655x468

Fully.png

🧵 /sqtddtot/

Anonymous No. 874000

Stupid questions that don't deserve their own thread.

Prev. >>870126

Anonymous No. 874001

hahahah loving the op pic

Anonymous No. 874010

>>874000
this is not a question, but a statement.

I HATE BLENDER.

that is all.

Anonymous No. 874017

em looks so lonely without the rat he's throwing all the time

Anonymous No. 874029

>>874000
is that from a tutorial?

also, checked

Anonymous No. 874049

>>874010
and it doesnt deserve its own thread, good boy.

Anonymous No. 874054

>>874000
Clefable poster here, OP image is pure fucking gold kek

Anonymous No. 874055

>>874029
A videogame model if I remember correctly

Anonymous No. 874076

>>874029
>>874055
Wasn't this from Half Life Alyx?

967x808

FULLY MODELLED.jpg

Anonymous No. 874078

>>874076
It was

Anonymous No. 874081

>>874029
some dude made the shittiest mod possible for HL2 and the Alyx model had a fully modeled vagina for no reason

Anonymous No. 874089

>>874078
I knew raytracing was going to mean more work for us character artists.

Anonymous No. 874092

>>874076
>>874078
>>874089
It's not from Half-life Alyx. It is from some "HD Alyx" mod for Half-life 2.

399x352

1641016300795.gif

Anonymous No. 874096

>>874000
Any other must have books for learning low poly outside of the ones by Paul Steed?

Anonymous No. 874107

>>874078
ironically the rendered out version wouldnt be able to go on here. Sucks to be blue

Anonymous No. 874135

Posted this in last thread but got no responses,

Considering that Pixologic offers free upgrades on ZBrush, is there a way to buy an older, cheaper CD key or something then try to get an upgrade?
If not are there any sort of other tricks/discounts that should be known for industry software?
Namely ZBrush, Substance, and Marmoset
I'm a university student if that matters for any deals/discounts

Anonymous No. 874136

>>874135
pixologic was sold about 3 weeks ago to Maxon dude.

304x208

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Anonymous No. 874144

>>874136
WHAT DID YOU SAY NIGGA

Anonymous No. 874151

>>874144
>>869684
My condolences.

700x437

AAAAAAAAAAAAAAAAA....png

Anonymous No. 874170

>>874136
>>874144
>>874151

https://www.youtube.com/watch?v=_2k5YNK-OfI

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Anonymous No. 874211

>>874000
How do i import my textures from substance texture to blender?

Anonymous No. 874241

>>874144
WHAT'S GOOOOOOOOOD

Anonymous No. 874265

>>874000
Why do 3d programs dont share the same controls unlike vector/photo editing apps like illustrator, ps, krita, gimp, etc

Anonymous No. 874268

>>874265
you mean like photoshop only adopting ctrl+z like a year ago and (afaik) still not using wheel zoom by default, or gimp using all sorts of weird hotkeys but no ctrl+j or ctrl+e?

Anonymous No. 874288

>>874135
interested in this as well

Anonymous No. 874290

Newfag to modeling here. Am I better off learning how to model characters by sculpting the bodies instead of extruding cubes?

Anonymous No. 874295

I'm only interested in modeling, should i switch from Blender to Maya?

Anonymous No. 874297

>>874295
switch from blender to 3ds max

Anonymous No. 874302

>>874295
switch to mudbox

741x785

1636682256648.png

Anonymous No. 874303

>>874092
wow i forgot about that, it was the cinematic mod for half life 2 i think.

Anonymous No. 874308

These threads are fucking useless. This board is slow as it is it doesn't need Q&A especially when newfags will make their own threads anyways

Anonymous No. 874342

>>874295
If you're doing good with blender,why should you switch?
If you don't feel comfortable with it, go ahead.

Anonymous No. 874359

I'm using nurbs path and circles to make hair in blender and when I try to move a sing point on the path the whole thing twists and turns any solution for this

Anonymous No. 874382

>>874211
look if there is an addon for a quicker way
otherwise save them as pics in substance
open the individual pictures in blender

>>874359
you can grab a vert and twist it the hotkey is ctrl T

Anonymous No. 874384

>>874211
export with default metal-rough preset
in blender turn on the node wrangler addon
select the shader, ctrl+shift+t, select all maps, done
flip Y channel with curves node if needed

Anonymous No. 874590

Any tips how to create a worn sticker model? NOT texture, it has to be an actual geo. It seems challenging to do, but I thought Zbrush could do the job. Just not sure if there are some good ways to achieve it in Zbrush.

