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Downloading characters and assets: http://sfmlab.com

Learning the basics of SFM:
https://www.youtube.com/watch?v=eDiifbVoGDw

https://www.youtube.com/watch?v=Kd0csa3s1A8&list=PL7PU1FnAioM4Upy5O49La5FwkzeGT0UUT

https://www.youtube.com/watch?v=pR6edMIBXgo&list=PL7PU1FnAioM4Upy5O49La5FwkzeGT0UUT&index=2

https://www.youtube.com/watch?v=tjNf9b0PNv8&index=3&list=PL7PU1FnAioM4Upy5O49La5FwkzeGT0UUT

https://www.youtube.com/watch?v=t_1YZIvTMfU&list=PL7PU1FnAioM4Upy5O49La5FwkzeGT0UUT&index=4

https://www.youtube.com/watch?v=P_JG4hztAZ0&index=5&list=PL7PU1FnAioM4Upy5O49La5FwkzeGT0UUT

Making basic sex animations: http://kawaiidetectiveenthusiast.tumblr.com/post/135640746785/sfm-porn-tutorial-a-basic-animation

Remember to share your creations
>>
Finally a thread for this
>>
Finally I can make a video of multiple orcs fucking a female Shepard
>>
How long would it take to make a short scene like gif related
>>
>>2744630
I guess at least half an hour depending on how fast of a learner you are
>>
I hope the mods don’t remove this thread
>>
Bump. Ive postponed learning sfm for a while
>>
For anybody who's completely new to sfm, could you please tell me how long it takes you to learn to make a posed image from scratch?
>>
>>2744694
That depends what you mean by posed. A posed model in a room with basic lighting? 1-2 days max
>>
better if you spend your time learning blender or 3dsmax.
>>
>>2744759
That comes with a much larger learning curve but yes, I agree. If you just want to pose and do basic shit SFM is fine
>>
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304 hours in SFM, this is one of my favorite pieces, I'm learning to do Animation but it's still too janky to show off.
>>
>>2744630
A while. Keep in mind the nuances in the animation, the lighting, the posing, it all has to be done manually.
>>
>>2744630
who is the creator of that gif?
>>
>>2744757
Can you post an example image?
>>
>>2745039
If you would just want a still shot/scene for an image >>2744630 this could probably be done in under 100 hours assuming you got all the models ready. However if you were to animate it then >>2744914

SFM is very easy to use. Getting a hang of the camera, posing, models, importing stuff and lighting is nothing complicated. I would still recommend just learning the basics and then check out something like Blender.
>>
>>2744912
I can see a few big problems straight away
>Thumb clips through the right dick
>No liquify for the rough edges
>Lighting directions don't make much sense, nor does the color, what atmosphere are you trying to go for?
>I don't think any of the lights have shadows enabled, as if the shading is pretty much done through ambient occlusion
>>
>>2744619
Is that Samus or Sara Bryant from virtual fighter
>>
>>2744912
Not to bad
>>
>>2745077
>100 hours to learn to make images
Oh man, that's an investment. And that's assuming the models I want are even available. But on the plus side, it would mean being able to make what I want instead of having to request what doesn't exist.
>>
>>2745534
100 hours is nothing. The people you most likely watch has thousands.
Majority of popular animations usually uses public models. Majority of animators use other peoples models because they're rigged, has nude textures etc and are ready to go. I can guarantee you majority (99%) has no clue how to import a model from a game, create nude textures, sculpt vagina/anus > bone > rig. That process requires a lot of work and it's difficult.

As an example almost all Overwatch 3D nude models uses the exact same nude body (Ellowas) sculpted to fit the in game models. 99% of the Overawatch porn creators use the exact same models.
>>
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>>2744619
Protip:
Tired of your boring animation loops looking loopish? There's this wonderful feature in SFM under procedural tools called "stagger", which when used correctly will offset and add a bit of "noise" to your animations. Select a few joints here and there in part of your loop and stagger them so they don't look like the exact same motion, then blend it in because stagger is kinda wonky and still needs more filtering. The result: A looping animation with effortless subtleties added in so it doesn't look like a loop at all.

Also learn the offset mode in graph editor. This is what will set your animations apart from others as you'll be able to manipulate details easier.
>>
>>2744759
sfm is better to learn fundamentals, because it's quite less heavy on the graphical side and you also have the real time feedback on the stuff you do.
like while on blender you just turn on an option to make the light bounce on stuff (im assuming it's just the AO option on there) on sfm you legit need to make that type of light logic yourself.
it's an pretty cool program but as >>2745805 said there most of the people who does the more popular animations are already on the thousands hours on the program.
i don't animate but i already had put more than a thousand hours on the program.
it's intuitive and easy to get how shit works but to make stuff looks good you will need to cheat a lot.
>>
>>2744619
Expand passed SFM and teach me how to use blender please
>>
> SFM
Stop fucking the corpse.
Let it die already.
>>
>>2746548
Youtube
>>
>>2746548
I used youtube tutorials to start with. Simple shit like the donut and anvil
>>
>>2745414
Its Sarah Bryant tweaked to look like samus since they look similar and at the time there was no proper samus model
>>
Can someone please tell me where do all those sfm animators find background walls/maps?
>>
>>2747954
sfmlab and valve workshop?
>>
>>2747107
No

Has anyone ripped Ashe's model yet? Overtool doesn't like it when I try.
>>
>>2748644
wait for the keys to be updated if not then use github and compile the newest one.
>>
>>2745805
Or people like the guy who did the Ellie shit and the Star wars stuff.

He's beyond insane he's scripted the shit out of sfm.
>>
>>2744912
A few things you need to use the DOF but run the range about 100 times bigger from 10, or whatever the default is and blue that up properly.

You're missing some hard edge lights on dva's hair I wanna say, and a very light one to create some fake shadow on his hand. if not do it in photoshop.

That and since personally I think without the knees in the show it would look better.

Sometimes people do this for stills is just don't look at the entire scene but just the ending render for how it should look. Since most people won't see the rest of it.
>>
>>2747954

most make them for that scene, some use maps and areas from random places.
>>
>>2744619
anybody have this model saved?
>>
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How long does it take to learn SFM, anyway? I already understand 3d, and know how to animate in Maya. It'd just be learning the interface and SFM's way of doing things that I have to do.
>>
>>2751433
In theory? Not very. Watch a few tutorial videos and you'll pick it up relatively quick.
If you *really* want to get into squeezing the maximum amount of potential out of SFM, you're going to need to learn how to override materials, how to edit and recompile models, how to "headhack" and lock bones together, and how to use Photoshop or some other image editing program.
>>
>>2744619
Jimer Lins's videos are useful and well presented.

https://www.youtube.com/user/JimerXLins/videos

>>2746548
Start with donut boy just to get a feel for things (Blender Guru), then go to better stuff like

>>>/3/648782
>>>/3/646665

>>2745972
Every post I see seems to advise people on which software to use, but ignore the fact that animation is a separate art in itself. Knowing how things move and how to move things in an interesting way is independent of the software. If you want to learn 3D animation, use SFM. SFM is simple to learn and lets you move stuff around just as well as any other software.

The majority of Blender stuff is loops bathed in light with a blurred background. You can bet that when FOW goes to Unreal or whatever, they'll stick with the bounce, rim and volumetrics.

