Is there money to make in 3D porn? I often find websites where you can buy a package with 60 renderings or one short animation video for around 10$ each. There are many sites like that. I always thought it is impossible people buying those for 3D porn instead of just watching a real porn for free.
>>506217
Sure, hit up furry or brony communities. I knew a girl that did 2D art requests and fuir suits for the likes.
The money was good, but she quit because they were quite the creeps.
>>506217
Yeah well those porn sites with 35 dollar a month subscriptions still make money too. There's still a big market for porn in a traditional "consumer exchanges money for product" kind of format.
>>506217
the only problem is it's really easy to steal porn games. Your best option would be to create a subscription service that allows access to content you broadcast from a browser, preferrably using unity, html5, or flash player. this will guarantee ppl needing to keep spending to keep accessing your content.
I've been trying to learn maya for the last few days.
But I'm using the student version of Maya and it doesn't allow commercial work.
Which is why I'm thinking of learning Blender.
As a programmer, I only took on modelling because it feels fun and sometimes I need something specific in whatever it is that I'm creating.
So I came here to ask, should I continue in using Maya and ignore all of its warnings (maybe hoping that one day I'll earn enough to buy it), or should I take up Blender before I'm too deep into Maya?
>>509080
Also, I don't know which key I pressed to do this, but my "edit mesh" and "mesh tools" have suddenly disappeared from the top menus.
It's still there in the spacebar menus, just not on the top ones.
The way I see it Blender is an amazing program that can almost everything Maya can and even some things Maya can't do. It's the most complete package I ever seen and it's FREE so what's the problem?
The problem is Maya is the industry standard, so if you're looking for a job NOBODY wants to see Blender in your resume and everyone wants you to know Maya.
I don't know, there's a cheap version of Maya called Maya LT that may let you Publish your work. I really like Blender, but Maya is like the Photoshop of the 3D industry for better or for worse
>>509082
Oh the windows are tricky, they can open and close and even multiply like browser windows, I recommend you look for some videos on youtube. Look for a tiny scrolling menu that lets you switch modes, It has a little black arrow I think
Hey /3/, it's been a while. Haven't visited here in well over four years, so forgive me if I sound like an idiot or break some new board culture that I'm not aware of.
I've been out of the 3d scene for a while because I got a job as a programmer. Recently I learned how much people can make just by doing some 3d porn, and I kind of want to get in on the action. I've whipped up a little game and am currently modeling a few high-demand character.
I've never really done much character modeling, so I'm not well versed on the important topologies associated with certain parts of the body. Pic related is of a character that's in high demand that I've been working on. I rigged the sucker up, but was getting really poor deformation in the hips. Upon looking up proper hip topology, I saw that mine was quite a ways off. Is there a way to make this kind of topology properly deform, or do I need to go back and fix it?
Your edgeflow really needs work, you can improve the butt cheeks and stomach flow. I'm still working at mine, but maybe this will help.
You can use blendshapes to correct deformation too, you can set them up to gradually turn on as you rotate the joint. Look into corrective shapes.
>>508919
where this come from shit
>>508919
Yeah, it really did need work. I've decided the model really needs to be retopologized in some major areas and have gone to work on it.
A big problem is the character is humanoid in shape, but not actually a human. They don't have any defined muscles or anything of the like, so I'm trying to get proper topology without defining muscle groups since that'd look super awkward for the character.
>You can use blendshapes to correct deformation too
My project is going to be a scene that allows you to pose the character in realtime and interact with them (that is to say a game). How would blendshapes factor in to a situation where the user could potentially post the character in any number of poses? I'd like to use them, but I don't know how to utilize them in a realtime environment where the user can pose the character however they like.
So, I have a question:
When making 3d models for sale (game/3d graphic assets), should all parts of the model be connected? By vertex or armature that is.
I'm modeling since few years, but I was always making single-mesh models. Now, If I was about to model a block with it's back lid unattached to the rest of the clock, should I just model two separate objects and leave it be, or should I connect them somehow, so the thing won't fall apart in physics engine for someone who will be using it? I'm suspecting that it all depends on the model's purpose, but tell me which one is more preffered on the market. Thanks.
let the market decide. Le invisible hand
I caught a fellow student using stock models in a project he was supposed to have modeled. Upon inspection of suspect models, I discovered the mesh simply used combine. Using seperate poly mesh and display said model in front of student and class, please explain all these unecessary details that is inside these 3 car models hmmmmmmmmmmmm?
>>509230
No, game objects can be made of many objects
For example think about characters in a game. The character will have a body mesh and objects representing clothing, armour, helmets gloves, weapons etc. These are all seperate meshes in one object
Having a small lighting issue of lights bleeding through mesh. Is this an easy fix?
Don't know if you're still here but turn force 2-sided textures on in rendering settings and make the lights render raytraced shadows.
Even if you ultimately use neither it might troubleshoot your problem.
Old QTDDTOT thread is dead.
Is using noise reduction filters generally frowned upon for stills or is it acceptable for some cases?
>>497811
What context? In most cases end result is all that matters.
>>497811
>Is being efficient and saving time frowned upon?
Usually not.
>>497822
Archviz. Is it really worth waiting the long hours?
Hey everyone, I'm looking for this file or an stl of this. However the one on the site you need to pay for, does anyone know where i can find it for free?
