>make new adobe account>make burner virtual credit card>sign for substance trial>delete virtual card>use substance for 30 days>back to step 1Am I gonna get in trouble?
>>1024201Try and see for yourself, mr smartassWe really need a new dumb questions thread
>>1024201or just crack it you useless nigger, oh you already fucked it up by letting uncracked adobe services into your pc
I have a question about my weight painting and rigging workflow.Do anyone weight paint rigs by separating each limb into a diferent mesh (hand, fingers, arms, torso + limbs, feet, face, haircut) similar to how psx games did a similar technique.But then selecting all the bones in edit mode, and then turning on and off their deform tab option, and then just selecting the bones I want to be active with the mesh I want them to affect, and only have those bones with the deform active button pressed.And then pressing automatic weight paint in blender.
>>1024178No stop, automatic doesn’t save old weight paint. Whatever crazy noob told you it’s not correct.
>>1024178>similar to how psx games did a similar technique.You should have made that your thread about psx rigging techniques instead of generic rigging.>>1024179You can save the old weights if you lock the vertex group.
>>1024178In the AOER course they do use stuff like separating meshes and selectively disabling the deform attribute so that is a thing indeed, but they only ever generate empty groups because they prefer the control offered by manual weighting.Another trick they do use is weighting a simpler proxy mesh and using data transfer to the final mesh (very handy for gradients), and also weighting entire chains (like say a whole forearm or mouth loop) to a single bone in the early phases then selectively locking/unlocking vertex groups to distribute the chain's weights through all relevant bones.I do know of uses of autoweighting, but that's for curvenet-style rigs, where you basically have a mesh of bendy bones covering the whole surface like that one: https://x.com/EdwardUrena_h/status/1913074465535037559But it's more common to use that approach for just the face since it makes it so easy to weight an area that's gonna have tons of deform bones.
No automatic tool works. You must still vertex crawl your whole mech checking it for spikes and holes and general fuck ups. You still have to expend the same a lunt of energy checking over the auto weights as painting them from scratch. I treat the automated weights as a guide for my manual painting
How come the modifier stack of 3DS Max is more solid than Blender?
>>1023533 Idk about other software but for blender you can look at Pochemu's Judy Hopps model that stack is a mess but it works somehow. It really comes down to understanding the modifiers and how they operate within their respective software to get the best results and most people can't be bothered to read documentation
>>1023541>you can look at Pochemu's Judy Hopps modelWhere?
>>1023544>Pochemu's Judy Hoppsfirst result on google, try it
>>1023527I'm just a hobbyist, but I started in 3ds max and moved to blender.What I really liked about max is that most modifiers just work by themselves. For example deformation modifiers generate their own grid structure, of which you can then move the control points. In blender this always seemed more clunky because you have to create this geometry yourself, which gives you more flexibility, but is annoying for quickly doing something. And blender is like that throughout - requiring curves, geometry, empties or other reference objects for modifiers.Still, blender is much more fun to me to use and somehow it inspires me more
>>1024242>For example deformation modifiers generate their own grid structure, of which you can then move the control points. In blender this always seemed more clunky because you have to create this geometry yourself,You're supposed to use lattices for that which has been automated to fit the bounding box now
Some guy bananaed a tape to the wall in blender
>>1021509I kneel...
>>1021509satisfies everything that's needed to be art.
>>1021509how do I wall a banana to a tape?
>>1021509Kino
>>1023412like this >>1021509
I don't have any experience sculpting/modeling but I want to start. My main goal is to create MTG/Souls like environments,creatures and characters, but I'd also like to make more fun, stylized stuff. I can't seem to find a step by step guide to develop the skills I want, every tutorial I see is about making specific models which I don't know if they're worth doing or just a waste of time. Here are some things to know:>I've used Blender and Daz in the past to create renders, but not to model or sculpt, so I'm not exactly starting from scratch>I have Zbrush>I have a drawing tablet>I'm interested in this as a hobby, not trying to make money or a career.I guess what I'd like to ask is if there's any structured guide or advice I should follow instead of watching random youtube videos
Many of the "go along" tutorials are the same shit, so just grab one that is modeling/sculpting something you are interested or at least related to it like a basic human/monster and do it, even if it's a slog you will learn something or at least how to use some of the tools. After that you have two optionsStart modeling/sculpting, see what you lack and study it or see other people work and try to replicate it. And if you don't understand something you ACTUALLY NEED, you search a tutorial about it.Go to tutorial hell.
