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Archived threads in /3/ - 3DCG - 208. page

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Do any of you guys have any particular recommendations when it comes to CG tutorials? Wrapped up a 3D course at uni which was quite underwhelming so I have been using various Youtube tutorials to help me along. I have started using Plural sight which isn't too bad but the pace is quite slow, but they do seem to have some quality tutorials. What resources have you guys used in the past that you found were good?
4 posts and 1 images submitted.
You mean digital tutors ?
Yeah. Digital Tutors recently changed their name to Plural Sight, don't really know the full details but that's what it's called now.
Forget the horrible Plurasight website, simply go to digitaltutors.com. If you are logged in your plurasight account,you have access to everything there.

Or else

>read the sticky

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Those graphics are fucking amazing. How can someone achieve something like this? my best guess is just fucking around with array modifiers but is there a tutorial about this?
2 posts and 1 images submitted.
i'm not really sure what you're talking about. this video is pretty underwhelming from a technical difficulty standpoint. in 3ds max i'd be able to recreate most of it with space warps and particle systems, the part from your screen cap seems like it's cut together pretty cleverly, it's just a repeat of a camera falling down a few levels of a fractal-ish structure cut when objects pass in front of the camera

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Hi /3/,

which software is better for PBR texturing?

I want a program that is really easy to use and you don't need any artistic skills. My friend recommended me to use quixel suite, he described it as cheating.

Another friend said use 3dcoat. Another friend said use substance painter and learn substance designer.

I can only learn one, so which friend is correct?
4 posts and 1 images submitted.
>dont need any artistic skill
please stop if thats your mind set going in
3DCoat will require a lot more artistic skill, it is no a simple to use program and doesn't have anywhere near the amount of procedural texturing capabilities as the others.

Substance is the easiest "no skill" package to get something decent looking. Quixel is decent but a little more technical and hand's on.

But this idea that you're going to produce good work without artistic skills is fucking laughable and offensive to all the artists out there. Good luck lol.
>I want a program that is really easy to use and you don't need any artistic skills

>I want you plebs to find me a program that does all kinds of stuff for me... brings me free popularity and makes free money while I don't have to put any effort into it since I'm a talent less faggot anyway

The self entitlement of this generation of 3D starters is fucking mind boggling

turning on ambient occlusion in 3d viewport does nothing (pic not mine)
why???? god why
7 posts and 3 images submitted.
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here's mine pic
change multitexture to glsl

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I have been doing a lot of thinking about how software companies like Autodesk prove that someone has been using a pirated copy of their programs recently, because reasons. Other than the phone home and activation stuff in most of these programs, how do companies know? I'd assume other than hose two methods and reports, they'd have to rely on metadata in the files.

How can a regular user get a look at this metadata, beyond just opening the file in a text editor? Is there any sort of algorithm for encoding vertices in a specific pattern to identify the program that originates a file, or a way the software companies use to determine that from how a file is written or formatted or anything like that?

If you import a file into something like Blender or Open3mod, save it in the native format of said program, and then export from that program, does that remove any metadata or formatting clues that would identify the original program of origin?
6 posts and 1 images submitted.
i know that registered companies are being checked by a government teams to check for legal software ,thats how they find out im assuming
Try adding a piece of irrelevant data into an OBJ or FBX file and you'll see it will corrupt the file and make it unreadable. Formats like FBX and OBJs are universal. They aren't created by Autodesk. They are very old and aren't designed to allow secret information to be hidden somewhere. If you open one you will see it only consists of vertex positions and UVmap coordinates. In the case of FBX it's a bit more complicated where it can also include rigs, vertex colors, bone weights, hierarchy groups and such. But even then any extended data added by Autodesk will be very apparent which can be spotted by any mediocre coder. If they hid something so subtle like the arrangement of vertex data, it will be incredibly vague for them to prove anything since it's not clearly branded.
Some software sends regular authentication checks to their database. But that only applies to registered licenses and is basically to confirm you've paid your (monthly) fee.

If you use some random pirated serial they don't know your company/location and is useless to them.

What happens mostly is that if you register a company a representative might come and check on how many computers you run their software compared to how many licenses you've bought.

Is there a program to generate a "anime" like 3d model? id like to use one for animation practice, but I don't have time to create one from scratch, nor do I want to go and use someone elses work. Some help would be great.
6 posts and 1 images submitted.
Generating is almost the same as using someone elses. Just find a model with creative commons license and dont sell whatever you do with it.
Yeah using a mesh generated by someone else's program IS using someone else's work.
when people watch animation, they would rather see a common rigged character since they know what the rig is capable of and it helps them not be distracted by the model.

