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File: thedrama.png (433 KB, 701x522)
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did you hear?
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>>1016563
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>he saved the m.jpg
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>>1016563
But what does morten think about this???
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flippednormal tutorials are worthless, just podcasts loosely bases off of whatever it says in the video title
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>>1016563
explain

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Hahaha, it's some kind of goblin
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>>1016979
that's a nice model of your mom, anon
good job
did you show it to her?
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>>1016994
It was supposed to be your mom but I reckon I made her too slim.
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>>1016994
I show my models to my mother and she says she doesn't think I'm a failure <3
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No one who criticizes this will post their work
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>>1017037
No one has criticized that model yet, anon

I had a Wacom Intuos Pro that was gifted to my sister and I used it for a while. I learned Zbrush with it.
Anyway, she left the cocoon now and I'd like to get back to sculpting. But even more than before. So I was starting to check out tablets and I was horrified by the price of the nicer stuff.
My question is the following, you think old Cintiq still holding up to the current competition? I really want to try one with a screen but only second hand options in my area have Cintique (22,24,16 HD or not) for a price around 400-600€ (sometimes less, sometimes more). So should I try one of these even though they were released a decade ago?
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>>1009837
I swear to god I ve seen this exact same thread ~6 months ago
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>>1015090
Believe it or not, this thread is in fact around 6 months old.
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>>1010192
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>>1009837
you check eBay? I get mine 2nd hand from all the people who buy them and never use them. recently picked up a 4k hueon pro plus for $100.
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>>1010317
did I allow you to speak up like that, faggot? ill slap both your brown cheeks with my BWC cock to remind you of your place

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I'm leaving the autodesk ecosystem because this exists for blender. Why do this manually when sone nob can complete his mesh faster than me.

Seriously resample a mesh in real time and adjusts it without a history stack nothing on the maya or Max market place exists for that.
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wait why is it making triangles tho?
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>>1016956
Because your reducing, the inner track lacks enough polygons so you've gotta reduce it to tri's.

Modeling 101.
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>>1016958
ok but what if u wanna put an edge loop in that part or whatever tho
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>>1016959
you resample both the inner and outer then
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>>1016826 you must be a blender cultist no one leave a better program to something worst. I think you don't use autodesk you just want to bait people.

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>Nvidia's PartPacker, a new AI-driven method for generating 3D objects from a single image, allowing each part of the object to be separately edited, which is a significant advancement in 3D modeling technology.

https://huggingface.co/spaces/nvidia/PartPacker
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>>1013847
it ain't there yet
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>>1013847
the future is being able to retopo then?
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>>1013847
over for whom? I like making things
it wasn't over when I could go on fiverr and pay some southeast asian to make me a model for peanuts
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>>1014221
This. AI is the strangest thing to take a moral stand against. All I see is more automation to make your job easier. It's not going to steal your job. It still needs a living person to give it direction.
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>>1013847
it didn't work very well for me.

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It's just a garden wheelbarrow.
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>>1016311
10/10 made me coom.
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>>1016315
I'll develop a baby in your belly with my BBC
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UPDATES!?!?!?!?!
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>>1016900
What updates? What are you talking about?
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>>1016480
Thanks, dude!

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what program do people use to make renders like this?
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>>1016921
I'm gonna be 100% honest with you anon you're going to get better responses on any 3d subreddits compared to here. I am going to disagree with the other anons that say this IS blender >>1016917 and my guess is based on the stark contrast between the guitar's detail and the rest of the scene. The mug is a little sus too just based on how it's scaled a bit bigger than a mug would normally be (the mug is nearly as big as his fucking head) but the guitar looks like it has default textures on the metal bits
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>>1016923
>I am going to disagree with the other anons that say this IS blender
...Are those other anons in the room with us? No one has said this specific render was done in blender
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>>1016925
auto grammar correct sucks so much dick holy shit. Originally I had typed" I am going to disagree with the other anons and say that this IS blender"
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>>1016919
Yeah you can make renders in blender
Theres a schitzo who shows up and says literally nothing can be done in blender but hes wrong
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>>1016947
This time is different because we absolutely know the hair from Devil May Cry characters are in fact Maya’s XGen. Blender did not had such technology during the development process. Attempting to import the characters into Blender will always lead into unfixable mess. If you don’t believe me then just download one of the characters directly from the game. Drake is famous enough to find, just download him bro and render him, easy.