>>2745805
I can build stuff from scratch. I'm not brilliant at it, but I can do it. The thing is that the time it takes really isn't worth it if there are resources available that you can quickly adapt. The worst thing to me is textures. Good texture work is really rare, and combined with crude material setups leads to the sexdoll look.
>>
>>2748661
>the guy who did the Ellie shit and the Star wars stuff
You're talking about SDSMS, right?
>>
people honestly don't know how hard SFM can be sometimes.
it's brutal trying to figure out errors that crop up, especially when dealing with models.
>>
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>>2753679
>CUtlRBTree overflow!
>>
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i do renders sometimes, only just started trying to animate things but its a long way away from being fappable
>>
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also tried learning to port models too
>>
>>2753575
yup that's in SFM. He does post processing on the stuff after too so it looks much better.
>>
>>2753575
>>2754319
I'd really love to see how he gets that subsurface scattering look. Best guess I can figure is a shitload of low intensity lights around the edges of where the main lights fall off. More effort than it's worth, if that's how it's done.
>>
>>2754660


aight just lost my password lmao
but yeah he runs through multiple passes and does specific takes with only some stuff on so he can layer.
>>
There's no use trying to get at that level in SFM. You're much better off learning a proper 3D program. Even then I don't think think there's a 3D artist out there at SDSMS level. If he can do that shit in SFM imagine what he could do in a proper environment.

>>2752571
In the world of 3D porn you're working alone most of the time, you're not working in a team of professionals where every role is covered. You need to know how to do almost everything if you want to have good animations. Just animating will not get you anywhere especially not if there isn't a model out there and you need to set it up yourself. Learning how models work is just as important as animating.
>>
>>2755451
but why would you just say i'm never going to reach there.

He's good at scripting in python, and has experience in post effects stuff.

You can't just say you'll never get there, because you can get pretty damn close.
>>
>>2755451
plus if not just him but even LeetRR can get close to that level then I feel it's justified
>>
>>2753874
What are you subscribed to? That would always trigger for me if I had too many models subscribed on the workshop. Either unsubscribe from models you don't use, or move addons into a new mod folder and add it through the SDK.

>>2755451
>If he can do that shit in SFM imagine what he could do in a proper environment.
>implying he isn't already working at somewhere like ubisoft or blizzard and does this on the down-low
>>
>>2752571
SFM has a shitty animation interpolation, so not even animating in it is justified.
Fuck off, Gabe. Your bloatware is old and irrelevant.
>>
I know this is a big ask but could anyone show me some Witcher resources I could download?
>>
>>2751732
where do I get this model?
>>
>>2761467
sfm lab
>>
Bumping the thread! I'm really interested in seeing whether this kind of thread will become standard for /aco/.
>>
Anyone start messing around in SFM with these tutorials? How's it going? I've always kinda wanted to but never have.
>>
>>2744630
if you have a day job, a week.
>>
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Is there any Elastigirl SFM porn, I can't seem to find any.
>>
>>2765779
Nope
>>2744619
For the love of god if you want to do anything other than Elizabeth please avoid using Aardvark models if you can.

I know sliders make things easier, but there are alternatives for most of them that look better.
>>
>>2764615
>if you have a day job, a week
That sounds pretty extreme. Does this apply to only for amateurs or for professionals as well?
>>
Link me an obscure character model, and I'll do an animation.
>>
>>2767515
He's joking. I started using SFM back when it was a beta loophole "release" through TF2. You could make something like that in a few hours now. Especially if you have a rig and what-not.
>>
>>2767558
>He's joking. You could make something like that in a few hours now. Especially if you have a rig and what-not.
Good to hear! I thought about getting my feet wet in animation and modeling but I can't really do much unless I have a decent rig that won't implode if I try to open Blender.
>>
>>2769966
Just learn how to make a basic rig from youtube.
https://www.youtube.com/watch?v=GiV-0FPj8GQ

As for SFM, you can make simple blowjob animation loops and stuff without an IK rig; it just takes more time. The thing about IK is that you don't even really use it on the arms for animation in the first place.

https://www.youtube.com/watch?v=xG02JftoiLU

The official tutorials from 6 years ago are still VERY good. Start from here and you'll have everything you need. Curves are your friend and learn how to keyframe things. That's really it.
>>
>>2767528
https://steamcommunity.com/sharedfiles/filedetails/?id=562591095
Hard mode: Make it straight
>>
>>2765779
Not yet. The only model right now is a model by kabalmystic, but pic related should be enough to explain why nobody uses it. Skuddbutt is making his own Helen which looks a lot more promising and a nice blend of on-model and his simplistic style, but I have no idea when that'll get released, let alone ported.

>>2765786
>For the love of god if you want to do anything other than Elizabeth please avoid using Aardvark models if you can.
I've seen people use them to headhack on splatoon and tf2 models. Most don't even bother to properly retexture them. It always baffled me.
>>
>>2746548
I f you just want to render porn, I would suggest first to learn how to import SFM, Daz3d and other models into Blender.
Daz is good to learn too, it has the best human models, but I don't recommend to render in it - it doesn't have as much features as Blender and posing is awful.
Watch BlenderGuru's introduction to Cycles, import the model and try to set up materials correctly.
Than, there are plenty of tutorials on posing and IK system.
>>
>>2770107
>Start from here and you'll have everything you need. Curves are your friend and learn how to keyframe things. That's really it
Thanks my nibba!
>>
>>2761940
the samus model download is blocked cause dmca, anywhere else to get it ?
>>
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This was my first animation after looking at the basic tutorial. Its pretty easy to understand but it does take hours of just tweaking stuff to make it look even halfway decent
>>
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>>2775695
And this is my second animation after spending a day reading and watching tutorials on the program. I still need to get used to animating and tightening keyframes but I feel pretty proud for just day 2
>>
>>2775697
M8 you certainly have potential if you managed to do this in just one day of learning. The big problem is that it looks like he's using his dick to punch her throat kek
>>
>>2775706
Seconded,it's way too rapid
>>
>>2775706
Thanks! Yeah I figured it looked like that. I was trying to make something really rough like Blackjrxiii, but I haven't learned how to key out continuous small movements yet
>>
>>2775721
Key the beginning of the movement in the curve then the end of the movement and then copy and paste the first key on the curve as a 3rd to return.
When you have that, you can take that session and make as many duplicates as you need for the animation. Keep it in mind that linear animations look robotic so only duplicate the ones you want in the final version unless you're ok with replacing them all.
>>
>>2764069
>>
>>2770327
>I've seen people use them to headhack on splatoon and tf2 models.
That's so far off base.
Why would you use that instead of something like Rafa/Taco's Shantae?
>>
>>2751433
if you know how to animate in maya why do you need sfm?
>>
>>2745805
>has no clue how to import a model from a game, create nude textures, sculpt vagina/anus > bone > rig
the i have a question
how do you sculp inside of bagina or anus or throat
i mean... HOW ? some kind of special camera ?
or you just scale it down after making big one ?
also how do you prevent a benis from clipping trough the walls or head
make a "road" for it to go ?
>>
>>2780012
>Why would you use that instead of something like Rafa/Taco's Shantae?
You tell me! Granted, more splatoon people are using Shantaes body nowadays, except even then they made it look as off model by making them tall and with huge tits. In the end they just did the exact same setup as an Elizabeth body, but aside the skin textures blending a little better it's an almost entirely redundant change. Most of the offenders are in a tight circlejerk too, so they won't break the habit anytime soon.

