Good places to find high quality skeleton models (for cheap)? I checked Turbosquid, cgtrader, etc and they all seem like low quality game assets or straight up shit. And then anatomical models cost thousands of dollars. GFXpeers is dry too.
make ur own
spooky
>>569927
Unless you're going to spend a good amount of money you won't really find anything
make your own
I have an interst in going into modelling as a career as right now I am just doing it in my spare time for fun. This is my first model made in an actual legitimate program. (others done on autodesk student site "tinkercad") As this is my first model, I know that there are probably imperfections that I need to improve on. I (obviously) used Maya, and have access to other programs if you recommend them.
I want to improve and need some help from you gifted/experienced bastards out there :^ ) If need be, i can find a place to upload the file so you can view it fully, but I would really appreciate some feedback/critique as well as some tips/tricks for the future.
(also, does anybody know of some good tutorials out there about adding skeletons for animation, as well as adjusting the model for such actions (speech, walking/posing, facial expressions, etc)? also help with texturing?)
thanks again m8s
link to all images http://imgur.com/a/Rft2Z
>>569672
>http://imgur.com/a/Rft2Z
antialiasing/10
>>569673
haha off to a great start i suck
>>569676
nah, the models are k I guess but the jaggy outlines are ruining it.
I think they are on the face and joints. Does anyone explain it to me?
Poles nigga
>>569191
Too many poles on this model 0/10 would not animate.
>>569259
What is a pole?
really activated my almonds.
wow, now I love blender, wtf.
>>569865
>Blander
Indeed.
cycles is killing blender.
someone teach me lux please
>>569865
>generic sob story
>and it's all thanks to Blender!
Alright so I'm new to using octane render, and well rendering in general. How do I go about fixing these textures? I was going to just "render" in UE4 but eh octane likes my gpus.
What textures? Grass - you will have to tile with better. Trees - you have to set Alpha channel for the texture. You dont have to put render in quotation marks, you pretentious underage, if it's real time render is still render.
>>569870
Your alpha channels aren't set up apparently, also that grass texture looks bad even if you showed me this 15 years ago. get with the times and use generated and/or scanned foliage.
post your works in progress men and women!!
I was hoping to bring it into zbrush and add more detail. the topology is pretty bad though.
plan to make highpoly then retopo.
yes, I am a 3d noob.
Learned Blender for ~600 hours,
now I want to switch because the Industry standard are these autodesk programs.
Why use one over an other ? why does it matter ?
What would you use if you wanted to model time efficient and easy , are ther more / better tuts available ?
>>564770
>why does it matter ?
It doesnt. It all depens on what do you want to achieve or what you can do. Heres a thesis ive heard: Modelling - max, animation - maya.
It really depends on what you want to do.
If you're interested in 3D printing mechanical things, industrial CAD or (industrial) prototyping, I'd reccomend autocad.
For more 'creative' or more hobbyist jobs I'd recommend sticking with Blender.
Figured I'd post these models of mine here for feedback. You guys are great at that. I'm not sure if I need to keep working on them or if I'm good to rig them and release them online for Blender and SFM. But here goes.
Close up of Ruby Rose's head and comparison to official model from Grimm Eclipse
Ruby Rose Pajamas Vol 1
Ruby Rose Sports Outfit
Hello,
Just want to post my behance, thought that I can get some feedback. This is my first folio ever, so Im not sure If im doing it right.
Can you suggest some stuff that I can add here?
https://www.behance.net/Gringott
>>569580
did you make the assets or did you take em from somewhere?
>>569585
Depends on scene, but most models are myne.
Especialy in Ania's projects.
>>569586
Then they're good.
Still part of my initial workflow. It's like a fucking sketchpad in 3D.
So sad that Faggologic just bought it to eliminate an opponent and to assimilate tech.
I feel ya mane, why did Pixologic have to kill it in its infancy, whyy
>>560402
well, seems like it all worked perfectly according to plan.
this small program made a big ruckus all over the web back then and many didn't see the necessity to obtain zbrush anymore. the majority of non-professionals who get zbrush usually forget about it quickly again after they realize they don't have any talent for sculpting anyways.
the main danger though was that the programmer of it is actually fucking clever and the program developed incredibly fast with stunning new technology inside (the realtime triangle subdivision that no one else had back then). this crossed the line and it was pretty obvious that either Autismodesk or Picklelogic would buy it to neutralize it.
funniest part about it was that the developer was bragging about how this is actually great for sculptris and how he moved from (sweden?) to some sunny office in the states and only a couple months later there were news that he actually left them again or maybe got fired.
so in the end the application stalled, they took all the code and the developer was only kept as long as they needed him to help implement his code into zbrush.
all of this shows how important it is that something like blender stays fucking open source at all costs.
