Is it worth to switch over to RizomUV or Blender with 7 addons will do too? I'm currently using Mio3 for basic things, ZenUV for things where Mio3 fails, also for Texel Density operations. For packing, of course, I use UVPackmaster.
Chatgpt told me I should start learning with the course "CG Cookie - Fundamentals of Animation in Blender" and then I should take up on "Alive! By P2Design"Is this kino advice or not? I do not care to create my own models, that's extremely hard to do and I don't want that anyway. I want to create futa animations I think
>>1028142the CG cookie animation course just tell you how to use blenders aniamtion tools. it does not teach you how to animate. the Alive course by P2Design tells you about the animation fundamentals but doesnt teach you how to animation.
since the alive course seems to be really popular, surely there is some place where I can get it at a discount if you catch my meaning?
>>1029732>if you catch my meaningPLAPLPAPPLAPPLAPLAPLAPLAPLAPLAPLAP *cum splurt throb cum cum* *in your hole*
>>1029732There's a yearly discount on black friday
The best course available today is from TOAnimateThey have two courses, one where they teach the Blender basics related to animation, for people that never did animation at all, or if you're moving from Maya. Then, they have a second, much longer course where they go over animation concepts in depth and how to implement every of them in Blender.>https://www.toanimate.ca/blender-basics>https://www.toanimate.ca/toanimateHere's both, plus the following add-ons>Auto-Rig Pro, Animaide, Animation Layers, AnimCopy, Animtoolbox, Delete Static Channels, Dynamic Parent, GraphKit, Key Selected Objects, Keys, Old Modifier Menu, Playblast, Rig UI Pro BETAWhich is more than enough to make Blender very good for animation.It's all meant to be used with Blender 4.5 LTSmega(dot)nz/file/O8g3CSLb#eujTKqDJnkSNXuJ9VV0QvKwcY8TCoas1IWpS56ucpl0Don't send it to anyone else please, this is for /3/ only.
https://youtu.be/ilK-g62BkKAImagine coping that your workflow is "mathematically superior" and spending 6 months building a complex node network just to create a broken roof, only for Larian to sweep GOTY by using a couple of basic Blender geometry nodes and a standard vertex paint brush.>Be Houdini tech artist>Spend thousands of dollars on enterprise licenses>Spend months building an algorithmic, physics-based VDB fracture setup for a single house asset>Larian literally just open a free software, paint a hole manually in 5 seconds, and ship a multi-million-copy masterpieceThe absolute blackpill for procedural gatekeepers who think complex math equals a better game. Larian proved that over-engineering your pipeline with heavy DCC apps like Houdini is just a massive cope for lack of actual artistic efficiency. Blender didn't just replace houdini it completely clowned on the entire FX and procedural tech pipeline. Industry dinosaurs are in absolute shambles right now.
I don't care who Larian is
I started writing a couple sentences explaining why you are so stupid but I actually think you are beyond help making a post like this. You somehow came to the conclusion that the creation of a couple game dev assets somehow overpowered the "entre FX pipeline", of which you and your video had no explanation for. I don't think you have any actual experience inside Houdini which is why you are so ignorant.
>>1029665are you blind?
Previous: >>1024628Daz youtuber's and general guides:https://www.daz3d.com/help/help-daz-3d-video-tutorialsWpguru, Parmy, Travis Davids (Marvelous designer), Thundornd, CgBytes, Kelvin Jin(Pruned some long inactive suggestions from past OP)Bridges: https://www.daz3d.com/daz-bridgesSuggested Blender Bridge: http://diffeomorphic.blogspot.com/ (GOATED)Use this if you are an AMD or Intel pleb.News: Daz content now on Unreal's Fab marketplacehttps://x.com/daz3d/status/2041910820612010085Daz 5.0 this year for reals!Some anon created a cool character morph. Meet Quinn! https://mega(.)nz/file/rmZQWLKZ#lh4aluWj6drjfPLkW7FVAUVDaOZZqJfqjoAvsREDo7UComment too long. Click here to view the full text.
>>1031889My best guess is that he does some janky import/export fuckery with an automated workflow.
Damn, totoniggas prices are almost up to 500 burger bucks now lol
>>1031918>500 USD for clay peoplegrim
Is there a way to do simple IK posing with pole targets and stuff in DAZ? Its absolutely fucking me up having to do pose the knees and elbows without pole targets. Why do I have to create a group for my figgys to hide their eyebrows teeth and mouth. Why cant the Tool Settings window be resized, why cant I have both left and right tool panes open without the viewport clipping into the right one on DaZ 6. Why.