Then again, they could be the people retexturing inklings to have flesh colored spats and shirts, which looks as poorly executed as you imagine it to be.
>>
>>2781188
To create internal structures such as mouths and vaginas, you can selectively hide parts of the mesh or use wireframe view that only shows vertices on the mesh and edge lines linking them. Alternatively, you can separate the internal mesh so that it becomes an independent object that you can work on and join back when finished.

To prevent penises going through a model, you shrink the parts of the penis that aren't visible. There's no point worrying about animating parts that aren't visible.

Making good genital models isn't trivial. You have to sculpt something that looks good and will deform correctly; make controls to allow realistic animations and texture all the nooks and crannies and interfaces between different skins/membranes.
>>
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>>2781340
thanks anon
>>
>>2781340
is there a penis generator ?
there is a mod called manuelbastioni for blender that allows you to create humans
is there one for genitals ?
>>
>>2745805
It kills me when I see a model I want and it turns out to be done by Ellowas. All of his models have the same shitty shoulder/hip deform problems and the vertexes are never mirrored. The guy probably adds noise to make them impossible to edit further.
>>
>>2781455
Just rip models from Daz
>>
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Finished one.
>>
>>2783779
>Just rip models from Daz
But that means you'd have to buy the models in the first place, right?
>>
>>2786792
there's a /3/ general, you'll probably find rips there
>>
>>2765786
>please avoid using Aardvark models if you can
I personally avoid anything he's released post-2016 or so. All of his newer releases have really weirdly long legs and ultra-skinny arms for some reason.
He also dropped the thigh-adjustment bones, which wouldn't piss me off nearly as much if not for his fucking butt implant fetish.
>>
What's your go-to male stand-in model? I've always had a hard time finding any good guy models that aren't jacked, don't have any distinguishing features, or have vertex weighting that doesn't break over 20 degree angles.
>>
>>2786792
There's no penis generator. You'll have to do some work.
Go to smutba.se and chop the cock off a model along with its armature to reduce weight painting. Join it to your model. Texture paint and weight paint.
https://smutba.se/project/15/ is urgarulga's penis, but it isn't rigged.

>>2785302
Needs some ambient occlusion and structural lighting. Having the bodies lean against each other would make it look more realistic.

>>2788948
Some words of wisdom from LA:

Hair shadows aren't necessary.
Co-incident meshes with different materials is a "materials derp" (actually it's standard practice, you even see it in things like car models from games now).
Rig hips is unnecessary.
Thigh twists are unnecessary.

LA is a silly sausage.

>>2791376
One of the things I like about Jap porn is how the actors actively hide from view. I used to just use Shaotek or maybe an LA male for variety.
>>
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>>2785302
Pose 2
>>
when the fuck is boogie going to release his midna 3d shit
>>
>>2796452
Never. You'll take Akkoarcade's models and like them.
>>
>>2796853
I actually like some of Akko's stuff, but he is pretty hit or miss. Robust model features, dubious practicality and questionable sculpts. Did he ever finish that Midna? Looked fucking awful, he gave her cartoon baby proportions, abs, and bimbo lips or something.
>>
Should I make posters or continue with trying to animate? Started 2 days ago and all of my animations are shit. Also how do you make ass and tits jiggle? Ive seen some artists shit jiggle but mine doesn't
>>
>>2797461
>started 2 days ago and all of my animations are shit
No fucking shit they are shit. Nobody did a perfect 10/10 animation only after a few days of learning. You have to keep practicing anon if you want to make something decent, trust me, it will be worth it.
>>
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>>2797461
>all of my animations are shit
Don't get discouraged because you're not at sdsms tier on your second day, recognizing that what you're making isn't to your own quality standard is the first step to gitting gud. Link your least bad one so we can bully you and gauge what you need help with.
>how do you make ass and tits jiggle
If the model has jigglebones, it's automatic but usually doesn't look that great. If you want to animate them manually, from the animation set editor right click the model name>utilities>bake procedural bones.

Pic related is my first swing at SFM from over a year ago, incidentally this Midna's ears are controlled by jigglebones.
>>
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>>2797312
He's working on a new version, last I checked. If it's anything like his Poppy and Tristana it might be pretty good.
>>
>>2797461
>Started 2 days ago and all of my animations are shit.
Give up now.
You're a moron.
You've never learned a skill, have you?
Seriously.
How fucking stupid are you?
>>
>>2797461
>Started 2 days ago and all of my animations are shit.
>reeeeeee i'm not perfect from the beginning WHAT SHOULD I DO FAP BROS ???

holy shit this generation trull is pathetic
>>
>>2798560
>>2798792
>"w-wah you are so fucking stupid dummy head! I hate that you are whining! Now I am whining!
>"gosh this generation isn't what it used to be. back in my day we had to learn much harder stuff like excel! "


It's important to practice correctly. Just like playing the piano or learning a language. If you half ass it you might pick up bad habits which leads you to mediocrity
>>
anyone have any good maps for scene building?
>>
>>2799033
For starters:
>blackvoid
>colorvoid
>flatvoid
>sfm_corridor
>dark kong king
>sfm_suspicion
>sfm_dank
>>
>>2798963
What i meant here
>>2798792
Translates to
"Stop whining and practice more it's not fallout 4 it's supposed to be hard"
dummy
>>
I found a guy who makes some drossel smut kinda 6/10, he commissioned another version of her.
>>
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I have no clue how to animate a hand job. Most of the videos talk about an IK rig for valve. Does that work for models that isn't valve made or share the same bones? I am a noob btw
>>
>>2799199
>2 bone spine
disgusting desu
Any animation where hands or feet are making contact with something you will usually want to use a rig. That model might use the default rig_biped_simple since the bones are all properly named, but Met's or a custom rig will work too.

A handy is a good place to start since you don't have to manipulate many bones and IK will do half the work. Assuming you're using the graph editor, [spoiler]like you should be,[/spoiler] start with 3 keyframes for hand movement (return, apex, return). Make sure you both translate and rotate the hand bone at the middle keyframe. Mark the first and last frames from the hand on any other bones you're going to animate (shoulder, elbow, fingers, etc). Then select the hand's rotation keyframes and move them one frame to the left or right to create dive or drag. Once that's all done you should have a decent looking single cycle to copy/paste and detail. Also don't light your scene and add background props until you're mostly done with animating, SFM has a very low memory limit and will slow down or crash if there's too much shit on the screen while you're manipulating anything.

>>2799193
Source?
>>
>>2799249
>Source?
https://twitter.com/AdrianDustRed
>>
>>2799249
thanks I might just use a different model. it might be easier. also the pelvis bones moves based on how the rig is made right? I can never seem to get a squat/bending over pose without flipping the whole character
>>
>>2799249
here
http://adriandustred.tumblr.com/
>>
>>2799276
>>2799308
Oh, that guy. 6/10 is pushing it if you ask me.

>>2799300
SFM's IK support is piss. In practical terms, only limbs are affected by the rig, the rest of the rig bones operate near identically to non-rig bones. But to answer your question, yes, you can move the model's pelvis, and the arms and legs will counter-animate with a rig applied.
>>
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I started with SFM in October. I've only finished this 3 animations.

