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


Name
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.
  • There are 112 posters in this thread.

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



File: 1526270506595.gif (5 KB, 782x543)
5 KB
5 KB GIF
STOP CREATING YOUR OWN FUCKING THREADS edition

previous thread:
>>626444
>>
>Someone actually created the thread for me
Kudos anon.
I'll kick this one off then I guess.
Does anyone actually use quad view?
Or is it for more "architectural" type models?
A second viewport can help see overall when doing detailing, but I haven't had much use for quad view.
>>
>>630677
During scene layout (placing and moving objects/cameras/lights) it's helpful to have top/right/front/persp up at the same time, and also when messing with UVs it's nice to have persp/UV up at once. If you're talking about modeling, no you should be in one viewport and switching from perspective to ortho with shortcuts.
>>
>>630678
That makes sense. I usually stop after modeling (just a hobbyist) so I've never found a use for it.
Here's another preference question, as I don't really have any objective questions atm.
When modeling in perspective, how does everyone set their FoV?
Personally I set mine to a higher number like 70-90. (vs blender's default of I think close to 50). Does anyone else change their FoV, or do they just roll with default?
>>
>>630693
>blender's default of I think close to 50
It's actually 35mm. Personally, I roll with the default but I model in ortho quite often (mostly hard-surface stuff). I tend to use high focal lengths in my final renders though, so if I'm working with characters (ManuelbastioniLAB stuff since I haven't into organics yet) I'll set my viewport to 70++mm so my viewport looks consistent with my render.
I think it's a very preferential thing, like you said. I have a feeling many people just stick with the default since there's little point in changing it unless you're working with characters, where focal length can really mess up perception of a face.
>>
>>630694
50 FoV, not Focal Length, 35mm is close to 50 degrees FoV iirc. I raise it towards 70-90 to stay more consistent with how it would look within a game. Where is where the hobby steams from.
>>
>>630712
Which is where*
In terms of focal length, which the viewport uses, I just set it to somewhere between 15-20
>>
>>630714
You'll get quite heavy distortion with that sort of lens size but it makes sense if you'll be using a similar lens in the final render.
>>
What would be the final solution to the great roasties problem
>>
>>630727
Since traps are superior in every way except their lack of womb, we need to develop synthetic wombs and continue to research human cloning and genetic modification. We can then eliminate the inferior sex.
I hope for a future where we all have our very own genetically engineered catgirl(male).
>>
>>630712
Ah, I see. Was wondering if you meant mm or ° but forgot to clarify. Echoing >>630716's post, that wide of an angle causes quite a bit of distortion. But I guess it's fine if your final render's going to be at the same field.

>>630727
Companion bots. A la Blade Runner 2049's Joi, preferably. As men turn to those, women will become less and less desired and will begin to whore themselves out for attention (again like BR2049), so you can just snag one if you need to bust a quick nut. But if you're a vanillafag going on with the whole "they aren't real women!!", similar to the point above, due to their degradation as humans in society you could probably easily find one that's just looking for someone who'd accept them and start a wholesome family (something something "all women are evil and she'll leave you once you bring her up to a desirable state" though).
>>
>>630666
Don't tell me what to do, NERD.

>trips
Well shit you win this round.
>>
>>630733
Beware, for this one is blessed by almighty Satan.
>>
File: hqdefault.jpg (10 KB, 480x360)
10 KB
10 KB JPG
Any zbrush pros here?
I'm trying to do zproject that takes source shape from the mesh not directly beneath/above the target, like in this video fragment:
https://youtu.be/oX-DiXgN5cc?t=95
In zbrush 2018 it is not possible to use both transpose selector and zproject brush like in the video. Please, help.
>>
How can I tell apart a firefly on my render from dirt on my monitor?
>>
Why won't the hairs from my particle system touch the actual surface of my model in Blender?
>>
>>630774
?? clean it sometimes dud
>>
>>630774
buy a second monitor, and compare.
>>
Dumb question incoming, but how do I know/learn which materials go together? Whenever I'm trying to make an environment scene I have a problem with materials not looking very good.
>>
So Maya decided to fuck me out of the three year student license and says I only have 30 days left. Should I try just making another student account or is it easy to just torrent a standalone somehow?
>inb4 Blender
>>
>>630789
That sounds logical. Thanks, I'll try!
>>
>>630794
If you are a legit student, contact Autodesk.
If not, try making another account
If everything fails, pirate that shit.
>>
>>630793
You're asking the wrong question. Learn color theory and lighting. Then the choice of materials "going together" stops mattering. You can put whatever materials together you want as long as the colors and highlights are harmonious. If you want to achieve realism, you can look at reference to see how things are built. But how to make things look good is different.

https://vimeo.com/7809605
>>
>>630794
I'd make another student account but pirating it is incredibly easy if you want to. Literally 1-2-3 follow the instructions. Autodesk doesn't give a fuck, because the more people using their products the better for them.
>>
>>630804
>Autodesk doesn't give a fuck, because the more people using their products the better for them.
Then why did they fuck his account up, in the first place?
>>
What's the easiest way to sim a single feather falling on the ground in Blender?
>>
File: 1530573691802.png (334 KB, 1012x687)
334 KB
334 KB PNG
i need to make a solid cylinder, bar, etc in solidworks, with pic related hole pattern, but the holes cannot go through, i am currently using solidworks 2015, i cannot seem to figure out how to make the hole pattern arround the cylinder
>>
>>630817
keying the fucking thing per hand in less than 3 minutes.
Sometimes the most straight forward way is the best and easiest.
>>
>>630817
>>630823
Anon is right. It's often easier to do this things by hand instead of tweaking sims for hours to get what you want.
>>
File: hm.png (161 KB, 307x587)
161 KB
161 KB PNG
I'm watching a tutorial on rigging... is this guy a retard or i should have bones away from my knees?
>>
I'm a traditional 2D art boy and 3D modeling is kind of intimidating. I've done some sculptures of busts and shit in the past and I pirated zbrush a couple of years ago. Can somebody link me some tutorials and stuff because I don't even know where to start.
>>
>>630832
Yeah that's fine - those will be IK targets and they make it easier to animate.
>>
>>630838
thanks anon
>>
File: 1525917610361.jpg (49 KB, 500x354)
49 KB
49 KB JPG
I sent a model for an assignment. I labeled "textureless" for a... right- a TEXUTERLESS model and they want me to call it something else, that there's some technical term for that. I'm a fucking hobby technical artist and even I don't know what this fucking term is. Does anyone know any technical term for a textureless model?
>>
Got a question:
How long do typical 3d projects take?

Let me present two different scenarios:
1) Simple scene prop modelling. Something simple like a opened grand piano, strings visible and all, to be used in a render, so no retopology/LOD necessary for import into games, nor animation of the piano keys or something like that. You have a reference sheet on hand, so it's just tracing and then doing touch-ups. The entire process is just modelling, texturing, material set-up, render. How long would that take for someone experienced to accomplish? A week? Several days? Maybe even just a single day?
2) The full bells-and-whistles of character modelling. Let's say it's fully sculpted in A/T-pose, textured, rigged then posed, clothed using something simpler like MD, propped with other nonsense like bags or armour, then finally rendered. It's not "stylised"/cartoon-y either, rather maybe like a Daz-tier model. How long would _that_ take? A month or more, maybe even less?

Both scenarios assume that the artist is working alone, but has plenty of experience and has done all of that before.
>>
Hello guys. I need your help with Sims 4 files. How to import sim family (sgi. , trayitem, hhi formats) in to SFM?
>>
>>630888
>ts4 to sfm
>literally shoving shit into shit
but why

Anyway, those are proprietary file formats iirc. Just use Sims4Studio to unpack them and you should get workable content. No guarantees though.
You'd have better luck asking in forums that actively mod the game if you can't find what you're looking for. /3/ is a generalist as fuck 3dcg place, some of us don't even concern ourselves with games let alone modding them. I'd suggest the community at loverslab, their hunt for the greatest virtual sex experience (outside of actual porn games) has led to some crazy deconstruction of the game.

>>t. autist that used to play & mod ts4 daily and now browses one of 4chan's most inactive boards :^)
>>
>>630877
Why don't they tell you themselves? You say it's an assignment, so aren't they your teachers?

