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File: header.jpg (29 KB, 460x215)
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Ia this program as good as it looks? I want something like this for a standalone headset, but I don't feel like giving money to Adobe (piss be upon them).
6 replies omitted. Click here to view.
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>>1028830
>pirate it
how
I don't have access to cg peers
>>
>>1028854
Yes
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>>1028854
>>1030075
Clanker and my BWC in your hands
>>
use genp to steal adobe software.
>>
I just commented in the other thread, you're probably (surely) much better than my jank ass is and I quite like it.

>>1029043
What >>1030106 said. Just make sure it's the legit source.

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I don't really know anything about 3D graphics but I do have background in animation so I need someone to verify my opinion/observations,
and also show off your vfx work if you'd like.

Recently I've developed a habit of just analyzing the visual effects of the games I'm
playing, and I'm realizing and honestly surprised that so much of 3D visual effects is
really just putting 2D animations and textures on top of invisible 3D geometry (that may or may not be animated as well).
>There aren't 6 trillion particles to that create that swirl of dust during a powerful hit, it's a brief 2D animation on top of some double helix geometry.
>That smoke coming from a chimney is a 2D animation on some kind of billboard plane.
>That river of water or waterfall is - yet again - just some fancy noise projected on top of some invisible geometry
>etc...

The reason this is kind of a big deal to me is I used to really specialize in 2D visual effects.
Frame by frame using a ton of gradients, shapes, particles, lines, glow effects, blurs, flickers, textures, etc.. and doing all this shit by hand.
And so when I would try watching tutorials on how to make 3D visual effects, I realized that it's a VERY similar process that I used to do
with 2D. So much of that shit really is just getting down and dirty with your tool and having a bunch of tricks

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>>1027343
There's a Diablo 3 presentation, gdc I think, where they explain all the vfx mileage you can get from combining 2 scrolling textures in different ways, well worth a watch
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>>1027343
i (a retard) would agree that yeah thats like 85% of 3d effects. but the last 15% is custom shader code and geometry node shennanigans. so it depends on how ambitious you are and how limited you are willing to be
>>
>>1027354
https://www.youtube.com/watch?v=YPy2hytwDLM

The video was unlisted but thankfully google's ai is a better search engine than youtube's search
>>
It all happens on a 2d plane anyway. Its just shortcuts for people who can't draw or paint.
I'm unironically back on photoshop 5.0, corel draw 8 and kais power tools because the abstraction of rendering is FUCKING MEANINGLESS THERE ARE NO 3D IMAGES ON A SCREEN THEY ARE NOT 3D IMAGES. So the only thing left are logic for rendering and ui. Fidelity just means suspension of disbelief is not broken. Vfx are just drawing on the fell of a film. It's not magic and its only occasionally art.

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Can we have a productive thread to discuss how to use AI to improve our 3D workflows and become faster and produce professional results, rather than trying to cry about some imaginary 4chan anti AI versus pro AI debate?
5 replies omitted. Click here to view.
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>>1029757
Why are you like this, Chris?
>>
Are there any good workflows to create generate low poly meshes out of crudely drawn reference sheets yet?
I'm trying to make anthropomorphic Nintendo 64 style character models and it would be so much easier if I could just draw a basic head shape in MS paint, put it into an AI and have that generate me a mesh which I can put in Blender and edit to my liking.
I've tried this with multiple frontier LLM's (putting in an image, then instructing it to generate a python script that I can use to spawn it into Blender) but they all either get the shape completely wrong or have dogshit topology to the point where it's better to just make it myself from scratch.
The struggle of being a 3D noob is real.
>>
>>1029757
sometimes I use it as a base to sculpt from, as a way to iterate ideas on a flat sketch, or to create textures I don't have the funds or skill to have made.
>>
What Comfy setups are you using to run your ZBrush sculpts through for meshing?
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>>1030611
why would use it for N64 style shit? it's literally all in texture. Ai can't rig or animate for shit.

