Hey /3/, let's collab!
>>576435
let's not
>>576444
Okay then, bye!
But maybe, just maybe, we can?
Hey /3/, newbie here. I'm not looking to be handfed, I'm figuring out how to do 3d stuff on my own time, but I wanted to see if I could expedite stuff for a specific project and get the right direction from you guys:
Are there any resources that help teach how to do 2.5d animation, or 3d cutout style animation?
I guess its more or less manipulating flat textures with some rigs, or doing some frame by frame with different parts of rudimentary 3d models, but if I could get any more specific help, I would appreciate it. Right now I'm using blender since I doubt this style requires anything too fancy.
Here are some videos of the kind of stuff I'm looking into learning how to do
https://www.youtube.com/watch?v=gHCDN7Gr3KU
https://www.youtube.com/watch?v=IqxH9Pq_9ZU
https://www.youtube.com/watch?v=3CccPPDe2JU
https://www.youtube.com/watch?v=irgOddJxaLk
Is mudbox really that bad? I saw some pretty nice things created in it and it seems fairly easy to use, it also helps that i have Maya already. Why do people hate on it? What exactly can't it do that Zbrush can? pic related was created in Mudbox (and maya) and 3/4 of 3D artist can't even create something remotely close. What gives, is it just Autodesk hate?
>>576829
easy to use is really the main selling point, as well as the fact that you can do a decent job of both modeling and texturing in one program, but it just hasn't been updated much and I guess people are worried about support or being left behind in features.
zbrush has a lot more tools and workflow enhancements for sculpting, which you notice doesn't compensate skill, but still nice to have. other soft like substance painter are also better than mudbox at texturing since you have procedural effects.
so mudbox is like the jack of all trades option for people who just want to do light sculpting and painting, without being loaded by all the stuff you need to learn for these other programs. if you can use max and photoshop, you can already use mudbox.
>>576829
I use MudBox regularly, every time I launch zBrush I just close it down again.
Also link some good MudBox sculpts.
>>576829
It's not about Mudbox being bad in of itself, it's the fact that ZBrush offers WAY better tools.
Which is a real shame, I fucking hate ZBrush's viewport, UI and general control and I love Mudbox., but it's just not an alternative for most people because of ZBrush's tools.
>Be a beginner with 3d software
>Find a tutorial on the object i want to create
>Everything goes nice
>next part starts up
>Oh hi again guys so i made some changes in-between the parts just to make it look a little better :^)
>The model looks completly different
Just fuck my shit up
>>576630
What's the tutorial in question?
>watch step by step tutorial
>instructor suggest you can do 'x' in many ways
>wastes 10 minutes on how he prefers something to look like
>finishes tutorial
>result is grainy shit that's not even what he presented at first
>tutorial recorded in one shot session
>Endless pauses, ums, heavy breathing and undo
>"I'll post a corrected version later"
This is image from render view in maya
made £200 making minecraft fnaf rigs lol
>>577023
>£
get a real currency, kid.
>>577029
dollars arent worth as muchas pounds you dipshit
>>577047
>implying
you should learn some world economics, kid.
we set the price of your pound every morning.
What do you do when you are at a complete and utter lack of inspiration as to what to make, but still want to try and get some practice in?
>>576105
start by extruding a plane and creating some loop cuts.
Do something weird like ram horns or chandeliers
>>576105
Browse through artstation and recreate something I like. Or recreate some particular scene from a game or a film.
I've been working on an attractive female model in Zbrush. I'm going for a style similar to the girls in Dead Or Alive [Including huge baps]. Any suggestions on the face?
>>575555
>attractive
>got a really bad boob job and still hasn't gotten jaw surgery yet
Come on man. At least be honest and say you're modelling a tranny.
whatever floats your boner, I guess
>>575555
Your problem is the good old uncanny valley effect. The unnatural stylisation is in conflict with the realistic shape resulting in a somewhat awkward/disturbing appearence.
You either get rid of the stylised features and make her more natural or do the opposite. But both, stylisation and natural shape at the same time cause uncanny valley.
So goys I was trying to make good textures for faces in a game and I discovered that baking ambient oclusion (pic related)might help achieving good results for diffuse maps.
I believe there is an improvement yet there's a lot of things that would be useful to get beauty out of this pixels.
So /3/
>What texturing technique do you use to get waifu results?
make a new layer ontop of the AO and then give it a mix or soft light/color blend mix and just paint the diffuse
realistic texturing? you will probably need a good skin material
Subsurface scattering
>>577100
Good skin material from who? A 3D woman? Not on my waifu, thanks.
Does anyone have the full black desert online character creator file download link. They pulled the character creator standalone and just downloading the launcher from the web archive isnt enough.
pls no hate
>>576175
I second this. BDO has one of the best sexy chick creator I've seen anywhere.
I wish we could have exported those as rigged FBXs. It would compete with daz anytime.
>>576177
can you maybe recommend a chick creator tool for a not so total noob?
>>576179
Daz is your best bet for general purposes.