If it's a render, I'd say they are thinking of the "clay render" term. For just a model, I guess, untextured? lol
>>
File: asdas d.png (595 KB, 584x600)
595 KB
595 KB PNG
>>630898
Ah, thanks a lot! I think "clay render" is the term I was looking for. And it's a render, yeah, made a mistake there- sorry. And well, I don't really know, it's a retarded class with retarded people and teachers I guess, fuck it. Thanks again Anon.
>>
>>630802
>>630804
So I haven't pirated anything in a while is pirate bay still a thing or whats on the up and up now a days, it seems autodesk is still fucking me
>>
>>630906
CGPeers/GFXPeers. I believe you can register on the latter whenever you want, but on the former you can only on the 1st and 15th of each month. CGPeers is the one with more users, although not as updated as GFXPeers.

I suggest you register in both when you have the chance. And since they are private trackers, make sure to follow their instructions so you don't share your torrents with outside peers, which would get you a ban.
>>
Is there any websites that I can upload a 360 render and be allowed to view it in real time and also get a link directly to the render ? Kinda like imgur but having that 360 vr support? I know artstation supports it but I'm looking for something more.. casual.
>>
>>630912
ok cool thanks for the info
>>
>>630914
Sketchfab? I think Google or Microsoft have some sort of online 3D art thing too but I've not looked into it.
>>
>>630914
Facebook allows it.
>>
>>630921
As far as I know you have to upload your models t sketchfab and with bigger scenes it can get laggy. I'm interested in rendering a 360, fisheye render and just uploading that

>>630922
Fuck Facebook
>>
>>630914
http://360hippo.com/best-360-photo-sharing-platforms/
>>
Does anyone know why my parts disappear when I try to boolean them in Maya? most of the model combines fine but some parts of it disappear, I am trying to get everything as one piece so I can slice it for 3d printing.
>>
>>630929
this is typical maya boolean problem. try deleting history on both parts you want to bool and change order at which you select them. it also may get stuck on more complex forms so make sure you give it some guide first

also consider stopping using stock bool, hard mesh\crease+ are where stuff at
>>
>>630929
>>630930
>this is typical maya boolean problem. try deleting
>this is typical maya boolean problem. try using Blender instead.
FTFY.
>>
I'm using 3dsmax 2018 student and in a scene I'm making I can't see most of the maps under the Maps>General but when I open a new fresh scene they load without trouble. How do I fix this?
>>
>>630934
here we go again...
>>
Is it worth getting into 3D modeling industry with no interest in knowing/learning art?
>>
>>630967
I guess you could do photogrammetry, clean-ups and rigging.
>>
File: Capture.jpg (52 KB, 984x752)
52 KB
52 KB JPG
I wanted to ask a topology question
Is this configuration okay for splitting quads like this? Assuming final model definitely will animate and deform and will do it in this place too.
>>
>>630986
So nothing special?
>>
>>631117
PROTIP: "Special" doesn't exist.
>>
>>631112
it's called "kite" it's perfectly fine, is quite often used for subdiv workflow if you want the end 3 parallel edges in 1
>>
>>631117
It's not the artsy jobs, which seems like what you want to do.

>>631112
it's fine http://wiki.polycount.com/w/images/4/43/Subdiv_stepdownguide.png just make sure it is not on the edge loop that was used for a joint, and notice how the edge flow for the 2 middle columns changes direction to sides, instead of going up, if you haven't gotten rid of the 2 edges.
>>
didn't see this and posted in the dead thread:

anyone have a good workflow for getting tramissive stuff out of substance (painter) into arnold? e.g. a glass bottle, with non-tramissive layers on top.

right now i'm just setting glass to pure white and then using a desaturated version of the base color map as the mask on a mix-shader in arnold. however, that solution won't work if if have white materials?

do i just have to do another pass where i set all non transmissive elements to black?
>>
>>631128
>wide-ass FoV
WHY???
>>
>>630666
Why does eeveryone here use Zbrush?
>>
>>631162
Because it's free.
>>
>>631134
nvm, figured it out.

right click layer > export mask.
>>
>>631127
>>631128
Thanks manes but I intend to turn this whatever into sort of cloth-ribbon-hair-whatever-stuff, so it sort of deforms throughout *everywhere*, but still need sort of really sharp edges that split the fabric\hair\ribbon\notdecidedyet along. How these kites will perform then? Is there even a way to quickly test it?
>>
>>631123
Good to know.
>>631128
I know, I was just asking because I am very interested in 3D modeling but I hate learning stuff, especially art related.
>>
There any good/decent free doll house creators for an aspiring architect? I want create some houses and inner layouts

>inb4 the sims

There's a lot of limitations with certain things you can in there
>>
>>631178
homebyme,sketchup,room sketcher
>>
>>631175
I think modeling is a form of art, even the procedural stuff, but it is more technical, than pretentious.
>>
I'm learning zbrush and I try carving into a sphere and it's weak as fuck compared to building up. What do?
>>
>>631206
So what would you say is/are the most important art aspects in 3D modeling that everyone should learn, especially for those who want to become an environment artist?
>>
File: 2572475527.jpg (207 KB, 2268x869)
207 KB
207 KB JPG
How can I tell Blender to split certain faces into triangles a different way? Sometimes the direction it splits the quad is not the way I want. I don't even know how to Google this shit, but it's probably easily fixable.

Splitting the face into polys in the editor is out of the question because it fucks up the loop flow and the possible subdivisions.
>>
i just finished creating a model on zbrush
but when i wanted to export the normal map i just did not figure out how to do it
then i followed a tutorial " How to Make Low Poly Video Game Characters and Normal Maps From Sculpts "
i transform the model from zbrush to blender
but whene i finished doing the steps
and got the low poly model and the normal map image
i imported them to ue4
the problem is when i made a material from the normal map for the model and drag it into the model
Nothing really changes except the color that turns into black
>>
pls help
>>
File: Rotate-2-tris.png (50 KB, 633x633)
50 KB
50 KB PNG
>>631271
Select the face
Ctrl + E
Two options. Rotate CW, and Rotate CCW. CW is Clockwise, CCW is Counter Clockwise.

Before I learned about this, what I would do is delete the face, extrude one of the vertexes which would create the needed edge, then merge that extruded vertex to the opposite end and fill the resulting tris.
>>
So are booleans actually worthwhile or should I just completely avoid them?
>>
Is the speed at which playblasts are rendered in Maya governed by GPU, CPU, or RAM?
>>
>>631303
avoid them, unless you have a plugin that make a good use of them (hardops for example)
>>
send help please
Is there a way to resume work with quad draw on the same mesh? I have it like half-done and it's truly massive and I don't want to start from scratch if something screws up
>>
File: 20180705_135013-1612x1209.jpg (552 KB, 1612x1209)
552 KB
552 KB JPG
I want to use the Android SDK ON Unity to play my 3d plane on my phone but when I link the SDK from Android studio with a Java JDK it tells me it can find the right files to do it.
Pic shows the error window.
>>
>>631312
The SDK link is good, but I think I have to use a different JDK link. I think Android Studio came with one when I downloaded it, but I'm using Java instead.
I'm not sure whether the error is coming from the folder links or because it hasn't connected with my phone properly
>>
what's the tutorial that you wished you watched when you were starting out on 3ds max?
>>
File: 1530829663036.jpg (710 KB, 1920x1080)
710 KB
710 KB JPG
>>630666
how do i get this good?
http://www.zbrushcentral.com/showthread.php?204295-Yhorm-The-Giant-Dark-Souls-3-Fanart
>>
>>631310
go to outliner, click on the mesh you were working on (if you're retopoing it'll usually be a new PolySurface, then enable Quad Draw again, you should be able to continue from there
>>
>>631270
>environment artist
even to make a portfolio you are going to need to know how to set up lights, scenes and cameras. It's like being a photographer on top of making all scenes with props.
>>
Currently going to an animation college and we are learning 3d modelling in maya. We started with simple box/cylinders to make low poly (and janky) figures.

Now we started using sides of cylinders to block out the eye/nose/mouth and then manually place verts using reference images that already have the topology mapped out.

So my question: Is this all outdated? Should I actually just go learn zbrush on my own and how to retopologize it in maya? (apparently though you can do most of the retopology in zbrush even??)