(not talking about finished projects) but when you are practicing

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how do I learn to rig so my animations don't look like garbage?

I read GGXRD rigs use hundreds of bones.
3 posts and 1 images submitted.
You don't need hundreds of bones to make a nice rig. If they use bones for clothing then more than half of them would go into that. Just watch youtube tutorials. It really will come down to what you need the rig to be capable of.

when you consider that a typical hand will have 15 joints (without end joints on the fingers/thumb), and a face will easily have upwards of that many, it's not hard to end up around the hundred mark.
>I read GGXRD rigs use hundreds of bones.

Because GGXRD was aiming to replicate 2D imperfection via non-traditional methods of deforming the mesh, as to replicate imperfect "drawn proportions" with scaling, overextending and flattening certain poses to fit the camera better as 2D.
It's ridiculously advanced and is very specific in it's purpose, so I don't understand why you'd compare it to day-to-day average rigging.

That's like saying
>how do I learn to cook so my nachos don't look like garbage?

>I read south-east Italian underground pseudo-East Asian steaks use hundreds of ingredients.

Also rigging is pretty easy, it just gets hard when you have very specific needs or goals to accomplish
Like you know, fucking attempting to transcend 3D renders into the 2D realm

Hi 3DCG. Im having issues with rigging my model. I'm trying to paint with the weight paint tool, but it's really annoying because the mesh is complicated. My question is if there's another way to select the mesh and bind it to bones. And i know the automatic way but it doesn't work for some reason. My preffered method would just be to select faces for binding. I've been searching for 15 minutes now for a solution but i can't find anything.
4 posts and 2 images submitted.
Check out the vertex groups. Each of the vertex groups in your object corresponds to one of the bones in your armature. You can select faces and assign them to a group (=bind them to a bone) with a certain weight. Very useful for rigging machines since you just select a part and assign it with weight "1" to your group.
BTW, to make sure you don't forget any vertex groups, parent the armature to your object using the option "with empty groups", then just assign your geometry to them to make it work.
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ooh thanks man, that was amazing. great advice, mesh is fully rigged now!

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Hi, I am a contemporary Artist now!

>have I fallen for the meme?
>Is my Art any good?
>What should I do next? (inb4 killing self)
4 posts and 1 images submitted.
(s)kill yourself ;^)
Goy that shit for 80 mill.

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why can't I use any split options for this subtool?

subtool was originally zspheres that were pologized and dynameshed
6 posts and 3 images submitted.

fuck it i just merged from above subtool...

but I would like to make it not like this in future

why is zsphere to 3d poly not splitable?
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allahu abkahr!!
it is

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What say you about the 3D aspects of this? (Or about Wedges voice)

3 posts and 2 images submitted.
I hope they don't change tifa's titties. They should also make the nipples erect and a bit visible through the white t-shirt.
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lmao best reply ever

I think it shows us again the dominance of UE4 over the other game engines. UE4 really has some good tech.

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I just finished developing my 3rd game for Android, Google Play. Any feedback is greatly appreciated https://play.google.com/store/apps/details?id=com.PaperjuiceInc.Fairy
2 posts and 1 images submitted.
It's fun for a minute but gets boring. It would be better with different stages to clear with different shapes and movement mechanics. Also you misspelled "token" as "tokken"

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Hello. I don't really know much about blender cause i just started today. So i'm trying to make a gun :D After using bevel on that edge to smooth there is triangle hanging around and i need to get rid of it, but i don't know how. Help m8s!
3 posts and 2 images submitted.
face selection and click x to delete
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Thx m8

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I have been working on this model for three whole months.

Oh god please kill me.
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How many hours does it take you to tie your shoelaces ?
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i hope this helps
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I've honestly never made a playermodel before.

I can do low-poly art pretty well, when it's not organic. But something like this was just way above me.

Thanks, I'll add it to my collection of other anatomy images. Not sure why those others didn't help, I did give it a good shot.

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so im seriously a noob but i am a painter. i feel paint can be dimensional with the right use of shadows. i have to mentally 3d model before i architect a shadow structure. do i have potential, i mainly want to 3d print these. should i print this one?
3 posts and 2 images submitted.
printed this one (real image of print). comp cant handle textures but i might just paint them on manually
This looks nice. If you're handy at painting in texture you could paint in the missing facial details , and cover up the shitty texture.

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