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Questions Thread

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Thread replies: 335
Thread images: 74

File: 3-questions.jpg (61KB, 1512x867px) Image search: [Google]
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old one reached bump limit
>>
in zbrush how do i import .obj as a subtool with the least amount of hassle?

if i open my projects from my zpr file and i don't have any new tools assisged it gives me trouble when i switch to a new tool to import .obj - i cannot edit my previous tool anymore

maybe im doing this all wrong. can someone direct me
>>
Anyone know anything about porting Blender models to XNAlara?

I just wanna play with dickgirl barbie dolls, man.
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>>524847

Are you using goz plugin with ur app.
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>>524902
no.. i have subtool master. how do i use it?
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>>524905

Press the goz button on the tool palette. Set it to find the directory of ur app Max, Maya etc.

When in Max or another app a goz option will appear on the main menu. Use this to send models from the target app to zbrush. Saves a lot of exporting hassle.
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I've been fucking around sketchup and decided to make a 360 degree render on a room (pic related) and wanted to use it with an app I downloaded for my phone.
I saved the render as a .png since I put the sky in photoshop and fixed a few thing in there as well, but once I select the image in the app it says "Please select panoramic image."

>What file format should I save it as so the app can recognize it as a panoramic image?

I downloaded "Panorama Viewer" by Poppolab on the google play store, btw & compressed and saved as a .jpg to upload it here.
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>>524930
Nevermind, after an hour of trouble shooting and tutorials later I seem to have found the solution. I downloaded and app called "Photosphere XMP Tagger" and it makes a copy of my image and duplicates it but as an actual panorama. Didn't even need the panorama app I downloaded, my phones gallery detects it as a panorama and let's me view it. No 3rd party pano-viewer required.
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Can anyone help explain what I'm doing wrong? I plugged in a simple transparency, with all my UV islands painted white and the bg/hair cards painted with some black and I get this. There are no alphas on either image, and I've dug around hypershader but can't get good results.

Maya 2016
>>
>>525158
Hard too say from just those pictures but it might be transparency sorting issues. Change the transparency sorting too depth peeling or something else (can be found under the viewport 2.0 settings)
>>
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If there's any aut/o/fags in here, I need to be enlightened. What's the names of these cars and what are they built/modded for? They look really fun to model.
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>>525159
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>>525162
you couldn't even go over a speedbump with that
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>>525162
It's a stanced lowrider with an exposed intercooler.
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>>525162
>what are they built/modded for

They are built to show off you got money to gain status among your hood peers, they are completely dysfunctional and useless vehicles only meant to bling. They are associated mostly with east coast LA hip hop scene.
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>>525169
west coast that is, I am retarded by geolocation.
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>>525168
>lowrider
Dunno about that, senpai
It kinda looks like a drift/muscle car or something of the sort
>>525167
That's why it's probably only used on tracks
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>>525171
Actually Looks like a muscle car based lowrider with a drift inspired body kit. Art suggest it's an american artist with yellow fever who's been at work (white girl, AR 15). It's a cool pic tho.
>>
I've literally never done any modeling/3d design etc in my life.

I would like to create my own texture mods using existing assets from games. Are some kind of stylus/tablet a necessity for texture work or is it doable with a mouse + keyboard?
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>>525195
if its realistic you will have to photograph your textures
if its hand painted like warcraft you would have to learn painting
>>
Any tips from Maya 2015 ---> Substance Painter 2 ---> Maya 2015?

I understand it's not going to be exactly the same as it is in SP2 due to PBR, but is someone able to explain a simple workflow of hooking the exported materials back to their materials in Maya? i.e should I export a roughness map, and if so, where should I put it on the material in Maya.
>>
I do mediocre drawings/paintings on the side and decided to pick up 3D because it seems much easier, and I just finished learning the basic functions of Blender.

My question is: how do you get better?
What are the similarities between drawing and 3d modeling?

In drawing, you have to learn how to draw realistically before drawing stylized cartoons (like animu), I heard 3D modeling is backwards where you start out with stylized cartoons, then more realistic models, but I don't know the details of the post.

One last thing is what do they look into your portfolio? I know it's obviously 'how good your models are' but is there anything else I should look at?
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Looking for someone who knows about modelling for 3D Custom Girl.

I have this model of an old style toilet I'd like to use for a game I'm making and wanted to know if anyone around here could convert it into a .TAH file so it could be used with 3d custom girl. Preferably with the lid able to be opened and closed. I'm happy to throw some cash your way if you can help out.

https://3dwarehouse.sketchup.com/model.html?id=ub6a22159-5eaf-4f56-8e6f-616428051aec

The guy who I usually pay has just up and vanished.
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>>525797
>My question is: how do you get better?
you model everyday, in combination of techniques of course. to be a 3D modeler you need to know plenty of things outside of modeling like texturing and unwrapping.

>What are the similarities between drawing and 3d modeling?
there are similarities but its when you sculpt, good 2D artists breeze through it as its mostly an artistic task

>In drawing, you have to learn how to draw realistically before drawing stylized cartoons (like animu)
observing other people

>One last thing is what do they look into your portfolio? I know it's obviously 'how good your models are' but is there anything else I should look at?
it depends, if you aim to be a generalist you need to have mid-level skills of everything like rendering,composition and even animation. but if you are a specialist you need to be excellent at only 1 field.
there is a thing in 3D called the "T law" or something like that. you have your primary strength and other 2 abilities that you can do decently
>>
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Okay I'm trying to understand the wear and tear of concrete and other materials like pic related.
On the top of the picture there are these dark stains running down and I wonder what causes it exactly?
Also, what causes the yellowish and the bluish tones?
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>>525804

Water damage.
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>>525805

I see, so it's corrosion? Sorry I feel like such a massive idiot for asking this but I'm literally clueless when it comes to things like this
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Is there a way to mirror something in Maya without doing the thing where you duplicate and scale -1 across whatever axis you want to mirror it? Everything I've done that to so far has exported with flipped normals despite looking absolutely fine in Maya itself.
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1. Is there a way to do a fullbright mode in 3dsmax viewport?
2. Is there a config for blender that makes it work more like 3dsmax/maya? The hotkeys and the click confirm/no drag methods of working fuck me up and throw me off in blender.
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>>525806

Water can damage concrete just like it can damage rocks, by freezing inside cracks and whatnot. That causes some of the chipping and whatnot you see on concrete. That's why you sometimes see expansion seams in concrete filled with asphalt - to keep the water out.

Water also stains the concrete with whatever it has in it. That could be mold or rust or whatever.

Then whatever's in the air that can stain the concrete as well. Find a smoker that hasn't painted in a while - any white walls will have turned yellow, generally unevenly and thicker toward the top. Vehicle exhaust, soot, etc. do the same thing. Parts that were covered up will look different, so you can tell where signs or cabinets used to hang.

Expansion causes cracking as well, of course. Then there's whatever the concrete was used for - has it been hit by forklifts a few times? Did someone spill oil on it and never bother cleaning it up? Were chains dragged across the surface regularly? Etc.

Find an abandoned factory or mill near you and look around. Old concrete has a story to tell.
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>>525815

File -> User Preferences -> Input

Upper left, change preset to Maya or 3DS Max
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>>525871

bless you anon, makes my blender experience so much more productive.
>>
Can someone explain what is the main difference with blender render, blender game and cycles render and which one should I use for what
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>>525815

Set self illumination to 100 on the material you are using or tick vertex colors in display properties.
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>>525949

Those are different rendering engines you can use.