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all that knowledge and skill you need to accumulate, just to get pennies on the dollar? WTF?
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>>1027794
I don't really believe the fearmongering of outsourcing in gamedev and 3d industry. It's still mostly a white man's career. I look at sketch fab all the time and a lot of uploaders are from Italy, France and Eastern Europe. Third worlders aren't your problem, nor you have any at all.
>>
>>1022522
It's always been exploitative like that.
There are just more people doing it, making it even worse.
>>
>>1027794
>I got nothing against immigrants
You better start becoming a bit more racist anon. Just wait until all those "immigrants" take over the HR hiring space. You'll never get your foot in the door.
>I got nothing against immigrants
Literal empathetic suicide
>>
>>1022284
>12% make 100K+
>19% make 80k+
>31% make 60k+
>49% make 40k+
assuming they're not counting income from other jobs this is actually not bad. Just like playing roulette I have a nearly 50/50 shot of making more than my minimum wage job. BET IT ALL ANONS GO FOR IT HAVE FUN GRIND AND HUSTLE THAT ART CAREER
>>
you guys have JOBS? HOW?

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What is the best controller for modeling/sculpting in VR?
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>>1026148
gonna work my nutsack across your face for a decade and call it art too.
>>
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>>1026199
Did I call it art? cris adjacent fucking retard lmao.
>>
>>1013543
Vlad Tepes?
>>
>>1001004
this one looks like a running cheetah!!

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I've leveled up, chuds. This is roughly 70% AI but I've tuned the prompts and the workflow to make it look more legit. Would this get flagged by Steam?
6 replies omitted. Click here to view.
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>>1028972
why do you care about niches? do what you like
>>
>>1028965
>calls us chuds
>uses ai

yeah ik who the real chud is and shocker it's not me
>>
>>1028965
Wireframe?
>>
>>1028965
This looks horrible, one thing AI fags making videogames have in common is that they have no artistic nor gameplay vision.

At least with 2D it can be passable to a degree but when it's up to using your head and criteria to create something more complex it becomes worthless when 80 IQ jeets are behind it
>>
>>1028965
OP is a talentless faggot

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so has ANY of you fucks actually used this for something?
what's your experience with it been like so far ?
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>>1028467
>>1030158
aaaand it's cracked
>>
>>1030276
nice, they already cracked the 25 version but it was a bit weird and hasn't been updated in a while
>>
>>1023693
no I haven't
there has been no experience with it for me
>>
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>>1030276
Export is broken. I can't get a workable mesh even if I export as Step. I've tried remeshing in ZBrush, FreeCAD and MOI 3D and all crash. None of the export settings have an effect on the wireframe when going through different values. I tried using the tools in the Plasticity/Blender Bridge addon but it's broken too.
>>
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>>1030581
there was a v2 to fix this i believe. and then a v3 for license issues. crack is probably ai assisted tb h.

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realistic (metal) reflections with non-constant, multi-directional anisotropy
I'll use it on a realistic Miku costume render

source: https://www.youtube.com/watch?v=r3bkGPobpTw
>>
reupload
https://www.youtube.com/watch?v=uz8PIi3ELJg

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for 3 reasons
> V snap
> D move pivot
> DV snap pivot
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>>1030573
Blender themselves admit the FBX export plugin they created doesn’t match the closed source Autodesk application. There’s millions of websites from 30 years describing errors from the fake FBX. Also no, we are not moving to GITF. That file only exists to copy and paste, it doesn’t contain important information for collaboration purposes or anything related with your project setting. OpenUSD is the future, Blender also has it. OpenUSD can transfer everything from Maya to Blender, zero problem, no changes to scene and zero errors. Get with the times noob.
>>
>>1030577
most FBX exporters don't match autodesk's because it's a closed format. It's a fucked up format that supports 20 ways to do things and 4 more than nobody really uses, much like the problem with PSD. there's a reason DAE was considered for a while a good alternative simply because it stayed fucking put and could do the interchange easy, at the expense of the interchange tools themselves being bloated and messy.

Also lol at not understanding GlTF extensions and it's usefulness I guess.
>>
>>1030578
Gitf is not advanced enough to warrant more serious projects. OpenUSD is the very thing 3D is aiming to fix in the industry.
>>
>>1030577
>>1030580
btw nimrod FBX only existed 20 years ago, not 30. It's implementation in blender would be atleast a few years newer than that considering the format is a weird fucked up mess anyway. it's actually pretty weird that it became the interchange format as it was never designed for that kind of thing as is, but here we are with one of the worst file formats ever propping up whole industries for a decade and a half.

