
And also the same question for this. I tried starting from a box and ended up with so many edges that I fucked up everything. Maybe I should have used the Chamferzone method and just created cuts on the faces I need (and end up with tons of ngons). I was thinking about modeling pieces like balconies separately as well.
>>
>>586160
>>586159
E X T R U D E
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>>586161
There is NO way this is an efficient and optimized method.
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>>586159
BOOLEAN

>>586160
INSET, EXTRUDE, ARRAY
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>>586163
>boolean
D R O P P E D
Same reply to you:
>>586162
I even got fucked and had random vertices everywhere, it's a bit hard to wrap my head around it. Like, do I need two full edge loops just to create a single balcony wall? The only other method I can think of is to make a cut just along that face, so it doesn't go full circle around the box.
>>
>>586162
>>586164
You don't need all them loops

And don't worry so much about polycount it's not that big of an issue
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>>586165
How can I reduce the loops then? If I add them just on the faces where I need them for the extrusion, I'll get ngons like in pic related.
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>>586167
Or should I just cut wherever I need it and get ngons like here?
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>>586167
So? Who cares about ngons
You won't animate or subdivide that thing anyway
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>>586169
That's true, they will still be able to convert to triangles in the game engine, right? It just feels wrong, I don't know. Thought it's not the right way to do it.
>>
>>
>>586170
They will triangulate.
Instead of running a loop for every edge, you can also have them end in a triangle and continue with one edge.

Technically what you did is correct but it'd not necessary for that kind of model
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>>586167
Turn the roof into two tris by joining the corners, then turn the corner with the extra verts into a tri
Or just leave it as ngons if it's a static model.
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Used to been a thread for blueprints and such for references, seems this is gonna be the best place for me to share this website I seen.

http://candrsenal.com/gallery-anatomy/

Bunch of guns from multiple angles and disassembled so you know how to break it all down into simpler to model elements.

Link is to the disassembled views but the tags on the left will take you to the photos of guns from multiple angles.
>>
Is it possible to rip 3D models from games? Like, can I e.g. go into source of The Witcher 3 and take a model and import it to 3ds max?
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>>586519
Yeah, you should Google it though because there's different ways.

Sometimes there's tools to take em right out the files of the specific game or engine, sometimes you gotta use Ninjaripper and just dump the whole loaded scene.
>>
Quick question about Maya orient constraints:

How can I get an orient constraint (or any other constraint for that matter) have a gradual influence on the constrained object at a value from 0 to 1?

The way it works by default is that if at 0, there is no influence, and at 0.001 there is full influence.

It seems to be built so that you're supposed to blend between different attributes in the constraint, but in this case I need that influence from a single attribute's value from 0-1 to go smoothly.
>>
>>586162
why exactly does this need to be a watertight mesh? Just have all the balconies as separate objects. Buildings in real life aren't solid and seamless blocks of concrete.

on thing for sure is to never EVER do this shit
>>586168
>>
>>586552
take a look at set driven keys
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Something I realized recently when looking for blueprints is appending blueprints or plans in Google image searches doesn't get me much, instead search for Technical Drawing.

Technical Drawing nets me much better results that are actually what I want, 2D projections of things with accurate proportions and scales.

Typically the difference in results is even worse than pic related, especially if it's a specific part like an open body turnbuckle.

Also CAD can get you good results too, and theoretically "model plans" for hobbyists making scale models but I haven't tried that for anything yet.

If you ever want some mechanical pieces to try modelling for practice, marine hardware is cool.
>>
>tfw I realized all of this hard surface modeling is easy af
>tfw now I kinda feel like everyone can do it easily and I'm literally nothing special
You just basically trace over a reference and move vertices until it looks right, It's that simple, and unlike drawing and painting, unless you're retarded, you can't fuck up dimensions or anything like that. Once you learn basic operations, so much of it becomes trivial.

Ofc, I'm talking about recreating existing daily objects, not designing your own. But technically, it is not that hard.
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>>586717
That part of it isn't too bad, getting it to subdivide cleanly is where the challenge comes in, and also sometimes with figuring out some complex curves from 2D references.

Do you want to post a subdivided mesh with wires to show off and maybe get some feedback or just stopping in for an encouraging post?
>>
POSSIBLE AUTISM WARNING

I don't know if anyone else here feels like this, maybe I have an old-school way of thinking or something, but I have to share.

I'm recreating some video game environments for practice and when I think about sharing it on the internet, I start thinking about my audience. 3DCG is not an old field of art with rich history, and there are no masters in it like Beethoven or Rembrandt or Tarkovsky or whatever. Also, I don't think old people would particularly care about it either.

Just... If I had a piece of music or a film to share, I would have old masters and teachers to look up to and seeing them being proud of my work would be really important to me. Here, there is no such thing. No tradition, nothing. I can't help but feel that I'm wasting my time doing this, I feel exactly like a kid playing with Minecraft would. Modeling some houses and shit, drag&dropping it on a level and playing with lighting. Fuck me, I don't know how to properly explain this feeling and I'm sure it sounds stupid, but imagine me as a random autist if you want, I don't care.

E.g. I don't know if 3D art has ever been presented and criticized in a same way like other visual arts, there is no cultural scene like that afaik. In this pursuit, I just don't feel like I'm adding to the tradition and like I'm doing something important for the culture and art itself. I just feel like a child playing in the sand. It doesn't feel as respectful as other fields of art.
>>
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I posted in /wsr/ but they said I should ask here and I don't want to make a new thread

In 3ds max when I try to rotate averything it weirdly warps part of it. If I put everything into a group and try to size it down it just slides around instead of changing size. Anyone know how to make it work?
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>>586730
I don't use 3DS Max but this sort of thing can happen in Blender if you're in pose mode and you select every bone and rotate those as opposed to selecting it as an object and rotating that.

Maybe 3DS Max has a pose mode that you're in?
>>
Reposting from /g/'s SQT while I work.

In blender, is there a way to use the knife tool on the uv/image editor to cut topology? It'd save me a lot of time fumbling around in 3D view trying to get clean cuts.
>>
>>586729
I don't really consider myself an artist so I suppose I don't feel that way, but I see where you're coming from though.

There's no exhibits of 3D models that normal people typically look at and appreciate, unless it's some quirky thing that gets traction on Digg or whatever. I think for most people the lack of a physical thing to look at makes it harder to appreciate as art, not due to any inherent aspect of 3D modelling but rather we're just not used to seeing images on a computer yet in the sense that Computer would end up being part of the art piece rather than a medium.

There's definitely people around that will look at 3D art as art rather than a demonstration of technical prowess, you just need to go to the right places like I suppose Art Station?

I don't know dude, there's a definite cultural scene with stuff like pixel art which is as computers as it gets, and there's scenes for quirky CG demonstrations (called scene as far as I know), there's scenes for video mangling, there's scenes for DIY 3D printing and robotics (maker culture), there's scenes for YouTube poops. And they all to some degree have a culture, a history.

You just gotta find that niche section of society and eventually it'll grow and we won't see the method of viewing the art as an inherent part of the piece anymore, like a hologram or a simple 2D projector.

I mean I guess you could get a CNC machine and a belt sander? http://grunblau.com/ I've been infatuated with this guy lately and he designs something, makes it in Rhino, makes it with a CNC machine, sands it down and either leaves it at that or makes a mold and casts it out of aluminum or brass. A local museum gives classes on casting, you could probably find a class.

3D modelling is definitely art just like traditional, it's just gonna take a while to bridge the cultural gap like with traditional and digital painting or to a lesser extent photography.
>>
>>586729
Also technology is advancing and things like VR actually exist while we're alive and it's just a headset you can buy for a lot of money and put on your head, there's even augmented reality books currently in testing with some schools that have QR codes for making 3D models appear on an iPad.

We're going to culturally get used to "seeing through" the computer and it'll be easier and easier for people to experience, understand, and appreciate 3D CG art.

Just gotta be patient as the pool of people initiated in 3D art and computers expands.
>>
>>586732
It looks like there isn't unfortunately, that'd be an interesting way to work: Create a new UV Map, get it all arranged, then start cutting as if you were painting a texture.

