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Archived threads in /3/ - 3DCG - 99. page

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File: FirstSculpt.png (196KB, 1000x937px) Image search: [iqdb] [SauceNao] [Google]
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Hello, this is my first time on the board and my first attempts at sculpting, so I am a total noob and I apologize if I am asking dumb questions.

I wanted to try a 3d program and chose Sculptris because it is free and seems more intuitive and to have less scary interfaces than other programs. What are people's thoughts on it as a program? My goals at the moment are not anything like creating some model that can be in-game...no, I just want to have some fun sculpting and maybe create some things that I can use as reference because I am a 2d artist.

I have a few specific questions to ask about it, but first I will post up the two sculpts I have made so far, then I will show the exact problems I want to find solutions for.

Both general feedback/advice and specific answers are welcome.
13 posts and 6 images submitted.
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My second sculpt...
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Okay specific question about the horse. I attached an image showing a closeup where I had two problems.

1) In blue, you can see the hooves were tough and I left them blobby paddle shapes. How would you go about creating a nice would shape for them with a crisp edge on it? Is it possible to slice off something?

2) In the red, there was this weird ertifact blobby shape that appeared on my tail, and I wasn't sure how to get rid of it. I tried flattening it, smoothing it, using the reduce brush, but nothing seemed to work.
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On this one I ran into the issue of how to connect pieces, or to punch a hole through them. In this closeup the zygomatic arch should connect to the main skill, but I don't know how to do this. Is this even possible in Sculptris? Alternatively I would like to punch a hole through forms, like that would both be an alternate way of handling this section and could be used like creating a hole between the jaw and under the zygomatic near the teeth.

So is it even possible to create a donut shape in Sculptris?

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help me
I have an object with two different faces, and the UV's overlap

I'm trying to paint something on mudbox, but my mesh object UV maps have different materials/faces and they overlap, when I paint over UV1 it also paints over UV2, how do I change this, how do I assign each "face" to paint on a different image on Mudbox?
10 posts and 2 images submitted.
select the vertices that overlap and scale them down
but that would change my UV map
yes but after you unwrap you modify your UV map.
that's how its done

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Has anyone already figured out how to get a good balance with anime style faces with lewd realistic bodies?

I'm having trouble finding a balance that ensures the character looks like the character.
31 posts and 14 images submitted.
Younger bodies, less feminine child bearing bodies. Usually thin thighs etc.
just keep the style of forms consistent with the face
the more definition or simplification to the face you make you have to fall suit on the body, but for por more anatomy accuracy while idealizing every form to perfection seems to be the way
sounds crap. If I want lewd, I want hyper feminine child bearing hips and thighs, not kiddie shit.

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I recently found that open-source software for video compositing. Anyone used it before? Is it good?
16 posts and 1 images submitted.
its not 3dcg
I've used an older version.
Was a little-bit buggy, but for composing multilayered exr image sequences together and some grading it worked actually quite well.
Too bad there is no 3d space for more advanced compositing.
But overall i am quite surprised what they have achieved so far.

Nice tool, would use again.

If you are an 3d artist and don't use compositing you might be doing it wrong.

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>Tfw I still haven't found a good modeling tutorial
3 posts and 1 images submitted.
Learn to draw first. Then, modelling is easy.
no, learn to use cgpeers.com first,
then everything 3d related is easy>>541976

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How do I get the camera view as same as in the image in the bottom right ?
4 posts and 1 images submitted.
Decrease the focal length on your camera
use an addon called BLAM - it is perfect for perspective matching

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I'm not very skilled, this is pissing me off!
Why do my buildings and trees have a really black side...
I mean, we all have a lil' bit of black in us... yeah, anyway... help?
14 posts and 3 images submitted.
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Here's another black side....

btw the lighting editor is in [window] > [lighting] and it will show up on your inspector panel by default, edit your ambient source and indensity
or make your levels on a model editor like blender. or go batshit like me and use gtkradiant.

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Hi, newfriend here. I'll keep it short
>Dad might get a cnc machine
>Gotta learn cad to operate it
>Gotta build a computer that can run cad software (mayne solidworks)

I was told to come here for advice. I want to know if its worthwhile getting a quadro m5000 or a titan X. They are close enough price wise, and the titan is a superb card, but ive been told that for certain features you NEED a quadro card. You can somehow circumvent that, but its not recommended and the titan won't perform as well as a quadro.

I do game a bit and I want a card that can do both pretty well, so which one would you guys get, a m5000 or a titan X?

Should I go for something else since cyber monday is close?
9 posts and 1 images submitted.
Just do a google search for Solidworks and Geforce/Quadro/Titan cards. I don't know how it is for CAD and engineering applications, but for animation packages you absolutely do not need a Quadro. All the software vendors make sure their packages run fine with regular old game cards because that's what the vast majority of users have. Quadros have a huge markup that just isn't worth it.