Cycles Render - physics based renderer

Blender Render - basic internal renderer

Blender Game - realtime game engine

Depending on which one you choose, different settings are available to you.
>>
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Hey guys, I'm new to modeling. Sorry if this is a dumb question, but this happens and i have no idea why?
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>>525957
You dont have weights for the left side. The right hand is pulling up the left hand when you move the arm.
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is 3dcoat the only software that lets you paint across the uv seams of a mesh with multiple texture maps?
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>>525967

If you mean "model has multiple texture maps, but I only want to paint one at a time," then Blender can do it.
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>>525949

Cycles is the new renderer, it's slower and takes some learning but is really powerful once you learn it.

Blender Render is the old internal renderer. 90s tech with upgrades, basically. Not bad for NPR work, and it's fast. The setup for it is completely different than Cycles.

Cycles can do NPR stuff, and Blender Render can do photorealistic stuff, but that's not their strong points.

I don't use the game engine much, but I've messed around a bit in there. It predates Cycles by quite a bit, so it's similar to Blender Render but works in realtime. Its future seems a bit hazy because no one seems to agree what to do with it - some devs want to get rid of the game engine and roll its features into the rest of Blender, while others want to revamp and modernize it. Few people actually make games with it for licensing reasons.

If you want to do toony stuff or non-photorealistic artsy stuff, learn Blender Render. If you want to do photorealistic stuff, learn Cycles. If you want to make a game, learn Blender Render (for baking) and some other game engine.

Ideally, learn both. You can mix and match, even in the same render, although it's a bit of a pain to set up and is a bit of an advanced topic.
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>>525969
i mean "model has multiple texture maps, and i want to paint across all of them". one uv map, multiple textures, and i want to paint over the whole model, intact, in a 3d viewport.

in substance painter 2 you can only paint on one texture at a time. 3dcoat works, but is very resource heavy.
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>>525958
Thanks. I think it actually had to do with some modifiers my mesh had. For some reason when I removed them and then parented it I had no problems.
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Can someone explain to me in plain english what reset xform does and when to use it?
I've seen in tutorials the tutors say "let's reset our xForm now" but they don't explain why they do it.
3dsmax manual was not very helpful I'm not an english native speaker. I don't get it. It says "resets transform". What exactly happens?
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How many environments/assets should I create before applying for a job?

Pls honest answers. My last portfolio got 0 replies. So im starting from scratch.
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>>526015
idk you could have like 5 and be totally okay as long each work is good
you should display various capabilities through your work
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What is poly? What is rigging?
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Had anyone tried to use rhino 5.0 via seamless virtualisation of windows...on Linux?
I want to know if I can finally make the switch to free OS.
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>>526015

Dont bother

End yourself
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can anyone identify what program this is??
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>>526034
looks more like some retarded abstract "art".
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>>526010

I have no idea. It just works lol. When something imports into zbrush with flipped faces I use it.
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Alright, how do I get a nice, convincing broken object? For example, a road that has been affected by an earthquake, accidents, and other such things. Prefer to have answers for Blender and Zbrush
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>>526015

I'd say about 15, showcasing similar workflow but conceptually different.
>>
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Alright, you know when your model is mirrored you can save pretty much half the space in a texture map when unwrapping?
Well I have a character model which used a mirror modifier, except I had to add a small difference on the chest so it is no longer symmetrical and I had to turn off the mirror modifier. Now both sides are nearly identical except for that small area, but now when I unwrap I basically waste a lot of texture space because I'm unwrapping the entire model instead of half like when you use a mirror modifier. Is there anything I can do about it?
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>>526162
you shouldn't unwrap it with mirror mod anyway. Perfect symmetry doesn't look good and kills designs
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>>526162
yes, first unwrap it as a symmetrical model
then the parts you need to change unwrap individually without re-unwrapping everything
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What's the likelihood of my processor (i7 3770k) bottlenecking 3D software performance?
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>>526296
you have a high end CPU its probably not
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>>526296
The processor is the limiting factor for most things you'll do, but it's not a bottleneck.
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>>526319
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>>526320
A 'bottleneck' implies you have more power available but that is locked away and can't be put to use because of of the narrow choke of the bottleneck.
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>>526332
>>526320
Saying the processor is bottlenecking your system is a lot like saying your engine is bottlenecking your car since there is more fuel available than can be immediately put inside it.
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>>526333
The cpu is essentially the "fuel" of your pc.
Unless your cpu is somehow limiting the effectiveness of your gpu, then the analogy doesn't work.
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>>526319
Well, I want to know if it's the weak point of the system. My system lags a bit while using brushes in Substance Painter 2 and I'd prefer it didn't. Only other thing to check is RAM since it's old RAM and might be a low frequency, graphics card ought to be more than sufficient.
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>>526343
I bet that it is your GPU.
What do you have and in what resolution do you paint?
I have the same processor, but only an old GTX660.
2K in substance painter works well enough.
4K is stutter island.
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>>525162
fucking stancefags

>what are they built/modded for
They're completely useless, can't race but shitters think they "look like they could"
Please don't model this shit.
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>>526400
R9 Fury X because I have more money than sense. 2k is fine, 4k is when there's a delay between applying a brush and the paint actually appearing on the model but the delay is only associated with materials being added to the model, somehow I have a stable framerate in the viewport while it's happening it just gets that little loading bar on the bottom of the screen while it applies the brush.
Then again, it's a Radeon in a 3D package so there's a chance there's functions that would normally call on a graphics card that aren't being utilized at all.
RAM caps out when it's at its worst so I may as well upgrade that anyway.
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>>526435
thanks for this info.
i usually model up to 100k poly, and usually paint only on 2k textures, i lag on 4k.

i don't thing ill get bottlenecked, i think people who should be worried about bottlenecks are industry artists that work with next gen tech. this discussion is useless if you are not rendering fancy scenes or sculpting with millions of polygons
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How can I make out of that one segment like in the pic a perfect accurate cylinder? It doesn't have to be in blender. Maya is fine too.
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>>526444
well if you have the loop tools add-on enabled (it's one of the add-ons that come with blender, you just have to go into preferences and enable it) you just have to bridge the two edges on each side of the mesh, select the top loop of vertices, bring up the specials menu (W key), and select circle in the loop tools submenu.
select the bottom loop, W, circle, and you've now got a cylinder. then just fill in the caps.

alternatively, you could select two of the vertices, move the cursor to that location (shift+s -> cursor to selected), add a cylinder, then adjust the amount of vertices in the operator panel (on the left underneath the toolbox)
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>>526444
just make a new cylinder with new edge count or fill the edges with F
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>>526460
>>526461
The plan was to have a pattern running along the cylinder. I wanted to model the pattern just on a flat plane and later bend the whole thing. I overcomplicated things a bit and tried to do shit with the array modifier. I just ended up making a bunch of copies of the one segment and then bend them using the deform modifier.

thank you anyways.
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>>524846

Noob here.

What is the terminology for the difference in reflective properties as shown in these two objects? Like, if you said you wanted something to have a material like the left or the right one, what would you call it?

One of them is more mirror like and the other one has a more dull reflection. My understanding of how reflections work is that the more mirror like object has smoother surface.
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>>526481

Roughness or gloss value. Look for a pbr cheat sheet.
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Is it possible to rig this thing?