>>1023811>My main goal is to create MTG/Souls like environments,creatures and charactersthe key to this is to just keep layering in texture at finer and finer scales.
It's amazing how anons still reply to a troll thread in good faith
>>1023864There are no non troll threads and i want to talk 3d
>>1023811CG Boost or CG Cookie both have great resources for sculpting and modelling. they cater to blender but for sculpting the process should be much the same idk if this is true for others but in my experience, making realistic stuff somehow feels easier than doing stylized shit, like cartoony stuff or Pokemon or whatever, since those require a strong understanding of shape design and appeal, and being off just a little bit can break the design, whereas with realistic or at least dark fantasy stuff you can kind of go crazy on details and have it turn out alright. only saying that in-case you get pissed off when you're struggling to make something that seems very simple also, unless you just want to be recreating what already exists or what concept artists come up with, you'd need drawing ability. I know, it sucks
Post and discuss project ideas, WIPs, etc. If you want to upload a file, use a cat/litterbox file or an upload on a reputable 3d model sharing site such as Sketchfab. Don't post anything blasphemous and have fun.FEATURED: https://www.renderhub.com/jofox/jesus
>>1019521I know this is bait, but I think it's worth responding anyway to help other defeat this misrepresentation. The intention of these verses is obviously to stop the creation of images of idols; things that were meant to be objects of worship. There are obviously images and carvings which are totally appropriate and commanded of God to produce:>Ex 25:18 And you shall make two cherubim of gold; of hammered work shall you make them, on the two ends of the mercy seat.>Ex 26:1 “Moreover, you shall make the tabernacle with ten curtains of fine twined linen and blue and purple and scarlet yarns; you shall make them with cherubim skillfully worked into them.>Ex 28:33 On its hem you shall make pomegranates of blue and purple and scarlet yarns, around its hem, with bells of gold between them,>Num 21:8-9 And the Lord said to Moses, “Make a fiery serpent and set it on a pole, and everyone who is bitten, when he sees it, shall live.” So Moses made a bronze[a] serpent and set it on a pole. And if a serpent bit anyone, he would look at the bronze serpent and live.>1 Kings 6:23 In the inner sanctuary he made two cherubim of olivewood[...]>1 Kings 6:29 Around all the walls of the house he carved engraved figures of cherubim and palm trees and open flowers
Bump.
Anything made in 3Dcoat is automatically christian since the creator's insist you don't make anything that doesn't follow God's law in it and surely everyone abides by this request.https://pilgway.com/page/our_voice
>>1022477based, shitskins should be gatekept and deterred from 3d since they have no creativity and ruin everything. it's a white christian mans hobby and job.
>>1018028I can fap to this. Good job!
I use blender mostly for pinups/static scenes and everytime I try to make my own lighting from scratch it makes me feel like a retard who doesn't know how to use blender. I've seen a few youtube tutorials herre and there, as well as attempting to copy other artists, but feel like I have no foundational knowledge.
>>1022747Understand the intention behind your renderIs it cinematic? Is it a showcase?For cinematic renders you want to use as few light sources as possible. Preferably a sun light source with harsh shadows. For a showcase, increase the angle until you get very soft shadows, duplicate it and decrease the intensity. Don't fall for the natural light meme unless that's your goal, it can look decent but very boring.
Fuck itPost your favorite examples (Movies, shots, etc) you'd recommend to learn lighting fromGod i fucking love rimlights so much
>>1022747There is an excellent series of articles on the theory of lighting made by one of the Lego Batman lighting guys,. You can read it here: https://chrisbrejon.com/cg-cinematography/. For the actual practical "how do I control this shit in Blender?", see https://www.youtube.com/watch?v=c3FnWQTMo9s. This might actually be the only good lighting tutorial for Blender on Youtube. He gives you a basic scene, shows you how to control the lights (what settings to adjust), and then lights the same scene/shot multiple different ways to convey different emotions. The book Framed Ink is easily available in PDF form on the Internet, and while it's in black and white, it should help you further increase the emotion you're trying to convey via scene composition. While you're doing all of this, I'd echo the ideas to watch your favourite movies and to try and re-create the lighting setups in the shot, but in Blender. Hell, download some basic mannequins and pose them in the frame too.I think people in this thread had generally fine advice, but it's disappointing no one actually gave you a book or article to actually study.
