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Welcome to /3/ - 3DCG, 4chan's board dedicated to 3D imagery and modeling.

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 down for a useful FAQ and resource links
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Click here to open this thread.

What are the best tutorials that will teach me how to make textures with Substance Designer?
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Basically, this
With a bit of dedication and a few youtube tutos, I went from clueless to pro in like a week
Software with the smoothest and fastest learning curve I've ever seen
post work, shithead
kek no
just gonna say it was for one of the big companies you saw at E3
If you work for Naughty Dog then I'll kill you in your sleep.
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joke's on you, people at Naughty Dog don't fucking sleep

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What are you working on?
What do you need help with?
What are you looking forward to most in 2.8?
What are your favorite addons?
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Nice scenes, but the single most glaring issue I see is that the wineglass has no shadow. I assume you left it out because of caustics/bad refractions?
The auto-save suffered the same thing unfortunately.
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I can't understand why the hell the background is always black and refuses to change. If I were to change the color, the scene would tint to that color but the background would still be black.
Nvm I'm a retard, forgot to add the background node between them.
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i've spent all day on this. i'm not really sure what it's meant to be or where i'm going with it. any ideas?

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So I'm curently working on this.


Any advice or thoughts?
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post in /wip/ you fucking loser
This is not how it works, at least not in 2D.
You are not supposed to lower frame steps to say 12. you are actually animate on something that falls into the whole 12 fps number, you actually animate/keyframe on 2s, 3s or 4s.

Maybe you should first look a bit more into backgrounds and basics of animation, especially 2D animation.
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Not the op, 5fps
This looks nicer, I think OP would also benefit from holding poses and using limited animation techniques (moving only certain parts of the character while others are held). Even if OP chooses to render at higher frame rates, I think it'll still benefit him because when you have too many pointless small motions, it all looks floaty and dead.
OP here

I legit didn't know this, I'm gonna make more research on this topic, I really appreciate this feedback

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im learning blender and i just made my very first donut.
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Yeah they are
They're all British cast-offs. Criminals and other undesirables that we didn't want.
I love this board

Used Blender's camera tracking to composite a Tyrannosaurus attacking those people. C&C welcome.
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It's good, but the doughnut jumps really unnaturally
Do you have the original empty plate? I want to try something.
Donut needs to squash down before it jumps.
I'm confused, why is everybody talking about donuts?
Blender was solely conceived on the base of making perfect 3D pastries

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just. how lazy are you guys?! I'm opening this thread for a year already... and I always take a week or so. (somebody opened it two threads back tho.)

also, I'm not in a mood to compile all our WIPs in WIP pic,.. it kinda takes an hour ))
but I compiled this )
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Ok rather than finish it I decided to, y'know, completely redo the UV layout and baking again because OCD. Oh well... next weekend I guess.
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2/3 I wish Substance could handle type as well as NDO does.
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10/10 would kill myself with
Ah... thanks, I guess? Banish such thoughts, anon.

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You need to learn to filter noise in this field. There are far too many softwares and all of them are extensive so you can't afford to waste time. I'm here to help you out.

Rule # 1: Don't start with character modeling as you will not have anything to show for possibly years. Be smart and do only environments, objects and stuff. NO CHARACTER MODELING OR YOU WILL QUIT BEFORE YOU EVEN START. Do it a year or two from now.

Learn Houdini for some sick modeling and it doesn't have to be procedural yo, it just has more options. Like the simple bevel tool can make entire exterior structures for you. You don't need to even touch the particle stuff and you focus only on the modeling aspect of it. It's not hard at all, you need to master maybe 15-20 buttons and you can be a god mode 3d modeler and have full control and even change stuff as you like. The nodes will give you power.



Learn Zbrush to model those hard finer details. Seriously use the zmodeler to rough out the shape and turn on mirroring on x,y or z and just make random details.They look nice even if they are shit. In Zbrush you must make your own UI, watch the videos and learn to redo the UI and use only whats necessary.

Learn substance Painter . Also download substance designer and watch a few tutorials and honestly you are good togo, there isn't that much to learn.

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yes just like it hence why both have the same workflow. For game devs, the unreal engine is also node based(blueprints).
If you are this afraid of hard work and experimentation you are never ever going to be good at anything you attempt in life.
Isn't that kind of OP's point, though?
Some folks can't sit and perfect something they won't get paid for
If the goal is to get into 3d asap and get immediate results(job) this one looks like a good path
u dumbass, I never said don't even try character modeling. I said, dont start with it, as you lack the "experience and feeling comfortable around 3d yet"

also mate life is long and all the knowledge you learn will be used to make character if you choose to go that route. No need to set yourself up for failure considering the high entry ceiling in characters compared to environments and such.

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This is the first time I have created a hand painted texture from scratch.I would love some feedback.
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Does this have spec/gloss maps? Giving each face a different value would make it look more jagged.
natural rocks tend to form in the shape of layers. As these layers erode they do not form "wear marks" as seen on typical renderings of firearms, but they chip away at the surface, breaking off and exposing other layers.