You could also go into paint mode and paint right on the UV editor to make some straight lines and trace that with the knife tool. Best option probably.
>>
>>586739
Basically, what I'm trying to do is cut an edge around a hair texture, so I can assign only the bare minimum transparent parts separate materials to the solid inside. In 3D view, it's doable to knife everything but it's tedious. Knifing in the UV editor would make it a two minute job.
>>
For 3D models like these:
>>585576
>>586126
>>586180
Is it necessary to have a drawing tablet to make them?
>>
>>586764
I once sculpted a stylized bust only with a mouse and didn't have any problems with it. Tablet would probably just make it easier, but it's possible to do it with mouse + keyboard only.
>>
>>586729
other artistic fields are just as bad. art is basically worthless now because so many people are making it now. unless you're really fucking good, maybe. don't do it for the community or the accolades or whatever. do it because you enjoy it. the only way you'd have access to "masters" to show your work to is if you're a richfag who can afford to go to some top-tier art school. and these masters will just be guys who probably got a lucky break and wrote a hit song or something and are not really geniuses of beethoven's caliber. the art world in general is nothing like it was in those days, probably due to the rise of the middle class.
>>
>>586774
Its even worse than that. Modern art is just a circle jerk. Its not about what you can do its about what mental gymnastics you can do to explain what you have done (even if its total shit).
I blame the Jews and the CIA.
Art was once about positively influencing society, since it was co-opted by capitalism its just a giant mindfuck and a blackmarket for rich assholes to park their money in and evade taxes.
>>
>>586730
Why is that guys knees backwards?
>>
>>586959
>his knees aren't backward
we don't cotton to freaks round here. now scram!
>>
How do studios manage licenses of their softwares?

Like, do they have one autodesk account with all the licenses on it, and everyone just logs into that account?
How does it work?
>>
>>586959
https://www.youtube.com/watch?v=binN-lTcmyU
>>
Did anybody hear about that 3D artist from Naughty Dog who was sexually assaulted at his job? Dude got fired and has been unemployed for 17 FUCKING MONTHS.

WTF, this makes me scared. Is it this hard to find a job as a 3d artist (environment artist in this case, and not only that - environment artist from a fucking NAUGHTY DOG), or is this a specific situation because he maybe got blacklisted or something?
>>
>>586992
Did he try to find new job?
>>
*Thinking about booleans*

Whoa nice
>>
>>587001
I have no clue, but if he mentioned he was out of job for that period of time, he probably did. But how is that possible, environment artist from a fucking Naughty Dog! Same shit has been going around CD Projekt Red these days.
>>
>>587002
>Model in ngons first
>Create sensible topology later when the shape is done
Ice the cake once it's out the oven.

Also little thing I should've done earlier in Blender: With the knife tool, start new cuts with E instead of hitting enter after each one. Little speedier, especially when you're gonna be hitting C and Z for each new use of the knife tool.

What other little speedups y'all came to late?
>>
>>587004
I don't know if I'm doing it wrong, but when I used Blender, I used shortcuts for everything ofc. But in 3ds Max, I actually always use the buttons on the right for things like extruding, chamfering and such. Max doesn't have default shortcuts for that, and it seems to me that people actually do prefer those buttons. But I still think that it would work better with some shortcuts, I don't know why I didn't set it up like that yet, though...
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>>587004
Also a little speed up that isn't in the application: Fucking recognize when a shape that needs insets and repeating patterns and all can be unraveled and flattened out for modelling and then curved after the fact. Not just things like pic related where you'd do a textured grip but even doing scifi-looking cuts and indents in cubes and cylinders and all. Hate realizing 20 minutes in I could have been done by now and with less effort had my brain kicked in.
>>
>>586973
different software does it differently.
ex. autodesk uses flexnet https://knowledge.autodesk.com/customer-service/network-license-administration/get-ready-network-license/choose-license-server-model
>>
>>587006
Did you set it up yet? :P

Did you look up Blender's default hotkeys from a Wiki or something?

Just reminding you since you seem to believe it would help, but have some block preventing you from doing it.

Supposedly in situations where you know you should do something but end up not doing it, it's helpful to ask yourself if you don't want to do it now, when will you do it? And why not now?

You doing anything right now? I'm not, just going through /3/ looking for questions or requests while I've had Photoshop open for a couple hours because I *was* going to properly size some blueprints for a part that had the wrong scaling on one axis (anti-piracy? came from the shop page) but then I got into a conversation about something I like and got to gush about its history. Suppose I'll fix the blueprints now lol
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>>587004
You can do basic math in the number entry windows in Blender. I still open Calculator to do things and I'll remember oh wait I can just 16/90 in here.

Also Shear's amount is run divided by rise, so shearing a 4 unit tall plane over 2.3 units would be 2.3/4 in the entry box.
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cgp is down
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>>587181
Its this time of the month again.
Don't worry, they will be up again.
>>
Does anybody know someone who has been a Gnomon student? I'd like to see how their curriculum looks like and what kind of assignments they get.

I've been mostly learning by myself for the past 6 months and I'm interested how would I compare to someone who spent 6 months in Gnomon. And I could probably try working on some assignments they get, too, if there are any available on the internet.
>>
>>587205
I heard you only get into Gnomon if you're already pretty experienced. So comparing yourself to someone there isn't really a good comparison.
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>>587205
My professor works for gnomon. I can tell you its very amazing work. However, although they have a 100% job rating you have to ask where they end up? Sure they might land a freelance job for a few months but then have to find work again after seems irresponsible. Copy their student work shit. Thats what im doing. Make three good turnaround characters from some concept design you find and Im sure you will find work.
>>
>>587265
>>587261
I saw they have introductory classes as well, so I really can't tell how much knowledge they possess upon entrance.

But yeah, I'm having a hard time finding any resources, so if you know of any, please link it to me. I'm more interested in environments atm, since I don't have much experience with characters. I'd also like to know how their assignments and lectures look like. I hope they are nothing like Gnomon Workshop, since in that case it would be piss easy.
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>>587265
>tfw you're a yuropoor second-worlder who will never be able to receive an education on par with Gnomon.

Literally what is the point of being born outside of Murica?
>>
yo i remember someone here giving the greenlight but i have a... non-blueboard project that i am currently trouble shooting and i just want to know that i can in fact pass go and collect 200 by posting the project. it isnt textured or anything, and nothing grotesque, just a thicc shortstack with the tiddy. again not textured but i want to be 100% sure its ok to upload it as im unaware of an nsfw equivilent to /3/
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>>587356
i think there was a general up on /aco/ but it must have run out of steam because i don't see one now. you can always cover up the naughty bits if you're afraid of someone reporting you.
>>
>>587358
thats a bit of a difficulty as the naughty bits (specifically the nipples) are in motion atm
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>>587359
just constrain a black cube to the surface of the nipples or something. get creative, there's no limit to what you can do in 3D. i believe in you, anon!
>>
>>587361
didnt know how to make it constrain with the physics but i did control how much physics i applied
as you can see, one part of this cage is paired properly to one breast while the other side does not effect it at all even though the bound mesh is all one solid thing.
further more i am getting some warping on the stomach area just below the bust and not sure how far i need to adjust the collision box. i have been following this tutorial on how to accomplish cloth physics (which i have found to be a much better improvement to soft body in terms of preformance)
https://www.youtube.com/watch?v=-nkhXESF0jI&t=10s
>>
>>585581
lightning filters and how stuff reflects light can mask modelling problems very well. A nonexpert often mostly jusdges graphics quality based on light and filters.
>>
i am fucking around with blender and watching some guides to learn something, but i feel like i have a big problem. Guides tend to be people showing you a way to do a thing, i would like some more theoric explaination. Rather then just do this and that, i would like to know how this and that works.

Top examples of these more theoretical questions is:
how does efficiency work? What is more and less efficient?
(also bonus round question, i can't find this anywhere, i know modern miniatures manufacturers use 3d modelling too, in what way and how do i adapt to what you would need to do for that(talking about stuff like Games workshop for example)?)
>>
for some reason i cant type in the fields like in the number of frames or in the transform values did i fuck something up with a key press?
>>
is there a way to have an object "grab" a cloth mesh?
>>
yo is there some way to make one mesh fit to the form of another mesh?
>>
>>587624
transform constraint or point to surface constraint
>>
>>587625
shrinkwrap deformer
>>
>>587644
i have another question, is there a way to make it so they only do that in close proximity to the vertex group?
>>
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A "professional modeler" on /v/ claimed the part on the right would take 8 hours to make, and dared someone to prove him wrong. I'm bored on a Sunday and took him up on it.