This is the site
https://www.cgtrader.com/3d-models/architectural-exterior/sci-fi-fantasy/illuminati-pyramid
Here you go.
https://www.youtube.com/watch?v=ZutDTbGbazs
That was almost convincing
What's the equivalent of 1 second shutter speed in V-ray camera settings?
This is the default shutter speed when making a vray camera in Maya.
It's in inverse seconds, so 200 = 1/200 seconds. To get a shutter speed of 1 second, just set it to 1.
>>508034
Ok, so 2 seconds should be .5 shutter speed, right?
So /3/ seems much more focused on gaming side of 3d creation. Anyone know where I can go to talk about and argue over different architectural/urban design based programs?
Like autodesk, sketchup, lumen, vray, etc etc etc
What I am facing right now is a good way to take complex large urban designs into a good real time renderer. Currently testing and playing with LumenRT. I have tried unity in the past but it didn't play well with sketchup.
I used lightup in sketchup for a while but it just wasn't giving me the quality I wanted for larger areas. LumenRT looks promising but trying to gauge out other things before I decide to buy.
>>508278
>stop using sketchup
>>508279
why?
>>508279
this is not how you use greentext
Hello! I'm new to Zbrush and 3D in general, I'm looking for a group to join where we I can learn more about 3D and maybe share ideas and collabs. I like Anime and Video game type stuff, mainly character creation.
It would be nice to make some friends in the 3D world, thanks!
>>509081
"we" "have" a chat and there is some steam channel for devs from /v/ called
"/v/'s Game Dev Crew"
https://discordapp.com/channels/98404436191240192/98404436191240192
>>509084
Ah ok thanks, so I just have to join here? I never used Discord before
>>509084
>https://discordapp.com/channels/98404436191240192/98404436191240192
I don't see anything, the link only takes me to a blank screen @me, sorry for being a noob
What is the best way to unwrap certain things, such as a cylinder, without creating seems?
cylinder projection
>>508850
seams are inevitable in most textures. What you want is to blend the textures on top of the seams, after creating a unwrapped map.
Exporting the model to Photoshop do the trick, but you can try Zbrush to handpaint the thing if you´re desperate.
>>508850
not using standard 2-d mapping.
what you want to use is 4-dimensional tesseract mapping
SCI-FI animated short film "EMPSILLNES" by Jakub Grygier. See What one person can do at home in 4 years on
single computer!
Empsillnes is a short animated film about survivor on destroyed spaceship who looks forward to be rescued and
return home. He does not know that the world he remembers has changed forever.
https://www.youtube.com/watch?v=F-Kg8NCR6Ks
3 years render time i'm guessing...
>>508915
really good cinematography. This guy knows composition and light. However his animation is dogshit and apparently he's colorblind.
The story was boring, the animation was poor, and holy fucking christ what is up with the color? Jesus, man. I understand, you're trying to set the tone but do you have to dull the ENTIRE short with fucking blue and brown?
Not even for the action scene is it changed to something different. You link blue and action together? >>508918 I think this nigger is right, he might actually be color blind.
What does /3/ think of Mudbox? What are its advantages/disadvantages compared to say Zbrush? I work a lot with Max and figure since it is autodesk so I want something that is easy to use with those programs
Poor mans Mari
Don't bother. I'm one week into Zbrush after 4 months of Mudbox and there's just way more functions and tools.
For basic sculpting I guess there's not much of a difference. But overall Zbrush is years ahead.
Go read the list of released features for Mudbox 2016 and you'll understand.
>>508513
Mari got so fucked up and horrible in its last updates. Fuck mari.
Sup /3/
I'm new to this board and 3D modelling in general, so forgive me if this question is too dumb
I feel stupid as hell for asking, but I'm starting to learn Zbrush and I accidentaly hit ctrl+F and it completly screwed up what I was doing... now my brush is creating multiple copies of what I am working on (my "tool"?), and it is like I'm stuck in a creating mode instead of editing/modeling as I'd like
I can't find out how to leave this mode. The brushes and alphas are locked. I've read that ctrl+F fills the canvas with pixels and ctrl_N should undo that, but I can't find my model after doing that
what the hell did I do /3/ (besides being stupid)?
pick slightly related, something I came up with in 3ds max while practicing...
Ctrl N to get rid of all the nonsense in pixol mode then just click and drag on the canvas to create your model again. After that just hit the edit button on the top left of the screen. This is all from memory so hopefully that helps.
>>508935
Hey
Thanks for the help... today I pressed T trying to reach for the Move Topological and got into the same alley: the brush now makes replicas of my model.
I placed one, pressed edit and did ctrl+N to get rid of the rest.
Just for my knowledge: what the hell is this mode used for?
>>509049
It' some avant garde 2.5d zbrush bulshit, don't worry about it.
I've seen people using it, but it's not really that useful.
Working on a project for school. Have to write my name on a brick wall using a flamethrower, essentially charring my name onto the wall. I'm having trouble figuring out how exactly to go about the charring. Making it look like it's actually being written with the flamethrower.
Any tips? Suggestions?
>>509002
Well, what program are you using?
>>509009
3dsmax. Sorry should have specified that.
>>509044
switch to XSI and use ICE