I tried using Cinema's auto rig/character object thing but the weighting is all over the place. I tried repainting it but it just seemed to cause more issues, I don't know if it's because it has too high polly's or what. I don't really know what I'm doing though.
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>>525815
does Blender have this feature?
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>>526489
NVm was answered in prev post
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>>526484

Thank you sir.
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>>526488
get a new model
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>>525967
Photoshop will also let you do this with .obj and .dae.
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I am trying to get into environment design but I've got a methodology question.

I want to make a medieval village wall in a number of sizes, but I am not sure of the best way to set up the materials for these.

Should I
1) Make a texture set for each model
2) Make the wood and wall separate materials that I just apply to all the models.

The problem I have with 1 is time and consistency, the problem I have with 2 is if it will lack detail.

Is there a best practice for this?

I am using the Substance Suite to make textures and rendering in UE4.
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>>526604
anything that saves time and memory
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>>526608
At this point I am debating whether or not just to use a bsp for the main walls and then use wooden beam models for framing.

For the life of me I cannot find a good guide on maintaining texture consistency across models.
>>
(code) testing (code)
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>>526624
i download 2 hefty tutorials on environment modeling and both didn't explain how to tile shit properly or how to use your assets in a level editor

i think environment art is being kept away on purpose
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>>526630

3d motive have some good tutorials on it in the udk section.
>>
Anyone good/decent at blender that could add me on steam?
Steam: Touching_everything
>>
Hi, I'm trying to texture this object in Blender and I want to use the edges of the object as a guide for painting. Is there any way to make edges visible in paint mode?
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>>526647
object data tab in the properties panel, check "wire" and "show all edges"
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>>526702
Perfect! Thank you!
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>>524847
Open Zbrush
under tools menu import find obj and bring it in.
Left click and drag it into the space. edit, convert to mesh

profit?>?
>>
>>526741
you can't do that when you already have an active tool, it will ask you to switch tools and if you do you will not be able to edit the tool you previously worked with
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I didn't put out much on the base phase and thought that I would fix most of my problems in sculpting but...
I'm having difficulty sculpting right now.

Is it a matter of practicing using Blender or should I get Zbrush which I heard was more easier

this is my first time and I just scribbled out my model sheet, please no bully
>>
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>>526782
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>>526783
just keep practicing, i have both programs and i don't thing it got anything to do with it

make sure the watch the latest tutorials on sculpting too, sometimes they insert new features
>>
Will practicing with Blender for a long time make it harder to learn Maya/Zbrush?
>>
>>526805
Same shit, different keybinds
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>>526488
its way too high poly
>>
Do you have to be good at drawing to model and animate in 3D?
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>>526834
not really. but it depends of what you want to make. there's some things like composition, lightning, color theory, general camera/photography knowledge that could be extremely useful for designing anything and even stuff like typography could help too.

also you could learn to draw in weeks if put your mind to it (search for betty edwards new drawing pdf and after that read charles bargue drawing course)
>>
>>526834
you have to be good at drawing to be good at modeling and animating in 3d
>>
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Can someone give me advice one UvUnwraping, and texturing. I'm really new and I feel really lost.

Should I be joining everything together.. or don't do that.
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>>526888
try UV Layout or 3DsMax for unwarping shit, I dunno if blender is good at it, but those I mentioned earlier are great
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>>526888

Place seams at the sides of clothes or where the logical seam is. Cut off the sole from the shoe and place the seam at the back. Separate the hand uv into top of hand and bottom. Use a frontal projection on the face to behind the ear. Cut the neck away from the head where you wont see the seam.
Keep everything on one uv sheet for the first few models, it get too complicated otherwise.
>>
Does anyone have something to help wrap my head around weight painting? I'm trying to do it but everything I do just fucks the model up when I move the rig. I can't find shit about weight painting online, either.
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>>526893
If blender fails me, I'll drop to this.
>>526909
This is really confusing. I'll try this out as best as I can then sigh in defeat.
>>
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>>526888
I'm not an expert, but here's how I would probably do the body. No idea about the hair and goggles though.
>>
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>>526856
dominic qwek said in an interview that he doesn't draw anything before hand and that he prefers zbrush for sketching.
>>
Do I need to know how to draw to be able to make 3D art? I want to make a game as a hobby however in terms of art for the game the only solution seems to be to learn how to do it myself.
>>
>>526984

Just do 2D pixel art. Look at /ic/ pixel thread and this http://pixeljoint.com/forum/forum_posts.asp?TID=11299

3D art is really hard to learn.
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>>526984
Not exactly, but being able to draw is a useful skill to apply to 3D work and avoiding learning how to do it while learning 3D would be a pretty retarded move.
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>>526856
that's not true
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>>526975
regardless of whether he draws anything beforehand, he's clearly good at drawing
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>>526919
Hey thanks friend, I'll try this out.
>>
hey guys this is semi-urgent. if anyone knows - is it possible to transfer IK controls from 3DS to maya assuming the original file is .3ds
>>
Is there a point to using bones on an inorganic character that has no skin deformation? Is there any drawback to just linking geometry to eachother?
>>
I remember being suggested the illusion of life and other books for animation... but I can't remember the other books
What books are usually recommended?
>>
>>527105
No point in skinning a non deforming character. You can make a joint system still and just parent the geo to the joints properly, and pull out the joint selections for easy selection.
>>
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Some verticies are showing through the model which is confusing. How can I put it back to the way it was?
>>
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>>527185
i don't blame you for not seeing it, its UI for ants
>>
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>>527186
Useful to know that, but I seem to have a different issue. now all my lines are visible which makes it less confusing.
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>>527189
woah buddy, its not an xray problem

go to mesh/mesh clean up/degenerate dissolve and clean loose edges
>>
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>>527191
Yea see, thats where I get confused, I think its my lines... but
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>>527192
woah what the hell is happening here

why do you have random vertices's coming out of the model? or im not even seeing it properly
>>
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>>527191
>>527192
This is the reality of it.
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>>527194
it appears to me you have lots of connected vertices's with no mesh, how did you even do this. or im seeing through the model

delete everything you don't need and slowly trace the problem
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>>527193
I guess its only certain depth where my verts are showing from behind the modle. the verties are not moving them selves.
>>
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>>527195
Sorry, I guess my images are only confusing you more.

Here is the model NOT in edit mode.
>>
>>527198
subdivision wire don't have to make sense, it don't match the mesh. everytime you subdivide the mesh get smaller in comparison to the wire
>>
>>527198
just delete that part and start over. After you start getting experienced you wont make random fuck ups anymore
>>
>>527205
I just move my model into a new file and that worked, it was just an active feature that were not aware of.
>>
File: pain.png (159KB, 565x672px) Image search: [Google]
pain.png
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>>526888
So I finished UvUnwrapping and Pretty satisfied with it.

How Can I draw on it.
>>
>>527279
Like, Extract it PhotoShop/Sai and what not. Thanks in advanced for your help.
>>
File: wat.png (18KB, 370x283px) Image search: [Google]
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what the fuck is this weird color thing
how do I fix
>>
>>527280
I imagine in your uv editor there's something along the lines of "render UVW Template". Save it as a png or something and open it up in PS.

Max steps would be
>apply uvw unwrap modifier
>click UV editor
>Tools>Render UVW template
>>
Here is my question for Blender users
In texture paint, I've manage to texture paint most of my model(only half) using the cycles render. My question to you is how to I copy one side to the other?