What should I improve?
>>
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>>2799396
Second one
I have this one with sound but i'm getting this error uploading it:
Error: Audio streams are not allowed.
>>
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>>2799396
Last one
(yes, I love Tyrande)
>>
I hope at least one of you guys is a cross frequenter of the xeno thread, we need more xeno SFM
>>
>>2799472
Too much beast shit over there.
>>
>>2799412
Her hands and arms are oddly placed, move her hands to more in front of her body with the fingers pointing forwards. It seems that you are getting it but you just have to go over the unnatural positioning of your characters.
>>
>>2799396
>>2799412
>>2799466
A little bit of everything, really.
spline tangents.
stagger keyframes
spread keyframes out more on larger movements or slow down your animations
avoid clipping
reduce FoV
rule of thirds/golden ratio
look up guides on lighting
study real porn as animation references
copy/paste your first frame to the end of your animation to make loops more seamless

Also I can't verify this without seeing your graphs, but it looks like you have too many keyframes too close to each other. It could also be from using linear interpolation instead of spline interpolation, but I think the former is more likely, common rookie mistake.
>>
>>2799472
Been trying to crank some stuff out for you folks for nearly a year. I'm sitting on a big pile of WIPs, it's tough to for me to finish one at a time. I'm hoping to get most of them out by March or April, though being frank, half of them or more aren't /xeno/ as much as they are nightmare waifus or robots.
>>
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>follow the valve tutorial
>have no problems until it hits keyframing
>literally can't understand how it works
It hurts being a retard. Maybe I should stick to making posters.
>>
>>2799773
Are you me?
>>
>>2799773
>>2799943
move the playhead where you want the keyframe, manipulate bone, repeat. simplicity itself.
>>
Any easy way to give a chick a dick? Or guide?
>>
>>2800942
locks nigga
>>
>>2744633
It takes an hour to make a well done still even with good practice.
>>
Couple of tips for you guys:
1. When animating, make sure that character's head doesn't move around in space too much, people always try to stabilize their eyesight when moving, if their head bounces around that means they are dead or unconscience.
2. When character looks down, their eyelids always follows the edge of irises, it never stays in place. Many animators only roll the eyeballs, it looks very stupid, don't do that.
>>
>>2801706
unconscious*
>>
>>2801706
>eyelids always follows the edge of irises
Intredasting facts:
1. You can compile an sfm model to have "valve eyelids". This means that the eyelids move with the iris when the pupil approaches the edge of the eyelid. This only works for the eye sliders, not viewTarget, so it's a bit shit.
2. "Valve eyes" that follow the view target are actually a texture dynamically painted on the eye. The eye mesh doesn't move.

Some other thoughts for non-beginners:
Learn about override materials e.g. if you want a Blender-style out-of-focus background, use vtfedit to make a blurred photo material and put it on something like a huuu wall using UnlitGeneric. You can also use $alpha to edit out parts of the wall and make multiple background planes to give false perspective like an old cartoon.
If you have problems with phong and ssao, check that the models have a $bumpmap in their material.

A problem with locks is that children inherit the parent scale, so if you need to lock something scaled, use an intermediate object such as a hidden axis helper e.g. to lock a scaled hand to a butt, lock the axis root to the butt, locate it on the butt, apply the hand scale to the axis staticprop and lock the hand to it.
>>
>>2802098
Robotic motion mainly comes from everything happening at the same time. Motion due to a force will be delayed due to inertia, elasticity and muscle feedback.
A cheap way to get smoother curves in graph editor is to spread the individual 6 co-ordinates and spline.
Model spines are a crude approximation, so feel free to use slight translations in addition to rotations to give smoother motion.
If you do an elliptical 4-frame motion, look at the individual co-ordinates and delete the keys between the extremes to give smooth curves.

If all else fails, you can put a world lock on your upper spine and animate it separately to give smooth motion. You can separately lock rotation or translation, but changing a frame to world rot lock will screw up the curves because sfm angles are stored as quaternions.

Mets's magic rig works on most models https://sfmlab.com/item/1385/. Instead of a full ik rig, you can use https://sfmlab.com/item/1725/ to give you a per-limb ik constraint.

Constraints come with a slider named according to the constraint and the bones it is applied to. Use the slider if you want to mix some of the original motion back into the constrained motion.

Instead of using offset mode in graph editor (because sfm loves to screw up curves, and the individual tangent editing is painfully unreliable), you can use https://sfmlab.com/item/1427/ to lock down a curve with keyframes and modify them in motion editor. This is only useful for short loops though.
>>
>>2802099
Look carefully at porn webms. Don't try to exactly copy, but look at the general timing and positions.
Think about the physics of movement.
Avoid two-frame animations; they lead to the "moving in treacle" look. A quick way of altering the weighting of the motion curve is to add a frame between the two and move it. Add adjacent identical frames for sudden stops.

If you want to please people, good composition and lighting are more important than animation.
SFM lighting is terrible. If you want a hard-edge shadow, use a gobo texture. If you add a reddish band to the edge and shine it on skin, it looks like sss.

Be honest with yourself about why you're doing this. Be self-critical. You're not going to be the new StudioFow unless you're already experienced, and even then it's extremely unlikely because it's still a matter of finding customers and getting them to pay.
>>
>>2799562
>beast
the fuck are you talking about?
>>
>>2799699
It's okay i love all three of those
>>
Cool shit Meklab posted earlier.
>testing a layered aim constraint script. lots of potential for future stuff
>>
now only if i could get bangfri's blood elf and night elf models
>>
Anyone have the know-how to create a blender tool to import more user friendly rigs from SFM? Really tired of having to re-rig every import using BlendRig.
>>
Also, what's the best way to head hack? I can get the head on a build-a-bod model from smutbase, but what's the best way to match the textures of the head to the body without having that obvious texture seam on the neck. Seems like everytime I combine the meshes, the UV map gets all stretched as well.
>>
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terrible
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>>2803028
also why does it feel like some models fingers are unposeable
>>
>>2803028
>>2803030
The poses are mostly ok, but lighting background and camera are 0/10 no effort. You can trick untrained eyes into perceiving quality with a little good presentation.
>also why does it feel like some models fingers are unposeable
Most models, and I half expect it's because of the way the valve biped expects hands to work in Half-Life 2.
>>
>>2802873
Always wondered why is it needed to re-rig SFM rigs?
I never done that, it seems you can pose and animate them just fine.
>>
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Keep up the great work everyone, artists and teachers!

This is one of the rare things that makes me happy this place still exists 15 fucking years.
>>
>>2744619
>>2803473
All the day 1 noob questions have me thinking we need some better links in the OP if /sfmdiy/ is going to a regular thing. More condensed tutorials and more asset resources, and maybe a paste for people just getting started.
>>
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>use sfm to make my own porn images for a while
>is too limited in many ways, move on to blender
>ff 3 months
>try to use sfm because I'm too lazy to import the models, rig them and apply weight painting in blender
>the controls are fucking painful compared to blender
>can't create my own stuff like a simple plane
>>
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can you guys give me some feedback on this? Started 3 days ago and I want to know what am I doing wrong. I have to work on hands and body motions. But I have no clue how to make the boots and butt move. I tried messing with the juggle bones but it comes out wonky
>>
>>2799604
>>2799666

Thanks for the feedback guys.
I'm literally a noob in 3d and animation so I will try to improve my future animations with that tips.
>>
>>2804147
I'm no expert in sfm animation. IMO your animation is too robotic Lara's body moves too slow and her reaction takes too long from just a simple thrust, try adding more variety between the keyframes and make them last only a little. The movements are too linear, the hand is jumping places after the loop. Her neck bends way too much. Try looking at some actual porn and study their movements. You have potential my man, keep practicing.
>>
>>2804147
Work more on posing first, your models are breaking all over the place.
>>
>>2804231
>>2804411
Will do! thanks for the tips. I'll go back and try to make it more natural. I need to work on posing badly. Hands and the thrusting motions I can never seem to get right
>>
>>2804147
Yeah you're using a nigger
>>
>>2804147
you're using the wrong model for the male
>>
>>2804634
if its making you cry I chose the right one.
>>2805641
What do you mean?