Looking at models on artstation I can't imagine getting that level of detail/style manually placing verts over a reference image.

It also seems like madness when you get to parts like the ear where you have to just guess due to occlusion.
>>
>>631453
>Is this all outdated?
Scamming people will never go out of fashion.
>>
>>631455

Don't worry I'm not paying for this thank god. But I'll take that as a "yes, you should just go learn zbrush from freely available youtube tutorials".
>>
File: femalewip1.png (196 KB, 1066x390)
196 KB
196 KB PNG
making a stylized female body and I need help with the breasts
are they correct or is there something wrong with them? how does the fat near the armpits work with big breasts like these?
>>
File: dszdfdfdsf.png (166 KB, 450x450)
166 KB
166 KB PNG
How come my drawing skills aren't carrying over into metosekoia
>>
>>631453
>>631458
4.) "Ooooo Zbrush, I see so much awesome shit from that, I'm gonna start there!"

No, you're getting ahead of yourself. You should start learning about basic modeling and topology before jumping into Zbrush. Zbrush is a great program for advanced users to add detail to their existing models, or to prototype models quickly by sculpting them out.
It is not a good idea to get into Zbrush when you're not very familiar with general 3D concepts
-Sticky
>>
File: Capture.jpg (41 KB, 731x439)
41 KB
41 KB JPG
>>
>>631482
shit, ment to ask

How do I make this squish effect?
( is it only shape keys
>>
>>631483
Weight the bottom half as if you're making breast physics.
>>
File: 1521477787921.jpg (89 KB, 1200x675)
89 KB
89 KB JPG
How do I know if I'm gud enough to post my artwork onto twitter or some other art website
How do I know if I shouldn't post my work
>>
>>631484
I've never done breast physics. What do I do with the bottom weights?
>>
>>631485
>Did you pirate the software? ->Don't upload to 3D websites (ruins your rep)
>did you study loomis? if yes then ->Upload to twitter
>>
>>631333
all of Arrimus3D on youtube
>>
I'm learning 3d with Blender.

I've often seen the applications Substance Painter, Zbrush and Unreal mentioned. I don't intend on using them before I've learnt more of the basics, but how do they compare with each other? Could you easily omit one of the three supposing that you want to be a modeler/rigger/animator?
>>
>>631514
Easily. All the programs you've mentioned are supplementary or (better) alternatives to what you already have. The Substance suite is amazing for all your texturing needs, Blender's internal sculpting system just can't compare to ZBrush's, Unreal serves great as a real-time visualiser (although Eevee may change things). Blender gets you to the starting point. Everything else brings you further.
>>
>>631518
Thanks man. I'll check them out later then.

Any hot new modeling/rigging/animation tutorials out there for somebody who's about to finish with Blender Guru's beginner stuff? I do have cgpeers also. I want to quickly focus on mentioned areas (props, sculpts, textures, rigging, animation) so I can build a portfolio
>>
>>631464
If you draw enough you should know that the eyes are too close to nose and lips. It's like your character doesn't have a chin.

>>631461
try making her flat chested first with ribcage and pectorals, and then add breasts. Right now they look more like a separated ball-sack.
>>
Any way to prevent bones from moving and rotating slightly over time? Everything is perfectly aligned at first but when I start make key poses the first key on 0 gets altered slightly for no reason. it's okay at first if it's just 0.001 misaligned but it won't take long until character is no longer in T-pose

I'm using 3ds max 2010
>>
>>631409
What I can't figure out is how to re-constrain the mesh produced by quad draw to the old... btw this really baffles me what is the point of weld, extrude, seven hundred ways to split edges, append polys and add new loops when there's quad draw that does everything they do in one tool?
>>
File: Screenshot (17).png (77 KB, 696x707)
77 KB
77 KB PNG
doing some anatomy study, and something is off putting about the way I sculpt the back. Anatomically the muscle insertions are fine (i think).
>>
>>631465

I've already spent 4 months on maya though. Following the Michael Pavlovich tutorial for zbrush on youtube seems pretty straight forward.

Can anyone show me a character model done 100% in maya/blender/max that doesn't look like something from 2006. Cause I can't find any so I'm going to continue with zbrush.
>>
How do I make a dark energy surround a sphere in Blender like it's covering up a planet?
>>
>>631610
Volumetrics and fog glow probably. Post an example.
>>
>>631581

The sticky is shit in that respect. Frank Tzeng for example was failing until he learned zbrush now he works for naughty dog.

I wonder how many anons here could have picked up zbrush and got good instead they are wasting their time with maya or blender.
>>
>>631564
All right I figured it out, need to make the base object live again, select previous quad draw mesh in outliner and continue working
hopefully it will help if someone stumbles upon same question
>>
>>631271
cntrl - T
or
cntrl - shift - T

will triangulate in either direction
>>
Is there a way to change the camera controls in maya?

Ive searched the internet and the internet told me you cannot change it, but that was a post from 2015.
>>
File: violino.png (778 KB, 1913x536)
778 KB
778 KB PNG
I'm making a violin render, but before I continue, I need to make the wood look realistic, as if it had varnish. I'm showing it here how it should look: there should be a bright reflex on these parts. That's how a violin works.

But how could I make that? I'm using blender nodes, so I don't want to just throw a texture there. Anitrosopic and Glossy didn't seem to work by themselves.
>>
how do I make porn? nothing really complex, just stills with one or two models
>>
How do I render something translucent like paper or thin clothing? Very strong subsurface scattering? Through mixing transmission?
>>
>>631682
that texture is awful.
my advice? change the texture to something darker (you can even create wood with nodes i can show you)
secondly, put the violin on a stand, this why you could have more camera angels + you can use 3 point lightning (i can show that too)
>>
>>631699
you will have to mix a few shaders
>>
>>631718
Uh, I know that. Anything about what and how to mix?
>>
>>631720
probably subsurface with translucent shader.
will probably create alot of noise too. but it depends how of this toilet paper will be in front of the viewer
>>
File: Screenshot (22).png (129 KB, 1054x769)
129 KB
129 KB PNG
learning zbrush, can someone tell me how to disable these lines that show polygroups. thanks in advance
>>
File: textures.png (53 KB, 826x240)
53 KB
53 KB PNG
Help a literal retard here please
I'm just a brainlet who wants to convert models from other games to the Sims 4, and blender is used for this.
I mostly know how to do it already, except because I'm a blender/modeling retard, I have no idea at all what to do when dealing with models that have multiple textures
TLDR: How do I "combine" the textures files into a single one? Plz tell me it's easy and not a 20mins video tutorial.
I already have the textures, just need to combine them into a single one.
>>
>>631625
I think the sticky is just worded a bit weird on that. You should still know a basic set of skills before just jumping into z-brush. Though I'd argue it's anatomy rather than basic modeling/topology.
>>
>>631822
It's called texture baking. I can't imagine there's any point using Cycles if that's what your source textures look like so here's an old tutorial for Blender Internal: https://youtu.be/Tj-S5QAac3U
>>
In blender what's the difference between making an Active/Passive rigid body, vs checking dynamic on and off when it is Active?
>>
In Blender i dont get when you use collision. If I do something like a chain, all i need is rigid body without having to set any sort of collision for the chains to interlock and swing properly...
>>
How do I learn asset modeling for games? For example, if I'm making a table, do I make a drawer and connect to it with all the mechanical parts, even when it's not going to be visible?
>>
>>631963
If you can't possibly see it, it does not need to exist.
If you will see it briefly, blurred and from afar, it does not need to be detailed.
>>
Im wondering if anyone uses a tablet? I know cintiq has a "3d pen" and was wondering what you guys thought of using one while working. Bonus points for experience gaming with it as a monitor.
>>
>>631937
Rigidbodies already have collision with each other. You don't need to enable collision physics unless you also have soft bodies or particles
>>
man I'm really getting tired of maya... unfold tools just randomly throw errors and stopping working despite me changing nothing, only resetting every preference works
>>
File: download (6).png (5 KB, 300x168)
5 KB
5 KB PNG
do animators need to learn other skills to get hired?

