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).
>>1028830>pirate ithowI don't have access to cg peers
>>1028854Yes
>>1028854>>1030075Clanker 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.>>1029043What >>1030106 said. Just make sure it's the legit source.
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'mplaying, and I'm realizing and honestly surprised that so much of 3D visual effects isreally 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 Comment too long. Click here to view the full text.
>>1027343There'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
>>1027343i (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
>>1027354https://www.youtube.com/watch?v=YPy2hytwDLMThe 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.
What is the best controller for modeling/sculpting in VR?
>>1026148gonna work my nutsack across your face for a decade and call it art too.
>>1026199Did I call it art? cris adjacent fucking retard lmao.
>>1013543Vlad Tepes?
>>1001004this one looks like a running cheetah!!
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?
>>1028972why do you care about niches? do what you like
>>1028965>calls us chuds>uses aiyeah ik who the real chud is and shocker it's not me
>>1028965Wireframe?
>>1028965This 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
>>1028965OP is a talentless faggot
realistic (metal) reflections with non-constant, multi-directional anisotropyI'll use it on a realistic Miku costume rendersource: https://www.youtube.com/watch?v=r3bkGPobpTw
reuploadhttps://www.youtube.com/watch?v=uz8PIi3ELJg
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?
>>1030346No, 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.
>>1030439What if it's connected to two or more other verts?
>>1030459the 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.
>>1030346Just startingAnd then UV unwrapping
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/
>>1033033Additionally, Meme Man has been turned into a ghost for today's friendlies.
>>1033033she cute even if i prefer unity-chan
>>1033033>got steamrolledouch
>>1033044Friendlies are not our friend.
>>1033044Yes, unfortunately things didn't go too well, without trying to give off an impression of coping and sour grapes, neither of us had much time to put something together for this friendly with one thing or another going on. It was pretty unfortunate the ref called that questionable foul in the box.Either way, onwards and upwards for Autumn. We'll do our best to put on a strong performance.
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
>>1030316Even in Blender why would you use a modifier other than maybe mirror for a psp-level model? Aren't you overcomplicating things?
>>1028397You 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.
>>1028725what 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.
>>1030188She 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.
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.
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?
>>1019094Wasn'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 minoritiesHave 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.
>>1022359What'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)
Love it?Like it?Tolerate it?Hate it?
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
>>1029505maxon, like adobe, is a demonic company now, fuck them and anyone involved.
>>1029505I 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.
>>1029505It'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
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.htmlCan someone help me here??
>>1030402>https://boards.4chan.org/3/thread/1025537/
I've seen a lot of people dislike it. But there is no need to hate it. Blender is an alright little utility buddy. It's not the best at anything, though it's a great helper. Personally I only use it to clean up models post CAD modeling, store my hp and lp's in seperate collections, and it's simply great for that. I like Blender.
>>1030333You can’t, Blender alters the code and how stuff works every 2 months or so. Unlike Autodesk, Maxon and Adobe that just stick to the original buttons since 2010.
>>1030338>t. smartest industry standard paypigDo you really only memorize button locations when you need to do anything? Also, with that mentality you get the horror that is zbrush's UI. Never changing anything because it may break baby duck studio's workflow they created in 1999.
>>1019874AI will kill /3/ in few months anyway
>>1026829I got used to z being depth through highschool math and cg programming in university, but z being up is also a very sensible standardimagine you're drafting a building or a tool, you would draw the base in xy first, then go up the z axisI imagine a lot of these 3d tools grew out of cad and architecture application
>>1026829>>1030369Z is up and down in multivariable calculus and linear algebra, you know where 3d programming originates from. Why would anyone complain about this or think otherwise? Throughout physics and math in my stemcel degree z was always up. It's other programs that fuck this up completely.
>>992897
>>1017914>my name is not important
Testing cloth simulation brushes
New face and textures, Alice is a nickname.
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>>1031255i am running it in a sandbox. hopefully this goes ok.
For models where the legs are slightly spread, like the A pose on the right, do I still put the origin on the same level as the feet, or a bit below that so the feet are touching the ground when it stands upright? Here u can see it's floating a bit because of the angled legs.
What constraint do I use and what bone do I target for my knee and elbow helper bones when using an IK and FK setup? When I was weight painting it I was just using copy rotation of the shin and elbow at 50%.
Is this site any good for free assets?https://www.rawcatalog.com
>download model >download scene>append model>append sce->oh it crashed>ok>append scene >append mod->ded againWhat am I doing wrong here anons? Also, if I download a map/enviroment and wont be using all of it. Can I go into the file and delete all the areas I wont be using, and then save that scene seperate? I want to pose game models i get of smut/3dlabs in maps i also get from there. Should i be linking and overriding or something?
How do I make this model?I've been trying for a long time to replicate this style... but everything comes out wrong.I can't get the head right no matter how hard I try. The model is available for free but I just can't figure out how it was made and it's making me real sad.Any advice please?
>>1029957Edit cube, extrude vertex, build face, delete face, merge vertices, join vertices, dissolve edge, make shape more like girl, repeat
>>1028344I know /3/ tell us to model in quads and le doesn't matter o algo but why did the Japs do a lot of non game asset models in triangles? Can someone explain that to me?
>>1030337Its all triangles in the end, quads are a way to help think about it. It'll help you make models that deform and thus animate better, and they make it possible to have the notion of a single opposite edge or vertex of face and thus make it possible for both you and the programs to deal in term of topology (loops especially). That why for example subdiv produces much better results with quads.But the big quad weakness is, as I said, it's all triangles in the end, and you don't know where the diagonal is. It'll change how the model looks and how the model deforms. It'll change from your modeling program to your engine. In blender for example it chooses the least diagonal after all modifiers are applied. Taht means it can change depending on your character pose, which is obviously not how a game engine will do it (btw the logical way to disable this behavior is to add a triangulate modifer before the deform, removing any ambiguity).In the world of low poly it's especially important where the diagonal goes, since you can get a lot of silhouette out of that. Plus if you want the minimum polycount any quad you can get rid of saves up on faces.It's not specific to the japs. Chances are you just think so because you've seen model rips, which are triangulated. But even in the FF7 days tools were quad-oriented. It's to the point where consoles like the PS1 have opcodes specifically to draw quads even though it translates that as two triangles
>>1028344It seems that the Japanese don't use a mirror modifier.
>>1030382Nah, you can see the steps on his twitter and it was done using one, then the middle vertices were dissolved. That model was made for a 256 triangles challenge so sooner or later you collapse redundant faces to bring down your numbers.