Anonymous No. 874592

>>874590
Update - tried it with lasso masking and dynameshing, god bless zbrush, I think this will work great. But still appreciating other ideas if anyone has any.

Anonymous No. 874620

>>874592
mask and extract works well

Anonymous No. 874750

How interchangable are the skills between different 3D modelling softwares?
I've played around with Blender a little bit but will be starting a 3D + animation course that uses Maya soon, however in my own time will still mostly use Blender for teamwork reasons. Just wanna know how much practice in one carries over to the other

Anonymous No. 874757

>>874750
yes

Anonymous No. 874879

Wat freewere dos I use for making animated glf.s?

Anonymous No. 874889

>>874879
krita

Anonymous No. 874893

Can I create a cute smooth face with eyes via subdivs or using hi-poly mode or t-splines is unavoidable in this case? I'm not need a lot of details such as lips and nose. But I need a more quality eyes than simple drawing on texture. YT has one tutorial and result looks very not good.

Anonymous No. 874932

Does anyone have a quick way to symmetrize a face?

Anonymous No. 874933

>>874932
blundurr

Anonymous No. 874936

>>874932
>>874933
Symmetrize the reference photo

Anonymous No. 874940

>>874893
You can create cute faces with any method. I personally think that creating anime faces with subdivs is much easier than sculpting.
This might be because I started learning about that stuff before sculpting tools were really a thing so YMMV.

>>874290
Both are worth learning and go hand in hand, in my opinion. You need to learn proper poly modeling techniques especially if you're planning to rig your characters and you need to learn sculpting in order to give those models some juicy details (you fucking degenerate).
Some sculptors do everything with sculpt tools and basic primitives but I find it much more convenient to poly-model a base mesh and sculpt details on top of that.

>>874096
>books
Just rip models from old games and lurk the polycount forums.

624x685

subdiv.png

Anonymous No. 874957

>>874940
>I personally think that creating anime faces with subdivs is much easier than sculpting.
Thanks. Do you know any good YT channel about subj? I have a trouble to find it (mostly what I found is sculpting or grid dragging). I'm experimenting but I think my grid for face isn't optimal. (This isn't final form, and rough hair only because hairless head looked scary for me).

Anonymous No. 874958

>>874957
This guy has some pretty good videos
https://www.youtube.com/watch?v=fQZ7TEdFdMU

Anonymous No. 874964

>>874958
Thanks, but can't find subdiv approach there, only hi-poly grid dragging and a little of sculpt. I want something like this https://www.youtube.com/watch?v=0SSsh8nFl3o but with generic cute anime-like face. (I know what I should do from other subdiv guides but eye area raises a lot of questions, and my mesh becomes unreasonably complex and hard to control).

Anonymous No. 874965

>>874964
Maybe I should apply subdiv on this step >>874957 and make eyes on resulting hi-poly mesh? But I can't be able to refine a face form easily.

Anonymous No. 874994

>>874965
Just take a base anime mesh and modify it nigga. Beginner will get stuck on boring shit like topology and give up most of the time. No one care if you create a model from scratch or not, you can always learn about it later.

Anonymous No. 875072

>>874994
I'm doing it for myself as hobby, not for sale, and want to learn how to create what I want, not sale other's models.

Anonymous No. 875075

>>874940
>lurk the polycount forums
they're still alive?

Anonymous No. 875092

>>874958
I found what I want both for face and body, thanks. Looks like my error was using too simple basic mesh.

Anonymous No. 875106

How can i speed up my rhinoceros handling? I'm too slow i can't follow class

Anonymous No. 875146

>>875072
My point is you should not begin learning with face topology, literally the hardest and most boring thing. It's better to do it when you understood edge flows, animation deformation, poles and stuff.
>not sale other's models
Oh well.

Anonymous No. 875158

>>875151
help
>inb4 why didnt you just post here?
fuck you help!