>>1024187I wanted to recommend Brejon's blog but i keep forgetting his name every time i require his site lmao.Thanks anon.
>>1022747First set your pubes on fire. Second watch how the flames dance and shine upon your blistering skin paying close attention to the shadows. Third, profit.
>I know edge flow
>>1024138>Isn't the main argument on why the industry is stuck on Max/Mayabut the industry isn't stuck on those two though?
yeah all the studios i know moved to softimage XSI 7.5 years ago and never looked back. you would have to be retarded to still be on maya or max
>>1024138I don't take part in the Blender debate but holy shit, you just raped both of them.. Bravo.
>>1024138The industry moved from Maya (Original), Softimage, Adobe, Microsoft and back to Maya. Blender has no real use when making movies, ads, tv shows and games. Blender is behind features and people like you need to stop defending them for their laziness.
>>1024228I use Houdini, so I never had a horse in the race. I just remember that argument being flung around as to why those were "industry standard". Now the same excuse is being turned the other way when talking about anything else that uses plugins/extensions.It's the pot calling the kettle black and the kettle calling the pot a nigger.
How would I go with painting my own normal map from scratch? Experimenting with a better workflow than the traditional baking here.
>>1022500this is what I was going to say. what a cool technique. recently used this on the front of a filing cabinet
>painting a normal mapBrushstroke stylization aside, why wouldn't you just make a bump map and convert that to normals instead? In GIMP the normal map filter lets you control the steepness of each converted layer, so you can over or under-emphasize different elements like scratches and bevels. And since GIMP 3.0 you can toggle and preview the normals in realtime as you edit the greyscale.Just a matter of getting comfy with the gradient tool and using the curves filter to add bevels or dimples in the inclines.
>>1019700list 5 AAA games with hand painted normals
>>1019553fuck off cris
>>1019553Sculpt in Zbrush or an alternative, create the textures from the sculpting. Alternatively you can use substance designer to create these kind of textures procedurally. Personally, if you're doing this solo I recommend to use the Zbrush approach. If you're doing this to get a job, learn to do both.
I've heard of people using it for small simple 3d games. What do you think of it overall as an engine?
>>1023041It's terrible at /3/D. Barebones systems. Performs like shit and crashes constantly.
>>1024135I've never had it crash a single time.>>1023102It has one of the best documentations of any game engine.It's a good and simple engine. Unity has the best community support for addon/plugins and tutorialsUnreal has the best graphicsGodot has the most simple scripting language, no login/signup, and the best documentation
>>1023041It's good, it's simple to understand, works. Like the main thing in choosing an engine that it really doesn't matter, just pick whatever and you're good to go, if you want to impress chuds build your own engine
>>1023041>goydot>3dLOL
>>1024216I still remembers all those years trannydots were shilling about godot 3d capability to make 3d games. And then 1 day I saw some news that godot was supporting frustum culling (years later after the shilling). Laughed my ass of back then will keep doing so forevermore. Shill engine, never trust in the trannies.
if only...
>>1022568The situation you describe doesn't really exist. From GLQuake onwards in 97 it was either use openGL or DirectX (if you're windows only) and nowadays it's either use Vulkan or DirectX. Stuff like mantle pops up once in a blue moon but doesn't get traction
At the same time graphics and performance have only improved. What is the problem supposed to be? It's not as good as it could be? If 1 configuration were the best configuration it would be used by everyone. >>1022573 and according to this post thats what's happened.I am concerned about developers getting lazy about optimization because computers are so powerful now.
>>1022568That's how game engine companies make money
I'm working on tranime slop series before the AI leaves me under a bridge eating garbage or something, pic related is my OC, her name is kiru, kiru is a 22 year old girl or around that range, she's just another loser with no boyfriend and virgin like you and me anon.it has more story than that but in general it will be comedy shorts where she lives somewhat traumatic and funny experiences, it's like a lolcow or something, it sounds kind of boring but I think it will work, anyway this thread will be to show my progress and receive criticism or death threats or maybe everything will ignore me I don't know.