The thread 404d shortly afterwards, so I guess I'm posting it here.
>>
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>>587686
I'd say this has the same detail as GT Sport. Here's how long each step took:

>High-poly: 33 min
>Retopo and unwrap: 36 min
>Bake maps and set up materials: 15 min
>Surface details: 24 min

I think I could do the Forza side in 40 minutes. So if the whole car had a similar difference in detail, you could add 5 cars to Forza in the time it takes to add 2 to Gran Turismo. But the difference isn't as big everywhere, and some steps would only be done once per car; I'd guess the GT car took 50% or 60% longer to make.

I'm noticing that I spend a lot of time on unwrapping. Are there any auto-UV solutions in 2017 that are actually decent?
>>
>>587687
There aren't. UV tech is super shit still
>>
>>587646
Constraints usually have an on/off switch. Just turn it on when you need it.
>>
I've got some photos of tiling wallpaper, important that it's these for authenticity, and I'm having a hard time getting things to line up without spending over an hour with smart objects, puppet warps, perspective warps, and content-aware.

It seems to me that I should be able to mark points where elements of the pattern repeat and then a program will work out how to fix the distortion and vignetting.

Everything I've tried for panoramas, like Photoshop and PTGUI, just tiles the sections back together the way they began.

Any other tools or methods?

Also I tried resynthesizing in PixPlant just to see how it turned out, and it wasn't great.
>>
>>587687
Hah I was in that thread. What a fuckhead.
>>
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so i just finished rigging this little creature but i want its mouth flaps to be pressed against each other, creating an x shaped seal. is there some way that i can get the faces of these flaps to be flushed against each other?
>>
>>587767
for furhter context, it currently has the subdivision modifier added but not applied, and the mouth flaps were made by extruding four faces individually
>>
>>587767
>>587768
Elaborate a bit more how would it produce an X shape if the faces clip before they reach the middle.
Or are you saying you want the everything as is but no gaps on the sides? If yes then you need to edge loop and make extra edges around the mouth flaps ctrl+r or shift+e to edge crease making the edges harder. I guess.
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>>587780
basically what i want is pic related
no gaps on the sides or in the middle, a fully closed mouth
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>>587781
Then what you're doing ain't gonna work you have to add an edge down the middle of each flap inside and out and pull the verts to the middle meaning you have to add the new verts to the bones.
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>>587783
so unparent, edit, then reparent, got it.
any way i can make the pose become the new shape of the mesh?
>>
>>587784
https://nixart.wordpress.com/2013/03/28/modifying-the-rest-pose-in-blender/
>>
>>587786
thank you
>>
>>586730
You spin like me like a washing machine, I'll cop your top off, and guzzle your foam like a slosher washer. *sniffs
>>
is there such a way to make a mirror modifier reflect diagonally
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thank you folks for your help with this
>>
the animation:
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>>588932
Save, rotate 45 degrees, mirror, save as something else, done.

I don't know if there's a proper way of doing it, I'm not very good at modelling.
>>
>>588932
use an empty as the mirror origin or w/e it's called in the settings, rotate the empty
>>
Any Cinema4D lads here? Can you not make MoText editable? When I hit C, it turns it into a null and I can't go into poly or edge select and manipulate polys. Just wondering why this is.
>>
>CG Cookie
>all those Unity courses

Such a waste, they have plenty of good courses, but they are wasted on inferior engine. Should have used UE4 instead.
>>
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What do you guys think of my sf3 ny stage map remake so far?

I'm a super amateur, but i made most of the models myself, other than the train and the phone booths.

3D modeling is cool but its tough. Im trying my best though!
>>
>>589317
>other than the train and the phone booths.
delete them and make your own. it'll be good practice. use reference photos!
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>>589319
Yeah i wanted to do that, but im this a project for the semester. I want to make sure i complete the map before I try anything crazy.

I actually wanted to implement a little fighting thing in there like SF, but i know that'd be super hard. So im focused on finishing the map first. When I do then I'll def try making the train on my own!
>>
>>589317
Idk the original map but here the scale looks all over the place. The tiles on the floor and that ladder are huge, making the people look tiny..
>>
Will I waste my time if I go through this?

https://www.cgcookie.com/course/introduction-to-character-modeling

I'm not even sure why am I going through CG Cookie tuts and wanting to start using Blender again when I have 3ds max and Zbrush, but I wanted to try some sculpting in Blender, seems like I can benefit from it for some things.
>>
>>586730
Is "he" attached to a skeleton?
>>
There was a talk at the blender conference about this
http://www.neilblevins.com/cg_education/primary_secondary_and_tertiary_shapes/primary_secondary_and_tertiary_shapes.htm
Which I found quite eye-opening.

You can watch the talk if you want but honestly it just takes 20 minutes to explain an article you can read in 5.
https://www.youtube.com/watch?v=qMH_J_vcoqE
>>
Not sure if I'm in the correct thread - but here goes.
I've been trying to get into making meshes for Skyrim - I could probably just make standard 3d-models without the need for a game-import but this way I can actually use what I create, that was the reasoning atleast. - however there are so many problems involved with importing/exporting .nif files, and I basically have no-one to ask about these issues.
So my hope was to run into someone who knows about this here.
>>
Our favourite 3DCG husbando just held a talk. Check it out.

https://www.youtube.com/watch?v=qMH_J_vcoqE
>>
Anyone know of a way to get Blender's grid to align to an object's rotation when I'm in local view?

I'm using UV Unproject http://homepages.ihug.co.nz/~m_collett/blender/uvUnproject.html to match an object to a photo's perspective and angle and I'd like to have my grid available and matched to my working angle to help me with my sense of scale.

I've looked for a good while and can't find a hotkey, a menu entry, an addon, a weird trick, nothing but a feature request in which someone asked how it would be useful.
>>
>>588959
That's really nice, but what is it supposed to be?
>>
How am I supposed to use Substance Painter for anything that is not a tiny object if the materials in SP don't tile and even at 4K my large models look blurry? The only option I know of is to just make everything modular, so every object gets as much texture space as possible, but that means that every large object will have like a dozen sets of different maps and that's too much.

Take for example a house. You can't enter it, so it doesn't need to have an interior. If I made it from a single piece, every wall will have a super tiny space on a UV, and that means that, even if I use 8K map, from a short distance the walls and doors will look blurry. What do I do in this situation?
>>
>>589710
don't use substance painter for environments. it's always been common practice to use tiling textures for environments and to scale the UVs way up to get an appropriate texel density. for anything small on a house you should put them all on the same texture atlas, but anything big like a wall should have its own tiling texture. you can often reuse these tiling textures elsewhere in your scene so it's not a big deal. for instance, the walls can all use the same tiling texture. you can use decals to add variation if things look too uniform and samey.
>>
>>589718
How can I stop those tiling textures from becoming super noticeable? Should I use some kind of blend where it changes its scale when I'm far or near?

E.g. if I use a 4k map on each individual modular wall, I'll get a super high detail and tiling won't be noticeable, but if I place a single tiled map on a whole building (or interior walls), I'll be able to see those tiles everywhere.
>>
So this is the power of CG Cookie tutorials...

Anyway, I'm not quite sure why am I going through a basic ass tutorial when I've already been playing with vegetation for a while - guess the shilling of this website was so strong I had to check it out, hoping that I'll learn a new thing or two.

But actually I don't know this, so I have to ask - what is the difference between a lower poly mesh with a transparent texture and a higher poly mesh but without a transparent one - in terms of an optimization inside of a game engine?

E.g. here, the guy modeled this weed like pic related, making the mesh itself pretty high poly, it looks like shit because parts of the plant got cut out, but ok - it is supposed to be small in a scene so nobody would notice it.

But still, is there a reason why he just didn't use a simple plane with maybe a few polys to get a basic shape, and then used a transparent texture?

I heard something about how you always have to minimize the amount of transparent parts of a texture because reasons, but I don't know why that would (supposedly) affect the game more than using meshes with higher poly count.
>>
>>589720
Have you seen a house before?
It's not all the same material dude.

If you use good textures you won't really notice tiling unless you look for it. And then you can always add decals or vertex paint or whatever. Also, once your scene is completed and filled with a bunch of assets, people won't look at the walls as much anyway. Cheerleader effect applies to 3D.

