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File: q1.jpg (230KB, 1221x726px) Image search: [iqdb] [SauceNao] [Google]
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I'm using 3dsmax 2017, I'm new to rigging, morphing, animating. I'm following the tutorial "Digital Tutors - Introduction to rigging for 3dsmax" and "quick start to Animation in 3dsmax" 3 volumes.
I have made this animu model for Unity3d and I plan to learn how to animate it and then import for a game.
Two questions: (1)Can I make IK/FK rig OUTSIDE the model and control it from there? The tutor is mentioning "perfect alignment of bones and skinned model", even trying to match the volume of the mass with the bone. Is rigging in max that constrained?

(2)In the following post you can see the modifier stack. The question is: Morpher or Skin first? What is the optimized order and what should I expect? Will I face unexpected behavior cause the morph I import from ZBrush is not "perfectly aligned" to the position/rotation/mass of bones of the rig? That is a connection to the first question.
Thank you.
6 posts and 2 images submitted.
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>Can I make IK/FK rig OUTSIDE the model and control it from there?

Yes but it would be retarded and impractical...

>The tutor is mentioning "perfect alignment of bones and skinned model", even trying to match the volume of the mass with the bone. Is rigging in max that constrained?

Perfect alignment of where the bones should be for example in the elbow or at the wrist, obviously the pivot points of each bone should be at a place where the character needs to bend or move. And as for volume thats only if you plan on skinning with envelopes or using voxel skinning. For a character like the one you have now I'd just paint weights for each vertex.

>Morpher or Skin first?
Morpher first, then skin

>Will I face unexpected behavior cause the morph I import from ZBrush is not "perfectly aligned" to the position/rotation/mass of bones of the rig?

Wait what? When your exporting something to Zbrush to make morph targets you never export the skinned mesh, you always export the default Tpose with no skin modifier, if you export a skinned and posed mesh to zbrush and then try to load that as a morph target you'll end up morphing the entire mesh to that one pose. Always export a base mesh...
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Ok, now another question: Is it possible for a biped to ignore scale?
I ll describe an example.
I set up my T-pose modeling, I add to the morpher a slot where I extrude ALL the vertices by 200%, (the model becomes double in size if I set the spiner in Morpher slot to 100), I reset to my defaults T-Pose, I rig and skin my biped, and then I test:

>Morpher slot to 0
ALL OK!
>Morpher slot to 100
Model becomes twice the size as expected, animations still work, but I notice deformations due to scale.

Is it possible for the biped to ignore the scale of the model? Vert/face counts, stays the same. Max always.

Is there any reason to use handplane 3d instead of XNormal?
1 posts and 1 images submitted.
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I make custom 3d stadiums
And arenas feel free to post your own to
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File: Sin título.png (411KB, 1440x900px) Image search: [iqdb] [SauceNao] [Google]
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hello, I'm making some boots on zbrush. i'm a newbie on this and I don't know how to put some rough details and the sole. Any tips on how to do that?

Pic related. it's the boots.
1 posts and 1 images submitted.
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Do you like my fractal? It's a work in progress. It was inspired by this:
http://www.complexification.net/gallery/machines/substrate/index.php
But I'm trying to make it fully vector based instead of hybrid vector/bitmap because I want to extract meshes from it eventually.
1 posts and 1 images submitted.
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you like art? come check out this stream picarto.tv(forwardslash)Vezonia
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Zbrush question /3/
Sorry in advance if its silly

How do you think this model's eyes have been done?
I always make my eyes putting a sphere inside the holes, but most of japanese and anime models are just painted eyes over the surface
30 posts and 3 images submitted.
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>>572170
another one
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>>572170
>most
ive certainly seen many that arent

but id do it just like you were describing except at the end id dynamesh that sphere into the mesh and smooth a bit then paint
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>make holes for eyes
>put eyes

obviously its not that simple. you also need many small details that surround the eye

Find or make a hard to find 3d model? Post the link here!
Pepsiman
https://www.dropbox.com/s/efl05pg6la84b36/Pepsiman%20Rigged.zip?dl=0
5 posts and 1 images submitted.
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>>572205
your model is wrong.
as you can clearly see in the image you posted in the op, pepsi man has a rap chain.
your model does not.
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I'm planning on making different skins and designs and I will probably have one with the chain, but I've never been a fan
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>>572414
can you make the fat guy from the fmv's in that game as well?

File: untitled2.png (1MB, 1920x1080px) Image search: [iqdb] [SauceNao] [Google]
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timelapse: https://www.youtube.com/watch?v=7JRulG0_5xM
3 posts and 1 images submitted.
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Looks like a postmodern-marxist-neofutilist hinge to me. The kind of hinge that will never hinge, complete with screws that can not be turned, but very carefully rendered.
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>>572502
Complete with gayass music, I see

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I know circles in blender default to having 32 sides, and I'm pretty sure that all the other software I've used also uses that number. Why though? It isn't even a clean fraction of 360. Why not 30 or 36 sides by default? 32 seems like an oddly specific number, I feel like there has to be some motive behind it I'm not thinking about. I wanna guess that it's because it's 2^5, so subdividing a square three times would get you a circle with the same number of sides that the circle tool would give you.
7 posts and 1 images submitted.
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>>572379
>30
I just realized this isn't even a multiple of four, 36 is better.
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>>572379
arbitrary

mayas cylinders default to 20 and 3ds max's to 18

the 2^5th idea is elegant but we don't need to construct pimatives that way anymore
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I think there's something special about 8 sided cylinders because in the early '90 we pretty much only had 8 sised cylinders and we had to pretend those were actual cylinders, like car wheels but it was ok because 9/11 didn't happen yet, nations still had borders and the world was a happier place. Back then if you asked somebody how many sides a cylinder was supposed to have in CG they would have answered 8 because anything else was way too slow. I don't know maybe I'm being nostalgic here and 8 sided cylinders were never that good anyway but Bill Clinton was president and I don't miss him at all.