You're probably right on openUSD being the future but GLTF has plenty of important use-cases and is expandable by significant degree, acting as the basis for creating separate file formats such as the VRM standard and a good few others. If you need something lightweight and extensible, it's a great choice.
>>
>>1030582
>In 1996, Kaydara released a new native file format with Filmbox 1.5 called FBX, which used an object-based model, allowing for the storing of motion, along with 2D, 3D, audio, and video data. The format saw wider support from other 3D software packages such as Cinema 4D, SoftImage 3D, PowerAnimator, LightWave 3D, 3D Studio MAX and TurboCAD

1996 - 2026 is 30 years noob, such lack of basic counting means you should not be here kid.

People like to meme that 3D is hard, but was there anything in 3D that actually wanted to make you rip your hair out from how difficult/tedious it was?
10 replies omitted. Click here to view.
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>>1030346
No, 3D is really easy. I tried getting into 2D but it's impossible, you need genuine talent to draw, 3D is basically just knowing how to use a software.
>>
>>1030439
What if it's connected to two or more other verts?
>>
>>1030459
the more verts, the less options you actually have to move.
If it's 2 points, then you basically put the 3d cursor between the two point you don't want to move and rotate the target vert along the normal from the two points.
If there are even more edges then the movement would be so restricted that you basically end up flipping the target vert by scaling it along the normal created by the other verts with the 3d cursor in the middle of it
>>
>>1030346
>People like to meme that 3D is hard, but was there anything in 3D that actually wanted to make you rip your hair out from how difficult/tedious it was?
Trying to fix regions of faces where the faces had started to develop a visible diagonal crease and no amount of smoothing or relaxing would fix it. I eventually found out the correct way is creating and applying a Weighted Normal modifier but it was really fucking aggravating trying everything under the sun until that came up.
>>
>>1030346
Just starting
And then UV unwrapping

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Like all great projects, you leave it behind for a while... 5 years might be a little too long, time to get back on the saddle and work on it.

For those that were in the loop back in the day, this is a revival effort to bring /3/ back to the cup and even though /3/'s history in the 4CC isn't necessarily stellar, it's always a work in progress. Things have changed since the last time the team played an official match, Konami stopped making games and we've been reusing older games with mixed success, however there are tools to have the same model quality as the newer versions of Pro Evolution Soccer before the series ceased production by converting them to the older games.

For those that don't even know what this is all about, the 4CC is an inter-board competition where /3/ used to compete from 2012-2015 with a revival that went from 2018-2021, the team has fallen inactive since then but if there's enough interest ITT the team will return to competition with me and my co-manager Wyvern at the helm. There are 4 cups per year named after each season featuring the Elite and Babby divisions, the second division is the entry point for new/reviving teams and with the Spring Babby Cup coming up, team registration has opened and the time is now to revive /3/.

Let's go fire up Blender one more time and kick a ball around, hopefully we don't lose too badly. For more info see https://implyingrigged.info/wiki//3/
357 replies and 76 images omitted. Click here to view.
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>>1030869
Fair point, maybe I am just overthinking things. Either way we've reached a consensus so it's not like we won't ever be fielding Unity-chan
>>
>>1030852
voted him for the auties for worst player, fuck him
>>
>>1030881
We ended up winning three awards for this cup, Meme Man as worst player was one of them, the other two were best chant (tied) and at least you tried. Not the best campaign but at least we got something.
>>
>>1031318
>Meme Man as worst player was one of them
deserved, even they saw it
>>
>>1031318
Three awards for a campaign that ended in the group stage? I'll take it.

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Is learning 3D suppossed to be this hard or I just dont like it?. I hate how there's a billion tools and all the vertix bshit, holy hell modeling seems to be so hard.

Can I learn animation without giving a fuck about how to use all the modeling tools?
Im still gonna learn a bit more about modeling anyway but holy nightmare fuck these dots
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>>1030316
Even in Blender why would you use a modifier other than maybe mirror for a psp-level model? Aren't you overcomplicating things?
>>
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>>1028397
You have to learn modeling if you want to do animation. In the actual industry, a whole team works together with people specializing, but because you're solo, you need to learn. Not sure why others are telling you otherwise.

