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So I was cleaning up my hard drive and I found my copy pasta of what used to be the board sticky.

Part 1:

/3/'s Official README.TXT
If you're reading this, you probably got this linked to you because you posted a
question that has already been asked many many times. Read ahead, and find
your answer.

Scroll to the bottom for useful resource links.

1.) "How do I get started in 3D?"

There are many ways to get started, the quickest way is to actually start
with a 3D program. There are many to choose from, such as:

-3DS Max
-Cinema 4D,
-Softimage XSI
-Blender 3D (Free!)

Once you obtain one the next step is to start with tutorials. There are many
on the net, they range from text and image tutorials to video tutorials. You
aren't going to find a tutorial for everything out there, but most will explain
techniques that you need to adapt in order for you to achieve whatever final
result you want.

2.) "Wow! That's a lot of programs! Which one is best? I heard ______ is best."

You heard wrong, there is no one program that is better than the rest, it has
and always will be the skill level of the artist. Which program you choose is
solely dependent on your own personal taste and which aspect of the 3D industry
you want to be involved in.
Max and Maya are the most hyped and so therefore the most used,
they have the most available documentation online. The interfaces have
a steep learning curve, but there isn't any 3D program you can't learn if you take
the time to use it and follow some tutorials. Go with a generalized package, not a
specialist one.
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I've searched the internet on tutorials on how to make a gun for a game i'm currently working on, and I still don't know how to use Maya to make one, and or model one at all.
what do I need to know to make/model a gun in Maya?
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I have a trailer out for my game Realm of Wretched Nightmares. You should definitely check it out. It is very unique 3DCG


My indiedb page can be found here:

Is it Temple OS compatible.
is that a picture of your face as a texture? kek. this game looks like a mess aesthetically, it looks like you just threw a bunch of random shit together

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Stuff you either forgot about or gave up on.
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was going to make a fire animation, but realized I made it horribly bad with the topo.
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Stopped making it after i discovered the 3d model they made for the game, i was simply working off the concept before and was enjoying it.... really made me lose motivation.
This is hilarious
why would the topology matter for hard surface animation?

>>523760 bump count
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It all started as a sphere my leff

I notice games like Gran turismo and Forza go nuts with the polycount modeling every little detail but assetto corsa looks just as good with lean topology.
That topology gave me a hardon, it's perfect <3
Good lord that is sexy
I am not happy about some of those triangles.

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this thread is dedicated to critique only
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looks alright, colours aren't perfect tho
which characters specifically?

onya for keeping the bed simple because it'll draw attention your characters
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making anime
are the eyes evenly spaced out here?
how's the overall face proportions?
Cartoony comes from stylization and exaggeration of proportions

Anatomically incorrect =/= Cartoony

If the proportions are about the same, and has no distinct of visual style which breaks it from a regular anatomical structure, then how is it cartoony?

Looks good so far, but I think topologically I'd expand the eye loop
Occasionally when you have compact eyeloops like that, it's makes your blinking eye look weird, which, unless you're using toon shader, is a problem

I'd show you what I mean, because I have this exact problem right now, but it's "official" work and I can't post it anywhere
implying that dorrito chip body doesn't look kinda cartoony.
what would you call it then?

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post pictures
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I actually find this very charming
What game?
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I thought this looked decent at one point long ago.
It's pretty charming actua- never mind.

Any good and updated tutorials out there that teaches a full production workflow for 3d game artists? I mean going from sculpting to retopology, to uvmapping and texturing in other softwares, to ringging and animating(if it's a character, I'm happy with props).

I just want to figure out a good workflow for me, if it's best to begin sculpting on zbrush or modeling first somewhere else, different softwares and ways to do the uv and retopology, etc. But I would love if I could do this by sticking with a single tutorial that would give me a finished result in the end, one that is not made like 6 years ago.

Image kind of related, I would love to know how to do something like that.
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Awesome! This is exactly the kind of workflow I'm trying to achieve.
Do you recommend more tutorials, which ones you followed to get to this workflow?
Thanks a bunch.



This guy is the best zbrush teacher. He is also one of the few people who does organic stuff and hard surface.


I learned how to use 3d coat from just following the videos on their youtube channel.
thank you for this.
I got a couple of questions if you are still there.
What do you mean by "lewd model"?
How do you do this project detail from sculpt to new poly in zbrush? What tool specifically?
Thanks a bunch.
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The lewd model thing is a 3d coat in joke because the creators said they didn't want it used for porn.

Here is what I mean by project detail.

1 top left low res with bad topology and no detail
2 bottom left high res sculpted from low res to completion
3 top middle retopologized uv'ed mesh from finished sculpted mesh
4 bottom middle retopologized mesh placed over high resolution mesh.
5 use project all to conform the new mesh to the old. Subdivide again and use project all again.
Continue to do this until you have multiple subdivision levels and the mesh is smooth enough to get a normal map from.
6 top right When finished you will have a uv'ed low res mesh that better represents the high poly and you can use the subdivision levels for lod's and because it has uv's you can texture within zbrush using surface noise or using displacement maps.