2448x3264

IMG_20200721_162944.jpg

Anonymous No. 875164

Where the fuck do you get cracked versions of your 3d design software.
I used NX 8.5/ 12 and Inventor Professional. Then dropped out of the industry and used Fusion 360 for my private projects.
Had basically no free time for 18 months and now this crap is not available for an acceptable price for private users?

Sorry for the rant.

TLDR: Need reliable cracked version for Fusion 360 or Inventor. Thanks in Advance. Please take this comfy chicken pic

2048x2048

Head.png

Anonymous No. 875176

How can I make some nice realistic face textures ala L4D2 in a reasonable workflow?

I already made a Simon Pegg model but his face is horribly frankensteined with too much skin detail to look pleasing.

Pic related is my WIP Nick Frost and I tested a projection on the left and a manual paint on the right. I'm was trying to reinvent my shit workflow by starting with a base and mapping out shadow locations but it's not going as great as I thought.

Any tips?

Anonymous No. 875198

Can I pirate Maya for learning purposes? I mean do the pirated versions work?

Anonymous No. 875211

>>875198
>Can I pirate Maya
Technically, yes

>Can I pirate Maya for learning purposes?
Legally, no

>I mean do the pirated versions work?
Of course

Anonymous No. 875216

>>875211
Thanks
I downloaded the LT version I'm assuming it lacks some features but since I don't know a single thing I guess it'll do for now

1730x716

cz75auto.png

Boolets No. 875231

>>874000
How do i make da bullets.
Or to be more specific, i want it to be realistic, and how do i make it so, for animation, i can animate the gun cycling, the new bullet goes in, and the one that was shot dissapears.
Also, im not very experienced, learned from tutorials.

310x267

Capture.jpg

Anonymous No. 875384

What's the fastest way to make a sphere with the topology that this hat uses?

Anonymous No. 875392

>>875151
NO ONE WILL FUCKING HELP ME
HELP HELP HELP
ITS BEEN 3 DAYS
PLEASE
HELP
WHAT THE FUCK
DO I HAVE TO GO TO R#DDIT TO FIND HELP????????????? WHAT THE FUCK /3/?????????

Anonymous No. 875395

>>875392
https://youtube.com/watch?v=KGOG4EBjfyk

Anonymous No. 875411

>>875392
Holy shit, what a faggot.

Anonymous No. 875417

>>875231
You need 2. Duplicate your casing. Then put your empty casing in the chamber, do the Fire animation, with the Slide opening and the Empty casing flying out. Animate the complete cartridge going form the magazine in the chamber. After slide closing swap the position of Complete cartridge to empty and reset the other one back to the mag.

Anonymous No. 875426

Why are translucent glass materials fucked on triangulated meshes? Both in SP and UE you can see tiny dark triangles across the whole surface if you apply a glass to a triangulated mesh. But if I don't triangulate before I export, it's fine.

Thought it was another reason (messy topology), but the triangulation seems to be the problem.

Anonymous No. 875470

Is there a fast and simple method (simpler than groups) to fix given vertices in Blender to prevent them from moving during proportional editing?

Anonymous No. 875498

>>875470
Hide them?

>>875426
Could the triangulation be messing with your normals?

Anonymous No. 875501

>>875498
I don't think so, it shades correctly with opaque surfaces.

1256x947

f15_3v.jpg

Anonymous No. 875651

Ok, newfag that wants to learn blender just enough to make dumb plane models, and the best references are three-view schematics like pic related. How do I go from those to a workable 3d model?
Example of what I'm talking about here
https://www.youtube.com/watch?v=e_YFlt1y-Ew

Anonymous No. 875652

>>874000
why does my blender keep crashing when importing large meshes and 8k textures? this never happened to me on windows. if anyone on linux can import this to blender with materials without it crashing, let me know. https://sketchfab.com/3d-models/pile-of-dirt-c86a4e9d981d4f029cc9261fde52cb7c

1500x987

file.png

Anonymous No. 875654

>>875651
since im making an "airplane" too, i think i might be able to give some tips.
id say you should try to find good reference,
the pic you uploaded seems alright. you should also take a look at irl pictures to kind of study the panel placement on the fuselage, so you can replicate it on your texturework(?). id recommend you to start with something simpler, but if you're confident, go ahead.