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I need some examples of what is considered good pixel texturing and what is considered bad.

Trying to learn what to look out for.
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look up texel density. it's not a huge issue but it can look very bad when done poorly; pic related is a particularly bad example. notice how the size of the pixels varies drastically all over
it can be managed by using UV checkers, plus an add-on I can't remember the name of
it's not unheard of to give more detail to more important or smaller props / parts of a character though, so don't worry about it too much, a lot of PS1 games did it too
speaking of, I'd recommend checking out models from actual retro games to see it at its best

https://www.models-resource.com/
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>>1011322
Thanks for the tips! Is this add-on (https://github.com/noio/Pixel-Unwrapper) perhaps the one you were talking about?
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>>1011485
I was referring to Texel Density Checker. I never managed to get to grips with it, but it should get the job done
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>>vst/2119937

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So lemme get this straight
This entire industry is over cause AI can make cookie cutter garbage?
Why even bother anymore?
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>>1016800
Every thread should just be ITS OVER cause its over
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>>1016787
>cause AI can make cookie cutter garbage
Idk, looks alright on my pc.
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>>1016902
Vomit inducing
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>>1016908
source?
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>>1016787
Have you thought about just learning to use AI?

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Use this as a place to help rebuild after the great purge /3/

I autisically save everything so hopefully I can help give back to a board that I love on this god-forsaken Mongolian basket weaving site
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>>997584
Im trying to make my own poor imitation of those. Tho in my case i try to add more verts for actual mouth movement and such. So its not as low poly as they make
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Thoughts?
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>>1002255
Ilustration, pixel art and a lot of prayer
A lot of it is also making competent UV Maps so you actually make sure everything is in the same resolution. You can totally avoid this when working with high res models but it shows and it shows bad once you're working with smaller textures
>>
>>1014328
You COULD use blockbench
Personally I'm sitting on my ass and waiting for blender
Also waiting for Aseprite, Resprite is a bit clunky

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guys, wake up! new sculpting software just got announced.
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The odds that a penis has never been sculpted with it are higher right now than they ever will be.
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>>1014030
how do i export to fbx??
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>>1014030
What does it say about the state of 3D Modeling software when video games have more intuitive modeling tools than fucking billion dollar professional software Konglomerates.
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>>1016768
reminder that this game had a pc port almost ready for release that got cancelled last minute
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>>1016786
Fucking psychotic when you realize Sony could've had their own Roblox or UEFN but instead opted to bring over shit Horizon Zero Calories instead.

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Whatever happen to the guy on /3/ who design and model hybrid human animals? It was back in 2012.

I was thinking about checking him out for potentially professional work.
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And some things that should not have been forgotten were lost. History became legend. Legend became myth. And for one decade and a half, this user passed out of all knowledge.
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>>1016705
>Alioto
Post proof?
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Who?
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>>1016741
>>1016722
>>1016703
https://warosu.org/3/?task=search&ghost=&search_username=Alioto
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>>1016742
Cool. Now how do I contact him?

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should I learn to script blender?

Like what cool shit can you do with the python blender API?
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>>1016743
Yeah, You can start by making a sheet metal addon that functions exactly like fusion 360.

10 dollars.

You have two months.
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Like stated
You can script addons that copy tools real 3d software has had for decades
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>>1016743
Personally I make model importers for various old games. Working on chrono cross right now!