>>1009069Click on the "show only selected" icon, get onlybtracks for objects you select. Also lock attributes you don't use to avoid useless kyes, also look into how the character keying set works. This'll all massively reduce the number of tracks you need to deal with
>>1019725I'm still working on it doe, I haven't talked much here because of pajeet AI spam, but when I finish I'll make a thread, I already have 6 minutes of animation and just need 3 more to finishI don't really care how good the AI gets, there will still be a market for traditional artists and I feel like I have a good story so I'll keep going, thx for the support, I thought this thread had been archived a long time ago lol
>>1019853You’re right. Even if AI gets incredibly good, you still need to have a great taste to come up with stuff worth looking at… and that’s what AI retards lack. They’ll just always produce boring/mid garbage, no matter how "good" AI gets. Love your work, keep it up, some of the most outstanding stuff I’ve seen lately.
>>1008165Hey anon, I'm in my once-a-year bout of being interested in 3d so my mandatory browse of this board did commence and this thread made me passionate enough to post here for the second time. You seem to be doing well so this encouragement may not be needed but there are some bitter posters further up and I must say please never listen to them, I truly want to see this project come to fruition. Idk if the thread subject is just a joke, but I think I just relate as my own projects are the only thing keeping me from kms. I think I'm just typing up such motivation as I know how easily discouraged suicidal people can be and I really want to see you able to finish this. I love kiru!
Underrated thread, Kiru is very cute
For fellow anons interested in this stuff, ArcSys have collated all their presentations (in Japanese) on achieving their unique character style including skinning, rigging and rendering on this central “Academy” page.https://www.arcsystemworks.jp/academy/
>>1018438yeah i know, i'm specifically talking about the dust cloud he's picking up under him. i wanna export that, not the character models themselves>>1018441that's the gimmick, it's 3d but looks 2d
>>1018098https://youtu.be/0GyaYoV6Dls?si=jFh1DXHOqh-BfwA-Here's a really great video on the Shader setup in Unreal, even goes through the textures and assets.Great stuff, could probably apply it to a lot of different styles too
>>1018098This is like a decade old. Long story short: it's more about artistry and less about the technology.A 3D only artist trying to recreate the 2D look is impossible. It's like an Olympic cyclist trying to become a Nascar driver.ArcSystem Works have decades of 2D animation experience, this is why they were able to pull it off so well. It's the same with that Arcane show. The artists working on it had decades of 2D animation experience.2D is like a language. If you're not fluent in it then you'll never ever be mistaken for a native speaker.
>>1018099>>1018103Some of those slides were translated years ago https://archive.org/details/GGXrd-design-docs
THey've added a whole bunch of stuff over the last few months, although there's dome repeats and some materials unrelated to purely 3d. Love the one about stage design though
I think it took me a year to figure out the techniques I used to make this model, but I am glad I think I've cracked the workflow to make HD 2D anime shit with low poly models.Took me 4 hours from the low poly models to render this.:DI'm 99% certain I've finally cracked the workflow.
Schizo fight incoming
glad you like itit's time to get going on your project as a whole
>>1023547>no cris posting in weeks>venezuela invaded by trumpcris bros...im scared...
>>1024171We could finally be free
>>1024171He's posting here >>>/int/218131433 right now.He's always in that south american general.
Is there still meaningful room for innovation in 3D character design in future games, or has the medium reached its practical ceiling?
>>1023071We still haven’t gone through holographic technology. If only those stupid Americans can stop funding the fake AI we could get closer to hologram within the 10 years.
>>1023071>3D character design in future gamescharacters should serve the story. they can be anything. there is no real ceiling.
>>1023074ai is more funded and supported by china and india than anywhere else you retarded rentfreer
practical ceiling for 3D character design in modern games was reached like 10 or even 15 years ago in terms of LOD (level of details) since we have only variations on same models Everything depends on GPU and level of overhead code (game studio)(intentionally) put into game so you need new CPU , GPU from (chip maker ) so (game studio+ chip maker = profit ) and scam repeats and repeats You can see that by yourself some games from 5 - 7 years ago are more detailed as today. UNREAL eng. is great example how you can make game run much slower as same game 10 years ago. overhead code is word what you have to look into. Imagine cyberpunk (no bug sloop) 40% smoother and 50% faster But you need buy new gpu next year for 1200 and get nothing out of it. That is where we are now . Dead end.
There is still advancement leftSpoilers: It's lolis