>>527357
Highlight your whole model and hit Ctrl+N
That should fix it, Your faces are in the wrong direction.
>>
>>527364
on the texture paint panel just open symmetry tab and enable the axis you want to paint on
>>
File: UV.png (739KB, 1024x1024px) Image search: [Google]
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>>527360
YOH!

That's really helpful. of course my topology is piss poor. But it should look like this?
>>
>>527364
if you didn't paint with the mirror modifier on i guess you are fucked.

you could either

1.paint with symmetry
2.paint when the uv's are duplicated in mirror modifier
>>
>>527368
that's not what it should be, go to UV and press export UV layout. its supposed to be transparent
>>
>>527367
I knew that, but if I did one hand and the other hand was Hidden and so it didn't transfer over because of that, What can I do so that I don't have to redraw the hand
>>
>>527371
if the two hands have exactly the same UV's you can simply lay the UV island of one hand onto another
>>
>>527372
How can I do that? Just with photoshop of some sort?
>>
>>527373
nah, it takes a second

just go the UV editor and take the hand UV and place it on the other hand UV
they overlap and get the same texture
>>
What exactly is the Quixel suite? Is it like blender cycles?

As a amateur gamedev will it improve workflow? Is substance painter better?
>>
>>527370
I found out it has semi transparent but I can take it off, thanks so much my friend. I'll come back really soon to ask more dumb ass questions.
>>
>>527376
>What exactly is the Quixel suite? Is it like blender cycles?

How about you go look at the Quixel site for a few minutes? If you can't figure it out you should probably reconsider the whole gamedev thing.

>As a amateur gamedev will it improve workflow? Is substance painter better?

Since I don't know what it's going to replace in your workflow and you apparently don't know what it even could replace in your workflow, I can't tell you. Substance painter is better.
>>
File: Untitled.png (634KB, 1920x1040px) Image search: [Google]
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Why is it that most Source models (gmod, SFM etc) have overlapping geometry with separate textures assigned to it. Most commonly it's hair and diffuse/alpha.
Is this a common thing or the crowbar decompiler fucking things up?
>>
Can anybody tell me how to get my 3D models to look like pic related? It's honestly nothing crazy, just flat colors. The artist said something about using vertex shaders in maya? I'm just trying to replicate this soft cartoon look.
>>
>>527412
shadeless material basically
the shader itself is how you prefer it
>>
>>527413
wow. yeah that was so much easier than i thought it would be, thanks anon
>>
File: untitled.jpg (775KB, 1920x1080px)
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A customer send us a 8gb .obj file containing highly detailed models and I'm unable to open the file using Maya or Blender. Are there any other tools that would allow me to open and split up the meshes without having to load everything into memory?
>>
>>527422
Well i guess you do have more than 8GB of RAM, and it still doesn't open? Maybe the file is corrupt?
Call the customer, let him do it again, this time in several obj.
>>
>>527429
The computer has 16gb so it shouldnt be a problem.
Splitting it is what I have suggested but it would take another few weeks. They seem to export it directly from their renderer, they didn't explain why though.
>>
>>527431
Download and try Meshlab. Thats the only thing i can come up with right now.
Good luck.
>>
File: flat.png (289KB, 596x783px)
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I hope I'm posting in the right thread.

So I have some hair I'm trying to add physics to in Blender and I'm using a lattice modifier with soft body. The problem I have is when I run an object through it to test it, it deforms and becomes flat. Being polygon hair, I want it to retain some volume instead of collapsing. Is there a way to achieve this with the way I'm doing it? Self collision and weight painting the lattice vertices didn't help.
>>
any tips for animating on Blender?
I don't want it to look like some mmd shit, how do I avoid that and make it just, good?
>>
>>527477
practice
>>
I need some help hair modeling for ue4
Firstly I want to make some real-time hair simulation on unreal, I can't seem to find anything useful other than hairworks for ue4

Some hair tutorials to learn some workflow of hair creating from maya to ue4 would be appreciated, I've got as far as creating a hair system on maya but have no idea on how to port this to ue

Secondly on hairworks matter, how do I setup unreal to be able to use it, (pro tips, if you're going to link me the first tutorial you find on Google, pls don't, I've followed each steps and got myself the version from github compiled, but after opening the editor it seems as if it doesn't have hairworks integrated at all)

Been working on 72 hrs straight on this, and has been a few months since being stuck in this, pls help
>>
>>527446
It's ok guys, I figured it out. Just use points in the W axis. It's not perfect but it's a lot better.
>>
File: hairproblem.jpg (81KB, 1299x537px)
hairproblem.jpg
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>>527511
why not use alpha planes?
>>
File: IMG-20160623-WA0009.jpg (148KB, 584x1040px) Image search: [Google]
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>>527518
Im working on long hair, wouldn't that it recommended to use? What about hair movement if I were to use polys

Pic related its the only thing I have on my phone since it's basically what I can get to show on my 6 hours left of resting before having to sleep n work
Sorry
>>
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>>527522
Reference
>>
>>527522
>>
>>527522
https://youtu.be/AfZZjwK0OWE
Getting something along the lines of this would be the best I could wish
>>
>>527522
you said unreal 4 right? so that means there is only 1 way of doing hair is with the method i posted.

im not using max but i found this tutorial right here to be using this method

https://www.youtube.com/watch?v=6Wi4-fdeYyM

anything that is using hair simulation is too heavy for real time
>>
>>527522
>What about hair movement if I were to use polys
what are you trying to do my man?
if its just a simulation of hair moving and shit you can do it in max as well you don't need UE4. but every hair system is different and sometimes there are fancy plugins that cost money, hair tech is still being developed
>>
>>527539

not OP but do you know a 3dsmax equivalent to Maya's sppaint3d script?
>>
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>>527442
Thanks, Meshlab actually finished importing it after half an hour. Apparently it was one single model made out of 79 million faces.
>>
>>527422
I hope that pic isn't what was in the file.
>>
>>527542
This
>>527528
What exactly is the method you talk about?

>anything that is using hair simulation is too heavy for real time
What about hairworks?, The nvidia plugin ported to ue4 for free?
>>
>>527539
Again, I've seen this video before, but the idea is to have long hair, which interacts with the character's movement, etc
>>
really stupid beginner question but

I had a separate mesh for the eyes and mouth and parented them to the body

when I added the armature and set it to the body, the mouth and eyes won't move along with the body

what do I need to do?
>>
>>527562
Parent them to the head bone
>>
>>527559
its just animated depending on what action the character do, i don't think there are physics involved in such games
however take it with a grain of salt i bet ue4 does have a solution for it, maybe try asking in the forums
>>
what texture size is too big?

i'm making a shot of the earth from space using textures i found on the nasa website.
however, those textures range from 2048 x 1024 all the way up to 80k x 40k.

i want to do some close-up shots of the earth, so i should use a fairly high resolution.
however, i imagine working with textures that are a couple hundred MB would be a pain in the ass.

at some point, the detail provided by a high resolution texture is lost due to not being close enough to see all of it.
regarding a 10-80k texture, what is that point?
how close will the camera have to be in order to make use of all that detail?
should i just go with a 4 or 8k texture?
or should i just download the full resolution so that when i want to have a larger resolution down the road, i'll have them ready?
>>
>>527642
this is why level of detail exists.