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An example of Bethesda's beautiful normal map making from Doom Eternal. Say something nice about it.
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>>1015695
I think it was done via software.
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>>1016455
I like the middle one better, it has a cool look
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>>1016455
The normal artifacts are because the straps are floating geometry. Their baking software is not anti aliasing the floating geometry.
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>>1016682
I think what that guy is saying, is that some games and software compress normal maps in vram after they get loaded. So if you have these huge gradients covering a lot of space, and if the map gets compressed, you get really ugly "stepping" on these normal mapped surfaces. The solution to that is to have as little of these large gradients as you can by manipulating the normals in vertex data semi-manually to minimize large curves on the normal map. Though maybe the OP image isn't a very good example because because the gradient on the map there is cloth folding a bit, and depending on its polycount you may not be able to adjust the normals to follow the "contours" of the folds. The solution there, I guess, is to not compress that particular map to begin with.
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>>1016634
You're fucking insane if you think that looks good. it looks absolutely awful in motion when you do that.

1. Is TAA absolutely necessary? I'm making a stylized game akin to fortnite/overwatch but I want a nice clear image. I lowered some render settings that removed the disgusting black smears/ghosting from it but is there no other forms of AA or ways to enhance the image?

2. what is the best way to approach GI? Lumen seems pretty unstable and not very performant either...are GI probes the way to go, similar to the Divisions approach? I considered baking too but I have not decided if I want destruction in the game or not which I'm pretty sure baked lighting won't play nice with.

3. Any good tutorials on creating optimized stylized environments? not just in modeling but how to set them up in UE5 as well with LODs and culling?
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>>1015956
>This is a 3D board, not a programming boa
and yet we have a houdini general. fact of the matter is that the two are closely intertwined and there's nowhere else to go when you want to talk about shaders for example
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When someone say: its made with unreal, if its look good its probably made with a highly modified version of unreal.
https://www.youtube.com/watch?v=Ls4QS3F8rJU
> TAA absolutely necessary
Yes
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>>1015943 (me)
I turned off anti aliasing, the unreal engine clouds, and raised the internal resolution to 120% with 2x MSAA everything still looks fine/better I'm not sure what the big deal was when people said the engine needs TAA.

Anyways is there any solution that mimics The Divisions lighting? I don't want to use Lumen for Global Illumination. The division uses "radiance transfer probes" for real time GI and it looks great for a 2015 game. Does UE5 have anything similar? I'm worried Baked Lighting will bloat my game so a real time solution is preferable.
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>>1015943
>Is TAA absolutely necessary?
There are other AA methods, it's the most popular and documented engine on earth, you can look them up. Since you're a TAA hater I assume you already know which features rely on it (hair shaders, vegetation, dithering for fading objects). There's nothing core to the rendering that shouldn't work with other AA methods.
>What is the best way to approach GI?
Lumen, baked lightmaps, or no GI (fake it with lights if you need). I've never seen anything ship in UE5 besides those methods. Baked lightmaps will give you massive performance gains but will be a lot slower to work with. Since you're one of these retarded pixel autists you'll probably hate Lumen cause it has tons of ghosting and artifacts.
>Any good tutorials on creating optimized stylized environments?
Go on Youtube, Artstation, Gumroad, and Google. Look up "stylized environment tutorial", and pick things that look good. That's it. Stylized environments are stylized environments. It's not in UE5? Doesn't matter, look up a UE5 tutorial if you need one. It's not in your modeling software? Doesn't matter, it's an art tutorial, you can follow along in your soft.
Learn things one at a time. If you wanna learn how LODs and culling work in Unreal, look it up on Youtube. It doesn't need to be a "LOD tutorial for stylized environments", just look up LODs. (PS: Nanite is honestly good for most games, don't listen to Threat Interactive, he's one of these podcasters that speaks out of his ass half the time and only cares about making outrageous claims to get attention.)
(PPS: Don't worry too much about optimization and performance early, it'll slow you down a lot for no reason.)
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>>1016548
Hello schizo
>>1015956
You're a fucking retard


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