Besides, why would you need a 4k texture anyway?
>>
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>>589759
Of course it's not all the same material... But if I use a single texture for the walls on all 4 sides, tiling will definitely be visible. I said I'd need a 4k texture if I wanted to achieve a super high level of detail up close, that is, if I don't use a repeating texture.

Don't have an example now, but here's the same problem with the ground - you can easily see tiling. Same would apply with walls. In one project that was the reason I just used 4k textures because then I wouldn't need to tile anything, and only 4k could provide a resolution high enough so that when you look at it from 10 centimeters away, it will still be sharp. This is obviously not a good solution, though.
>>
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>>589736
Overdraw is the main downside of transparent textures you try to avoid by adding more geo.

Basically, when you have a plane with a transparent texture, the engine still has to render every pixel of the texture, even those that are transparent. If you have several of these texture planes superimposed (think a field of grass, where the player is looking towards the horizon and several grass cards overlap), each transparent plane will carry its own render cost. Which means if you have a pixel on your screen where 7 grass cards overlap, that pixel will have to be calculated 7 times by the shader.

This is very bad, and what giving more geometry to transparent textures tries to avoid. Since geo is fairly cheap nowadays, it's not uncommon to actually model shapes such as ripped clothes on characters instead of using alphas when possible (especially when that lets us avoid using a transparent shader anywhere on the character altogether).

For things like plants, it depends how heavily you're doing to use them in your environment. A good practice is to use cards with alphas, but tighten their shape a bit to minimize the amount of transparent space that gets rendered by the game. The plants you posted above wouldn't be problematic if they were, say, potted plants in an office, but if you're looking to populate a field with thousands of them, you're going to struggle heavily due to their polycount.
>>
>>589765
Tbh I didn't notice tiling in your pic until you said it. I just assumed it was some weird artsy rock layout. But I'm drunk so there's that.
But obviously you will see tiling if you use a texture with very obvious outstanding highlights. Some textures just tile better than others.
But there's no way around tileable textures for environments for the very reason you mentioned. If you're going to get close to it, you must either use gigantic textures or tileable ones. First option really isn't an option unless you can afford it, but it's gonna be really expensive. And for large enough meshes it won't work because there ain't really 32k textures and we don't have the hardware to put this shit in games anyway.

It would really help if you could actually post some screenshots of your problem btw
>>
>>589766
>each transparent plane will carry its own render cost. Which means if you have a pixel on your screen where 7 grass cards overlap, that pixel will have to be calculated 7 times by the shader.
Oh right, I totally get it now. Thanks for the explanation!

>but if you're looking to populate a field with thousands of them, you're going to struggle heavily due to their polycount.
Ah, so even if this is fairly cheap, it would still cause problems... I don't understand why the guy in the course adds so many edges then. For a bigger plant he even subdivided it 2 times, literally what the fuck. This is unusable for a game, then.
>>
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>>589769
>Tbh I didn't notice tiling in your pic until you said it. I just assumed it was some weird artsy rock layout. But I'm drunk so there's that.
Haha, come on now. It is fairly obvious. But yeah, there probably isn't a way around it, although I watched a tutorial where a guy setup his material nodes in UE4 so that depending on how far you are from the mesh, it will change a scale of its textures. So e.g. if it is really far away, it will tile less, and vice versa.

Well, I had this problem with a Balmora house a few weeks ago, I posted it in WIP, and there were no answers to my problem. So here it is in pic related - I used an 8 fucking K texture for the base house mesh, and 4k textures for the supports, stairs, doors and the rest which are separate meshes. Even at 8k, up close the base walls were blurry. Other meshes looked great and sharp, but still, I had to use 4k textures for them. It's crazy and I didn't have any lags, but I had some huge warning about texture overload.

Pic related is also a good example because you can also see how the tiling is noticeable on the floor on the bottom.
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>>589773
See the difference. 8k texture on a large base mesh vs a 4k texture on a small mesh.
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>>589773
Where do you get your textures from?
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>>589773
>>589776
Eh, UE texture overload is bullshit, happens sometimes with tiny ass scenes to. Don't remember how to fix it right now tho.

Tbh dude, stop worrying about tiling so much. Of course you're gonna notice it when there is nothing going on in your scene and you use really bland textures. Put some decals, some leaves, a car, whatever, and it won't be an issue.
>>
>>589780
Eh, I guess. Although there are times where the texture is supposed to be clean, without many decals and such, so it might be problematic to hide it. But yeah, I know it's all about adding many details and it will reduce that effect.

>>589778
Textures.com, Poliigon and default stuff from Substance Painter + some from Substance Share.
>>
>>589781
Poliigon is nice, but I think the others are hit and miss.

Idk man, I just did a 300m long building in UE recently and the only time I noticed tiling was on the green roof before adding plants. We only used 1k textures and it looked good up close.
I wouldn't worry too much about it, just get your texel density right and finish the scene and if you still got problems address em then.
>>
>>589780

I've had overload issues when I was autistic enough to add 2k textures to absolutely all of my assets (including small props such as pencils and erasers). Also, make sur you type

r.HZBOcclusion 1

in the console (output log) to activate hzb occlusion culling, it is the best method available inside unreal and it really helps to avoid getting the overload issue.
>>
>>589514
a... type of... plant...
very... lively... plant...
>>
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>Someone got payed, and probably a good sum of money, by Sennheiser to deform a triangle cap
>Didn't even care about the pinching and deformation, just fucking does it

is it really this easy, anons
>>
its impossible to have two fluid simulations doing outflow at the same time right?
>>
>>589796
Doing what? What software?
>>
I am learning 3d now for around 1 year and I feel that I reached a point were my progress as an artist starts to slow down a lot. I feel like I stoped getting better.

Have you guys encountered similiar situations? How did you overcome them?
>>
>>586712
God damn I wish I knew this earlier
>>
How to retopo human characters?
>>
>>589839
Challenge yourself. Attempt something difficult and you will learn.
>>
Face weighted normals are top-tier and I don't understand why this isn't just something I can toggle in Blender like the autosmooth option and instead have to re-calculate with an addon every so often.

Before I was really aware of FWN I thought Houdini just somehow handled complex layers of booleans and bevels with excellent topology, but no it's just FWN making faces that face the same direction have the same normals. The demo video I saw of "shatter boolean" (just non-destructive knife projection basically) had real dense spirals of edges solving ngons and it didn't really matter since it wasn't a subdiv model, just give it 15-segment bevels and FWN and it's done.

>>589839
I challenged myself. I don't do it too often unfortunately, failing to do something that I wanted to do feels pretty bad and sends me into this useless rut of modelling really easy things that aren't a challenge but I know I can do.

Just gotta recognize when that's happening and stop it and don't give up when you can't do some aspect of a project, just work on a different part of it. Like pocket83 says (paraphrased), break down a project into sections you won't fuck up and do those first. You'll get things done a lot faster and you'll be way more comfortable when a lot of it's done.
>>
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Well, this is the best as I can get it.
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>>589891
that's not bad but i would get some creases on the hair. you can ctrl+e edge crease
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>>589893
I tried to do a EdgeCrease, it doesn't seem to be doing anything.
>>
How can I tell when the model is good enough for the scene? The "problem" I'm having is that I tend to focus on every separate object, and they never seem to me to be good enough by themselves, but the reality is that, even in the most beautiful 3D scenes I've seen, individual models are not really much better - they just look good when they are all placed together and the scene is rich with details.

E.g. I'm looking at some trees I made with SpeedTree, and I can't tell if they are good or not.
>>
>>589919
Leave it be for a while, then you can look at it with fresh eyes later.
>>
>>589927
This

Can one make groomed trees with speedtree? I'm in Archviz and a client has asked for square trees. Like trees that have been groomed by some gardener so they are square or otherwise unnaturally formed.
I've never modeled a tree. How would you guys approach this?
>>
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>>589317
Here's a little update on my map! I still gotta fix some texures and lighting
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>>589934
I'd try to mimic the way they're grown: start with a tree that is bushy and thick and will hold a shape, then manually slice off branches. (Booleans.) If you make one square tree you can copy it four times without repeating by simply rotating it.
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>>589898
I believe crease edge is supposed to be used on the literal edges of the objects, not necessarily on any edge component.

Try using it on the edges of the hair and see if that gives you a different result.
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>>589794
Oh, splendid! My daughter will surely love it!
>>
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>>589317
I tried to do the same stage few months ago but I got lazy at making materials and never finish it
>>
Y'all ever try those neural network tools for coloring lineart or applying a "painting style" or simplifying line art on a texture?