Gnomon's program has a ton of stuff that seems to have nothing to do with animation. And to get to the animation classes they have you learning stuff like digital painting and weapon design first.

doesnt make sense lol
>>
File: glut2.png (262 KB, 1889x1021)
262 KB
262 KB PNG
>>631925
Tried using that one.
First I joined the meshes, then unwrapped as stated there but I got these choppy lines wich also give me choppy/deformed textures when baked
>>
>>632033
Did you add a new UV or did you bake with one that the model already had? I would suggest adding another UV, doing a smart UV project, and then pressing F6 and increasing the island margin. Use the new UV and rebake and it should come out better.
>>
File: glut3.png (606 KB, 1911x1015)
606 KB
606 KB PNG
>>632043
Did that, but got pic related when baking.
I'm guessing it's something very stupid that I'm doing/not doing but I did say I was sad blender brainlet.
>>
File: polar_bear_normal.gif (92 KB, 178x173)
92 KB
92 KB GIF
Haven't found a tutorial for this yet. What's the best workflow for cloth sims for animated characters in C4D?
>>
>>632050
Holy shit! I think you might have marked every single edge as a seam. Smart UV should unwrap into separate islands based on the face angles, but it looks like every single face has it's own island on yours.
Go back into edit mode, select all, CTRL + E for the "edges" menu and choose "clear seam". If you unwrap it again, you should see islands of faces. make sure you set an island margin when you unwrap - 0.1 should be fine.
>>
>>632033
jesus christ what the fuck is that?
give me your blend file ill unwrap it for good measure
>>
File: 1399161064513.jpg (212 KB, 715x614)
212 KB
212 KB JPG
>>632063
http://www.mediafire.com/file/fjf9f17wxbb7q4r/Glut.blend/file
Blend file with model and textures is here
Though it still has the original model with 2 meshes that I tried to join with CTRL +J so I could select all on Edit mode so maybe it's something about that

>>632061
Also resulted in something warped like before
Fug it must be something really dumb on my end I guess
>>
>>632066
why didn't you use the UV map that came with the model? did you make this model yourself?

EDIT:
i fixed your UV's. there UV were there but something or someone dragged them out of the texture space, put it back on

https://ufile.io/35dxf
>>
>>632067
shit sorry for the grammer
>>
File: blenderwoes.webm (2.65 MB, 1920x998)
2.65 MB
2.65 MB WEBM
>>632067
>>632068
Thanks, anon. The model originally came as .dae and all I did was convert it do .obj so maybe that where it all went wrong?

Alright I posted a webm of my retard process so you non brainlets might figure what the fuck I'm doing wrong
>>
>>632071
on the UVmaps section, there is a UVmap that is already there. meaning, the model already has a uvmap. why did you make another UV map?
what you did is this

>create new uv channel
>unwrap
>basically did nothing for you
>>
>>632088
The anon before told me to create a new uv map welp
>>
>>632089
>TLDR: How do I "combine" the textures files into a single one?

there is a way to do this, but its very complicated. if the maps came this way.. why unify them? if they came this way it means the game engine can pickup those textures. no matter how much
>>
>>632090
Converting models for Sims 4, and it only accepts a single texture file for models afaik.
>>
File: sharkyoverlap.png (461 KB, 1041x522)
461 KB
461 KB PNG
>>632088
You are correct in that there is already an UV map there, and I can use this to bake but it has overlapping textures if I combine the meshes, resulting in pic related.
Or I can smart UV unwrap´, which is what I did before but it gives me a fuckton of tiny triangles and messed up textures
>>
>>631967
Thanks
>>
>>632097
You make a node setup that combines each texture and then you bake everything down to a single diffuse map or whatever.
Baking in blender is a little bit fiddly in terms of getting setup, but it works
>>
where can i find good free autocad plans so I can practice 3d building?
>>
Blender noob here. What do I do when my camera stops rotating around the object I'm working on and instead on an arbitrary point far out in space?
>>
Is there a nice Blender plugin that works with PSD? I hate to accidentally export my UV layer every time.
>>
File: 1529246419792.jpg (18 KB, 346x341)
18 KB
18 KB JPG
Is a 800€ gaming desktop computer enought to begin using maya?
An 800€ laptop I guess is not even close, right?
>>
>>632268
Gaming laptops are usually a safe bet, but you really need to post some specs to get a better amswer.
>>
>>632224
you can use "lock to cursor function will will allow you to pan around the point that you choose.

you can also work in free camera mode which is shift+f
>>
>>632261
PS CC should have 3D support for obj
>>
>>632275
It does, I just don't know if it would be good enough.
>>
>>632276
from what i remember, i didn't like it.. but at least its photoshop with 3d
>>
What are some good sites to get free 3D models from?
Or are the top google results the best ones anyways, free3d or something
>>
>>630666
Can any anatomyfags rate how good the ManuelBastioniLab stuff is? Besides it and the standard Daz morphs and all, are there any other character-base-mesh creators out there?
>>
>>632338
Same anon, just gonna elaborate a bit: I'm not even close to an anatomy expert, but I feel there are parts of it that just look off. The female body especially, perhaps it's "le screwed male perception of female beauty" but I find it really difficult to recreate specific figures (nothing notably "voluptuous" either, just simple everyday physiques I see around).
There's something about its facial system that is just so difficult to work with too. I can't tell if I'm bad at all the sliders or not, but I haven't been able to recreate faces from photographic references. I have maybe around 20+ hours of fooling around with the sliders if that means anything.
If any anons have had good success with MBL, please post some of your work. I'm very curious as to what you can really do with it, because for me it just feels like a tech demo that can't do anything of purpose at the moment.
>>
>>632290
Turbosquid and SketchFab are two big ones. Just look for their free stuff.
Free3D, as you mentioned.
If you're using blender, then blendswap has some stuff too.
Models-Resource is a good one if you want models from video-games (Can't use these legally.) to learn from and study.
>>
File: 456b745w7b6.png (283 KB, 746x661)
283 KB
283 KB PNG
Selected in pic is an edge loop in the process of being moved in Blender. How do I get its edges parallel to the edges of the cylinder that it is close to? I've tried clicking E but it doesn't give expected results.

>>632274
Thanks
>>
>>632388
parallel in what way? you mean in the same location?
just dissolve the edges of that loop
>>
File: 456b745w7b6.png (210 KB, 746x661)
210 KB
210 KB PNG
>>632389
No, not in the same location. Please see this new pic. I want the selected edge loop to be parallel with the yellow lines marked out. Support loop for the shading.
>>
>>632391
Nevermind, I managed to fix it. I pressed F while having the the loop against the cylinder with E set to ON and it eventually lined up in parallel.
>>
>>632393
ah. you can dissolve that loop then

ctrl+a to apply rotation and scale
then click on the connecting loop and hit I to inset, it should work.
>>
File: transform orientation.png (19 KB, 1009x441)
19 KB
19 KB PNG
Blender question. Why does this happen? I've rotated this cylinder and I want to scale it on its local z axis but when I change transform orientation to Normal the gizmo or whatever it's called is totally fucked up. How do I correct its orientation?
>>
>>632400
apply -- origin to geometry?
>>
File: ew4r 6qg34h5.png (24 KB, 457x512)
24 KB
24 KB PNG
>>632403
Not possible in this case, because I'm not allowed to do it in Edit Mode ("Operation cannot be performed in edit mode."). The cylinder is part of a greater object, see pic. The greater object is fine in its rotation.

I'm following along with a tutorial and I've performed every operation as per the instructions but whereas the teacher gets a logical gizmo in the Normal Transform Orientation for the cylinder in edit Edit Mode, I don't. My gizmo points in an arbitrary direction and I have no idea why it does that or how to fix it. I've googled/searched for Transform Orientation videos on YouTube but I can't find shit on this, even though I can only imagine it's a normal noob problem. Wasted 3 hours on this now and I still have no idea what to do.

I can work around it by creating a separate cylinder object and joining it with the cube once I'm done with the rotating but I feel like I can't progress once I've figured this retarded shit out. Ree
>>
General modeling question, how long generally does it take to retopo a sculpt for animation. Is it literally a vert by vert process to ensure proper edge flow or is there some smart way to manipulate automation? I'm just wondering because I did my first character and it took me ~5 hours to do a decent retopo.
>>
File: witch_helping.jpg (95 KB, 859x656)
95 KB
95 KB JPG
>>632405
Active element as pivot select, one of the cylinder caps as your active face and use normal as transform orientation.
That should do the trick.
>>
>>632338
bumping bumping
Even if the first can't be answered, I'd like answers for the second question, as to whether more in-3d-program character creators exist out there. Thanks.
>>
>>632405
what the hell are you trying to even do?
you can set the gizmo position with 3d cursor as well, just go to apply -- origin to 3d cursor
>>
File: 11111.png (161 KB, 418x504)
161 KB
161 KB PNG
>>632416
This is the object that I'm trying to create. It's a screenshot from a hard surface tutorial.

