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Archived threads in /3/ - 3DCG - 140. page

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I am going to be using photogrammetry for realistic human models and animation.
Question. When rigging a head for animation, should the mouth be modeled closed, or open?
7 posts and 1 images submitted.
What if it is already closed, what can be done?
cut the middle point

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What's the best way to make realtime 3D Hair right now?
13 posts and 5 images submitted.
to use thousands of polygons and sort the transparency through scripting.
Well that sucks then, Hair tech for realtime has to evolve.
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well thats how you do it. you can use cutouts with special shaders as well which also look nice but I have no idea how you'd get it to look smooth. You would probably need a team of coders and shader writers to get it done AAA quality.

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What character model is this? I recognize the design but I can't for the life of me remember where I've seen it
8 posts and 1 images submitted.

Here is video
Nigga that's lightning from final fantasy.
fug i feel dumb thanks mang

So why the fuck didn't anyone tell me about this shits existence? - I swear I'm so hard after using it that my dick could penetrate the polygon realm.
6 posts and 1 images submitted.
This shit is useless.
This probably requires a powerful pc or something.
Just use Autodesk Remake/Recap360 for this. Problem solved, plus free 3 years!
>being so awful at 3d modeling you need something like this

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Any animators on /3/,

How do I get faster? Ive been working at a small studio for about 3 months, 2 months interning and 1 month full time. This is my first job out of college, so theres clearly a lot of on the job learning I'll be doing for the forseeable future. Im a good animator, but Im not all that quick about it. My boss and coworkers say it just takes time, but I feel like there has to be something that can help outside of just the animation I do at work. Anything?
5 posts and 1 images submitted.
Post a playblast
do what you do but faster.

also practice helps, try timing yourself and then go against that time.

>on the job learning

This place will be out of business soon.

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Can somebody explain how to make a map for GMod or SFM in Blender and then port it over to those things, along with how big the scale should be for the GMod player? I'm trying to get into modelling now that I actually have a good modem and can watch tutorial vids on how to do shit.
5 posts and 1 images submitted.
newfag here, your best bet is learning how to use hammer. https://www.youtube.com/watch?v=fdpTT2pqIVY

This vid is for tf2, but it should work for the others. Note that this isn't using blender, so it'll take some time to learn
If it works for TF2, then it should work for other things using the Source engine. Does it cost anything? I know that I have to buy CS Source to stop graphical errors in GMod, which also needs to be bought whilst SFM is free.
This. Hammer is the level editor for all Source games as far as I know. SFM and Hammer are free if you own any source game, but the Orange Box and CSS are your best bets to avoid any errors/missing textures/modeels.

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ever made anything neat on google sketchup ?
81 posts and 23 images submitted.
no, cad or nothing
I just wanna know why the hell your second toolbar has a ton of the same shit on the first toolbar.
I use it every day for work. Ask me anything.

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I'm a migrant from /ic/, and I've heard that painting the planes of the face can be learned with low-poly 3d models. So, does anyone have any low-poly attractive faces lying around that they could point me towards?
4 posts and 1 images submitted.
Thanks for the directions. It's nice to see a helpful board without all the vitriol of /ic/.

You clearly don't have the spark.

Lets say I have two bones, A "Root" bone and a "Child" bone, the "Child" bone has the "Root" bone set as its parent. How can I make it keep its world position while the parent moves?
Now, the reason I ask is because I want to create some "root motion" animations for UE4 (which I have gotten working) but since the root bone moves during the animation, its really hard(or as far as i can see; impossible) to keep the IK targets I use in the same place while the "Root" bone moves.
As an example see webm-related(by me): http://webmshare.com/nq8qa (I'm aware that this animation is horrible for root motion and in this case it won't be used)
But in that rig I have the head as the root bone, when it bobs up and down I'd still like to be able to keep the IK targets located at the feet still without bobbing with the head bone!
Any suggestions on how to do this? The easiest thing would obviously be if I could copy the world position of a bone and then paste it on the next keyframe, but I can't for the life of me find that sort of functionality!
Now another important aspect is that i can have only ONE root bone and the root bone HAS to be animated. Using the "child of" constraint doesn't work for this reason as the "child" in that case is not an actual hierarchical child to the "parent".
(All these constraints are put on me by UE4, one of the biggest engines out there)