>>560409
>the developer was only kept as long as they needed him to help implement his code into zbrush.
Except Zbrush still doesn't have any kind of realtime subdivision. This is how scummy Pixologic is, even Blender got dynamic sculpting topology before Zbrush. In the newest version of Zbrush instead of implementing something useful they're bragging about how they finally implemented a traditional 3D manipulator, something every other modeling program has had for years. I used to be big into Zbrush but as every new release gets less and less impressive I get the feeling that they're just stalling like Autodesk does with Maya.
I'm trying to get into realtime Archviz using UE4. However, there seems to be a severe lack of regular civilian 3D people to populate scenes with. This pack here so far seems to be the only one in the marketplace that would be remotely usable for Archviz, but there's no female pack.
Anyone know where I can find good looking 3D people that fit the unreal skeleton and that don't look like 80s action heroes or goblins?
This seems like a big niche but nobody seems willing to fill it.
>>569212
I'm in the same boat. Itd actually what prompted me to try daz for the first time but they were too detailed and too difficult and time consuming to set up.
There really is a lack. Especially of a variety of ethnicities too. I work in Asia and we have this client who almost got upset there were no pretty Asian girls shown around in our real-time render.
When necessary to show big areas with civilian / pedestrian and traffic flow we use twinmotion, and it's got a good variety of people. I haven't tried to rip the models from there but that's doable, you can set up paths for them to walk too
>>569224
>I'm in the same boat.
Yes. We're all looking for female packs but they seem to be rare and expensive these days.
>>569224
OP here, we're actually making the switch from Twinmotion to UE4, because we are doing huge scenes and Twinmotion just can't keep up and there's no way to optimize anything..
We did a 50k square meter retail store and it's just no fun to present that at 10 FPS.
But populating areas is amazing in TM. We're looking to create similar tools in UE4 but with the lack of females it's a shitload of work. I'm really excited about Twinmotion 2018 but I doubt it can handle our large scenes much better desu.
What do you think it would cost to hire a studio to make a nice female pack?
Is Voronoi a meme?
I work at a 3D printing company and there is a contest for who can print (optionally make) the coolest model. Winner gets free lunch for the next 1 year.
I was thinking of just taking a random model, making it Voronoi, simulating a blanket over it, and then printing those two files separately so its a cool rigid printed blanket. idk tho.
>>569630
It's a cool idea. Most Voronoi implementations are kinda meh though. Which is a shame since the algorithm is capable of creating an endless variety of patterns.
https://vimeo.com/122815674
>>569641
That's more due to all the different types distance measuring rather than the algorithm itself, though.
>>569630
>Is Voronoi a meme?
Yes but it looks cool
What kind of /3/ related things do you think are likely to become automated by software in the next few decades? What would you like to see more effort put into on this front, or would you rather keep things the way they are? Do you think we could ever get to point where your average Joe off the street with no previous experience could model, rig, and animate a decent character in a matter of hours?
>>567019
I have been wanting this since 2001. Sadly, this world is full of stupid shit. And people who might want to have these things. Are not the ones who can make it happen.
I'm 100% sure this will be a thing in maybe 2050ish. I doubt any sooner. Hell probably once humanity gets its shit together. We will all be artist / modelers / animators and musicians...
Would be a much more creative and interesting world.
The levels people would have to go to make something truly stand out would be astronomical...
All well. See you on the other side anon. We will not live to see such a future.
>>567019
rigging and retopo will be automated, animation is also getting there. texturing becomes soooooo much easyer!!
but still, I'm shocked that there is no better retopo tools ...
>>567031
ps. as distant future goes...IDK. one thing I can not gasp to be automated is creativity. but, i think all this collected search data will be used in creating it.
then science will become art like art
Weiss Schnee Vol 4 Outfit (Old body model)
>>569653
fuck off
I'm trying to do and animation where an object falls onto the ground and some kind of pulse emanates from it, like some kind of sonar.
The thing is I applied this plain effector to animate the outer edges, but I don't know how to remove the objects at the center. I tried to create another plain effector to remove them but it doesnt work.
If it was after effects, I would create two masks, with one of them set to subtract mode, to create the hole in the middle.
Does anyone know how to solve this?
Shit, I haven't touched Cinema in years, but I think you're in the right path, you have to make a second effector. But maybe you have to set it differently. Try parenting the cloner to another one of those green things (mograph tool, i think it's called, maybe like, a fracture) and then applying the second effector.