I'm absolutely not interested in alternate ways of creating the object. What I must know is why my gizmo points into an arbitrary direction when I activate Normal Transform Orientation.
>>
>>632419
>The Z axis of the manipulator will match the Normal of the selected element. If multiple elements are selected, it will orient towards the average of those normals.

in order to use it, you must select a face. it will change EVERY TIME depending on what face you select. its to make grabbing and extruding easier
>>
>>632419
This: >>632410 is the only way I know to do what you want. Without active element it will be pretty much random for a closed object like a cylinder. (Seriously, just think about it, what is the average normal of a cube supposed to be?)
>>
File: t5r6ru45r6.png (119 KB, 1067x518)
119 KB
119 KB PNG
>>632422
>>632421
>>632410
Thanks for the tips. After half a dozen tries it just solved itself. I have no idea how. Guess I'll know later at some point. The whole Transformation Point/Pivot Center thing fucks with me and I can't recall having ever gotten a thorough explanation with any noob tutorial. Fucking sucks. Eveybody's just "click here :)"

Last question: does anybody know how I can make the pipe shorter without distorting the upper end of the diagonal cylinder that extends from the cube? I want to basically make the cylinder shorter toward the cube with no other changes. I've tried switching between different transformation orientations but I've never gotten a gizmo with an axis that lines up with the direction of the cylinder. Thanks
>>
>>632432
if you are trying to learn 3D and just came across pivots and orientations. i can understand why you are confused. this is a topic that is good to learn only later after you did some modeling

go to normal orientation,select the loop and click ggz
>>
File: 1.png (19 KB, 339x375)
19 KB
19 KB PNG
>>632436
Thanks but selected loop + ggz gives me the following distortion of the upper end of the cylinder. Whereas the yellow line that I drew roughly represents the original angle of the cylinder's opening, that I want to maintain. I feel like it should be a really simple thing but I'm so messed in the head right now so I can't figure it out on my own.
>>
>>632438
you could make a loop on where you want to it to end. and snap the verticies to those in the loop
then remove doubles when ur done
>>
>>632438
you are trying to do something that has 0 benefit for you. stop and make something that you want
>>
>>632438
ggz works perfectly for me on this example. you probably fucked something up
>>
File: witch_helping.webm (1.55 MB, 750x472)
1.55 MB
1.55 MB WEBM
>>632442
His problem is caused by the cube and the cylinder being oriented differently.

>>632438
you can either translate along the x axis in edge select mode or use edge slide with the even option, you can flip between which edge it orients itself to (look at the options blender shows at the bottom of the 3d view)
>>
>>632472

Yo witch guy! how long does it generally take you to make a game ready model?
>>
>>632473
Difficult to say, if I could work full time on it probably a week (highpoly, lowpoly, texturing and skinning to my existing humanoid rig), but I'm just squeezing in hours here and there so it's difficult to judge.
>>
File: 2.png (84 KB, 689x552)
84 KB
84 KB PNG
>>632472
It actually worked. Not sure why. Maybe I failed with the pivot mode or edge selection last night. Finished my first one and created a new one just now to make sure. Thanks.
>>
can you recommend me a good hard surface course of tutorials for 3ds max.
something either free or available in high seas
>>
File: Pinch2.png (196 KB, 894x742)
196 KB
196 KB PNG
I've got a mesh following a curve but I need some relatively sharp angles - only problem is it pinches the mesh instead of having a small-radius curve or smooth transition. Any suggestion on how I could fix this?
>>
>>630821
>holes cannot go through
I don't understand. Extrude and circular pattern around the cylinder axis - what's not working?
>>
>>632496
Arrimus3D YT channel.
Also, Chamferzone (Tim Bergholz).
Also, Grant Warwick.

Btw, just want to mention that I'm going through newly released hard surface modeling course for Blender from Gleb Alexandrov and it is absolutely amazing. Probably one of the best courses I watched for any program.
>>
Can i stream pirated software on twitch? is it dangerous or is there any way people would know i'm using pirated software? more specifically zbrush or photoshop.
>>
>>632551
Should be fine. I heard there's a demand for streams of Nuke, perhaps you can try with that one?
>>
>>632552
thanks i'll try doing that, but still feel a bit insecured, also does asking for donations actually work?
>>
>>632555
Just because you scored trips: don't do it. I'm serious.
>>
>>632557
but why?
>>
Do any anons have suggestions for earning passive income as a 3D artists? I know there are a lot of platforms out there, but have any worked for you?
>>
>>632559
because its pathetic, how is it any different than begging for money on the streat?
either stream and put out quallity content and some people will chose to support you or just fuck off back to waiting tables
>>
>>632559
Because The Foundry cracks down pretty heavily on pirates. You don't want to stream their shit, dude. Not even run it on a computer with access to the Internet.
>>
What steps should I follow to make a realistic-enough naked 3d model of my crush?
>>
just began using unity (literally yesterday). watched a tutorial for creating a basic game and came to a halt as soon as it came time to apply a script. i had to apply a C# script to something. in the scripts menu there was no such thing, in the scripts menu i only saw "TMpro" and UnityEngine.EventSystems. wat do?
>>
Is there any website or forum where I can post my renders to show off or get critized for?
>>
>>632638
Our /wip/ thread. Otherwise, reddit would be your best bet. Post to appropriate subreddits like the subreddit about your primary software (r/blender, etc.) or a subreddit that centres around your genre (r/minimalism, etc.). You can also create accounts on Artstation or tumblr, but gaining traction there may be a little difficult.
>>
File: Logo_Greentooth.png (17 KB, 667x667)
17 KB
17 KB PNG
>>632638
Polycount is pretty much "The Big One" in the sense that it's the most well-known community and has a ton of professional artists there.

>>632642
I feel Reddit would be a lot of positive remarks without useful critique or shit-flinging (also without useful critique).
>>
File: pic02_lowres.jpg (76 KB, 800x600)
76 KB
76 KB JPG
>>632617
if xe looks like pic related then you should check out blender. just needs a quick stickman body, some icosphere tits and an intricately sculpted big daddy dick.
>>632626
they have a gamedev general on /v/ or the other one.
>>
I completed a digital production school and did my thesis on modeling and surfacing, however i only got congratulated on animation, which i wasted my previous years of my life on fucking around in sfm, in a mandatory short we had to do as a part of said thesis so i'm doing a new reel on animation and i'd honestly like to do some animation in real programs such as maya that i could translate to sfm, it'd be a nice boost to have a semi proper render with some lighting in a reel. thing is only plugins that work with source date back to 32 bit versions of maya up to 2014 or something, i got 2017, so i'm giving up and i'll try to do animation in blender, but the workflow is still a fucking mess to figure out and i hate source's irrationally intricate pipeline so much, so
TLDR: how the fuck do you export animations from blender in a dmx to import in sfm, can't find good tutorials that focus just on anim export, and are there good rigs, or good rigging tutorials for blender? animation i can probably figure out, since the tools are usually the same, but everything else is unknown and scary.
>>
>>632638
https://polycount.com/forum
http://forums.cgsociety.org/
>>
I need to create buildings for an indie city building game. What style and tools do you recommend for a poorfag?
>>
>>632638
Yep, Polycount, as others said. However, it's centered on game-related content, so if this is not your goal, you might want to try CGSociety forums. In any case, they both complement each other well, from the point of view of a learning CG artist.