>use modular environment, never one texture and one model
>have different versions of the model, and different sized textures
>modular environments load faster depending on the field of view

for real time id suggestion only use up to 4k, for rendering there is no limit however the bigger the texture is the more time it will take to load
google some terms
>>
>>527644
i understand not having the entire environment as one model, but i always thought having different levels of detail was just for real-time rendering. i'm not making an animation that will be displayed in real-time, so that's where most of my confusion came from.

what i'm aiming for in this animation is to start off pretty close to the earth, as if you're looking at it from the international space station. then you'll see a crosshair appear, select a portion of the earth, and zoom in. after two or three steps, i'll then have it edited so that instead of looking at a 3d model, the viewer is just looking at a high resolution image. i'll then zoom in on that image before cutting to a shot on the surface.

what i was curious about was if, during that intial portion, i could get away with using a lower resolution texture without the viewer noticing any texels, or if i should just bite the bullet and endure the time it takes for the software to load the 40k texture.
>>
>>527647
with animations you are free to do whatever you want, because that's rendering
i thought you are trying to create a simulation
you might want to use those high res textures
>>
>>527647
and to answer your question

https://en.wikipedia.org/wiki/Raster_graphics
>>
File: B.A.S.E.D4.png (134KB, 304x304px)
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Ok 3D /b/ros can someone tell me quickest and best program to make this pic 3d and spin as a gif.
>>
>>527655
Flash.
>>
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>>524846
is there a good/simple standalone software (not maya) for making/exporting bvh motion capture animations? i've tried natural motion endorphin but it seems unnecessary complex and the free version doesn't allow export.
>>
Is there a quick extrude edge (Shift + Drag on edge in 3DS Max) equivalent for Maya?
>>
Anyone got any experience on which program has the largest file extension support? Converting the models is always possible some way or another, but which program has it easiest on a native level?

I want to main one program, but i don't want to keep switching around just because I cant import stuff directly..
>>
File: ue4.jpg (1MB, 3840x2160px) Image search: [Google]
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I'm familiar with maya through modeling, rendering and making UV's. I don't really know how to animate and the most complex texturing thing I can do is work with layered textures and projections.

What's stopping me at this point from making environments? I want to make nice cool renders like these with lots of complexity and color.
>>
>>527795

That scene specifically uses Unreal Engine 4 and a method of "Master Material", otherwise known as a "parent" material that can be instanced to all/specific objects of the level.
>>
Why do I see all types of creatives and hipsters using Cinema 4D?

Even people that aren't even really good at 3d have good shit coming from C4D.
Like jesus fuck, anything abstract and arty that farms a ton of likes on shit like Instagram are always made in C4D.

Am I missing something? Is it really that good?
I imagine it's got to be pretty easy to pick up, hence why you see it so much.
I've been using blender for years, and have always figured it was more down to how good the final looks.
But even after post production and all that, the shit that people churn out from C4D have some extra layer of something that people just eat up.

It's like the difference between film and digital.

tl:dr; should i just switch to C4D?
>>
Are architecture and interior design discussed on /3/?
What are some good software purely for interior design?
>>
>>527822
any modeling package
otherwise i think there is revit
>>
File: unreel.jpg (1MB, 1926x1668px)
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>>527795
why is this allowed ?
>>
>>527818
C4D is good for making useless motion graphics. The types of brainless morons who use instagram and tumblr eat that shit up. It's not like you can do anything useful or interesting with shitty looping visual effects made in C4D.
>>
>>527818
It's cause c4d is easy to use and is suited for motion graphics. the stuff people do with it even if most of it is low skill tends to look nice to the average person because the people doing it are designers and have a sense for aesthetics

I don't know why the fuck >>527826 implies it's not useful or interesting, there's plenty of work to be had doing motion graphics if it's what you're into.

but no it's not like the program is inherently better.

>>527776
unfortunately not. but if you extrude and move just use the repeat key (g by default) and move repeatedly, and it's not so bad.
>>
File: maxresdefault.jpg (114KB, 1280x720px) Image search: [Google]
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Since my thread in /v/ got archived before I got to check it, and its still on page 4 in /g/, I'll go ahead and ask here. I need to find a way to get engine sounds for pic related(Miata 2016). There's not much content around and I believe the only game it's in is FH2. What do? Tips or links welcome.
>>
>>527880
Find out what other cars have the same engine and see if they sound similar and if you can find audio of any of them. I know nothing about mx-5's but I doubt a low end sport cars like that have a bespoken engine.
>>
>>524846
https://www.youtube.com/watch?v=vU-mKsQLWXQ
>>
>>527884
I actually found this
https://www.youtube.com/watch?v=PgmAnLahfAY
Miata's have quite a reputation. In all the other dyno videos, the dyno made 50% of the noise so I believe this might work. Now I just have to figure out how to use it in the engine.
>>
File: playblast.gif (487KB, 1164x372px) Image search: [Google]
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fucking around with rigs and wondering if anyone knows the trick for looping animation for games? trying to make an idle animation, is it really just about keying it back to the start coordinates or is there a better way?

nasty jump. working in maya 16.
>>
>>527889
keyframe every moving object/control on frame 1, copy those frames to the last frame +1, then keyframe them again on the last frame and delete the keyframes on last frame+1.
generally you have a simple base idle, then you create smaller alternative idle animations/poses that you blend into in your animation engine.
What's your idea of better?
>>
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>>527890
wow i can't believe it worked.

i thought there would be some sort of recursive looping option but i guess the expectation is that any automapping tools are garbage anyway.

thanks i never thought i'd figure it out.
>>
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>>527892
>>527890
the legs on this rig aren't very good but i think i'll try a walk next with something different. game models are hard to find for whatever reason.
>>
File: waifuwaggle.webm (663KB, 1392x546px) Image search: [Google]
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>>527897
>>
>>527898
Add some sway, a change of posture, turn the head, bend the knees, something to give this life. It's so boring.
>>
Looking for a tutorial on how to do coats and jackets as well as collars. I know how to make most clothing but this shit's getting a little on my nerves and I would like to see the professional method for more complex clothing.
>>
>>527910
https://www.uartsy.com/course/clothing-design-for-games
>>
I just upgraded to maya extension 2 and now redo doesn't work at all, it just says "there are no more commands to undo"

anyone got this?
>>
>>527939
windows>settings/preferences>undo

you can set your amount of undoable actions to whatever number or infinite there, should work the same for redo
>>
File: b.jpg (324KB, 1704x892px) Image search: [Google]
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my boy looks okay from the side but from behind he looks fucking weird, what can i do to fix this?
>>
>>527818
Even though I know nothing about modelling, I managed to make a few nice looking things with it.
It's some god damn fucking black magic.
>>
>>527946
c4d is good actually, its just not industry standard
>>
Can you actually map a texture to a fluid in Blender?
I'm playing around with quick fluids and there's a lot of promise here, but whenever I use it on an object it turns into a textureless fluid.
>>
Working with textures are really confusing.
I recently Unwrapped a model and now working on textureing, I feel my peice is being reworked and reworked. Is here a tip for texturing(painting part)
>>
File: Top_selling_3D_models.jpg (308KB, 680x3447px) Image search: [Google]
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>>524846
has any of you guys made money selling 3d models? how important is the quality, textures, rigged, etc? which sites are the best ones?
>>
File: strechy bits.png (653KB, 1456x716px) Image search: [Google]
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anyone know how to rig shoulders, mine are quite shit, its my first human model
>>
File: help 3.jpg (35KB, 1083x500px) Image search: [Google]
help 3.jpg
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How do I make a mesh adhere to another mesh's surface while maintaining the orientation to that surface?
>>
>>528064
Also I'm using maya
>>
>>528053
get more bones
>>
>>528053

follow a tutorial
>>
So in Blender, if I use subsurface scaling, does the amount of lights I have in my scene affect my render time?
>>
>>528064

Snap it to a vertex maybe.
>>
>>528072
nah you get the same effect as using make to live
>>
>>528064
I don't know about maya, but in blender you can use a particle system for that.
Set the object as a hair particle (or even regular) and then convert the particle system to a mesh.