Anonymous No. 875681

>>875498
Hide is too tricky b'cause I can't see what I hided. I mean, is there a simple method to fix vertex but stay it visible?

Anonymous No. 875682

>>875654
Oh, what I'm wondering about exactly is how he is making those shapes and editing them to match the reference. When I say I'm a newfag, I mean it.
Thanks though, anon, that's sound advice.

1657x849

right view.png

Anonymous No. 875686

>>875651
press n
go to background image section
import you blueprint image
go to ortho view (numpad 5)
adjust image (set axis to: right view) (right view: numpad 3)
add same image again (this image should have axis to: top view) (top view: numpad 7)
adjust both images so they line up
it should look like this in pic
notes how sharpy point of airplane is lined up in both views

btw I use older blender (2.79). It should be similar for new version. If you fail look up "How to Add Reference images for modelling in Blender" on youtube or something like that.

1646x845

topview.png

Anonymous No. 875687

>>875686
top view
This method alone should give a decent low poly model

Anonymous No. 875691

>>875687
Or you know, just get a blender version that's not five years old and drag and drop your image into the viewport.

Anonymous No. 875714

>>874078
is it fully rigged?

Anonymous No. 875720

>>874049
agreed blender doesnt deserve its own thread but we need it to keep the blendlets contained

Anonymous No. 875733

>>875714
Only partially if my hazy gmod days memories are correct.
Also I was never credited for my textures that made it into the cinematic mod and I'm still mad about it.

897x543

trig.jpg

Anonymous No. 875759

help a brainlet, what is the trig function to get the height of a right triangle's opposing side?

Anonymous No. 875763

>>875759
tangent (alpha) = the side you want / the side that is 1
are you retarded? how hard is it to look up trigonometric functions?

Anonymous No. 875765

>>874081
>no reason
It's the only reason I've ever heard of this mod and even considered downloading it.

Anonymous No. 875789

>>875759
arcsine(α)

Anonymous No. 875793

>>875763
>>875789
thanks anons, yes i'm not very bright

1084x1098

euvhplz.png

Anonymous No. 875831

Working in Maya. Would anyone know how to create a keyable control for a UV shell's transform? I'm trying to grow and shrink this eye texture by scaling the geometry's UVs. I can achieve the effect manually in the editor but don't have a way to key the difference. Open to other approaches as well.

Anonymous No. 875868

>>875831
make a blend shape with the geo

Anonymous No. 875909

>>875831
Attach the polygons to a joint, add a weightmap and do a smooth gradient. When you scale the bone it will scale the weighted polygons.

Anonymous No. 875975

>add more detail to my model
>it visibly loses soul

Anonymous No. 876021

What kind of tablet should I get to sculpt with zbrush? Are there any features that are necessary to look out for?

Anonymous No. 876024

>>876021
get a cintiq

Anonymous No. 876027

>>876021
an intuos would a good cost effective start
just don't buy any of the chinese crap tablets

Anonymous No. 876028

>>876021
any display tablet will be fine, zbrush is designed
for tablet use so you don't have to worry about hotkeys, Huion make the closest in quality to Wacom but some have said xp-pens tablets are worth too, watch some reviews and see whats in your budget

Anonymous No. 876029

>>876021
Just manually place every single vert using math.

Anonymous No. 876031

>>876021
huion h610 pro v2 is great

Anonymous No. 876061

>>875211
I think i want to get back into animating but i never had to pirate my stuff before and my maya license ran out. Where do you guys usually go to get your cheap/free software? Or do i just have to bite the bullet and learn blender?

Anonymous No. 876071

>>876021
>tfw fell for the intuos pro M meme and I never use those buttons on the side.

I mean, not really, I would still buy it, I just thought the buttons would actually be useful, but apparently they're not lol.

700x700

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Anonymous No. 876181

when I added the solidify modifier it distorts the inner radius into an oval. any fix?

Anonymous No. 876185

>>876181
You have to make the hole after the solidify modifer
Obvious solution, but there is no other other way

Anonymous No. 876186

>>876185
yeah, I just had a feeling there was another fix to this. thanks.

Anonymous No. 876241

>>874000
Humble Bundle has a learning to make game art in Blender package.
Is anyone knowledgeable enough to tell me whether or not this would be a good buy for 25 bucks?