Animation deforms a collection of dots connected to each other. If you don't have enough dots, or connected the dots in a way that naturally bends in the direction you're trying to bend it, it will suck. As for animation, please learn to use the NLA editor sooner rather than later.

One of the advantages of 3D animation is layering, and different bones can pose at different times. Use this to your advantage. Start with a walk cycle.
>>
>>1028725
what does this have to do with 3d
>>
>>1028397
>Can I learn animation without giving a fuck about how to use all the modeling tools?
S&Box has S2FM, if you wanna use that.
>>
>>1030188
She is real, I got several friends like this, but she's not gonna have the opposite political picks from retards here, that's it. That's the one difference. Or tranny but backward, female to male and no surgery to go with it, but then again it changes nothing. I don't got more to say aside from taking care of yourself anon. One day I hope I can have a family too.

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Kind of bummed that there don't really seem to be any serious threads about animation on this board. Of course, most games nowadays just use motion capture for everything, but I'm still of the opinion that animations made by hand such as all the animations in Fumito Ueda's games have a special something about them that mocap cannot reach. And these aren't super stylized or cartoony animations either. They're grounded and realistic but have a lightness to them. I was trying to find resources on how to learn to animate like that, but it seems like a lost art. There are blender courses for animation out there such as the "Alive!" by P2D Design academy, but they all focus on they all focus on this over the top bouncy Disney style. Pretty much all across western animation courses.
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Also individual keys/combos could be set to cycle through a range of controls/bones, this really isn't a difficult concept, it's been in videogames since... forever?

Is there really no 3D program that supports this?
>>
>>1019094
Wasn't the whole point of H1B jeets that they're all expert geniuses who would "show us how it's done"??? Why would they need us to teach them in that case?
>>
>>1019094
>foreigners, who are often as incompetent as the native minorities
Have you ever worked in your life? Minorities are incredibly incompetent and lazy, barely understand the language, steal as much as they can and try to scam whenever they can.
>>
>>1022359
What's this kike shit? Off yourself lmao
>>
i wonder if there's any merit in using old ass 3d software in today's age like softimage and lightwave3d. after all the best looking games come from that era, and it's not like I wanna make anything higher fidelity (which you probably could since you were limited mostly by hardware back then)

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Love it?
Like it?
Tolerate it?
Hate it?
4 replies omitted. Click here to view.
>>
Tolerate it. As a director it's good enough for building animatics and doing general animation/scenes. Not as powerful as other DCCs. But also it's more about how you use a tool so it doesn't matter that much really.

If you're a shit artist then you're gonna make shit work regardless of the software. If you're good then you're gonna make good work. Only dumb fucks get caught up in software arguments.

Plenty of retards use blender because it has infinite step by step tutorials where you don't have to think
>>
>>1029505
maxon, like adobe, is a demonic company now, fuck them and anyone involved.
>>
>>1029505
I used just to paint textures but somehow the cracked versions started to freeze. So fuck Maxon, I've switched to 3dcoat and that just works.
>>
>>1029505
It's a mixed bag.
It's the first (and primarily only) 3D software I use for a majority of my workflow (i use substance painter for texturing, and sometimes use SAI2 for more manual texturing work).
Been using c4d since 2012, and only occasionally updated as time went on. I'm currently on ver R20, because I refuse to update to the newest version (outside of the newer dynamics simulations being both better and worse than Bullet simulation physics, the fact that the help documentation is online-only peeves me off, and on principle of my software working offline, I refuse to use that version).
The software definitely got better as time went on, but simultaneously, worsened as well. The tools it offers are solid, but performance and general reliability wavers. I thought the idea of "As time goes on, performance worsens with each new update," was an adobe thing primarily, but I guess it's somewhat universal, because I get similar annoyances in newer versions of Vegas Pro and the newer versions of C4D.
Through sunk-cost, I stick with C4D. I like it, but somewhat dislike it. I'm half-way waiting for Blender to become good enough for me to switch to it (which it kind of feels better nowadays than it did a decade ago), and I've been slowly learning it.
>>
>>1029505
>no linux version

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I've been finding this obscure weird little naked mole rat renders, but I couldn't find the creator.

The oldest website I found with the image is this japanese post https://karapaia.com/archives/52025304.html

Can someone help me here??
>>
>>1030402
>https://boards.4chan.org/3/thread/1025537/


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