Then there's software-centric forums, which I only recommend for topics on the more technical side of things, not for artwork C&C -- unless your work relies very heavily on some particular software feature, of course.
>>
>>630666
How do artists like this:
https://sketchfab.com/models/76824e4accb44aa18a5f5d0f114dff2a
Make all the pieces of a model connected like that? I mean like the scarf around her neck, the bracers on her arms, and the armor on her legs. They're all connected as one complete mesh. But if I were to make a model like that I would just end up making those pieces separate meshes instead of trying to connect them to a complete mesh. Is there some trick to it?
>>
>>632707
Baking. Make everything separately as your "high-poly" (it doesn't necessarily have to be a real high-poly, you can keep the low poly count for the aesthetic), make your textures, retopologize it as one entire object, bake everything from the high-poly to the retopo.
>>
File: Untitled-1.jpg (430 KB, 1298x684)
430 KB
430 KB JPG
Imported a mesh from marvelous designer, made some adjustments; added a solidify modifier, added some straps and rivets. Now it looks like this when I import it into substance.

Any idea what this is and how I fix it?
>>
>>632748
Inconsistent normals, I'd say.
>>
>>632748
>>632761
Wait, you said solidify modifier? Then maybe you have overlapping islands.
>>
Why is my mask like this?
>>
Could someone explain part of this video to me? It's a breakdown of how Guilty Gear 3d models are made and textured, but there's a part I don't understand:

https://youtu.be/yhGjCzxJV3E?t=1554

What is an 'axis-aligned beam'? I simply have no idea what that means and would appreciate some help
>>
>>632794
do you see how the textures are all axis aligned boxes with no diagonal lines or anything? They overlap those boxes with the outer edges of their UV islands to get super crisp lines without any aliasing artifacts.
>>
>>632801
Oh, I see! I understand now, thanks.
>>
File: Untitled-1.jpg (216 KB, 1320x646)
216 KB
216 KB JPG
>>632761
>>632762
I had used the knife intersect tool in order to merge all the elements into one cohesive mesh (the idea was that it would help me in cloth simulation), and that's what messed up the geometry and UVs. It was too much work to fix so I ended up just redoing it and doing it right this time.
>>
>>632748
Whoa, don't add a solidify modifier. You can set cloth thicknesses in MD. The additional thickness won't affect simulation speed. Just remember to have Thick rather than Thin selected when you export.
>>
>>632828
I have never managed to export with the Thick modifier successfully. I don't know if it's Blender's fault or MD, but it just tells me it can't import the file. Honestly though the solidify modifier is just as good.
>>
>>632835
Are you exporting in FBX? Blender and FBX don't really go together well.
>>
>>632841
Nah. Obj all the way.
>>
File: ex.png (323 KB, 1994x774)
323 KB
323 KB PNG
>>632843
Odd. MD exports and Blender imports OBJs just fine with Thick checked for me. Maybe check your garment settings if the thickness is messed up? I wouldn't really recommend using a solidify modifier, it could easily mess up the UVs (which it looks like it did in your earlier posts).
>>
File: Akb.jpg (18 KB, 401x341)
18 KB
18 KB JPG
Is there any good suggestions for breasts and their control for blender animation?

My current set feels really awful and has poor results.
>>
File: lament configuration.png (2.08 MB, 937x975)
2.08 MB
2.08 MB PNG
Anyone has links to a nice looking 3D model of the Lament Configuration from Hellraiser series that can be downloaded for free?
The ones I've seen are either made for 3D printing instead of modeling, or don't have download links availabe at all through jewfab
>>
can someone reccomend me the best tutorial for 3ds max? I'm a total noob
>>
>>630666
best place to pirate 3ds max?
>>
>>632948
>GFXPeers
sorry next time i will read the thread first
by the way what version of 3ds max is the best?
>>
How do you animated (Within Blender) the value of the roughness map and only apply it to some vertexes?
>>
>>632942
Arrimus3D's channel on YouTube, also ChamferZone.

>>632949
Best version of Max is usually the one before the latest version, because it takes like a while for all the plugins and scripts to catch up.
Usually there are spans over which the difference in version isn't significant enough for compatibility to break, so you can try your luck and install something intended for Max 2018 on 2019. Considering that very little to nothing has changed between the two versions, everything should still work, unless the plugin has some sort of built-in check or some strict dependencies.
>>
>>632926
>made for 3D printing instead of modeling,
These are the same things. Download the .stl and import it into your 3D program, then retopo it.

>I don't want to, I want all the work already done for me
Too bad. No one's going to go "find" you a model of something, go make it yourself. If you can't or won't do that, pay someone to make it for you.
>>
>>632987
most stable :3ds max 2016 will full SP pack
2018.4 is good too
>>
Anyone know of any Modo tutorial series that focus on MeshFusion?
I'm not a noob by any means - not far off 10,000 hours in Max - and I don't intend to replace Max as my core poly editor - but I want to be able this one feature of Modo when I want.

So - all the tuts I'm finding for Modo are total beginner stuff which take me through everything in Modo. Don't need/want any of that - just want a series that focuses on the cool Boolean stuff Modo does.

Sidenote: if this course doesn't exist, I reckon there's a market for it; if it were sold as something like 'Modo Essentials for People Who Have Absolutely No Intention of Switching to Modo' it might entice some oldfags like me to incorporate Modo tools into their workflow.
>>
>>633001
>>most stable :3ds max 2016 will full SP pack

Unless you've got a UHD display, in which case it's useless because the interface doesn't scale correctly. 2017 was the first version to do that.

Absolutely nothing wrong with 2018 though, so I can't see why anyone would prefer to use either of those.
>>
>>633005
I think 2018 was the first version to fix the HILARIOUS polygon 'cut' tool bug - so for that one reason alone, fuck every other version of Max besides 2018.

Oh what laughs that bug was; a tool that worked on camera-projected normals to determine how it would cut the surface - what could go wrong!?

Well... apart from the fact that if the user moves the camera between the start and end of the operation those camera-projected normals are now useless and the operation has to be restarted.... apart from that, I mean - what could go wrong?

Genius.
>>
>>633007
this is why blender is arguably a superior programs, you don't have shit like this
>>
>>633017
That's true, but only because of the difference in scope between them. 3ds Max has many more moving parts, so it's bound to fail in some quirky place sooner. Realistically, you can't compare a 3D generalist creation tool with a 3D donut maker tool.
>>
>>633018
>being this tone-deaf
I'm one of those that'll happily admit that Blender isn't the best and other programs do it better, but c'mon. Be reasonable here. Blender is one of those 3d generalist tools as well. It can do pretty much everything in a typical 3dcg workflow (and more, since it also has a video editor and all). Whether it does it good or not is another thing, but to constantly diminish it to "ebin donuts!!!" just shows how uneducated you can be. Stop being such an elitist asshole.
>>
>>632525
you need to scale the control points on the affected splines so that your curve doesn't overlap itself.
>>632763
what the fuck is it even meant to be?
>>
i've been spending my time recently looking at wireframes and uv charts of various game props i've opened up, looking at topology, how they've constructed the object, unwrapped it, etc.

is this autismic or could it be beneficial for my modelling and texturing skills.
>>
>>633055
It's beneficial if what you are looking at gives you "aha!" moments regarding problems you might have encountered while modeling your own things.
>>
>>632992
>same things
Not necessarily. Models made for game environments or rendering aren't necessarily water tight / a printable part and parts for printing can have a lot of extra detail/geometry which would be done through textures otherwise.
>>
>>633055
Beneficial to see how you could (eventually) cut corners when you get to that level - as in, portfolio work and "acceptable game content" can be two wildly varying things. See: a lot of the issues people point out with Overwatch what passed initial scrutiny.
>>
What is the benefit to pirating maya vs grabbing a legal copy from autodesks website?

I've been using blender and substance for a while now and been wanting to up my renders. I composite horror-esque things.
>>
Has anyone here used clara.io for rigging?
>>
>>633077
Tryout the student version
>>
File: texturesFml.png (878 KB, 1594x863)
878 KB
878 KB PNG
Anyone know what the hell is going on here?
painted the textures on and then half the textures just fucking died...
I'm so new to ue4 that its painful.
>>
>>630666
tried posting this question on UE forums but theyre reallyyyy slow.

Where do weapons, more specifically swords, get involved in the animation process?

for example, I have an animation of the UE mannequin doing a butterfly twist. My end goal is for him to pull out 2 katanas in the middle of the animation, and have those be interactive weapons in the ultimate game.

Are the swords brought in during the Blender animation process, or during the animation implementation in Unreal?

How about for a projectile like a shuriken/kunai that doesn't have a gun or weapon involved?