>>
>>2804147

Alrighty Anon-kun. Time to give you a crash-course in how to generate an adequate fuckin' motion in animation.

What you need to consider more is the primary motions. For example, the most generic doggy style is built on the pelvis moving back 'n forth on a (mostly) flat plane. While the rest of the body mostly works with the motion. Hands & Knees for bracing. Elbow pole targets should be adjusted to keep her elbows from pushing in towards her body, rather than outwards.
Her spine & hips are part of the arcing / gyrating parts.

As for the hands. You can probably just lock them to the pelvis to automatically inherent the primary motion to reduce your workload.
>>
>>2804147
The spine needs animating.
Wrists don't do that: the thumb-side doesn't move that far towards the forearm.
Keep rig elbow slightly behind the elbow to stabilize its motion.
Collar bones should move, often some translation helps.
Look at some real porn webms.

>>2803030
Models usually have finger bones. On older models, you often find the bone roll axes are incorrect, so they're difficult to rotate, or if you're a real newb, you just aren't showing hidden controls.

>>2802881
Define a seam on each side of the neck split before you combine, otherwise blender merges the vertices in the uv map as well as the mesh. Unless you're building your own model, you need to preserve those uv mappings. Generally, work in face mode when you're manipulating uv maps, avoid vertex settings that do the same to a vertex even if it's in two parts of the map, and don't forget you can pin faces in the map.
The head and body will still have separate materials, and addition of a hue saturation value node can give you an approximate match for the body material, but you're going to have to start texture painting and weight painting to fix deformations.

>>2803282
Porn loops don't need proper rigs. People make detailed rigs because it's a hobby and they like to learn stuff, but ik on limbs is enough for a two-second back and forth.
>>
can I make a request about getting NSFW Overwatch's Ashe model for Blender and SFM? Thanks!
>>
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>wattchewant specifically says one of the reasons why people refuse to release their SFM models is because cunts steal them to sell them on second life
>>
>>2805900
>What do you mean?
IT'S BURNT
>>
>>2808675
...doesn't the same thing apply to Blender? Or anything else for that matter?
>>
>>2808675
he was being an idiot
>the guy stealing was barely selling anything
>the guy stealing sold models for 2 dollar and less
>paywalling because of 1 cunt

he just wanted to have a reason to get behind a paywall
>>
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>>2807915
Anon, do you have a moment to talk about our lord and savior, bone-locking?
>>
>>2809533
>that shit headhack
fugtrup that you?
>>
>>2809578
Take it or leave it.
>>
>>2809633
don't worry I have something better
>>
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Damn.
Texture painting is tedious.
Mesh sculpting is painful.
Normal maps are traumatic.
But, weight painting is like herding rabid kittens.
>>
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spent a bit of time making this today, any tips and/or tricks
>>
>>2809533
oh, if you're willing to share the model, you'll be my lord now.
>>
>>2809533
>that neck seam
>>
>>2744619
Needs more Lara Croft
solo action of sexy posing and walking
>>
>>2810644
It's just Ashe's head locked to a DAZ body. I could throw you the .DMX file if you want.

>>2810688
Not much I can do about that without editing the model itself. I could try to fuck around with the neck textures to see if I could fake a color transition, but that's gonna cause problems with ambient occlusion.
>>
>>2810619
Good start! Here's a few suggestions:
-Try moving the girl closer to the center of the image and turning down the lights on the background items. This will give you a better focal point.
-Her shoulder looks a little warped. If you can't fix that while the IK rig is applied, take it off and twist the shoulder bone until it looks okay.
-Maybe tone down the glossiness of her skin a bit with a materials override.
>>
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>>2811013
>Not much I can do about that without editing the model itself. I could try to fuck around with the neck textures to see if I could fake a color transition, but that's gonna cause problems with ambient occlusion.

I do headhacks and texture edits for stylized characters myself, so this method might help you out. It presumes you have photoshop and a VTF importer/exporter plugin, but otherwise;

>Open up the VTF of the body texture you want to edit and the head texture of the model you're putting onto that body
>Either find the most common shade on the skin or the shade around the neck, YMMV depending on the model, but given how flat OW's textures are, you should be safe with the neck
>Pick this color and create 3 layers: the topmost layer should be a sample of color from the neck, the one below that a sample from the body, then some black below that to make the splotches easier to see. See pic related.
>Above the body splotch and below the head splotch, add a "selective color" adjustment layer. Play around with that for a little bit, in particular play with reds and neutrals.
>If you find yourself in a situation where it's almost close, a levels or brightness/contrast adjustment layer should help you.
>Erase any parts on the adjustment layer mask you think don't match or look weird, in particular nipples and genitals may look off after you're done, merge the adjustment layer with the body texture layer.
>Save, apply override.

If you want to be more ambitious, you could try creating versions for both the neck area and the head area and merging them into one by erasing parts out, thus reducing the seam even further, but from experience a slight blur has been more than enough.

Also bear in mind that it might look off when lit if the VMT for the head has any specific commands, like $color or $color2. Ashe probably will because of the fake PBR effect, so simply replicate any offending values in the bodies override.
>>
>>2811013
How is modifying the textures going to affect AO? Isn't AO based on the mesh edges?
>>
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>>2811216
I was specifically talking about making a fake seam like pic related.

>>2811206
Thanks for the tips. That's something like what I've done before, though I usually just recolor models with an override.
>>
>>2799666
>>2804203

One technique I use is the jitter and smoothing sliders. Motion IRL is never the same twice and the human eye picks up on it. Random micromovements can help eliminate a mechanical looking loop by randomizing movements on an axis. Crank up the jitter slider on one or two axis of a body part then go back and smooth it to giving it a random but rolling profile along it's graph. Doing this after your done creating a loop helps the animation not look repetivie and gives a more natural movement set
>>
>>2811013
that could help, let me try.
>>
>>2812524
https://mega.nz/#!xo1QCawI!XY4A2jFTfRkH8hnX2Tg33bU23RtwoXw0fQIE63D7-kc
Here's the session and the body repacked. I'll assume you already know how to install mods and add search paths.
Go nuts.
>>
>>2812653
that helped alot! thanks anon! you're my lord!
>>
>>2799466

It's so unrefined yet gets so many things right
>>
Can Blender Internal compete with SFM?
>>
>>2812653
one suggestion sir, about the seamline on the neck that pple complaining...

is that if you try to lock it to another body like existing OW nude bodies will make the seam less visible?
>>
>>2813264
Why would you even want to use blender internal? Cycles can be customized to have more of a cartoonic style instead of photorealistic if that's what you want.
>>
Can anybody do a SFM porn of Kamala Khan? A model from a mobile game exist
>>
https://tumblr.zendesk.com/hc/en-us/articles/231885248-Sensitive-content

PANIC MODE. START ARCHIVING SHIT.
>>
>>2813685
Patreon will gradually remove porn.
Tumblr is porn-free.