Almost every rock has a "grain structure"--which we can simply define as an obvious pattern of semi-parallel lines. This grain structure is exposed through the aforementioned erosion and is what you should be focusing on when modeling wear and tear on rocks.

River rocks are different.

I suggest you create photogrammetry assets of real rocks and try to reproduce them in a sculpting application. Think of it as studying anatomy.
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>edge wear on all the actual topology edges
There is next to no reason for you not to have a highpoly/sculpt for handpainted, stylized assets.

Big studios working with stylized like Blizzard sculpt/HP model their assets nowadays. It's a much easier workflow as you can draw some lighting and curvature information from your normal map after you bake, and use it to start your textures.

While there are some people that are capable of painting directly onto their lowpolys, it's an extremely difficult technique to master without any art experience, and is a futile waste of time for any beginner.

Here's a tutorial which explains the technique.

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This is real but it looks like a render, any ideas why?
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>this is your brain on /3/

Where's that shot from? It's creepy as fuck
Isn't that from some crappy E3 show?
Are you sure its not?

The hand grabbing the head looks way too smooth to be legit.
This has to be bait at this point. You're either just plain retarded or bored as fuck and trying to stir the pot.

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Low poly thread.

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I tried.
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I fucking know right? I've been trying to figure this out for days. I literally refuse to do anything other than this because otherwise the compression won't be legit. I want every object's textures to not exceed 256x256.
I can't get a low poly model of numerous objects to unwrap like that. I'll probably just make separate UV maps and their total resolution put together doesn't exceed 256x256.
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I made this cat on a tree stump
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Why do people hate blender here? Should I get a student license for maya if I wanna work with 3D in the future? I am using blender as a hobby right now.
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>for autist to dick around on for 3 years
>for poorfags who should have bigger concerns than stealing 3D software
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Opposite desu. blender was far better in the beginning.
Now THIS is contrarianism at its finest.
>open blender
>try to do something
>error message
>close blender

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>le industrial standard
>cant paint over normal seams

Is substance painter an overrated software?
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Mari is a VFX tool, it's never used in any other industry for good reason.
Just learning Substance and I had issues with this too, I thought that a big point of this shit was to not worry about the fucking seams too much.
You need to use triplanar projection, you complete retard.
Octree painting is probably what you want if you need to completely remove seams
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Hey guys, I would really appreciate any tips or info no matter how minor on how to improve this Unity scene. (for example I am finding it hard to make a shadow form under the window frames along the walls of my houses) and I believe more shadows could improve the visuals of the scene but I'll take advice on improving any part you guys wanna give advice on.

I really need to beef up this scene for my portfolio because I am having trouble getting a job and I think the lack of quality in my scenes is the issue.
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Yes, I have 0 real education on 3D design.
Im just watching 10 min YouTube videos and winging it.
Start using the bevel tool on the edges, even if they're small. It'll definitely increase the quality. Blade-like sharp edge is rare. It's alright if you bump the polycount up(to a reasonable amount) since it'll be culled by Unity anyway. Also, up the polycount and use cloth physics(or place it yourself) on the fabric in the left. Skybox is too dim compared to the ground. Rocks are too shiny, reduce the specular/smoothness.
How old you guys are? I'm curious.
I'm quite old, over 30 and I work in vfx now for 15 years. I'm wondering how you all can be so fucking clueless about everything? Especially during this age when internet is fucking full of tutorials and guides...
>Blade-like sharp edge is rare. It's alright if you bump the polycount up(to a reasonable amount) since it'll be culled by Unity anyway.

Most beveled edges must be baked (unless it's really part of the object's shape) otherwise you'll end up with a ridiculous polycount as more complex meshes are added to the scene.
Did I say something wrong?

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Ask your stupid questions here instead of creating a new thread.

Old Thread:
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I'd say that the shading is being painted on after a simple shadeless render. That's the easiest way to get 2d-styling on a 3d model without handpainting everything and doing all that custom normal stuff to get 2d looking right in 3d.
I'm looking to convert vtf files into something usable in blender for texturing. I'm on a Mac - and regretting it - and don't have enough space for a Windows VM - I'm too poor for more space. How do I go about getting my vtf files into something workable for blender?
This came up in my YouTube recommendations the other day: https://youtu.be/KSlud8DFXEk
In fact Daniel's channel is pretty great if modelling waifus in Blender is your goal and he also has a super cute voice ^_^
>another iToddler can't into search engines
This was linked in the first search result on DuckDuckGo: http://nemesis.thewavelength.net/index.php?p=40
The GUI application is .NET so you might be able to run it with Mono. Alternatively it will probably work with WINE. As another alternative, he says that the command line tool is open source and written in C and C++ so you should be able to just compile it to run natively.
thanks i've been following daniel's tutorials for a very long time they are very helpful but another anon brought up a good point that after the shading you add the detail in post production so i'll have to give that a try
The lack of enough subdivision on the balloons bothers me.

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