Unless there are some important features that are disabled on non-Quadro cards I would get the Titan, or even just a 1080. Maybe somone with more CAD experience can chime in.
Thanks, i did a little research and found this https://www.pugetsystems.com/labs/articles/Why-you-should-use-a-Quadro-video-card-in-Solidworks-2016-751/

Apparently its only needed for rendering, nit sure if we'll do that, its just a small woodworking job, we get by on using drafting papers
I personally dont think it'll matter if i go with a titan X, i can always get two if I wanted to for the price of one m5000. I can handle 30 fps, and thats for complex modeling, which we probably arent gonna do

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Right /3/ something a little different.
You all hate on art school and I know why, but it's my dream to do 3d modeling as a carer. I need to go to Uni to do this. I have no fucking free time to even get anywhere near industry level. So is it worth it, do any of you have any experience working in that carer professional or know of anybody who does.

Will i be wasting my time and money or should i just neet it for the next 5 years.
11 posts and 1 images submitted.
How do you have a dream to do something as a career if you've never tried it?

It's not like you're 5 and you arbitrarily pick a career path.
>You all hate on art school

That's a meme, don't get tricked (just like the "Blender is shit!!!!" meme). That said, the only schools worth going to are the best ones: Gnomon, Full Sail, possibly that one in France, possibly that one in Canada

Going to anything but one of the top schools is a waste, because those top schools have industry veterans and contacts within the biz that will get you a job (so long as you're not an asshole or an autist).

If you can't go to Gnomon or Full Sail, pirate the Gnomon DVDs and learn those. Self taught is tremendously difficult, unless you've had the bug for it since the age of 8, you're just not going to be able to keep up with it and it'll take you 5 years to learn what 2 years of school would have taught you.

Also, obviously, you need a portfolio before you can even apply and you should have spent a couple hundred hours doing 3D on your own anyway to determine if it's really want you want to do. Gnomon and Full Sail aren't going to make you into a 3D artist (well, I suppose technically their DVDs will), they're going to make you a BETTER artist.
Which one in Canada are you talking about?

SFM is fucking unusable. How do you export rigs and models from SFM assets to something like, say, Maya?
29 posts and 4 images submitted.
dont use any valve products. they have their own proprietary formats and use shitty loser tools to export and import their shit formats

SFM is only good for making quick & easy porn, nothing else.
Models (.mdl) have to be recompiled into QC or SMD files using Crowbar. Plug-ins for those extensions as well as Crowbar can all be googled. As for rigs....no one knows yet.

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How do I make this not look like total trash?
9 posts and 1 images submitted.
by looking at more logo intro references. you gotta change so many shit in there that I don't even know where to begin.
Make parts of the logo move too at least.
increase the light strengh

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Hey guys, this is my first real attempt at making something, what do you guys think? Where do I need to improve?
18 posts and 10 images submitted.
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anyone want to UV map and texture a truck?

I'm doing 'Digital Media' at uni, I specialise in videography and camera work. They've randomly thrown in one 3D modelling submission and fucked us all because we have no idea where to start.

I've spent hours and hours looking up how to do this and it's just not happening. Got thrown into this with very little support and I just feel as though it's really unfair.

If anyones interested in helping out I can share an email address, no worries if not. Here's one of the screenshots I took to send to a friend when I gave it an attempt.
10 posts and 1 images submitted.
pay me $15 and ill get it back to you in an hour

[email protected]
This is how we do it folks
Step 1: Seams

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Any way to make this skirt NOT bumpy on MD?

Even on MD quads the skirts look bumpy.

I know we can retopo but I'd like to know if there is a way to generate a better and smooth skirt, without needing to add more geometry, and only usind MD.
22 posts and 1 images submitted.
you need more subdivisions before simulating. meshsmoothing it afterwards(if its made of quads) also pretty much fixes out the ugly jagged edges and gives you a smooth cloth mesh.
bump up and frezee?
i mean sure, it might looks smooth due to the normal smoothing, but in reality its still a low res triangulated mesh, there are no miricles

Unless you crank the polygon resolution up to insane levels before exporting it you'll never get rid of the bumpy look. MD has great cloth simulation but the topology it exports is garbage. Nothing to be done about that. Even their quad topology it trash because they just subdivide a random tris mesh to turn it into quads.

I am using Resolume Arena 5 to make live visuals for a friend who is dj-ing.His style of music is Technoid/Break Core and other harder drum and bass variants.I need material in form of (short) video clips of gore, darkness, and other evil stuff to soot the music.
Can you give me any advice ? this is the first time im doing this,also i know other photo/video/3d editing/creation software so give me your best idea how complicated it might be
4 posts and 1 images submitted.
this board is
d e a d

rip /3/
Hey, it's pretty complicated if you don't have any experience with video. First things first is get adobe media encoder so you can re-encode whatever source videos you want to DXV.


its way cooler than using premade stuff. just take a flashlight for your subject go somewhere with a black background and shoot some cool shit so you can luma key the black out later.

Also, when you're fucking with resolume, don't think about it as just the picture that you're making. realize that the light rays from the projector need to look cool while theyre in the air as well, so avoid just doing one big block of light. try to have different beams of different colors in the air.

Good luck, most people bomb their first show.
i plan on cutting old movie and millitary tech shit,also make some 3ds max renders.
i have an akai mpd18 so i hope i can paste together some nice visuals,thanx for advice

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