Face it, fags, if you're fantasizing about making an easy buck in 3D porn, you're going to be disappointed. The matriarchy is on her way, and she doesn't like what you do with your dick.
>>
>>2814028
>Patreon will gradually remove porn.
Wouldn't they stand to lose tons of money by doing that?
>>
>>2814970
a third of their income lol it won't happen
>>
Wat do when my tumblr posts are flagged? Just censor the preview image?
>>
>>2815589
Migrate to twitter like everyone else
>>
>>2815638
Honeslty posting SFM porn on twitter feels so awkward. I don't know why. It feels like whoever finds it is some poor 12 year old that clicks show out of curiosity.
>>
>>2813518
No, I just don't want to wait 10 years for path-tracer to render and make animations.
>>
>>2815677
I feel you mate, there's also eevee for 2.8 which renders shit in real time.
>>
>tfw following like 200 artists on tumblr
>part of them will move to pixiv
>part of them will move to newgrounds
>part of them will move to hentaifoundry
>part of them will move to twitter
>part of them will make their own sites

feels fucking bad man. how am i even supposed to keep up. i can't even make a twitter account because i get instabanned when i sign up for some reason.
where did everything go so wrong, fucking puritans ruining everything.
>>
How much are the highest paid SFM porn creators making? What are their names, and do the blender porn makers make more?
>>
>>2813555
>A model from a mobile game exist
Nobody is going to stick on genitals that are going to look more complex than the model they're on, and thats on the off chance the model even has face bones.

>>2815983
>How much are the highest paid SFM porn creators making? What are their names, and do the blender porn makers make more?
Most of them hide their earnings, but noname555 is allegedly the highest earning one since StudioFOWs ban, graphtreon estimates put him at around 5K. Before that it was StudioFOW at 20K, but FOW is a team so actually it'd be split to give each member about 2K. That split also puts them on par with most other blender and sfm animators who have released their stats.

Remember that the average 3D-vidya porn patron isn't paying for software preference; they're paying for frequent work thats at least decent (Arhoangel), or for infrequent work where that time has clearly gone into making the final product superior (Selfdrilling), or the artist covers a niche (FOWs hardcore/rape, ScrewingWithSFMs pony-futas, Lesdias and selfdrillings loli animations, etc).
>>
>>2816198
> 20K
> take ages to release videos
Some people would defend that.
I'm glad they got a boot.
>>
>>2744619

Any experts know how to get that DOA5 shader look? Or even the way it looks in XNALara. Either Blender or 3DSMax
I can't seem to get that skin look
Tried SSS skin shader with mental ray but it doesnt get close to how it is in game
>>
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ok im back. I know the hands are fucked but I need someone else opinion on how it looks overall. I want to make sure everything looks ok before I do the small little things
>>
>>2817646
The animations are awful and you're using the nigger so it's bad no matter what.
>>
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>>2817646
uploaded the wrong one
>>
>>2817677
Movements are way too broad, you need to look at more from-life references.
>>
Any tips on doing stuff like gore? I would contact OP(if you know you know) but it's almost impossible.
>>
>>2817639
>Tried SSS skin shader with mental ray but it doesnt get close to how it is in game
That's because SSS is largely used in PBR rendering, which DOA5 doesn't use owing to being a 2012 title. I'm going off maya here so it might be different in max, but it sounds like a Phong shader might be more accurate.

>>2819571
Download max payne 3 bullet holes from gmod workshop, use GMAD to extract them.
>>
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>>2817677
>>2817646
>nigger shit
>>
>>2815646
>>2815638
A lot of big artists use hentai foundry. But it's like deviantart so beware.
>>
>>2819931
>>2817667
why would I use a white dude?
>>
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>>2819989
>>
>>2813685
Can you tell which programs is good for archiving tumblr page contents? Linux/Windows.
>>
>>2817677
Overall really weird and uncomfortable pose.
Also that was mentioned before - girl's head moves all over the place, nobody moves like that.
>>
>>2817677
You aren't animating the spine.
You aren't animating rig collar, that's why the elbow snaps.

Fuck off with your shit. There's no point giving you advice; you're too dumb to take it. Also, if you're not a black guy, neck yourself.
>>
>>2817677
kill yourself
>>
>>2814970

As opposed to how much traffic Tumblr is about to lose?
>>
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Does anyone know how to allow SFM to render to the size of the window? I'm using a 4k monitor and the actual viewport still renders at 1280x720.
>>
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I've been animating for a while but I have no clue how to translate my skills to blender. Feels bad, because SFM is an awful program.
>>
>>2822137
>right click on sfm in your steam library
>properties
>advanced startup options
>sfm_resolution (resolution height)

SFM doesn't perform very well at internal resolutions higher than 1080p and high end hardware will probably not save you. With a 1070 I found that at 4K internal, you'll be operating at less than 20fps, and AO will more than halve that. And if you have a scene with more than a handful of lights, shadowed or not... All I'll say is that I wish you the best of luck.

I'm on a 1080p monitor so any setting will just downsample for me, but I'd suggest biting the bullet and going with 1440p at most for lighting and posing, then go native for ambient occlusion and rendering- you might also find that with your resolution at 4K, rendering an image sequence rather than a poster is marginally quicker for fairly similar results
>>
>>2822248

You need to learn how to use the animation interface and how to rig. Once you learn those you'll be able to use what you learned in SFM which is general animation techniques.
>>
>>2799308

Fuck, where do you get a drossel model? I think I could do better. [spoiler]Without the tits.[/spoiler]
>>
New fag here.
Blender or sfm?
Im under the impression that blender looks more realistic?
I do prefer the more cartoony feel though
>>
>>2822905
If you are a begginer, learn SFM first, it's much easier to use, friendly interface, lots of resource to choose from.
You will however hit a point where sfm will be too limited for what you want, so you'll want to move to a more open program, however blender has a very steep learning curve at the beggining.
>>
>>2822960
What do you mean by too limited?

I've seen some amazing sfm porn, if I can reach that level then I'll be more than content
>>
Is Stealthclobber's Mercy model out yet? I can't find any Witch Mercy sfm model to download...
>>
>>2823104
try finding on SFMLab
>>
>>2822905
then SFM is your choice, it's easier to use (imo).
>>
>>2802377
is this dark souls 4?
>>
>>2821457
> you have to be a horse to fap to horseporn
>>
>>2815844
>how am i even supposed to keep up

You don't. Learn to let go, I know I had. I only browse 4chan for all my smut material. It's very liberating.
>>
>>2804147

I think you've yet to unlock the skintexture for your male model
>>
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>>2775697
Pc harddrive got corrupted
couldn't get it repaired
Redownloaded everything for sfm

Back to learning with figuring out how the hell lighting works
>>
>>2826449
>Back to learning with figuring out how the hell lighting works

What I'd suggest, and how I did it, is downloading Heavy-shtopors light kits, disabling scene hierarchy (click the cog in animset editor and untick), and then screw around with them and figure out what each value does. Then just slowly recreate them by yourself whilst branching out into what you want to do for the scene.
https://sfmlab.com/item/1404/

For this webm, I'd suggest putting some radius on because there's some unnaturally sharp shadows in there. The orange rim light is starting to color bleed on skin, so reduce intensity. Add another rim to her left side too- her hair is being lost to the background.