Coloring
https://paintschainer.preferred.tech/index_en.html (Also has sketch simplification now apparently)
http://color.kvfrans.com/

Sketch simplification
http://hi.cs.waseda.ac.jp:8081/
>>
>Finally decide to try and fix a Blender XNALara / XPS import addon that set alpha as premultiplied instead of straight after manually changing it for months
>Try to fix it
>Incredibly easy
oh

If anyone else uses the XNALara / XPS Import / Export script, all you gotta do is open up import_xnalara_model.py with Notepad++ or Notepad or w/e and change

image.alpha_mode = 'PREMUL'

to

image.alpha_mode = 'STRAIGHT'

This has always made things look correct with imported models in my experience.
>>
>>589794
>>588959
You're making a fucking vore animation aren't you?
>>
>>588959
I don't think that the wrinkle at the bottom moving inward and up makes sense in this aniation, I'm reading it like baggy skin around the base so actually the surface should sort of expand outward as the body it's hanging off of moves outward.

The slow movement is very disgusting and heretical though, perfect for some pervert's vore game.
>>
Hey lads 2dfag here mind if I ask some questions?

In 2d there are several fundamentals like perspective sense, shadow\light\colour, composition etc etc, I have a feeling some of them apply here too?
If not please tell what are the fundamentals of 3d.

Is it even a wise decision to blend 2d and 3d skills?

I also vaguely recall hearing there was some sort of software to directly edit\paint over models, to create or edit existing texture, how does that one is called?
>>
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I need some help with World Machine. I want to export a single colored texture for my terrain, and I want it to look exactly like it looks on the bottom right (view from the overlay node). Thing is, I used an overlay view and I can't just plug that one into a bitmap output. Combiner provides those colors but if I plug just that one, I'll miss half of the colors, since the overlay view mixes both combiner and that erosion node on the left, which is the last node that changes my terrain.

What do?
>>
>>590555
perspective and proper shading are things you basically get for free in 3D. composition will always be important for art. i don't know what "fundamentals" there would be for 3D art since i'm entirely self taught but there is a lot of technical shit you need to learn about how 3D works like topology, UVs, weight painting, etc. you'll have a head start on the creative, artistic aspects of 3D but it's not going to make your life any easier learning the technical parts.
>Is it even a wise decision to blend 2d and 3d skills?
that depends entirely on what you want to create. i think it's much easier to create photorealism with 3D than it is with traditional art mediums, especially with non-living subjects. you could also use 3D to make your life easier as a 2D artist, i know some artists like to block out an environment in a 3D program and then trace over that and flesh it out more in 2D because like i said earlier, in 3D you are automatically guaranteed to have correct perspective. having a good 2D background is good if you want to create stylized models with hand painted non-realistic textures like blizzards WoW models.
>some sort of software to directly edit\paint over models
you can do this in a lot of different software. substance painter is the industry standard for this i believe, but i've also used 3D coat for this purpose and it worked pretty well. from what i've seen their texturing tools are pretty similar. 3D coat has the added benefit of being very good for UV unwrapping, which is a necessary step before you can texture a model, substance painter does not have any tools for UVs, it must be prepared beforehand.
>>
>>590563
Thanks, any suggestions where I can start tackling the technical things?
>>
>>590567
depends what you wanna do. watching some "beginning to finished/rigged/animated/rendered character" tutorial series will give you a good idea of the overall 3D pipeline, but if you're not interested in making characters then there is a lot of information in there that won't be relevant to your needs and may just be a waste of your time. figuring out what you want to accomplish in 3D then search for tutorials on how to accomplish that would probably be the best way to learn, as long as what you want to accomplish isn't too crazy/advanced (then you might stumble upon tutorials that assume you have basic knowledge that you're missing)
>>
Poliigon finally figured out that people can just keep creating trial accounts and download every texture for free, so now they are limiting trials to 1k textures. The problem is that 1k is fucking useless. Oh well, it was good while it lasted. Too bad I actually didn't abuse it while I could.
>>
>>590694
Go on Google and search intitle:index.of poliigon
>>
>>590696
I'm a dumbass, what exactly is the search query I'm supposed to use?
>>
>>590698
did you even try? jesus christ. do you need him to copy paste it for you and hit enter? have you used a computer before?
>>
>>590698
"intitle:index.of poliigon" but without quotation marks

What it does is look for "index of" in the title of a web page and also for the presence of the word Poliigon. Online directories tend to say "index of" or "parent directory" on the page somewhere.
>>
>>590701
ah, I tried both site:poliigon.com and just poliigon.com. Thanks.
>>
>>590701
http://ricskopf.digitaltrip.hu/
Wat. Whose stuff is this and why is it available on the internet?
>>
>>590705
It's ricskopf's stuff, probably using it as a backup for their files and / or for remote access of their assets.

Sometimes people just don't set their stuff to be private.
>>
>>590706
Who the fuck is ricskopf?
>>
>>590707
idk, some nerd that came up on Google. I don't know everyone on the internet.
>>
>>590708
Then the question is - how did you guys find that page?

I don't know, I feel that some illegal computer stuff is going on here, I don't want to mess with you 4chan hackers. Goodbye.
>>
>>590709
The google search literally a few posts above yours.
>>
>>590710
Lol, I'm asking how did you stumble upon that page. And if you just heard about it from someone, then I wonder how did he stumble upon that page. Does the person who is hosting it know we're looking at his stuff?
>>
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Got an issue with Dynamic Paint in Blender.

Here's the situation:

I've got a simple icosphere set to be a brush with volume + proximity set as the paint source, only settings I changed can be seen in the screenshot. The weight map preview shows the radius of the brush on the canvas.

I've got a higher resolution icosphere set to be a vertex format canvas with the surface type set to displacement, the screenshot shows the only things I changed. It only ever displaces what intersects with the brush, exactly the same way as if the brush was only set to volume. Proximity is having no effect.

How do I solve this?

I can't find anything about this specific problem with Google or on the Blender Artists forum.
>>
>>590711
>Lol, I'm asking how did you stumble upon that page
By making the goddamn google search, you moron. It's a search result. This isn't hard.
>>
>>590713
What, you just searched for that string randomly and found it by accident?
>>
>>590715
Try it if you don't believe me.
>>
>>590717
Woah, you're dense as bricks, son. I've been on that page ffs, I know how to get there. But who told you about it, how did you just stumble upon someone's disk and found that shit? Did somebody give you that link or what?
>>
blease
>>
>>590718
You're a fucking retard.
>>
>>590720
You can't even comprehend a question, my man.
>>
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>>590722
You ever Google something before my guy
>>
Anyone experienced with SpeedTree? I'm trying to find out how to have multiple leaves on a single tree, in a way that those on the inside (closer to the trunk) have different texture from those on the surface.
>>
Jesus, is 3DCG scene that small? I'm constantly seeing the same artworks and the same people everywhere I go. I haven't even been into 3D for a year, and I already feel like I know everybody.
>>
>>586729

But since it is so new. you have a chance to be involved with CG in it's infancy. Get good, and you end up affiliated with what may be "old masters" in the future, or maybe be one yourself.

The field is still relatively new. Why not take advantage of that and look ahead, instead of behind?
>>
>>590722

This
>>590696
This is all he did. You're a fucking idiot.
>>
>>590709
it's called a Google Dork if you really want to get into it
>>
>>590718
you're so fuckiing dumb, it's insane. just keep following the replies back up the thread and you'll see how they found it ffs
>>
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>>590884
Thanks, this is what I was asking.

>>590885
>>590880
You guys are just amazing.
>>
I'm trying to find a tutorial on how to bake a model into a texture with blender. I want to model grass blades and bake them into a grass clump texture, and since 3ds max keeps crashing when I try baking my textures, I want to use blender, but can't find a tutorial for it. Help?
>>
Did anybody here go to a college for 3D? What were the classes like and can you show some examples (even if not your own) of the projects you were doing after 1 year and then after you got out.
>>
>>590884
I didn't know there was a whole section of hacking dedicated to just competently using Google to find something, this is just what I do to be more specific with what I want Google to show me.

Kind of unbelievable that just Googling has been categorized as a form of hacking, I didn't think the divide between the uninitiated and the technologically-inclined was that wide in 2017.
>>
>>591140
Actually nah, it's probably not that wide. Bet it's just like hacking-adjacent by being related to security / privacy settings and it's easier to just group it under that label for categorization and news articles.