I've never used maya, so the info I posted probably won't even work. But hopefully it might get something going.
There's probably an even easier way of going about it.
>>
>>527547
>yfw it's a sphere with a low res texture on it
>>
File: bags[1].jpg (50KB, 537x403px) Image search: [Google]
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Okay so this might be too difficult to explain in a single short answer but whatever.

I want to model an object in a bag hanging from a hook. It doesn't need to be transparent The object will have a unique model and I want it to kind of bulge out through the bag like the groceries in this picture, but also show the tension in the bag where it's being pulled by the gravity of the object

I'm using blender, so I tried a shrinkwrap modifier on the bag, except it wraps tightly to the object like it's saran wrap and I can't figure out a way to make it "hang down". I also tried a cast modifer but that doesn't outline the object well enough, it kind of just bulges out like a sphere.

Is there a simple way to put an object inside a mesh and have the mesh deform around the object? Or do I have to do some kind of physics simulation bullshit here?
>>
>>528085
physics simulation is the most accurate,otherwise sculpt the detail and bake it
>>
>>528085

mCloth and MassFX physics simulator in max can be another solution
>>
>>528086
>>528087

Thanks m8, I kind of wanted to avoid any physics shit since I'm incredibly inexperienced at it, but it's a third thing I haven't tried so I may as well give it a go.
>>
I have a slight problem with animating in Blender.

Because I didn't know what I was doing, my models in the scene have too many vertices and it's slowing the playback in the 3D view down to under 7fps. I've already applied the subsurf modifiers so I can't undo them and using the unsubdivide option and putting the modifier back on gives less than perfect results.

My question is, can I somehow take the model out of the scene, animate the armature over an empty and when it's finished, swap that empty for the original model again? If not, what's the best way to reduce the amount of vertices on my models?
>>
>>528092
models for animation shouldn't be more than 30k polys.
unless you have hair simulation and lots of other stuff (you can also hide things with modifiers) there is no reason to lag
>>
>>528093
I have a soft body lattice used for the hair and the models are 47k vertices each plus other things in the scene too. How can I hide them?
>>
>>528094
click the object and press H.
in the outliner you can find an eye icon just click it again to see the object in the scene
once you hide the objects the scene don't get laggy, but if you keep the render on (camera icon) it will do the objects while rendering
>>
>>528097
Hiding the object does nothing. Moving them to another layer does. If I move one of my models to another layer, the frame rate increases from 7 to 12. Moving both of them increases the frame rate back to the original 30fps, but the layer with them suffers instead.

I'm thinking the only way to do this is to unsubdivide them both from 47k vertices to 12k, then add the modifier back on. Doing this raises the fps to 24-26, but not the full 30. I'm comparing final renders now to see how much of a difference it makes.
>>
>>528098
its easy go to decimate - unsubdivide and then put the modifier back on.
>>
>>528099
I just select everything in edit mode and ctrl-e > unsubdivide. I'm using shape keys as well so if I apply any modifiers, I have to clear all of them and start again. This still has the same effect, right?

Ok, comparing the final renders, the render times are identical at 1080p and 720p, but the models are a lot smoother which reduces the quality of some of the edges. Everything is a lot smoother, skinnier and undefined and I want to avoid this. Is there any other way I can solve my problem?
>>
>>528101
if you need to render those objects, why do you care about performance.
i thought its the realtime performance that bothers you
if you can't get those models done and is taking too long pay 10 bucks for render farm
>>
>>528102
I care about performance because the final render animation is a different frame rate to what I'm working with so everything is out of sync. This makes it extremely hard to work around and it bugs me.
>>
>>528103
frame rate depends on the amount of frames
or you cant keep working because everything is too slow
>>
File: Capture.png (13KB, 350x154px)
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>>528104
I can't work at all comfortably because the playback is too slow and the reason for this is there are too many vertices on screen.
>>
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>>528106
maybe try this? idk if its any different
>>
>>528107
Holy crap, I have a simple mask on each character so certain body parts don't clip through their clothes and disabling the viewport raised the fps to 20 without altering anything else.

You got any other good ideas?
>>
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>>528108
beyond that its little things like unifying or disabling materials, any textures that might be large could have an effect too.
if you are working in cycles maybe the preview material makes your system work more.
clean up your meshes too, remove doubles,disconnected Pisces etc.
>>
>>528109
make sure to select all verts before cleaning up
>>
>>528109
>>528110
Did all that. It's not perfect but it's at a workable state as it is now.

I'm using Blender's internal engine cause this is my first project and I want to understand the fundamentals before 'upgrading' to cycles. Now I know what not to do for my next project.

Thanks for your help mate. I'll credit you in my film as 'that dude from /3/'.
>>
I'm in Blender, using the default renderer.

I want to control the colour of shadows similar to how I control the specular colour: with a texture.

How do I do this?

The results will have to fit in a fairly restrictive palette and blending to black isn't going to cut it for a lot of this.
>>
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select the light.png
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>>528123
>>
>>528125
I know about that, but on my object I have a blue section, a red section, and a grey section, and they're all influenced by the same lights. If I give the light a coloured shadow then only one of them would have the right colour.

Is there another way?
>>
>>528126
>>528123
Update: Creating an emit texture that uses the darkest colour in the palette's colour ramp seems to be the best solution I've come up with so far.
>>
>>528138
Can you post a screenshot of what you're working with? I'm having a hard time understanding your problem with your description.
>>
File: Untitled-1.png (71KB, 899x537px)
Untitled-1.png
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>>528139
Just had to that that cable to stay within the red range on the palette, which it seems to be doing pretty well now.

The problem I was having wasn't very obvious on what I have now so I included a render from yesterday when I was fooling with it. Since then I've changed the specular to red and used an emit texture to set the black point to dark red.
>>
>>528111

Don't worry about learning the "fundamentals" with BI. You'll learn them better with Cycles.

Don't get me wrong, there's lots of reasons to choose BI over Cycles, but Cycles isn't an advanced version of BI - it's a completely different type of renderer. They have different use cases.

It's probably easier to learn the fundamentals on Cycles, really. Normally the more complex a piece of software is, the harder it is to learn, but in the case of Cycles it actually works in your favor. By experimenting with different node setups, you'll learn a lot that can be applied in the less flexible system used by BI.
>>
>>528149
blender internal is better if your workflow is only diffuse/specular/normal

with cycles you have the node system which is abit hard to get into, and you need to practice it regularly but once you nail down the nodes that you need you will be able to achieve good results.
a game artist shouldn't be occupied with cycles, better if not at all. unless you want to render your materials.
>>
>>527944
>hunchback
>>
I want to save render time during an animation in Blender. Is baking more for images or can I utilize it somehow for a video?
>>
In Blender, I'd like to use the ColorRamp Node's Fac (Gradient Position) to respond to the level of light on the material, but I don't know what to route into Fac.