Do you anons know music similar to this?
Ok this shouldnt be here sorry

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If there is anyone with UE4 blueprint experience on here, would be great.

Whenever moveCharacter is run (by pressing wasd keys) it moves the character along a grid. Problem is, i am able to move the character up while also moving it to the right at the same time.

SO, how do I make this so it doesn't execute on of four when one is already being executed?
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I've never used UE4 but this seems like something you'd use logic gates for in a digital logic setting.

Googling led me to this Gate node, if there was one with three "close" inputs (equivalent of a four-input AND with three of the four inputs inverted) you could stick them between each of the outputs of the Switch node and the Branch nodes and then have the remaining three inputs connect to the other outputs of the Switch.

Again, not sure if this is how it works, but as a passing computer engineering student that's what I would do.
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The gate node was exactly what I was looking for. Not being able to move multiple directions at once is working fine now.

So right now it moves the character every tick as long as input is held, with a delay of 0.1 secs. Without this delay it moves way too fast. Only this results in the character teleporting 100 cm's every 0.1 sec. I want it to move smooth as long as input is held, and stop every 100 cm's so it stays on the grid. I tried using linear interpolation with no success. How can i achieve this? Maybe I can round the world location to a hundred when it stops moving, but I don't know how to go about it.
A quick way to achieve smooth motion at a constant speed is to multiply your target speed by World Delta Seconds. This would also allow you to get rid of the 0.1 delay. You should be doing this anyway because without that delay your pawn speed is tied to your frametime (i.e. your pawn will move quicker at 60fps than 30fps).

Otherwise why don't you build a vector of the target grid point (i.e. V(0, 200, 300)) which you update with input and use a vinterp to move to it. I'll have a look at it in a bit.
You might be better off asking in /v/'s or /vg/'s gamedev threads, this isn't really modeling so much as game design

lerp maybe? It sounds like you want the smooth-yet-snappy movement I've seen in some games where it rapidly acc/decelerates, but I'm unsure

This as well, any time-based actions need to be multiplied by delta seconds to keep it dependent on time and not framerate (otherwise you'd have people on good phones/comps zooming around while people with low FPS inch their way across)
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Right I've had a crack at, made my own grid based pawn. So using WASD I move the box is units of 100 up,down,left, right (top-down camera). I do this by setting a vector called 'Step', which will be used to change the 'Target' vector.

Then once the gate is open the 'Target' vector is updated once a second. I then used a vinterp to move the pawn from its current location to the target location. I use bool to check if on target, so when the key is release the pawn will finish the move.

My pawn uasset:

You should be able to import this into your project and then change the pawn type in your gamemode to B_GridPawn.

The only issue is a lock-up with the first few movements. I don't know if it is an initialisation thing or where it tries to loop.

Should I be learning and get good at making a perfect human body in Blender/Maya first before I start learning how to sclupt humans in zbrush? or should I just say fuck it and work exclusively in zbrush?

What are your guys thoughts/opinions?
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just sculpt anything else is a waste of time
I'd start with a modeling package and then Zbrush. Modeling will teach you good topo and edgeflow so you can sculpt with purpose.

What ever you do OP, do not listen to this guy.

I wasted a year of my life learning a modelling package and realized I should have just done zbrush, learn anatomy and improve 2D skills.

This. Topology is not artistic. You can learn "grunt" gamedev stuff later. I'm retopologizing right now and I want to end it all.
A good 3D.topology is essential if you want to have any use whatsoever for your model. Rigging it correctly will provide a flexibility Zbrush & Co can't even touch.
If you just plan to do some static renders for portfolio, sure, go for Zbrush. It isn't good for much else than that and normal maps.

Tips on how to make perfect topology when modeling a human face?

Download a free good-topology character, modify it, DONE. Quit reinventing the wheel.
Knowing how to create your own base meshes is overrated anyways

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Does anyone know how they make the cover image on this?
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I don't think so, prolly a particle system.


Now call me crazy, this might be out there, but maybe, JUST MAYBE, you should turn to page 18
See page 18
Model posed, sliced orthogonally with some specific step, then cubes were generated on every vertex falling within the step bounds, plus some 3D-randomisation. Script stuff.
Well, I don't care how they did it, that's what I would do.

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Which duck is the best, Duck A or Duck B ? You vote !
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do u guys like big res low poly will duks?
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Sure, why not.
Thank you. I put my heart into my duk farm, it's heartwarming to see the duks appreciated.

let's see the back

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old one reached bump limit
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with animations you are free to do whatever you want, because that's rendering
i thought you are trying to create a simulation
you might want to use those high res textures
and to answer your question

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Ok 3D /b/ros can someone tell me quickest and best program to make this pic 3d and spin as a gif.
is there a good/simple standalone software (not maya) for making/exporting bvh motion capture animations? i've tried natural motion endorphin but it seems unnecessary complex and the free version doesn't allow export.

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