I've seen a lot online about how to download the 3d models. But not all cities have a ton of buildings made as 3d models, most have the satellite image with some cheap elevation data which barely resambles the size and shape of building and trees. It's shit, but that's the best i've got and i need it.
anyone knows how to rip this data? i'm either able to get the texture, or the 3d models, but not this elevation data.
thanks in advance
Agreeing with this. I'm wanting the city models, ground elevation, buildings, those could easily be remodeled, but having the proper ground elevation and building positions and everything is what would make this. Wanting to remodel a small portion of a city for a game mod, using Google Earth's stuff would be a good simple skeleton to get started.
>>570092
exactly. Tbh i could work with it as it is, im not aiming for any 4k aesthetics, i just need to vaguely represent the real world, actual places. And doing it by hand would be a hassle
There was software which could snapshot 3d info from your graphics card, and output it to 3ds max or some shit. The result was very much usable, but I dont remember the name of the software
Student here. Need help for ideas
Can you think of any possible tools which Maya lacks(or suck at) for modelling in general? Maybe even tools which help modular houses/map creation.
I am thinking of making a tool/plugin for my grad show. Will be using mainly Python and Mel.
>Python and Mel
>not using PyMEL
>not using PyMEL to call maya c++ plugs
welcome to the unemployment line, anon
>>576849
problem for me is that I am already nearing my graduation and need something to show. Will probably learn PyMEL in unemployment for a year or two
>>576847
If you want to make plugins for programs that lack it, try making some for 3DS Max. I'd kill for a kitbash plugin like I have in Maya.
I have an interesting problem that is beyond my skill.
tl;dr version: What small mesh(es) can be used to compose any tetrahedron?
Long version:
A game editor allows me to create meshes within it, but does not allow me to create meshes within the game itself.
However, it is entirely viable performance-wise to make a composite mesh out of pre-made smaller meshes.
For simplicity, I'll refer to these "pre-made smaller meshes" as "atoms" as they are the unchanging components of larger meshes.
These atoms can be scaled in three dimensions.
Any composite mesh can be made out of various tetrahedrons, so if you can make those tetrahedrons from your atoms, then the problem is solved.
So, my question is: What atom(s) would allow me to make any tetrahedron?
A good candidate is the right-angled tetrahedron; someone told me that you can make any tetrahedron using right-angled tetrahedrons, but they didn't say how.
This topic is barely /3/, you know that, right?
What kind of engine is that? I find it hard to believe, that there is an engine out there, that would prevent you from spawning stuff "in the game itself"
>someone told me that you can make any tetrahedron using right-angled tetrahedrons, but they didn't say how.
Does this really require any further explanation to you? Open up a 3d program, make yourself one and try to assemble any given shape. I'm pretty sure you'll get to it unless you're suffering from severe autism.
And most importantly:
Are you twelve?
>>576906
Salt: 8/10
Reading comprehension: 2/10
>>576889
>it is entirely viable performance-wise to make a composite mesh out of pre-made smaller meshes
incorrect!
this is why the source engine has shit performance with games like garry's mod because of people building props in the hammer world editor.
i would even go as far as to say it's better to use milkshape than the method you're talking about.
>You aren't supposed to animate with tris
>All game engines convert quads to tris and the animation are of pic related level
I don't get it, so can i have tris in my mesh or not?
Once the animation is baked into a quad mesh, converting it to tris doesn't change the deformation. You need quads when you're animating.
>>575430
Oh okay,thanks
>>575428
what game is that? looks pretty sick
I'd say FFXV if the protagonist didn't look like a female
July 8: https://community.hivewire3d.com/threads/official-announcement-hivewire-3d-to-publish-animals-through-daz-3d.2121
Former DAZ founder Chris Creek approached by DAZ to exclusively sell his animal figures through their store instead of his own. He accepts the offer to financially bolster Hivewire3d.com and even agrees not to mention his own store anywhere on his product page.
Yesterday: https://community.hivewire3d.com/threads/official-announcement-daz-terminates-agreement-to-publish-hivewire-3d-animals.2188
4 weeks later, DAZ decides to terminate their agreement with Chris citing negativity in his announcement as the reason, without specifying what was negative or how they didn't notice it at the time.
While he can't model a woman who doesn't look like a tranny to save his life, Chris sculpted the figures that built DAZ and is arguably one of the current top animal modelers for DAZ Studio/Poser -- which is why they courted him. If they did this to the co-founder of their company, they will do it to you. Do not broker anything through these cunts, they can and will find reasons to renege on their terms if/when they decide you aren't humming their tune.
Isn't DAZ going broke anyways? I've heard they fired a shit ton of people recently.
It's not exactly like they can expand to any serious professional market.
>>574982
We've had people here claim DAZ Studio has a grand total of 3 programmers now so I could believe that. They tried expanding into game assets and Unity curbstomped them pretty quickly (that and Unity finding out DAZ was reselling one of their environments illegally), along with mediocre .fbx export making it impractical.
Comments about the company get routinely deleted from their forums. I could easily see a new investor shitcanning the current management the way they did to their predecessors, burning off the software they won't support any more and within 5 years selling the entire catalog to TurboSquid.
>>574981
They have to be pretty desperate to beg the guy they fired to develop for them again before going tsundere on him.