Im confused and asking this cause I get mixed answers by watching youtube tuts.
>>
>>633099
nvm figured it out,
Texture shaders -> sample source -> wrap
>>
File: Activation issue.png (35 KB, 783x723)
35 KB
35 KB PNG
Dunno if anyone is well-versed in this (or if this is even the right thread for this kind of question). But is there any way to fix this shit?

[spoiler]I tried following the instructions to a T, but when I go to copy my serial number, it keeps doing what pic related is doing.
>>
>>633131
First question: where did you get the serial from and how long ago?
>>
>>633132
The Maya 2018 upload on CGPeers, and just recently.
>>
>>630666
Why are you so butthurt about questions?
Did someone's question throw your blender vs Autodesk thread off the last page or something?

Stop trying to enforce your autistic structure on everybody. There are other websites that cater to authoritarian faggots.
>>
>>633136
>torrented version of Maya
>cd key doesn't work
I'm not sure what you expected. It's not a valid copy and/or key.
>>
>>633137
I think he's just pissed off about how many question-based threads kept popping up or something.

If not, then the butthurt is very strong with him.
>>
>>633139
Well then, how do I get a valid key without spending out the ass for it?

Besides, iirc, those who've already pirated the damn thing have it working, so why the fuck can't I get it to work?
>>
>>633140
Yeah, things have calmed down from 2-3 weeks ago where we had at least 2 new question threads every day. That's quite a lot for such a slow board.
>>
Is it just me or is the Gnomon video player absolute fucking bullshit?
Being as I live in the middle of nowhere I don't have the best internet connection - but I can play fucking 720p videos just fine from anywhere else - Gnomon site though? Nope.
Fucking thing is just stop - start - stop - start the whole time. Wanna rewind 20 seconds? Tough shit - that's gonna cause the whole thing to rebuffer.

Fuck me - I would've just nicked this course if it were available on CGpeers yet.

/rant
>>
File: 84d32ad481.jpg (536 KB, 972x901)
536 KB
536 KB JPG
Is this topology correct? I'm newbie and i can't reflex properly.
I found several examples of topology, and in general (i think) it's ok, but it looks weird nevertheless.
Can you open my eyes and show me what's wrong?
>>
>>633103
You can keep placeholders for the swords in during the animation process, then you remove them when exporting the animation, and put the swords back in UE4 by constraining them to the hand. Projectiles can just be spawned in from the hand position.
>>
I'm starting to quite like Modo. I've got the 30 day trial legit installer right now - I was thinking I wouldn't have much use for it, but now I'd quite like to keep going with it - but alas, I surprisingly don't have £400 a year to drop on it. Especially seeing as I'm just learning and not 100% sure I want to adopt it into my regular workflow.

...Is running a cracked copy of Modo just totally out of the question? (Before you start - yes, I know all about The Foundry horror stories regarding use of their unlicensed software).
I'd heard a rumour though that this was really only relevant to Nuke (understandable as I'd guess Nuke accounts for the overwhelming majority of all their business, way moreso than Modo etc.)

Does the cracking process for Nuke require running a cracked license server utility? Because fuck that. That's just begging for trouble imo.

Is there a way of creating a totally impenetrable firewall around a particular piece of software and all it's components that will totally not allow anything to leak?

Sidenote - however unlikely - but if anyone at The Foundry ever sees this, have you any idea how much grassroots business you're killing by scaring students and beginners away from your tools?
I've so far bought:
Zbrush
Quixel Suite
Substance Suite (subscribe-to-own)
World Creator
World Machine
GeoGlyph
Marmoset Toolbag

and a bunch of other small tools.

True, that list isn't even half the tools I regularly use, but I've always been committed to the fact that one day, when I'm able, I will legit own all the stuff I use...

But with all of those, I'd been using them as pirate copies - for *years*. Not 30 days - numerous years. There's just no fucking way I can learn and grow with a major piece of software like Modo and then come up with the means to buy it in THIRTY FUCKING DAYS.
I like Modo and it may became one of the tools I buy in future - but that ain't gonna happen unless you're prepared to turn a blind eye to me getting to know it first.
>>
>>633167
>>Does the cracking process for Nuke* require running a cracked license server utility? Because fuck that. That's just begging for trouble imo.

*I meant Modo, not Nuke. Obvs.
>>
>>633164
I get it what you did with philtrum, but having those poles right at the edge of lips may pinch in certain expressions. I advice removing those edges, and just using textures for philtrum.
>>
>>633167
Sorry that this post won't help you, but do you mind posting some of your work? With such an arsenal of software, it sure sounds like you're making really great things (or at least you ought to be).
>>
>>633173
Don't bother. People here never post their work.
>>
>>633174
Totally, the /wip/, Daz & Blender generals are just filled with images of noise and people definitely don't make their own threads showing off some dumb shit they've done.
It's weird how /3/'s culture revolves mostly around people posting their work and asking for C&C, but whenever someone talks about posting work there's always a reply that says "lol /3/ doesn't do 3dcg at all they just argue like idiots". Yeah, we do have threads every then and again where it's just people arguing over software, but those are really a minority of board posters just baiting each other.
>>
>>633173
>>633174
>>633178

I've posted my work plenty of times in other threads. Thanks.
>>
>>633171
Ok, i got it. Thanks.
>>
What's the best beginner maya tutorial?
>>
>>633190
Just grab one of the 'your first day in...' and then and 'Introduction to....' course from Pluralsight if you're an absolute beginner.

Pluralsight is good for noobs, but not much beyond that though.
>>
Where's some good tutorials to look up for starting 3D Modelling? Specifically Blender and how to create models.
>>
>>633197
borncg
>>
>>630666
For game models, how do I animate various separate models together? For example a first person model where the hand is a separate model from the various guns, but needs to be animated to hold and fire all the different guns. Or in a third person game where you have a player character and a chest, how would you animate the player character opening the chest and make sure both animations line up?
I'm using Blender, is there some way to have both models open together in the same scene, but still be worked on separately?
>>
>>633199
tyvm
>>
how do i rig/skin a mesh to a skeleton (without creating my own one) in 3ds max
>>
>>633201
Helper objects like Nulls/empty's in the same position where the origin/pivot of the separate object is.
>>
>>633165
Ok thanks. Couldnt find that answer on entire internet...
>>
>>633288
But I mean, if I have a hand model and a gun model how do I know the actual size of the gun model so I can properly wrap the fingers around it? I can use the placeholder empty for the actual position where the gun model will be attached to hand model, sure, but it wouldn't help with making the full pose and animations.
Or if I'm animating a character opening a chest, how would I make sure the animations are actually in sync without constantly testing them in-engine?
>>
File: Measure.png (18 KB, 611x166)
18 KB
18 KB PNG
>>633290
>how do I know the actual size of the gun model
There's global and local coordinates in the top of the N-panel, and a rough way to measure things is by moving a vertex/face and looking at the bottom of the 3D view panel to see your X/Y/Z displacement (and other context info like rotation). There's also a built-in but not enabled plugin called 'measureit' which you can enable from the User Preferences -> Addons menu.
>>
File: octop.png (282 KB, 1179x777)
282 KB
282 KB PNG
I want to add suckers to the tentacles of this guy in Zbrush. Would the Chisel 3D brush be the best way to go?
>>
>>633304
model a sucker separate and use that as a brush
>>
File: unknown.png (89 KB, 442x330)
89 KB
89 KB PNG
should i focus on learning animation or modelling/sculpting AND animation at the same time?
>>
>>633319
do it progressively senpai
learn to sculpt/model, move onto retopo and rigging, then learn animation and present a wholly contained project
>>
>>633304
Yeah I'd look into the 3D chisel brush for that - not a bad idea. Maybe just try with a basic insert-mesh type first, as it might be simpler - but sure, 3D chisel is a cool tool for that. Pic related was done with that tool. (All the 'teeth' details, I mean).
>>
>>633319
>>633323
Or do everything at once. Learn modeling, but do not learn rigging right away -- just practice on pre-rigged models. Ideally, models made for teaching animation. You don't want to practice animation on a model which may have been improperly rigged, either by yourself or someone else. And you will start by practicing animation on basic models anyway, like a ball, even if you are able to model much more complex things.
>>
>>633293
Hmm okay, I guess that will work. But this can't be how game modelers normally do things, right? Seems cumbersome swapping between models, measuring things, writing down the measurements, and trying to recreate the measurements in the other model for reference.
>>
>>633361
I haven't worked with Blender's animation much, but is there anything that's stopping you from exporting a file with animation and importing it into your character file so you can sync it?
>>
>>633361
You can just turn on this instead.
Set your scale properly to match your engine's scale. To figure out your engine's scale, just make a 1 cubic meter plane and scale until it's 1 meter in-engine.
>>
>>633378
I didn't think of that, I'll try it.