Anonymous No. 876263

What is the correct way to fix this?
I am using blender and this is a low poly model with a very small texture.
Ideally, I am looking for a solution that does not involve manually moving the UV vertex, judging by eyesight, until it looks kind of correct.

612x285

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Anonymous No. 876264

>>876263
Whoops. I forgot to send the picture.

343x347

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Anonymous No. 876265

>>876264
Another example.

515x405

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Anonymous No. 876268

>>876263
I would also like to know the best way (for blender) to unwrap a group of polygons that have a triangle between them as squares. Do not recommend me the UV Squares addon as it doesn't seem to work well when there are triangles. Bonus points if it doesn't require an addon.
(In this picture I sent I manually I had to set each vertex position individually)

612x285

tris.png

Anonymous No. 876279

>>876264
quads are an illusion, anon.

the uv and the face don't have the same shape
the texture is warped to fit the real geometry.

what did you expect would happen?

Anonymous No. 876281

>>876263
1st & 2nd: these are side effects of triangulation. "proper" ways to avoid this is either reduce UV stretch or subdivide, but for your case these aren't applicable. you could instead explicitly triangulate (connect verts with J) in a way that gives less distortion.
3rd I don't think is possible with Blender addons, or I haven't found such an addon among maybe a dozen I've looked at. I would recommend another program (RizomUV or UVLayout) if this is a common task for you.

2048x2048

render.jpg

Anonymous No. 876294

Any advice on how to fix the UV tilling on the left? I used substance for texturing and it feathers the texture to make it unnoticeable. I then export those textures back to Maya to render the model in Arnold but there's no feathering and the texture gets fucked, messing with the whole compo.

Anonymous No. 876314

>>876294
use triplanar projection in substance
I don't think it feathers anything though. idk maybe it does in adobe versions, but isn't realtime preview the whole point?

Anonymous No. 876315

I just went through the Houdini isn't scary tutorial and I'm rendering out the project, but is rendering supposed to be so slow in houdini? is a single frame supposed to take an hour to render?

1920x1080

Tejas + pilot.png

Anonymous No. 876316

>>875686
>>875687
Thanks buddy
I don't know what to give you, so have a drawing I've made some time ago.

1024x768

source.jpg

Anonymous No. 876318

Why is source allowed?

Anonymous No. 876328

>>876314
Yeah, I used triplanar projection in substance. There's a hardness slider in substance that sort of smooths the transition in places where the planes meet - I guess the real problem is in my UVs and I probs gotta redo them.

Anonymous No. 876330

>>876328
as long as all the relevant layers / masks have triplanar, it should export exactly the way it looks in SP.

but now that I'm looking at it closer, I think there is no seam there at all, just a problem with normals. probably just the inverted green channel (wrong DirectX/OpenGL format). but I know some engines are also allergic to flipped UV islands, usually that's for realtime though, doubt that's it in your case.

Anonymous No. 876352

How do you make debugging your game more bearable? Im debugging unity for android for days now and its absolutely godawful

Anonymous No. 876355

>>876352
have playtesters who record or stream their session, you can't do it all alone

Anonymous No. 876376

>>876355
I have no money

Anonymous No. 876412

>>876376
phone a friend! :)

1200x1179

My+best+httpstwit....jpg

Anonymous No. 876434

where do u get inspiration for 3d shootign game level stuff 2 make when u kno that no 1 will ever play ur level's ...?

Anonymous No. 876443

>>876316
thanks for the pic. Can I save it?

Anonymous No. 876454

>>876443
Sure thing, man

Anonymous No. 876455

>>874092
it's from cinematic mod and it's one huge meme

Anonymous No. 876480

How different is Unity from Unreal ? I use Unreal but got an interview for a job and they want me to do a test on unity, i have never used it lol. But i'm pretty knowledgable in unreal. am I fucked or na

Anonymous No. 876481

>>876480
Unfortunately you picked wrong and are fucked no matter what. unreal is garbage for nodev niggers. Unity is the ONLY way to make a game.

Anonymous No. 876482

>>876481
This but the opposite

Anonymous No. 876484

>>876480
unreal is heavier on the system and more used for console AAA games as opposed to mobile games

1080x1080

xeris.ex.jpg

Anonymous No. 876487

When was this board created?
I've been here for virtually a decade but only got into 3DCG recently.