Think I'm just a little butthurt about the implication of Googling being in any way hacking, given some past mistakes from many years ago that I've grown a lot from.
>>
>>591140
>>591149
Strictly speaking Google falls under Open Source Intelligence, not hacking.

This might be getting a bit off topic from 3D now lol...
>>
>>591215
>Open Source Intelligence
Now that's a cool term.
>>
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What's a quick, braindead method for making seamless textures on multiple objects that are all supposed to be interchangeable/snap together?
>>
>>591279
either:
A.) make them square shaped and equal size, with the UVs lining up at the very edge of the UV space so that they tile (obviously your texture needs to tile as well)
B.) don't have such large, important features in the texture, only tiny, high frequency detail where seams won't be very noticeable
C.) accept that seams will happen and that people will probably accept them as a matter of course since your shit looks very low spec and people are used to shit like seams in low spec games
>>
How to make a really good looking grass for games? I want AAA quality, not some shit from YT tutorials. Are there some lesser known guides by industry professionals from bigger studios that show their method? I'm trying to find something, but can't atm.

How did they make their grass for Horizon: Zero Dawn for example? It looks a bit thicc and stylized, but I kinda like it, I want to achieve something similar to that.

And I don't know if I should use some photo textures or just basic colors with gradient.
>>
>>591314
Pic related.
>>
>>591314
Nowadays the grass is polys driven by some shader/material code. It's not about the design of the grass but this shows some of the under the hood stuff happening with the environment in HZD.
https://www.youtube.com/watch?v=t258ePDlxtQ

I'd suggest looking around https://80.lv/ for things. There are some professionals that post and I can't think of the guy's name but there's some good work of his on youtube. You might want to check out UE4 scenes to get an idea of what people are doing, or Quixel/Substance tutorials.
>>
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https://github.com/5argon/monokai-blender

Currently my favorite Blender theme. Dark, various shades of dark grey, nothing pure white, lots of vibrant colors. So far no contrast issues with text on similarly-colored backgrounds in the UI.

And while this next one is not my favorite, it's definitely quirky enough to warrant mentioning. It's a recreation of Metasequoia's theme, which is a modelling program popular in Japan.

https://sites.google.com/site/tomo0web/home/blender-lab/metasequoiatheme

It's a .blend so you gotta open it with Load UI enabled and then save the theme from the preferences. I think it has a bunch of altered hotkeys to match Metasequoia which is why it isn't just an XML so don't overwrite your startup project.
>>
>>591508
Actually it might just be because it was made before Blender had a theme manager. Apparently this was just how you did things years ago. Nasty.
>>
>>590072
That lighting looks great!
>>
>>591537
You have pretty low standards, my dude.
>>
>>591508
Very cool, thanks for this.
>>
This looks kinda like Tor Frick's Modo workflow with booleans. But don't those ngons cause problems?

https://www.youtube.com/watch?v=iIyGlkOUpH4

Anyway, this shit is godlike, Autodesk on suicide watch. I'm yet again going back from 3ds max to play with blender.
>>
Yo /3/, when are you coming back to 4CC?
>>
Are any of these CG Master Academy courses available on some torrents? I didn't find anything on CGPeers, aside from one drawing course.

https://3dclassroom.cgmasteracademy.com/elective/2049

This looks awesome, no wonder the price is huge though, they can communicate with him and get feedback, but there should be some videos provided as well, and I'd like to check those if possible.
>>
>>591563
If it doesn't have to deform or subdivide, nah.

There can be visual smoothing issues though and your choices there are autosmooth so flat surfaces end up looking detached, edge splits so they are deteched, or custom normals weighted to the larger faces and bevels on every corner.
>>
>>591563
ngons don't mean shit if it's flat and not deforming. ngons are fine to use in hard surface

https://www.youtube.com/watch?v=sFSTfAOOZ9M#t=7s
>>
How can anything compete with procedural creation? Unless I'm modeling something super stylized and out of this world, why would I ever model e.g. my trees and foliage by hand when I have things like SpeedTree and Zbrush fibers? I mean, it's not only about the fact that procedural workflow is easier - it is just so simpler and less time-consuming to experiment with many different versions, and you can change anything in an instant.

Given all that, I personally still feel like I shouldn't be exclusively doing that, because I heard that employers might not like it, and that I need to be able to model everything from scratch. I don't know, opinions? How many game studios use tools like those? Would I be considered a hack environment artist if I don't model every grass blade, every branch and every leaf by hand?
>>
There are days I am sick of being self-taught. The only thought floating above my head is "what am I doing with my life?"

Spent a day googling and trying to find good tutorials on how to make textures from grass clumps. Nothing is good enough. Then I stumbled upon some method where you use Zbrush's Fibermesh and then bake everything in xNormal, but I got lost multiple times because some blades don't bake properly etc. etc. Still haven't put it into the engine. One fucking grass mesh.

It's exhausting.
>>
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Is there any good method to painting seamless textures across multiple objects in Substance Painter?

Are UDIMs the only solution to my problem, and if so, how well do they handle being imported into a game engine (unity specifically)?

Is there any other similar program that can do it better?
>>
>>591778
you mean like terrain?
they don't use sp for that. you can import substance designer files directly into the game engine (specifically ue4 and unity5).
i don't know the format or the workfow, but i do know that they use material blending which is really cool method of transforming terrain

https://www.youtube.com/watch?v=aFATxLO_rvQ
>>
>>591782
No, not for terrain, stuff like walls in the pic
>>
>>591783
i don't know, why not do it on 1 object?

maybe go to the fill layer change the UV coordinates to interpolate and match the numbers
>>
>>591784
Trying to make pieces I can switch in and out... Plus when I tried merging the building and painting it like that the texel density was terrible and everything looked very blurry
>>
>>591786
load 1 piece at a time. do a few variations and then connect the pisces in game enginr
>>
Daily reminder that photorealism is the only right and respected style.
>>
>>589795
Complete shitter here, what does that mean?
>>591687
For a generic tree, of course. If you need to do something more detailed, however, nothing can beat human creativity yet, doubly so when that particular plant is important to a location or a story.
Besides, procedural creation/generation is still far from perfect.
>>
>>591778
make sure you have triplanar projection turned on with whatever material you're using
>>
I'm using sculpt tools add-on in blender and my grease cut tool doesn't work. I draw the line and click "cut", but it does nothing, just moves the gizmo for some reason. Anyone knows the solution?
>>
>>591875
ain't used it but do you know if the grease pencil needs to be set to scene or object?

that's a common problem with grease pencil stuff
>>
>>591883
To object afaik, I've been following a tutorial. But I see that it has been buggy in the recent updates. Actually doesn't matter, figured I can just use Boolean from hard ops add-on instead, and I'll even be more precise. I think Zbrush has that option, but I've been learning how to sculpt in blender since I found it a lot comfier.
>>
Anyone knows where can I find some decent grass blade textures? It that even actually necessary, or is some color gradient good enough? I don't think I actually saw that many details on grass in games and renders.
>>
>>591924
Is it possible that literally nobody does environments on this board?

Pathetic.
>>
>>591945
this board is just really slow m8

try poliigon or megascans maybe
>>
>>591945
I wrote out paragraphs on grass design, but it all depends on what you're doing. So, anon, what are you actually making? It can't just be grass in an otherwise empty scene.

If it were a tree you were working on, the texture for the bark would matter, but the leaves on it wouldn't matter nearly as much. Full healthy grass has so many blades that it'd hardly matter. But again, it depends on what you're doing.
>>
I want to move from 3D modeling to illustrations (paper + pen/pencil, backgrounds + character design). Has anyone done this? Tips on tutorials/courses/regimes etc?
>>
>>592136
I mean, yeah, from a photorealistic looking full generic grass to something a bit thinner, like grass in the deserted areas. I guess it could probably work with just a solid color. Of course, for things like tree trunks, I'd have to use textures.