>>1032010>>1032010>>1032010nu thread
please someone know how to export a 3d custom girl file and how to import it into unity
>>1029616NTA but OP asked a specific question and this video is apparently about how to get a random character mesh you can already edit, into vrc.3d custom girl is a niche japanese porn game from nearly 20 years ago. Well, more of a character creator and poser than a game. Its modding scene was nearly entirely japanese and the game used its own 3d format for meshes, and what little there was of the english modding scene died with hongfire, so english info on it isn't all that available.The hard part is just getting the model into a modeling program as the meshes are stored in the snowflake .tso format. Last time I fiddled with the game was probably 10 years ago, and from what I know OP has 2 options:-The easiest is probably hunting down the 3dcg->mmd converter and use that, then use the mmd_tools plugin in blender to open the result. I think the converter works on 3dcg character hardsaves (green background) directly. The converter may do some undesirable things adapting the rig to mmd standards, so if that happens you'll have to undo that if it matters.-Otherwise if you want to get 3dcg meshes into blender directly, the most accessible way that I'm aware of that actually preserves the skinning is an ancient blender plugin for blender 2.49b specifically. Assuming you have a character hardsave, there are utilities to extract the .tso files used in the character from the hardsave image. Then you just import them into that old blender version with the plugin, save the file, and open the file you just saved in an actually recent blender version for the actual editing. Note that each tso file stores the entire character rig, so you'd have to reparent the meshes to use a single one. The blender plugin and the hardsave extractor were available on those japanese mod uploaders, I think the only way you can access most of them now is probably through ancient 3dcg mod archive torrents. Can't tell you the exact mod filenames as I nuked all my 3dcg shit many years ago.
>>1029623>3d custom girlOh well never heard of it lmao, I thought it was OP being not all that knowledgeable about 3D and using baby language. Now we have here a completely autistic software from 300 years ago with a magic file format you can't open anything with except with niches.
>>1029625Yeah it's not exactly common knowledge, illusion games were the hottest shit back then, at least in the english speaking part of the internet. Not to say there wasn't a several thousand page general 3dcg thread (if I remember right) on hongfire, as despite being niche it was still one of the bigger "games" because it had a LOT of mods to play with. You can probably find a lot of old posts on deviantart for it as well, the community there was (is?) big on making donut steel OCs, and you could do a lot with all those mods.Actually OP might have another crazy option, if he can find the blender plugin (or the 3dcg->mmd converter if the source can be found somewhere, but I doubt it is), he can probably feed the code to some AI and force it to adapt it into a usable script on modern blender. The tso spec probably can't be found directly online, but it can be inferred from the plugin's source. The script would still be not completely trivial as tso files stored everything necessary for a particular mesh: textures, the particular shader programs used for materials from the selection of programs in the main shader mod, the rig (despite the game outright crashing if you tried to load a non-standard rig ingame) in addition to the raw mesh data. But I guess the shader can be dropped, and images are easily handled as packed image data in blender without having to actually write anything to a file, I think it's doable.
>>1029577Welp...
>>1029623thank you anon
Hey, /3/How would I go about recreating how the divider from dead space is rigged?It's always puzzle me how a single enemy can be many in an skinning and animation sense
>>1029640No one invited you here, chimpy nigger with low quality genetics
>>1029643>chimp chimp chimp, ooga boogaquiet down monkey
>>1029644That's what I told your mother last night when I dicked her down
>>1029650this thread is now my toilet.
>>1029604Tfw have to go to the /3/ discord just for information I miss old 3
CryEngine 5 is a beautiful engine. I like it over Unreal Engine unironically. It's fluid, optimized, smooth and straightforward to work with. Is it abandoned? Pretty much, but it's a gem.
>>1028776Cryengine is not bad but when it comes to making and releasing a game, it will take a dev maybe 10 times less time/work effort to release the same game on unreal compared to cry engine
>>1028787Yeah there are no blueprints in ce which makes it harder for no-programmers. When looking at KCD 1 + 2 it shows the engine is still competitive today and a beast.
>>1028773>>last video was 3 years agoDED
>>1028773Unreal joining soon, Blueprints yeeted for UE6. learn to code chuddies. oh wait, AI will do it for you.
>>1029654thanks for the news, Cris.
How to make daz models less plastic and more fleshy like pic related? is it a sculpt or texture problem? can they be fixed in blender?
>>1024603Most skin doesn’t have that much translucency. DAZ is not that great but Iray isn’t nearly as bad as people on this thread are making it out to be. Take tachy’s model rip to maya and render her with Arnold using random walk SSS and it will look much closer to the daz render than to the picture on the OP. >>1024074First of all, daz models often look harsh because most characters have harsh features. They’re really masculine even the women. Other than that stellar blade is using UE4 I believe, or 5 but in any case it’s using their real time SSS shader that makes skin look really soft and mushy. You might want to just render in UE5 to get that exact look.