I got inspired by vngc and xeris.ex.
Bonus question: what made yall get into 3DCG?

Anonymous No. 876488

>>876484
thanks, and how is it in term of using it ? does it translate well if you already know unreal ? i've dl and so far it seems a bit the same, a bit weird as forthe interface, for example i have no idea where to find a skylight

Anonymous No. 876489

>>876488
using unity is not about placing one skylight but writing a whole shitload of scripts and understanding why those scripts work and how to debug them

Anonymous No. 876490

>>876489
should have mention i'm not a dev, i'm just an "artist". My job is to make the scene look good that's it, and it's for mobiles games lol
does it still involve writing scripts ? cause im fucked then

Anonymous No. 876492

>>876487
shitty gmod gun mods

Anonymous No. 876494

>>876490
for example if you want to have a pretty animated "effect" for your character you'll have to do some combination of scripting and visual effects graph which is node scripting

Anonymous No. 876495

>>876494
yea a bit like unreal, but that's for vfx artist -I hope) well i'll try and see if I can not bomb the interview. Don't know why I applied then and why the responded since I have no mention of unity in my cv

Anonymous No. 876496

>>876495
if its a shitty mobile games place they might not give a shit and have you do some other code monkey type shit

could even just be making shit in blender/3ds/whatever for menus. modelling generic orbs for boomer progress bar games. boomers fuckin' love orbs.

Anonymous No. 876497

>>876496
ye it's typically game done quick as a cash grab, i think my main role would be to make low poly assets so in that department im good

Anonymous No. 876500

>>876495
Unity as an artist is piss easy don't worry about it. You'll pick up all you need to know in a week

550x362

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Anonymous No. 876507

Would it be possible to make this in blender? If so, how would somone go about getting the early computer graphics look?

Anonymous No. 876511

>>876507
Use the BI renderer in an old version of blender.

Anonymous No. 876538

this is beyond stupid but hypothetically if a solar flare hit earth and technology was useless or other similar event happened, what would you do as a living? Carve statues? Kys?

Anonymous No. 876543

>>876538
>solar flare hit earth
imagine believing in midwit stories

Anonymous No. 876547

>>876538
*rips bong*
"Dude! What if all the computers just disappeared?!"

Anonymous No. 876548

>>876538
I would join a local faction in order to provide for my family, only to probably die within a week because I lack street smarts and have never before used a gun

558x392

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Anonymous No. 876549

How do I bake smooth high to low poly on cylindrical meshes without getting errors due to low geo curvature? Do I bake on a higher res mesh then manualy remove extra edges after bake and would that even work or would it cause some unexpected errors since the normal map was originally made for a lower poly version of the mesh?

Anonymous No. 876554

>>876538
Get back into music.

Anonymous No. 876557

>>876547
god i hope so

>>876538
im in the military. not to be all toughguy mr navy seals, just that i ahve a job that doesnt tend to fall apart just because of global crises

Anonymous No. 876583

>>876294

If the triplanar projection thing isnt working for you, you might be using the wrong color space in your height/normal map when importing for Arnold.

Here's a quick little help guide: https://nickkubik.myportfolio.com/substance-painter-to-arnold-workflow

Note: Your export preset in Substance changes the file and settings you need to import into Arnold with.

Anonymous No. 876584

>>876557
Are you proud of serving for oil companies while larping as a commando and stroking your room mate's cocks in the night?

381x500

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Anonymous No. 876588

>>876584
no my job being not just incredibly dull but also supporting an organization(the canadian government) i hate in a way that offers no opportunity for real personal growth (and if anything promotes mental illness) or other mitigating reason to help them other than money is a large source of depression, anxiety, and desire to either change jobs or take up crack

Anonymous No. 876590

>>876557
*job that doesn't fall apart specifically because of its role in engineering global crises

Anonymous No. 876592

>>876590
the military is too incompetent for that. engineering crises is the intel community's job

Anonymous No. 876602

>>876592
>the military is too incompetent for that
look forward when you find out they are not incompetent, they follow another goal than they tell the plebs.

1080x1080

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Anonymous No. 876603

>>874000
https://www.unrealengine.com/en-US/onlinelearning-courses/becoming-an-environment-artist-in-unreal
a few weeks back, some anons told me to start learning unreal for being an environment artist but i forgot to ask if i need a degree or something along those lines to get a job in a production house.