I wonder how did they make their vegetation for games like Horizon, Uncharted and such. From what I've seen, I think they sculpt everything in zbrush and probably apply a simple color to it, looks a bit stylized and clean, but still realistic. I just want to make the best looking photorealistic grass as possible.
>>
>>592140
>I just want to make the best looking photorealistic grass as possible.
Well, if I had unlimited resources and time, I'd start by making a few squares of grass mesh based on real grass. Then make a big block out of those small squares, and another out of those small blocks in a different order and rotation, and so forth, until I had one the size the scene required that looked fairly original in composition. Real grass isn't a (usually, you can obviously find some instances of a perfectly flat field if you really want, but that looks unnatural IRL, too) plane, so I'd add elevation in different places, varying degrees of different growth, slight less growth where it's in shade. Making it grow towards the light in the scene ever so slightly. You don't even need to make it grow to the light, just rotating it a bit would work just as well.

Physics, too, are pretty important. Just doing the above gives you a green carpet if you don't enhance the scene for taking a picture. Just having the grass moving a tiny bit goes a long way in making the scene realistic.

You can really go all out with things like this. To keep the size low, you could just trim it (mowing your lawn from underneath!) with a box as a selection - you could even colour the same box a dirty green colour for use as your base or soil if you like.

I haven't played those games and I'm too lazy to google search, but there's lots of different ways to do it. My way's pretty inelegant, but it saves having to model a literal whole meadow of blades of grass with not much deprecation of quality. AAAA gaming makes use of transparent textures a lot with vegetation, and often it doesn't have thickness at all to it. Call of Duty titles typically had transparent grass if I remember, but again, I don't think that looks very good, partly because it only looks good in high motion, whizzing past it. Pausing to take in the scene it looks awful and unrealistic.

Maybe someone who does it professionally can weigh in.
>>
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Transparency would definitely save modeling, and reducing the render time, though. A patch of grass would be a few thousand triangles instead of a fuckhueg computer frying picasso of sculpting. You'd need a few of those textures, though, to achieve a crisp look.

The photorealism with grass and vegetation in my opinion, comes from having uniformity, but things not looking quite identical. For this image, if I was going to copy it, I could start with the quasitiled surface. Grass isn't all the same colour. I think it has some benefits, too. If the grass mesh is a simple triangle with a transparent texture, and you want it to cast shadow, you don't really need to have it raytraced, you could let it cast a block triangle shadow, it'd look pretty okay and it wouldn't kill you rendering it.
>>
I make nothing but porn so /3/ is really just a read only board for me.
>>
Where can I see what level of skill do you have to possess to get a job in places like CD Projekt Red, Ubisoft, Rockstar, Naughty Dog and such? I guess finding some renders from junior artists before they got the job would be good.
>>
>>585576
Kinda related to the picture, but how do you create skin textures that look good? I know about using real photos, but I'd like to learn how to make it from scratch.

Is it a combination of bump maps that make the image look so good or is the model just very high poly?

I'm quite new to texturing and I'd like to learn how to create textures from scratch
>>
>>585576
If you dont mind me asking Where or who made the model?
>>
>>592428
Really wish mods weren't dumb with the rules.
As long as it isn't sexual it should be allowed.
Nudes alone isn't nsfw in a fucking art field.
>>
>>592523
Naughty Dog had a model challenge, iirc.
They had some concept art on their site, and if you couldn't make it, you weren't good enough.
>>
>>592605
To continue on this, it's an over-saturated market, anon. If you have any doubt in your abilities at all, you'll never make it.
>>
>>592607
It's not that I have doubts, but I'm relatively new at this. If ArtStation profiles are anything to judge by, I could definitely make it. Just interested how those companies hire their people.
>>
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What method would I use to achieve this look with blender?
>>
>>592617
it's called "getting good"
>>
>>592618

I walked right into that i guess. I was specifically wondering about the materials/shaders.
>>
>>592619
>>592617
>>592564
Here you go guys, you can start unzipping your pants, it has some lewds.

http://www.zbrushcentral.com/showthread.php?177298-SchoolGirl
>>
>>592617
You don't, because this is a 3D sculpt.
>>
>>589890
Funny to see people taking about pocket83 on a African game-review website.
>>
Megascans redesigned their site and now provides 11 new free assets. Oh god, today is a good day.
>>
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>>585716

Does Blender have a muscle tool? When I make hair in 3D Coat I just use the muscle tool and build it up strand by strand.
>>
>>592896
>Lolis
>Lolis everywhere
It's like degeneracy is increasing on this board, I see these anime waifus more and more these days. In fact, 80% of the character sculpts seem to be of them.
>>
>>592896
What is it with you lolifags? What's wrong with adult women, eh?
>>
>>592901
>>592904
that's not even loli, she just has a big, featureless head. as an actual lolicon this does literally nothing for my dick, but it's kind of a shitty model in general
>>
>>592943
That's a body of a child. I don't know if it fully passes as a loli or not, but these things are disgusting and I don't know why are people doing them. What is the purpose of those?
>>
>>592896
There's no direct equivalent but the Snake Hook tool in sculpt mode is pretty similar. https://www.youtube.com/watch?v=F0X51O4RgWs
>>
>>592948
children don't have hips or curves or chests like that. the only reason she looks like a child to you is because she has a big head. are you even an artist? an artist should know better than this about human proportions. if you're not an artist you're on the wrong board
>>>/pol/
>>
Anyone knows where I can download japanese design/reference books or whatever they are called?
>>
>>592901
>>592904

No a loli. That's a chibi. Learn the difference, it could save your life.
>>
>>592948

Short limbs, wide hips, breasts, large head. That's a chibi.
>>
>>592949
Not even close.
>>
Is spending 24/7 on 3DCG a waste of time? Should I be investing in some other knowledge and skill instead? I'm kinda at the point where I'm finishing a relatively general degree with no strong focus, and I also have a few more free months before the next college year, which are currently being spent doing various 3D projects for some reason. I just like to do it and want to get good in it so I can use it in combination with my other areas of interest, music and short films. The problem is that there is barely any 3D work in my area, so mayyyybe I'm going in the wrong direction. Thoughts?
>>
>>592957
>>592972
What if I like my lolis with wide hips and breasts?
>>
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So I'm making assets for a certain big budget mobage.

Beautifully drawn anime girl with big tits, tiny ass ribcage, tiny waist, and thicc hips turned into a fucking abomination of an anime head and neck stuck on top of a skinny fat barrel bodied 40 year old American aunty who probably ate her husband.

All because my lead, whose opinion I had valued and respected so much, is rejecting the anime artstyle, going directly against the concept art, to be "more realistic", even though we've been told off countless times to be on point with the art direction.

I bet you too can imagine how shit the wishy-washy lack of dedication to THE FUCKING BEAUTIFUL CONCEPT ART WE WERE GIVEN LOOKS LIKE.

WE'RE APPROACHING FINAL DEADLINE WE DON'T HAVE TIME TO FIX YOUR LACK OF DIRECTION WHEN IT COMES BACK TO BITE US IN THE ASS

THANK YOU MOOT FOR THIS SLOW ASS BOARD SPECIFICALLY RELATED TO MY CRAFT SO THAT I CAN VENT THIS SHIT TO LITERALLY 2 PEOPLE

ANY OTHER INDUSTRY BROS EVER FEEL LIKE THIS BEFORE?
>>
>>593668
It's good to know that it's not just the autists looking to play those kinda games that get bothered by this. This is probably a resounding yes, but has anyone told your lead that realistic tends to be aesthetically displeasing when compared to 2D /because/ it's more realistic? I know more than likely you can't show the assets in question, but could you pull artwork from something else entirely that has the same art styles?
>>
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>>593671
I browsed Danbooru and found some pretty similar concepts, so I just took the one with hotpants because my character too had hotpants

On that note, he squashed my pubic area topology so GOODBYE HOTPANTS CROTCH, GOODBYE THIGHGAP, GOODBYE SUBTLE ASS FROM BEYOND THE LOST THIGHGAP

THIGHS START FROM THE VAGENE NOW, NO GAP, WE'RE BACK TO DAY 1 OF OUR HUMAN FUNDAMENTAL ANATOMY CLASS NOW BOYS

FAREWELL PUSH UP TITTIES THAT CONCEPT ARTIST DREW TO AN AUTISTIC EXTENT, YOU'RE UNDERWHELMING AS YOU ARE LIFTED

I shit you not, the reference he wanted me to use had torso to leg ratio like that, and I'm actually making this example look better because his reference had 0 curvature, literally a straight line from ribcage to waist to hips from front view.