>>1024673>First of all, daz models often look harsh because most characters have harsh features.Is it because of all the chudlines and bad facial features?
>>1024107You can use thickness map with SSS and and play around with textures in general. Increase normal map intensity, reduce thickness map etc. Mostly texture tweaking
>>1024074Really impressed with what Shift Up was able to do with UE4 and an average budget. Call it a goon game but the skin textures looked like you could reach out and squeeze them. Also I love Raven.
>>1024262They need to wander off a cliff, desu.
ok
>>1029562Kek
My prompt:> create a fully rigged and textured robotic wolf in blender with example walk and run cyclesThe result, Lovecraft would be proud. Not even the camera is aligned, and there is no central body. The neck telescopes to nothing, and the "ears" look like the side of the mouth. The fact the it is rigged, has complex lighting, yet fails to embody a "wolf", is astoundingly bad. Imagine a car identifying you as roadway. More images of what A.I. thinks is a "wolf".
>>1029504Not like Blender is in any better position, rigging has become automated to them. They lack basic skills to attach custom characters to custom rig.
>>1029510autorigs are generally trash, same with auto retopology. They're "good enough" results but anyone above entry level can see they're pretty much worthless and require so much corrective work you're better off starting from scratch and doing it correct the first time. So if your argument is that junior animators will use them, well that's fair, but then it only reiterates my point that in 10 years they won't actually understand the rigs/retopology they're building. If they lack basic skills they won't suddenly gain them via AI
>>1029483stfu retard ai can't do jack shit without hallucinating the fuck out of everything
Sean, it's time to touch grass
>>1029483>no fine control over how the run looks, where each step goes, or any personality within the runi guess this would work fine for an emotionless robot character, but part of animation is showing personality through the way that a character moves. you cant design motion with ai, its literally impossible, or would take much longer throwing endless prompts at it to get what youre looking for without it overwriting other aspects of a frame.the ai facial animation at 4:25 is just rank.face controls are just floating and bouncing around without any reason or direction
How do we fix this atrocious software?
>>1024979you are a poojeet.
>>1024926>a shitty workman blames his tools.that's because a shitty workman has shit tools and does enough work to know that the tools are shit
>>1025468>You don't want losers ruining autodesk or cinema 4d.Autodesk is perfectly fine fucking over itself, let's be real here.Blender's not a good program, but let's not lie to ourselves and say Autodesk is any better than the BF in terms of incompetency and how they update and run their software. As someone who's used both programs, they've crashed an bugged out on me frequently, even on higher end equipment.
>>1025380>jews*bourgeoisie
Judíos?
AI only takes the jobs of shitty artists. End of discussion.
>>1026459>racist dog whistleshow is he signaling leftists?
>>1025796Original was AI.
>>1025796>3+ years of AI and not a single illustrator has been able to debunk this
Yeah kinda true, doesn't make it a good thing to be doing though
>>1025796I can paint the mona lisa faster with google than with AI doesn't cost any tokens either
I want to make an artbook made of 3d renders like this one of 512 waifus.Pls tell me is not a dumb idea.
you spend a lot of time thinkingmaybe you should make like 10 things to show at once instead of the one
i cannot get away from cris threads no matter where i go.
>>1029221And footers...Obviously shellfish allergies realistically detailed
>artbook
>>1029520I think this is a great developmentfrom the megalomania of wanting to develop a "process" to create multiple gamesto just working on his single pedo loli waifu gameto an artbooksoon enough he will be satisfied with just posting things on his blog or somethingand then he will dieand so will weI've been here for nearly 10 yearscris is one of the only constants in my life and that is both beautiful and sadhis shitty work will probably flash before my eyes when I die
I'm creating a video game but I don't know what it's going to be about (I'm just modeling meaningless rooms and some furniture)
dixon here, I lost
Dixon here, I'm back 3D modeling my game.
FINALLY
>>1005594You are not creating a video game.What are the mechanics? How do you play the game?As you said, you are just modeling meaningless rooms.Write a game document first, get off the computer.
>>1027515I'm still modeling, patience.
How well does chara studio hold up against other animation software? I've taught myself to use it really well for the past year and I can now make animations that are pretty much on par with other chara studio creators, but if I want to eventually move to using blender or other animation software does mastering chara studio actually benefit me in any way there?
>>1029402Unfortunately it’s not the same. Keyframe requires experience through trying it. You can read about keyframe but actually doing it is another level. Same as bike, you know the steps but requires experience to get a hang of it.