479x680

BING CHILLING.png

Anonymous No. 876611

>>876602
doesnt change my statement/sentiment

being military is incredibly lucrative but deleterious to my mental health

though this is the canadian one; even if they have such nefarious intent, they aint shit. I can't remember the last time some dipshit officer gave me the Force Protection Talk and I got an actually sighted rifle after. if they expect me to engage whatever seditious group, even if I wouldn't just join it, they're looking at some clownshoes garbage of a firefight the military is all but guaranteed to lose

Anonymous No. 876615

>>876549
I can't find the post because the person tweets a digusting amount but yes you can do exactly that.

Anonymous No. 876620

>>876538
Even the poorest people in third world countries have smartphones that they film with. Infrastructure is too intertwined to die.

Anonymous No. 876643

>>875759
SohCahToa, say it a few times to memorise it.
Sine = opposite over adjacent
Cosine = adjacent over hypotenuse
Tangent = opposite over adjacent

I think that was what you were asking?

889x2185

SOME OLD HORSES C....jpg

Anonymous No. 876647

>>876643

Anonymous No. 876665

>>876603
no u dont need to, only your lvl matters

554x554

images (14).jpg

Anonymous No. 876729

Do people actually make money off selling figurines on ebay/Amazon/ etc?

Thinking about printing and painting them as a side gig.

I've considered getting the ELEGOO Saturn to do that.

Anonymous No. 876741

>>875759
tan a = x/1

1280x721

1529333673500.jpg

Anonymous No. 876745

does anyone has something like a "30 day modelling challenge" chart or something like this? I wanna study but my creativity has been in an all time low lately.

Anonymous No. 876747

>>874000
how do you guys setup your different ssd?
1TB ssd for os
1TB ssd for caches and current projects
6TB hdd for assets and archiving projects

how's your setup?

Anonymous No. 876753

>>876745
I quintuple dog dare you to throw a WW2 prop fighter together, and after that do the stupidest sword you can think of

Anonymous No. 876760

>>876747
1 tb ssd for os
10 tb hdd for cache / projects
10 tb hdd for cache / projects

still not enough space

459x350

not a child mom.png

Anonymous No. 876777

in unity, how do i parent bones to other bones?

Anonymous No. 876799

>>876538
Answering seriously, if society reverted to a pre/early industrial level then the vast majority of people would have to revert with it to subsistence farming, since they wouldn't have industrial agriculture to support them in other fields.
Having to suddenly transition to living off your own food would by far be the hardest part: without going into detail, I'd say I've got really good odds by first-worlder standards, and I still don't think I'd have much chance of surviving unless the event happened in spring and preceded several years of good weather.

1682x1059

9iwQ1me.png

Anonymous No. 876800

be honest am i ever gnmi or should i give up?

Anonymous No. 876806

>>876800
>nice cock
>Activate Windows
gmi

Anonymous No. 876807

>>876777
They are game objects that you can reparent in your asset folder.

Alternatively, get the gamerigtools addon and reparent that asset before you import it.

Anonymous No. 876811

>>876507
if you're asking this question then whatever you make will probably end up looking like that anyways, bring it into photoshop and noise it up a bunch and you'll have your wish

Anonymous No. 876838

So all those artstation guys model in high poly, but what do they get hired for exactly? Video games? But video games requires low poly models, do they just also low poly 3d models when they're actually getting paid?

Anonymous No. 876846

>>876800
characters look technically competent, environments suck ass, the biggest problem with all of them is the presentation isn't appealing. ngmi as it is but potential to gmi if you work on it.

Anonymous No. 876847

>>876838
Perhaps spend more than 2 minutes on artstation and find all the retopologised game ready models

1200x670

tired.jpg

Anonymous No. 876850

>>876760
>>doesn't cache out on ssd or even sata ssd
sir, delete your internet immediately

1917x1080

unknown.png

Anonymous No. 876856

>>876846
thanks for the feedback, i do agree about environment but that bottom one i was only allowed to use pro builder in unity to model.
i spent a fuckton of time doing the wood details on the top left but you can't see it because it's supposed to be a diorama. i should have spent that time doing grass and stuff instead to cover up the ugly green flat land. you're absolutely right though

1920x1080

1621185909889.png

Anonymous No. 876868

>>874000
some anon posted this a while back but i just quickly saved it and didn't have the time to ask how he did it. i love this style, it isn't as pixelated as ps1 nor is it ps2 level. i find this to be the perfect balance in my eyes. can someone help me on how to make textures like these? is it just pixelating a hq texture?