It may be greatly detrimental to me, but I will seriously fight for my proportions at work. Wish me luck anon, and hope that when the game comes out you don't see an offense to God in your mobages.
>>
>>593661
then you're a closeted teleiophile
>>
>>593668
>>593677
I know your pain, kinda. My project is indy so the stakes are far lower and the team is tiny. But I did the leg work on a our main character, concepted her, had an professional character artist clean up my shitty sketches and made the preliminary model my self, anime but thicc with distinctive proportions. Passed her off to our lead artist for clean up, UV mapping, texturing and rigging. He is a great guy, great artist, objectively a better artist then me. But when I get her back and it was a small disaster. He retopoed her legs, thighs and butt until they lost their proportions, some how she had thighs that were significantly skinnier from the side then the front. He also removed the edge loops that gave he a public mound. So she still had her long leg to torso ratio but gone was all the mussel definition and detail that made it look like a stylistic choice. The real icing on the cake was the ignoring the illustrator files I gave him with the eye, mouth and noise shapes and painted essentially a smiley face on her completely ignoring the art style. We have a policy of roasting each others work so I straight up told him that her face texture was ugly shit only for it to now come out that he did not like the anime art style that was previously agreed upon by the team.
>>
>>593684
Damn, honestly if he didn't like the artstyle he should've been upfront about it. And either way, what the fuck does not liking the artstyle have to do with the job he was supposed to do.

God this is triggering me. Thanks for sharing, atleast I know this isn't a personal and lonely hell I walk in.

Maybe I just shouldn't invest too much of myself in the project, but I feel a deep moral obligation to work against unaesthetic work ,especially if I had a hand in it
>>
>>593692
I guess he did not realized that he would have trouble with anime art till he was working on it. But its working out so far, I just had to pick up more character work then I intended as the programmer. Things are going slower because of it but I think it is worth it. If your name is attached to the product I think it is worth it to crusade for what is best. Even it the game is shit and that is out of your control at least you can say that that part I touched was solid. At least for somebody like me with so few projects to my name, I would like them all to count for something.
>>
>>593683
>teleiophile

Disgusting!
>>
>>593668
>>593710
And this is exactly why so many AAA studio people are going freelance.
>>
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is zremesher good enough to make animation level rigs that aren't too crazy yet
>>
>>593757
>zremesher
>rig
how are those things even fuckin related
>>
>>593795
Lol are you slow in the head? He's asking if zremesher can produce topology that is fit for rigging and animating. You're one of those retards that needs everything spelled out for them.
>>
>>593795
I'm guessing what they mean is if zremesher would yield good enough topological results for a simple rig

>>593757
No
Or atleast, not if you don't know why you need the topology in the first place, because if you did, you would've done the topology already, or would use zremesher as a method to speed up your usual workflow.
Using out of the box with no loops drawn, without an idea how to use it? Well, if you try hard enough, you could, but you're going to spend a lot of time fixing shit you never needed to, and possibly learn in the opposite direction, never leading to actual fundies you could use to actually speed up your workflow.

>>593710
Wisdom. I was proud of my work and this is probably the biggest project I've worked on, more so than an actual AAA game. So I'm glad I fought for it.

I ended up submitting the more anime version, although some concessions had been made in the proportions. A bit realistic for my taste, but stylised enough to look anime.
>>
>>593757
>>593844
Oh, but zremesher is great for loose fabrics, like capes, curtains, robes, etc, for real-time models (most of the time).
>>
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already too tired to continue on this.
>>
>>593914
>those proportions
what the actual fuck
>>
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>>593936
It's cartoon SD proportions.
>>
>>593937
oh it's deformed alright. but not in a good way
>>
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>>593938
I tried my best.
>>
you made her upper body too beefy, she looks like a powerlifter (male). her upper arms are literally as thick if not thicker than her thighs
>>
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So I'm starting learning 3ds Max on a course this year. Teacher asked us today to build a park and gave us a few instructions.
Right now, I'm trying to make a seesaw, but I'm stuck in how to build the seats children are supposed to be on. Bare in mind, we are just a week into this course.
There must be some better way to build this one. I just started with a line, modified its vertex for the place where the seats are supposed to be, and gave it some thickness.
Now simple shapes and geometries won't fit, it looks horrendously asymmetrical, and I'm uncapable to make a good-looking seat.
Help a fella out, please? :>
>>
>>593944
What reference you're using?
>>
>>593914
You could make this work if you play with the proportions some more.
>>593940 's advice is spot on.
It also would not hurt to give her a few more polygons in some places like her wrist cuffs and chin. Also your pixel size is inconstant between the hair and face, I can see the look you are going for but giving her some more pixel on the face and body would not hurt. This in nitpicking but if you can find the setting in your renderer turn on linear texture filtering. This setting might also be called box, nearest neighbor, or mipmaps, this will keep your pixel art looking sharp.
>>
Is sculpting a tree made with SpeedTree a thing? The trunk never looks realistic, so I was thinking about sculpting over it. But I kinda don't want to retopologize everything again, when SpeedTree already took care of that nicely. Maybe I could just import a sculpted trunk to SpeedTree and build the rest there? In that case, does SpeedTree still take care of the trunk, or do I have to manually make UVs for it?
>>
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/K/ here.

I am illiterate when it comes to this stuff but I want to help out my younger bro who animates.
My new rig:
Ryzen 1600 @3.4hz
16gb Ram (currently at 2133)
RX580 8gb
SSD

His:
i7-4770
16gb of ram (i think)
GeForce GT635 (lol)

At work he uses their crazy rigs but when he works at home he has issues with everything being slow as fuck. For animating on Maya and using other apps like Premiere, would upgrading the GPU on his intel computer to a 1050ti be good enough?

I am debating whether it would be cost effective to ship him my new computer as a gift (he lives in the other side of the country) and have him ship me his old pc in return, or if sending him a 1050ti would be worthwhile to avoid dealing with shipping 2 computers? Is Maya more dependent on CPU than GPU, to where upgrading the i7-4770 with a 1050ti would be worthwhile?

I had him run cinebench and his cpu score was 726 while mine was 1119
>>
>>594073
Dude, the unwrapping of a trunk is a matter of seconds, the retopo a matter of minutes, not to mention the fact that Speedtree's unwraps are shitty and you could do better half drunk while watching a movie.
>>
>>593652
Bump...
>>
>>585576
There was another schoolgirl type of pose like this posted here she had like aminiskirt black hair anyone have it?
>>
Maybe someone can tell me:
How does GPU rendering compare to CPU rendering when on a budget?
Not talking about long animations here -- just frequent renders to optimize lighting, and rendering stills.
Software: Max or Houdini
>>
>>594310
It will depend what you chosen rendering engine inside your 3d package. I don't work with Houdini so I cant speak to it but for example in max if you are using octane its is going to outstrip vray by far on a gpu, but vray will benefit more from a jacked up cpu. But in generally the the trend now a days is towards gpu compute. But really look at the specific tools you will be using, not just the package.
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>>586992
>>587003
You probably have very utopian conceptions of the job market in this field. Art in general has never paid. And 3D art is a such a small niche field, that you'd have to be either really good, or really fast to find a job that pays enough to make a living + save. How many AAA studios are there? How many people do they need? The rest is just small studios making cell phone games and trivial crap + most slave jobs are being outsourced to India and China because these guys sit at the computer 24/7, take less money and work faster than you.
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https://80.lv/articles/new-2d-3d-vfx-courses-at-cg-master-academy/

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

So expensive, and impossible to find on CGPeers.
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>>586346
neat thanks, was looking for this
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>>594315
Grant Warwick said that V-Ray RT is actually faster than Octane desu
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>>594315
I am open to using any rendering engine. Quality comes first, but after that, I like simplicity. For example, I prefer Arnold over V-ray, though I can use both.

I heard that GPU rendering is still limited in some regards, that is really what my question was aimed at. It's faster, but am I going to lose out on anything?
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File: grass.png (2.73 MB, 1920x1080)
2.73 MB
2.73 MB PNG
>>585576
What are the best resources for learning to make grass and other basic environment particle systems?
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>>590523
it's a fucking egg from alien
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File: Untitled.jpg (419 KB, 1920x1050)
419 KB
419 KB JPG
why is my node editor blank? shouldn't it show 3 polysphere nodes?
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>>595367
Hit the button below Bookmark
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>>595371
thanks i love you no homo though
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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?
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>>595935

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.
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>>595935
>>595941

Holy shit, it's like a disease that infects previous files that used to be fine.
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>>595935
>>595941
>>595942

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




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