>>633387
The scale between blender and the engine isn't the issue. I was just hoping there was something like a magical way to open two blend files at the same time and work on both of them and still save them separately. So that I could make both of the object's animations work together at the same time but still keep them separate files.
>>
>>633393
Is there any reason you need to keep the files separate?
You can always create multiple scenes to keep your stuff separated. You can also use links to other files, though I'm not sure if that'll be exactly what you need.
>>
>>633396
I don't know honestly. It just seems weird to me if the character, a chest, and any other objects that would need to be animated together are all in the same file, when in-game they would be separate objects with separate models.
>>
>>633398
Quick google search shows that this might be the best you can get.
If you make a link then you can't edit the file, so this allows you to quickly switch over to the linked object. But you still can't edit it in the same file. As far as I know, there is currently no way to edit multiple files in a single instance of blender.
>>
>>633400
https://blender.community/c/rightclickselect/spbbbc/
Forgot the link.
>>
>>633400
>>633401
Thanks I didn't know about link or how it worked. But after playing with it, I think this is pretty close to what I want. At the very least I can see the whole model and its animation along side the other model so it's a lot easier to animate them together.
>>
Anyone here messed around with motion capture data in Blender? Especially to be exported to Unreal.

There's a huge library of free motion capture data from carnegie mellon university, The bvh files imported into Blender are armatures already keyframed.

I think Im just digging myself a deeper hole trying to figure out a workflow to use this stuff. Ive tried replacing my characters armature with the motion capture one, but that has pretty messy results and you need to re-do the weight painting. Plus, each action you make from different motion capture files will have separate armature objects, while Unreal seems to only play nice with one armature assigned for a mesh.

Another workflow is having the existing armature copy the motion cap one via tracking constraints. this gets better results, but I cant figure out how to keyframe the existing armature. Even going frame by frame and keying the armature under a new action, deleting the motion cap armature causes the existing one to barely move, Im guessing it only keys in the slight differences in motion between the two armatures.

Frustrating I've got my armature making the motions of an action but I cant turn it into an exportable action.
>>
>>633544
it depends on alot of different factors, for example - if your data files are open source or in common use, some proprietary formats are not decoded properly.
>>
>>633554
the files are fine.
I just cant figure out how to use an imported armature thats already keyframed.
>>
File: yDyfOR2.png (92 KB, 1118x834)
92 KB
92 KB PNG
why doesn't this subdivide cleanly
>>
>>633603
Because it's covered in triangles and stars. It also looks like there might be some stray vertices or something, or you've got 'separate by smoothing groups' enabled on your smoothing modifier.

But the main problem is your topology is totally inappropriate for smoothing.
>>
is it ok to have intersecting geometry? i don't mean entire meshes being hidden from view, more like if you have a small sections of geometry intersecting with other parts, and it'd increase poly count to fit it "cleanly"
>>
>>633614
its called floaters, and they work fine unless you use them wrong.
They can however produce z-fighting, odd shadows in game engines and due to overlapping you waste some texture space.
>>
>>633614
Not giving you shit here anon, please don't take this personally...

The amount of beginners I see ask this question is starting to make me wonder what's going on.
So many have this misunderstanding that it cannot be down to individual people just being dumb or whatever - there must be something in some popular tutorial somewhere maybe, or some part of an 'introduction to...' video that leads junior 3D artworkers to believe that a game asset must not have any open edges and/or cannot be made up of 2 or more separate, enclosed polygon elements...

To be clear to any anons reading this - yes, its fine. Maybe this should be mentioned in the sticky?
>>
Anyone been successful ripping files from Overwatch? I've been trying for a few hours and im now stumped. I just really want the young genji skin to check out the facial proportions and topology up close.
>>
>>633633
As a total beginner, I had the same question. I don't recall any source saying that a game asset must be made of a single, closed mesh. Maybe it has more to do with the way modeling is taught at first, that is, building small pieces as a whole, even if they are composed of distinct parts (like the lid of a jar, for example). So, when the time comes a beginner intends to make something more complex, that habit carries on and they are faced with the daunting task of building a closed mesh for it -- that's when they wonder if it would be okay to do something they have never done before, but that would be much easier -- making the object out of intersecting, simpler pieces.

tl;dr: In my opinion, it's just a matter of habit due to having practiced modeling on simple pieces that can be easily done in a single mesh.
>>
File: Mesh_vs_element.jpg (664 KB, 794x1123)
664 KB
664 KB JPG
>>633614
>>633633
>>
>>633638
Needs more teaching rage. Like in those "eXtreme advertising" pics.

(Unironically, there has to be a market for dominatrix rageteaching on YouTube.)
>>
>>633637
>tl;dr: In my opinion, it's just a matter of habit due to having practiced modeling on simple pieces that can be easily done in a single mesh.

I think you've nailed it. Yeah. When people learn they just make one cube or whatever and then extrude faces and stuff until the object is done, and it just so happens it was all done in the one element. I guess adding a second cube feels naughty or something, the first time you do it... '...is this cheating?'
Yeah, good call. Tutors need to start teaching students to use a second object in their very first model.
>>
Why do Blender users insist on rendering with Cycles, when there is a RenderMan bridge available for Blender, and it's fully-featured and free for non-commercial purposes?
>>
>>633656
Non-commercial probably is the largest turn-off.
There's a whole lot of other factors too, namely Cycles is first-party and will thus always be supported and fully integrated into Blender. It's the first thing most users learn to use and relearning a render engine can be a pretty big downside, and Cycles for the most part is "good enough" (it only really falls apart when you pick at its technical limitations like lack of bidir path tracing, the infamous caustics problem, etc. etc.).
To a more uneducated audience who don't constantly nitpick and strive for complete photorealism, which frankly most of Blender's userbase is, they wouldn't see the benefit of another render engine over Cycles.
>>
>>633660
Actually, scratch the first line. My second point is the largest turn-off. The whole part about integration into Blender.
The things I raised came mostly from my own experience. I'd been looking for a free and simple alternative to Cycles but all those that I came across just never really felt like they were meant to work with Blender. It was more of a "duct tape it to the interface and voila" experience.
It's all the really minor things like the lack of a material node editor, the lack of support for proper CUDA rendering, the inability to enter a preview render mode that was quick and interactive, identical render results that were slower than Cycles, the list goes on.
It's more of the experience that's a drawback rather than the results. If it's harder to work with than Cycles and the results aren't exponentially better, then why bother?
Granted, I haven't worked with RenderMan, but I've checked out LuxCore, Radeon ProRender, appleseed, and so on, and neither produced substantially better results than Cycles but all had usability drawbacks as compared to Cycles.
>>
>>633656
This doesn't sound very optimistic for Blender + RenderMan. They seem to be focusing on Maya, Houdini, and Katana now.
>>
File: 1521244570882.jpg (217 KB, 584x1084)
217 KB
217 KB JPG
>>633641
I like my dominatrix to be sweet and caring, not filled with rage. Can we have tutorials like that?

>>633635
I'm sure there are sfm models, so if you look hard enough you may find originals
>>
File: XTDRjvm.png (84 KB, 312x382)
84 KB
84 KB PNG
How do I create this shape in Maya? Any scripts for it?
>>
>>633666
The worst problem with Renderman on Blender is the instability, Light-bringer.
It crashes so often one might get the impression one is working with Maya instead of Blender. Oh Lucifer, can't you illuminate the dark minds at Pixar so that they make a shining release, worthy of a bright angel?
>>
File: 25753060.jpg (74 KB, 1280x868)
74 KB
74 KB JPG
Is there a way to make vertices on two separate objects stay together as part of an armature? I'm keeping the parts separate because the original models I worked with were segmented
Alternative question for those with modelling experience for Unreal Engine 1/Deus Ex: is there a reason to keep the model segmented, or can I group it all together?




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

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