What do I do?
>>
>>528194
what do you mean by baking images
>>528199
https://www.blender.org/manual/compositing/types/converter/color_ramp.html
>>
>>528204
I've seen that, but I want to use the light level on the material as the Fac input, not a bitmap.
>>
>>528205
what do you mean by light level
>>
>>528204
Doesn't baking apply shadows to the texture? So if I have moving meshes interacting with light sources in an animation, how can I use baking to reduce render times while keeping dynamic shadows?
>>
>>528206
Like if I were to render it out black and white with lights and shadows and put a gradient map on the final image.
>>
File: 6.png (53KB, 793x436px) Image search: [Google]
6.png
53KB, 793x436px
>>528207
there you go, its kind of a long read.
>>528209
maybe this will help, i know dick about composition but it seem to have what you need

https://www.blenderguru.com/tutorials/make-an-abstract-background/
>>
>>528210
whoops meant

https://www.blender.org/manual/render/workflows/bake.html
>>
File: gradientmap.jpg (74KB, 1054x400px) Image search: [Google]
gradientmap.jpg
74KB, 1054x400px
>>528210
This isn't responding to light, it's just a static gradient over the whole mesh.

On left is a mesh with no texture, just a white diffuse and some light, on the right the result has been gradient mapped in Photoshop, which is pretty much color ramp.

I want this, live and responding to the lights moving and casting light and shadows on the mesh, in nodes.

Blender's Blender Renderer kind of has it if you set the diffuse to be a ramp under Material but it still has black shadows and white lights.
>>
>>528216
try asking in blenderartists because im not sure that this exists
however you can create a matcap that resemble to this ramp
>>
File: 6images.png (31KB, 503x549px) Image search: [Google]
6images.png
31KB, 503x549px
Max user trying to learn blender:

How do I replicate max's method of rendering a envmap's 6 images in this format?

I saw only 1 tutorial and it wasn't any good to me because it put all the 6 images together as one. I need it like this and preferably in this same naming style (UP,DN,LF,RT,FR,BK)
>>
>>528223
I've had this problem too and it's super easy to fix in Cycles, but in Blender Render, it's a pain in the ass cause you have to dick around with nodes and layers. You're best off googling it cause while there is a way to fix it, I haven't even attempted it yet.
>>
>>528224
nah i got it not long after posting, just had to make a new texture on the material and set the mapping coordinates to reflection

now i'm trying to figure out how to mask it to one area and it looks like it will involve stencil, but when i try to look up how stencil works i just see painting

so maybe i don't use stencil to mask it
>>
File: reflection.jpg (91KB, 871x503px) Image search: [Google]
reflection.jpg
91KB, 871x503px
>>528225
right, next to the stencil checkbox is "RGB to Intensity" and i have to check that in order to use a texture as a stencil / mask
>>
File: feat cycles.png (2MB, 1920x1080px) Image search: [Google]
feat cycles.png
2MB, 1920x1080px
Blender noob here, what's the most afordable upgrade should I give my PC to render faster on cycles?

it takes about 7 min. to render a singel frame with only 24 samples and I have already turned bounces and caustics down and GPU rendering on.

I have a GTX 660 ti
i3-3220 @ 3.3Ghz
and 8GB ram
>>
>>528272
This helped me a bit.

https://www.blenderguru.com/articles/13-ways-to-reduce-render-times/
>>
>>528302
Thanks, I' ll try them. But those are for blender renderer. And that was discontinued development right?

I want to try using cycles as my main renderer
>>
>>528304
With Cycles you can render with the GPU so try changing your setting for that.
>>
>>528304
its for both renders
>>
>>528161

For game dev, sure - BI all the way. But he was talking about learning the fundamentals, which I would argue is easier with Cycles.

Nodes aren't that confusing if you spend an hour or two playing around with them. Then you've got all kinds of flexibility that the BI black box doesn't give you. A bit of time with the mapping and math nodes will give you insights into shaders that BI won't give you.

I guess it's just down to how you learn. I like a good understanding of the system before I dive in, rather than blundering around with settings and slowly developing an understanding how they work. Cycles is good for that.
>>
>>528304

BI isn't discontinued. It's not getting new features (at least not very often), but it's being maintained and isn't going away any time soon. It's way too useful for NPR work.
>>
>>528339
i disagree. blender internal is the best way to learn and start with blender.

you don't want to jump into cycles while learning blender, there is so much to learn and if you already decided that vfx is what you do there is no reason to pick it up or even use video editor or compositor
>>
Is there a way to unwrap the obj (with a curved surface) of a UV to match the UV of another similar obj?
>>
File: Dragon.jpg (13KB, 318x282px) Image search: [Google]
Dragon.jpg
13KB, 318x282px
do You know what is name of 3d software which render or have 3d model preview like pic rel?
>>
>>528373
looks like blender with a ramp (gradient) used for the diffuse with the ramp set to constant which doesn't blend between points on the gradient, creating a stepped look

however the shadows cast on it don't get stepped like that, but it looks like your image has smooth shadows toward the edges as well.
>>
>>528376
i work for ~10 years in blender and i never seen that strange light reflections. but im rather modeller than material/lightning man xD maybe that is the software with the nurbs?
>>
>>528379
nah i seen it in the blender renderer

https://www.youtube.com/watch?v=Z3yOCJRaUxc this guy does what i'm talking about
>>
>>528380
ok thanks
>>
>>528373
looks like wings or rhino
>>
File: DatCar.png (117KB, 1351x646px) Image search: [Google]
DatCar.png
117KB, 1351x646px
Should I add more detail?
>>
If I make a model based on a concept art somebody else made, I will not be arrested, or something?
>>
>>528467
Ask yourself this: How many shitty SFM animators with a Patreon do you think have been sued?
>>
>>528432
Your Car has more polys than a cg car in an Hollywood movie. I bet you can dissolve 30% of polys without losing any details.
>>
>>528467
If you name the concept artist and create a model without using it commercially you can do that. Don't pretend its your concept, in the age of internet this will be hold against you and can hurt your image profoundly.
Its a gray area, but nobody will look strange at you if you just want to demonstrate your knowledge /abilities.
Also asking the artist directly if you can use his concept doesn't cost you anything, most Artist are very positive about a recreation of their ideas and will even post them on their facebook or whatever (more exposure for you and them).
>>
>>528474
>>528470
Thanks got it.
>>
>>528038
If you haven got anything new and exceptionally good, don't bother, you've missed the moment.
>>
>>525162
dont listen to the haters :D it looks cool
>>
Brehs, is there a tool that can browse through mesh.ascii files fast? Like i only need to see the preview of the model. I have like a thousand files i need to sieve through
>>
>>525798
I think this guy could help found on random site
https://plus.google.com/+KarolyPocsi/posts
>>
When modelling, should I even bother keeping the quads planar?

>>528477
He could always sell alien dick nipples for sfm.
>>
What are some good tutorials on MODELING?

Not tutorials on "le how to use blender". I can say I already mastered Blender. But my models are average / below average.

Also don't tell me to go to /ic/ because I came from there. I already know how to draw and shit. I'm no master but I'm above average, I just need to learn to model
>>
Hol up
Hold up

Why do you special fucking snowflakes get a board with a number instead of letters?

This is some bullshit, if m00t wasn't such a weeb loving faggot he'd give you people a proper name.

r-9-k. See that's respectful. s-4-s, that sounds like a quality place filled with reputable people.