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What's the most accurate color working space in after effects, all my videos are coming out dark af.

Thanks!
7 posts and 2 images submitted.
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sRGB. Every computer except macs uses it and macs are a dying platform and aren't really computers anyway.
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>>570641

sRGB if youre still working on one of these
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>>570641
recent macs and the microsoft surface and a bunch of phones use the p3 space yea

File: index.jpg (7KB, 277x182px) Image search: [iqdb] [SauceNao] [Google]
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Hello, Max user here, learning 3D sculpting in ZBrush.
This is a Monitor suggestion thread for ZBrush. I'm following two tutorials, one Pluralsight with Pierre Roggers and one more in-depth Uartsy with Ryan Kingslien.
I have a Wacom medium Pro and two 27" 16:9 FHD monitors.
I have 600 euros (yes Eurofag here) and thinking on investing on a 34" Monitor for ZBrush training and later work.
Kingslien is using a Cintiq and a pretty default UI layout. Roggers on the other hand, is using a more WIDE UI layout, pretty much a 21:9 one, and I personally found that more pleasing.
Would a 519 euros 2560x1080 LG 34UM68-P 34'' ULTRAWIDE FHD BLACK be a good choice for present and future ZBrush needs?
You ZBrush users, guide me.
13 posts and 1 images submitted.
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1. Seriously - try Mudbox before ruining your life with Zbrush. Really, I'm not being flippant - Zbrush is just a horrible, miserable experience, especially compared to Mudbox. The fact that you are considering purchasing a new display in order to compensate for the design of the Zbrush UI should be a huge red flag about whether this software is right for you.

2. Your superwide monitor may help you in Zbrush but it will be a total pain in the ass for every other piece of software which is intended for 16:9 displays. In photoshop for example - your toolbox on the left will be annoyingly far away from your palettes on the right. Setting your Wacom to behave nicely across multiple displays of varying aspect ratio will also be a major headache.

3. Ask yourself a bigger philosophical question here: are you doing your best to keep shit simple? When you find yourself considering wacky solutions to solve common problems, (especially when these wacky solutions involve making purchases), you may be going at things the wrong way - your tools are beginning to master YOU, and not the other way round as it should be.

4. Seriously dude - Mudbox.
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TL:DR version of >>572319

>>I have a Wacom medium Pro and two 27" 16:9 FHD monitors.

No dude. You have a perfectly good hardware setup. You have everything you need - you do not need to buy anything else to get your work done.
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>>572319
Other anon here, but - how much is Mudbox used in the industry? Everybody uses Zbrush and I want to be relevant.

Here's a work im doing based of HR Giger's Female Magician. How can I take this and make it better? I haven't done any post yet this is just the raw beauty
22 posts and 5 images submitted.
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File: Female Magician.jpg (207KB, 637x1200px) Image search: [iqdb] [SauceNao] [Google]
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>>571574
this is hr gigers original
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>>571574
materials and texture resolution (esp if you're going to render at that high res) mostly. atm it looks like a 10 year old pc game with a graphics mod.

the lighting could be more accurate as well. harsher and from the front. a rim light for the glow as well

the character should also not be so starkly separated from the smoke, a few of the points going behind it lends to the creepy vibe
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>>571581
to add, a paint type shader would be incredible for something like this.

but it definitely needs more contrast overall

Why is the maturity level on this board so low? I would even rank it below /v/, they actually discuss games there. Nobody discusses anything on this board without needless shitflinging every second post. Compared to /ic/ this board is a joke. How do we fix this?


Hiroshimoot allows 1 meta thread per board
10 posts and 1 images submitted.
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It's not too far fetched to assume that /3/ is plagued with high schoolers making their first gun or anime girl in blender thinking they are hot shit, and that 3D is somehow 'easy' compared to 2D. So you have a lot more spergs running around with bad attitudes not being constructive.

They wouldn't survive in any kind of professional environment for more than 5 minutes so it is nothing to worry about.
>>
we're all mad

mad about not having jobs
>>
Delete this shit thread. Lurk moar before posting, you don't know dick about this board, the industry, or art.

File: 46-12.jpg (49KB, 720x480px) Image search: [iqdb] [SauceNao] [Google]
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Blender DOESN'T render my texture images.

i used this
https://www.youtube.com/watch?v=6gRUUeFteQg
4 posts and 1 images submitted.
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maybe you forgot to connect the image texture to shader
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>>572196
was that not done in the video?
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>>572184
post screenshots of what you're experiencing.

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