Whilst I'm on the topic, the neck animations in that webm are way too sharp and unnatural. Same goes with facial animations too. The shoulder and hand is moving in a circular motion, but the elbow isn't following. Ambient Occlusion also hasn't been filtered, make sure you have a minimum of 64 samples of Depth of Field or Motion Blur, even if you don't use either.
>>
>>2826565
Thanks for the tips, I was wonder about lighting for a while now
>>
>>2826565
Do you have a pastebin of your tips? They're amazing and really helpful
>>
>>2767558
not joking retard, your stuff probably looked like shit.
>>2769966
good animation takes days to weeks.
anything pumped out in a few hours is garbage.
>>
new to sfm. when i want hold control and clock on the model it simply shows models/...mdl instead of the rig. tried different things but nothing is working. feel pretty dumb atm
>>
>>2827517
Did you apply the IK rig file to the model first?
>>
>>2827517
You're on clip editor mode. Press tab to go to animation set editing.
>>
>>2827724
>>2827723
It was the clip editior, thanks for the input. didnt pay attention in the tutorial.
>>
im also new to this and after a couple of hours i have some questions. where do people get the different pubic hair, clothing etc for their models? and can something like an erection be automated or do you have to do it manually everytime?=
>>
>>2822248
The only thing you can't beat in Blender is time.
You'll be forced like the rest of the Blender animators to render 2 second clips in 48 fps and then convert it to 24 fps for 4 second loops.
>>
>>2828027
SFMLab and then right click the model and switch clothes.
Sometimes the clothes will be separate so you'll have to lock the models and then Zero them.
You should watch Valve's beginner tutorials instead on Youtube.
>>
>>2828027
Clothes are either part of the model as bodygroups, or have to be attached to the model by dragging and dropping the main model's animation set onto the clothing model's animation set to attach them. The second one only works if the clothing has the same skeleton as the main mode. (eg. was made for it.)
You *can* rig clothes to some models by hand, but the process is painstaking and won't always work out.
>>
>>2828027
>where do people get the different pubic hair, clothing etc for their models?

The best place for clothes is SFMLab, but poke around tumblr and the workshop sometime. Pubic hair on models is uncommon at best, I think I saw one model that was really poorly rigged and works well only when the character is standing. For clothing, most people will either:

>Use smugbastard/redmenace's models. They have a lot of clothing type variety and look really good especially now that they're using the fake PBR method, but have some iffy bone structure for posing and will chew through SFMs 3gb ram limit if you're not careful; plan what you want to do ahead of time and make sure they're loaded in first before you scenebuild.

>Use LordAardvarks models. They're the most commonly used, have some decent theme variety (especially for clothing) and are quick to setup. The catch is that they also come largely from DAZ or DoA and so have subpar texture, flex and model quality. Bodies in the DAZ line also look largely the same and people who do SFM porn themselves will pick up on it.
>>
>>2828543
>Tumblr
Well shit, how much stuff am i missing out after the tumblr purge? Is sfmlab sufficient
>>
>>2828933
>Well shit, how much stuff am i missing out after the tumblr purge?
SmugBastard/RM are moving their stuff to twitter and patreon: https://mrsmugbastard.tumblr.com/post/180816177303/update

Lordaardvark also runs a tumblr but keeps assets on his own domain and on sfmlab. There's one other person who uploads nude models but their name totally evades me right now, but they did nude Aloy and Corporal Green so that might ring a bell for interracialposter.

SFMLab is generally okay for most NSFW resources though. Learn to headhack when it fails you though!
>>
Do things take exponentially longer to make in Blendee than SFM?

Just picked up SFM but man some of the OW posters I've seen are just gorgeous, don't get me started on the animations too..
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>>2829609
Blender*
>>
Did anyone use Blender Eevee already?
It looks pretty good and uses Cycles materials.
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>>2828543
>redmenace's
think he purged many of his models though, eg the life is strange models. last time i checked they were no where to be found and dont appear in his release post.
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>>2829609
Well unlike sfm, rendering in blender takes a fuckton of time.
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>>2822248
>SFM is an awful program.
Don't listen to every meme you hear anon, it can look really good. Also if you wanna make things longer than a few seconds you can't use Blender anyway unless you have a 2nd high end computer
>>
Why even bother moving to twitter when twitter will meet the exact same fate as tumblr? You can't escape the real cause of what is happening which is simply a new law that makes platforms liable for sexual content
Everything is going to die including patreon
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>>2829708
>>2829745
Blender has a good real-time render now, no need to wait anymore.
>>
>>2829849
Yeah eevee is really fucking good, I'm still waiting for official release since the beta is prone to bugs.
The only thing I'm disappointed in eevee is that emission material doesn't work like in cycles and that's a limitation of a game engine renderer.
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>>2829671
ran into the same problem. anyone know where to find his lis models?
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>>2829859
I literally can't figure out how to make textures with transparency work in eevee
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So if I want to make quality 3D porn animations I should learn SFM first, then Blender and then Maya?
Or only Blender?
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okay serious question, is it worth learning to to create porn animations at this point with all the other guys out there ? also whats the chance to get some money through patreon ?
keep in mind ive never worked with animations and such things
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>>2829990
Alright found a tutorial
>>2830006
Animating is animating I guess, it's not much easier or harder depending on the program. For Blender you just have to learn a lot of extra shit just to set up scenes, proper lighting and everything but it can be worth it because it can look much better. Things will not automatically look better just because you used Blender though, many Blender animations I see look like ass and I've seen better looking ones that were made in SFM
>>
>>2830006
Blender is always going to be the more powerful program. Whether it's "better" depends on who is using it.
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>>2830006
>I should learn SFM first, then Blender and then Maya?
Don't do that to yourself. They're three very different programs with three very different interfaces with very different ways of handling all sorts of things. One of them isn't even a modelling program and all of them will take years to learn to get relatively decent at them, so look at what each one offers and decide your path from there, rather than spreading yourself thinly.

>>2830020
>also whats the chance to get some money through patreon ? keep in mind ive never worked with animations and such things
If you go into SFM completely new thinking you're going to make FOW money, you're setting yourself up for total burnout and failure. I watched a video about getting into VA once, and it described the process as "working for work that pays". I think that applies well for 3D smut too. Get good before you get paid.
>>
>>2830117
To expand on what I said here:

SFM:
+"Free", but tied to steam DRM.

+Has the easiest and most focused interface of all three.

+Also has the largest library of importable assets that are 100% ready to go (YMMV if you're importing stuff from Garry's mod, expect crashing on engine branch games, like Dark Messiah or E.Y.E).

+The fastest output time to render, given that its rendering engine is basically always on.

-Easily the most convoluted pipeline for asset creation of the three: materials and models have to be compiled in a simple scripting language (QC and VMT).

-The community sucks. People are either narcissists or they're a circlejerk with absolutely no standards. From experience, foot fetishists and the Splatoon community are terrible for the latter.

-Shaders were made for the TF2 and HL2 art styles in mind. Anime models look really bad in it if not properly configured by the porter, which they usually aren't.

-32-Bit app with expanded memory. It's not Maya unstable, but it IS unstable.

-Abandonware.

Blender:
+Free as in freedom.

+Constantly updated officially and through community branches, filmic blender is default now.

+Some good import plugins.

+Very active community.

+eevee looks promising.

-Personally has the worst default interface and controls, so my points for this are super limited because I don't use it that much.

Maya:
+Personally a better interface than blender.

+Game and CG studio standard, fantastic choice if you want to go pro.

+Arnold Renderer is industry standard, best default renderer of the three.

-Costs a lot. ""free"" if you're a student, but running a patreon for anything made in the EDU version might put you even further in the grey legally.

-Autodesk is synonymous with constant crashing. Save your shit.