3?
What is that supposed to mean? Just 3? Disgraceful. What kind of shit show are you running here mods? Fix your shit!
>>
>>528527
Go back to your containment board anon
>>
Making a reptilian character and I want a normal map texture of scales around most of the character. How do people get around the scales looking like shit around the UV seams? Or do I need to sculpt scales onto the entire model to bake a normal map out.
>>
in zBrush: how would i go about making a mouth? Do you somehow slice the geometry and make a hole? Do you just sculpt the outline and edit it in a traditional modelling app?
>>
>>528542
Best results are usually the most effort. For organics anyways.
Plenty of wood grain texture generators and brushes for objects and furniture.
>>
>>528545
choose clay buildup or simple brush and hold alt while sculpting
>>
File: 2016-07-08 08_32_20-Blender.png (92KB, 1026x773px) Image search: [Google]
2016-07-08 08_32_20-Blender.png
92KB, 1026x773px
>>528523
i know what you mean.

the problem with blender community is that they focus on cycles too much.

go to this channel https://www.youtube.com/user/cgboorman/videos
go to the orange tutorials and start at 0. it stops in about 33. but not all of them are modeling related but they keep you up in terms of the basics

also explore the mesh menu and discover new things in edit mode,everything should be there if not search with space bar
>>
>>528562
also another tip would be to google terms straight from the mesh menu.
or if you want to see how models are done in real time watch things like this
https://www.youtube.com/watch?v=xQ8fOYTdqow
>>
What are my options for cheap 3D gamedev if I'm not willing to use FOSS clusterfucks programmed majorly by non-artists?
>>
File: render.png (261KB, 960x540px)
render.png
261KB, 960x540px
Hi, I'm new to Blender and tried a tutorial.
>>pic related
Is it normal to be this ugly (blue/white dots) ?
I can't change the compute device.

Some infos about the render:
ATI mobility radeon HD 5470
Blender 2.77a
- Cycles render
- User Preferences > System > Compute device - see bottom right of pic
>>
File: render2.png (344KB, 960x540px) Image search: [Google]
render2.png
344KB, 960x540px
>>528591
Just found what it is (fireflies) and how to get rid of it on http://www.blenderguru.com/articles/7-ways-get-rid-fireflies/.
Way better.
>>
>>528579
>programmed majorly by non-artists
You wouldn't want any software that was programmed "majorly by artists." Despite the fact that they couldn't even do it because they aren't programmers, the UI would be an abomination.
>>
>>528579
>>528596
Also, the answer to your question is Unreal Engine if you're OK with C++, Unity otherwise. Or if you want something more minimal, maybe Ogre3D or if you want absolute bare-bones, Irrlicht. Both of those will require you to be fairly advanced at C++.
>>
>>528598
Should've clarified: I'm looking for a modeling suite, not an engine. I've already learned Maya to the point where I could produce a game with it + Unreal or Unity, but LT sounds like a load of shit (Polygon limits on export? No add-ons?) and I can't really pay out the ass for their ungodly $200 monthly subscription to the real thing.

Not using Blender. Even with it being the software that I first learned 3D modeling on I can't stomach it.
>>
How do you Cellshade in blender?

Preferably in cycles or blender render.
>>
File: slimey.jpg (54KB, 960x540px)
slimey.jpg
54KB, 960x540px
So, Im making a slimey slime.

I want the grass to grow in the green areas of the ground mesh, and it depends on Z Elevation.

How do I make the hair particles apear where I want to?
>>
>>528633
vertex group
also google hair emitter
>>
Anyone know good tutorials for rigging and procedurally animating dresses/skirts?

>>527944
DELTS
E
L
T

>>528064
Select the sphere object and deform -> cluster.
Create a cone at 0 0 0, then create a single joint at 0 0 0, bind the joint to the cone
Take the joint and aim constrain > aim it to the cluster
Make the sphere a live object
Move the joint and it will snap to the sphere surface and orient itself correctly

>>528372
bumping this question.
>>
>>528629
https://www.youtube.com/watch?v=d08WF6sZuQI

https://www.youtube.com/watch?v=eZmHDC0dAAs
>>
>>528649
yeah but, Is there a way to automate which vertex belong to a group based on the geometry of the object?
>>
>>528654
similar seams

>>528656
i don't know but i do know that you can create islands by marking seams around them or simply have them as a separate object that you joined together. you simply hover with your mouse over a piece of mesh and click L to select linked
you can also use group select by pressing B
>>
>>528655
Hey thanks, but do you happen to have a tutorial that has black outlines?
I followed the monkey one I like my results the other one doesn't show outlines for me.
>>
>>528659
black outlines? just turn on freestyle in the render settings

or if you want real time do this
https://www.youtube.com/watch?v=Ss04Dx93Qn0
>>
has anyone gotten in trouble for pirating software ??
>>
>>528555
Not really an issue with the texture itself, I've got a seamless useable scale pattern for the normal map, stuff just looks like crap around the UV seams. Only thing I can think is texturing directly on the model.

Another related question, can I draw a regular diffuse texture over the model, say random little black circles on a white model for a scale pattern, and use the pattern to affect depth, or generate a normal map from? Cus trying to sculpt scales onto this thing with blender dyno retopo is a nightmare of faces and makes my computer sluggish just doing the head.
>>
>>528671

Not for learning but for pro work, yes.
>>
Is there any benefit to purely reverse path tracing?

Is there anything it can do that regular path tracing can't do?
>>
File: Why.png (81KB, 772x387px)
Why.png
81KB, 772x387px
Light in Blender's Blender Renderer looks different from the 3D view set to Material, but it matches the 3D view if I turn off the normal texture. Any ideas?
>>
>>528747
Also, the light casting the salmony brown light in the centre is in front of the gun, blocked by the geometry. Increasing Transluceny in the Shading options doesn't bring it back in the render, it only makes the brown light on the back brighter.
>>
>>528511

Really? Doesn't look like he does any 3d stuff. Plus I don't think he'd speak English.
>>
>>528600
Then you've pretty much cornered yourself into having very few options. Pirate the full Maya or something else, or face your fears with Blender. I don't know how long ago you learned it, but it's almost bearable now.
>>
Blender problem:
for some reason I cannot rotate with the Transform> Rotate «R» Tool or the Gizmos on object or pose mode, only on transform mode.

I can only do it by changing the values on the side pannel «N»
>>
>>528769
*edit mode, not transform
>>
>>528774
Check to see if you locked them with the padlock next to those values in the side panel.
>>
>>528775
no, they are unlocked. I can move them on the side panel and properties. But not with the shorcuts «S» and «R». «G» works.

Other proyects works. I probably hit some weird shortcut by accident and dissabled something....
>>
For someone who has never Rigged anything(Blender). Whats the best method for beginners.
Either a 3rd party program, or a great Blender Tutorial.
>>
>>528814
http://blog.digitaltutors.com/how-to-create-your-first-character-rig-in-blender-part-1/

I learned from this, but when it says Duplicate by pressing Shift+A, ignore it and press Shift+D. They had it right the first time, no idea why it changed. It didn't duplicate anything at all, just made a new bone at the base which wasn't what the images showed.
>>
>>528815
Wow, this looks really good. I'll give this a run.
Do you happen to know any face rigs aswell?
>>
>>528820
Nope, I haven't gotten that far in Blender rigging. Haven't had a use for it yet.
>>
>>528821
Thanks a plenty for a response my friend. I'll just rig it up quickly and then I'll complain about my face-rig later.
>>
new thread >>528906
Thread posts: 335
Thread images: 74


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