Asked this everywhere, nobody knows. Why is Blender this stunted? It feels like its basic functionality that they decided to leave out and instead made fancier loading bars.
18 posts and 6 images submitted.
you need music for that WebM

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Are you actually use ik at all?
Your post sounds like you didn't. Anyway, if you didn't make an object that will control your bone chain, in your case a leg, make it at the tip of the leg you want to control, then put the armature in, oh fuck that, why don't I make you a video it will be faster.
is the body and the tip of the arm both use IK thats connected to one another ?

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Since they removed the rigs from the public. Does anyone have some links where i can get the overwatch character rigs to animate? Or if you have them, would you be willing to share?
23 posts and 7 images submitted.
1 million dollards!
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Widowmaker, Tracer and D.va have nude models under their regular meshes. Just a warning if you're planning to make SFW animations. You'll need an xnalara importer for them to work in whatever program you're using.

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Noob question

I have a really high poly model. (3d Scanned), I also have the 4k texture so, the question is

I already retopo it to half the polygons but obviously now the texture doesnt work fine, which is the correct way/tutorial or hints for making lowpoly versions from 3d scanned models?
9 posts and 1 images submitted.
Found it, easier and quicker than expected. Damn technology has changed a lot, these kind of things used to take days in traditional modeling.

Give us the answer then.
Converting the texture to polypaint, retopo, project the details and texture, done.
Obviously you'll still have to fix some polygons here and there but I remember when I had to retopo one by one and it took me weeks for just one single model.

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Anybody Houdini here? I don't really know where to start. I intend to use it to create digital assets to import in Unity. The procedural workflow seems sweet but it doesn't look like it used a lot. Why?
4 posts and 1 images submitted.
I know houdini but I use it in a cg/vfx context. Game artists seem to think it's not used a lot for some reason but it's quite widely used actually in my field.


After seeing what it can do inside UE4, looks like I'll be on 1 meal a day from here on out. I love and hate these subscriptions.
Seconded. I know a few researchers that use it for simulations, but can't think of anyone other than the Uncharted 4 guys that use it for games.

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Blender, Autodesk, milkshape and others welcome.

I'm not happy with the outliner size but don't want to take too much away from the properties pane.
2 posts and 2 images submitted.
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Dual screen. Home made Unity Pro colour scheme. I basically do only game related stuff, so I only need Viewport, Properties and UV Editor. The area below the viewport is either nodes or Graph Editor for animations.

If there is anyone with UE4 blueprint experience on here, would be great.

Whenever moveCharacter is run (by pressing wasd keys) it moves the character along a grid. Problem is, i am able to move the character up while also moving it to the right at the same time.

SO, how do I make this so it doesn't execute on of four when one is already being executed?
10 posts and 7 images submitted.
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So I assume you want the pawn to only move in 1 direction at a time, ignoring other input yes?

Here's a quick setup I threw together. Mind it will only trigger once per action (so if the action is suppose to repeat whilst the key is held you might need to use Tick repeat the last key action).
Its really complicated though because I use UMG touch buttons for moving since it's a mobile game. This means I can't use the equal key node. Movement is already tick for holding the button purposes
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OK I can't check the multitouch because I've only got KB+M. But I made a UMG widget with 2 buttons. Bound 'Press' & 'Release' events to each button. I used an enum for the actions.

So, when a button is pressed it checks that no other buttons are pressed & opens the gate. The tick event flows through the gate and repeats the move. When a button is released it confirms that it is the same button & closes the gate. The stop move must be sent before you close the gate.

A switch statement selects which action is active and sets up the move. Pic is the UMG Blueprint.

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I have a trailer out for my game Realm of Wretched Nightmares. You should definitely check it out. It is very unique 3DCG


My indiedb page can be found here:
4 posts and 1 images submitted.

Is it Temple OS compatible.
is that a picture of your face as a texture? kek. this game looks like a mess aesthetically, it looks like you just threw a bunch of random shit together
Commenting to say no comment.

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