No program will make you automatically "good" at art, its that each program has different tools and limits to let you realize your vision; you can make Arnold look worse than SFM without too much effort.
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>>2744619
So what program was used to make the OP image?
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>>2829849
>Blender has a good real-time render now, no need to wait anymore.

Wtf, this is some snake oil shit. It's very clear that they are just using cheap lightning effects.
>>2829609
Use Blender if you want proper lightning and model meshes unless you like everything looking like blocky and game-like.
Do not use Blender eevee just to get ahead otherwise your animations will look like UE4 instead, despite putting in more effort and time.
There's several "blender" artists that push out shit that looks like SFM tier because they don't know how to utilize the tools properly.
>>2829849
It looks UE4-tier. A lot of people get turned off by that, might as well use XNALara.
>>
>>2830006
SFM
- Porn videos longer than 2 seconds that haven't been stretched from 48 fps.
- Easy to replicate in-game lightning
- Huge asset store
- No updates
Blender
- You need at least a server farm subscription to render videos or a high end PC.
- Only good for posters but due to the high quality output your model's faults will be more apparent such as low textures etc
- Smutbase has a lot of great models nowadays
- Need knowledge of how lightning works otherwise your models can look too plastic, silicone or oily.
Maya
- Unless you work for Pixar don't bother.
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>>2830304
>models can look too plastic, silicone or oily.
That totally turns me off every time. I don't really care if it looks a bit worse overall as long as the characters look like themselves
However it works well for overbotch porn because the character literally always look like this even in the game.
>>
>>2830361
Maybe some manage to make it wrok but most of the artist really fuck it up and it turns me off. Futa is worst because the dicks look like play-doh that has been added to them. Strapy is the biggest offender of this, the dicks aren't even textured making it worse.
>>
>>2830289
That's the point you dumb fag, eevee is for real time rendering so of course it's very innacurate compared to cycles, it's basically a game engine, there's no such thing as a real time rendered that can produce photorealistic results.
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>>2830518
No shit you stupid ass motherfucker. Nice reading comprehension.
>>
>>2830519
Then stop compplaining that it looks like ue4 because that's the whole point.
>>
>>2830521
Then stop promoting "blender" when it's a fucking game engine. Retard,
>>
>>2830522
Then show me a better real time rendered you stupid cunt.
>>
>>2830524
>muh real time render
Either use Blender properly or don't advocate for a shitty off beat ue4 clone.
>>
>>2830526
I'm pretty sure people here who want to move from sfm to blender are looking for a fast renderer that won't take 5 hours to render a 2 seconds loop. And so what if eevee looks like ue4? UE4 is a game developing program, this thread is for animation, blender provides an easier and faster alternative for making futa porn now.
>>
>>2830304
>blender
>- Need knowledge of how lightning works otherwise your models can look too plastic, silicone or oily.
Maya

Wrong, you don't need to know a thing about lighting. You are talking about shaders. You can use 1 light and the model can look amazing.

>sfm
>- Easy to replicate in-game lightning

That's where everyone fails. It's the hardest thing.
>>
>>2830616
>babby complains about sfm because more freedom with lightning
>>
>>2830621
What
more freedom? You can only add 7 lights with shadows in sfm.
>>
Is there any good reason why SFM can be understood in like a week but Blender is so fucking confusing? Sure it has more functions but it feels like that thing is just complicated for the sake of being complicated sometimes
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>>2830663
>everything is fine,there is no witch hunt for porn
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>>2830663
Useless fucking post
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>>2830689
The interface.
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>>2830689
I never had any troubles with Blender, but it was my first 3d software.
It's just hard to move from one tool to another, no matter which one.
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>>2829870
anyone?
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>>2798249

Wow loving those Trist proportions. Would love more animations of her...
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>>2830043
>>2830083
>>2830117
>>2830304
Thanks guys, I'll search a blender tutorial
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>>2831809
She hasn't been released yet.
Elsewise I'd be doing that myself.
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>>2830151
Not that anon but thanks for the breakdown!
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>>2809353
>paywall
He doesnt paywall his shit you dumb nigger. He just keeps it private now and gives it to a few select people.
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Started sfm about 4 hours ago, any feedback on how this is looking?
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>>2837568
thats what a paywall is
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>>2838047
>You cant buy it with money
>Only giving it to friends
>Somehow its a paywall

Its a wall alright, but where in the name of god are you getting the pay part from?
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>>2838096
they obviously are his "friends" because they paid in the first place
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>>2838129
Is being stupid your strong suit or are you just getting lucky
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just starting out with SFM. this is my second attempt at a poster. constructive feedback would be much appreciated
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>>2838247
too much SSAO
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>>2838247
The guy position makes him too stiff like he's trying to have the straightest possible back. Try making him more hunched and make his legs more bent. Imagine how he would look thrusting inside her.
>>
>>2837770
pretty good for 4 hours, nice job
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>>2838247
No shadows
Too much SAO
Learn how to add $phongboost $phongexponent to your models
Download background files from workshop
Replace them with your own textures through a vtf editor and then using $basetexture to add the modified vtf
Use a lot of lights but make sure the shadows are sharp and simple, don't go overboard with 7 shadows unless you're working on setting a scene.
A lot of people don't know this but spotlights can be turned into lightbulbs which makes it easier to light a room + have real shadows. Mess with the settings until you find your light turning into a ball of light (set at max intensity to see it and then shrink it afterwards)
Put fake lights on walls to set the mood.
Mess with RGB values a lot. Do not use 0 0 0.
That's all I can think of.
And after you export your poster you'll need to color correct, blur, fix sharp edges with photoshop or your favorite image editor.
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>>2838713
>>2839142
>>2842280
thanks for all this. i tried animating it just for the hell of it (before i got a chance to read your feedback). criticism very welcome.
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>>2842486
Judging from that animation you are now in the 1% percentile of SFM users that actually know how to animate.
If you churn out same quality stuff you'll get a footing. Compared to trash animators like BlackX, mets, rastafariansfm
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>>2842486
Your ambient occlusion still looks rough, in fact I don't even think it's being properly rendered. Have you got motion blur or depth of field samples set to at least 64? (You don't actually need any aperture on your target camera for this to work, that's a weird SFM quirk)

For better looking results, most people would recommend raising SSAOBias, reducing its radius, and increasing its strength very slightly. If you look at where the walls connect in your room, you might get a better idea as to how subtle they need to be.
>>
so i downloaded a model that comes with more than 1 model for the body, the hair and clothing, how do i align them properly? Was looking for Tutorials on YT and tried their method of item binding but it won't work like in the videos.
>>
>>2843669
Can you show what models they are?
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>>2843549
i had DoF set to 64, but MB nowhere near that high. i had my SSAO strength at 64 and my radius at 32. bias was at like .0005. thank you for the super helpful feedback.

>>2843190
ha, thank you for the kind words. you don't like mets? i love their stuff. frankly, i think it's way better than mine. i dont know rasta or blackx.
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>>2844123
If you want to go a bit further: right click on your camera in the Animation Set Editor and select Show in Element Viewer. From there you should see a black bar labeled SSAO Color. Click on that to change the color of your AO shadows.
Set them to a deep red or brown. That will give them a more natural look.
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a quick ashe render
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>>2844526
Too static and lifeless.
Fix her posture, her neck is stiff
The hands have AO but no shadows underneath
Never use high resolution. Downscale to 720p otherwise uneven edges and low textures
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>>2843858
https://sfmlab.com/item/1171/
>>
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work in progress :)





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