Anonymous No. 876873

>>876868
Pixelating and restricting the palette to a limited number of colors should do the trick.

1037x716

1629300948591.png

Anonymous No. 876879

>>876873
how is this?

Anonymous No. 876917

>>876856
It's good, that wood is really nice. You just need to focus on one thing and improve your presentation as other anon said. Can't do both characters and environment, at least not early on while you're trying to get into the industry in the first place. You won't be making both things in the studio.

But I'd say I actually like environments more than characters - these are just sculpts with very basic textures. They can't be used as a finished product. Some scultps are nice, but you need to finish those things, make a low poly, bake and texture properly. Otherwise just focus on improving your environment skills, there are more job opportunities there anyway.

1920x1080

nioh2 2022-01-19 4.png

Anonymous No. 876937

You can probably tell I'm a fucking noob.
I'm trying to make some more interesting textures that aren't shitty solid color latex for https://www.nexusmods.com/nioh2/mods/172
My problem is, the specular transition at the seam on her inner thigh is just horrible, even though it's just a blob of alpha channel grey on entire thing except the belts and metal.
I toned it down, because the original looked like she just climbed out from a barrel of oil, but the original also has that shitty border between lit and dark area, so now I don't know if it's the game or shitty texture I had to work with.

Anonymous No. 876944

>>874078
was this for coom before coom was a thing?

Anonymous No. 876947

>>876944
Cinematic Mod was 80% about ferns, 20% about turning Alyx into horribly dressed Adriana Lima with permanently erect nipples.
Memes aside, the guy put some serious work into it, when you consider he made it at the time when the height of modding games was putting new spray logos into Counter Strike.

Anonymous No. 876966

>>876937
looks like a normal map issue.

Anonymous No. 876989

>>876917
Thanks man, I get what you're saying. I'm actually doing a 6 week game project that just started 2 days ago and I will be responsible for making the characters so I will be doing just that haha, I'll post here when it's over probably and show all the characters I've hopefully done

752x713

Capture.png

Anonymous No. 877007

Does anyone know what's causing this?

Anonymous No. 877010

>>877007
It doesn't appear in renders nor when the camera is moving

Anonymous No. 877011

>>877007
try preferences>viewport>anti-aliasing
seems related to that, possibly a driver fuckup

387x454

swea.jpg

Anonymous No. 877019

How does clothes topology work?
For example, if I wanted to model a long sleeved sweater, do I just recreate the basic edge loops/topology used for elbows so it can bend properly?

Anonymous No. 877031

don't mind me, just bumping this thread to see if bumping the new /wip/ works.

Anonymous No. 877074

Is it possible to save a substance painter export template (from cache)? It's not in the template list, but the export config has been set up in the project I downloaded.

Anonymous No. 877100

>>876538
id finally be appreciated by my community, and also probably eaten by raiders

>>876838
the low poly mesh is made of the high poly mesh, its an essential step of the workflow to have a high poly one first

Anonymous No. 877117

>>877019
Bunch of cylinders don't overthink it

Anonymous No. 877135

>>877019
rip some vidya models and see what they do

Anonymous No. 877149

Blur slope is becoming very popular for low skilled substance users to emulate a hand painted look, you can easily recognize it when you see it. Can someone link a good tutorial or course for handpainting properly? Not the blizzard style where every edge is highlighted please..

Anonymous No. 877151

>>875384
>nurbs

Anonymous No. 877158

>>874078
>>874076
It's from Half Life FakeFactory Mod. There are tons of controversy with that mod because it breaks all lore related to the game

Anonymous No. 877159

>>875176
You should try to import or copy paste Face texture from left 4 dead survivor. You can use that as reference to line it up with the UV map. Once its done remove the face or just replace the face with each part you get.
Although if you want easier path then i suggest to use Facebuilder for Blender. The only downside is you need to have face view as reference picture to create the face and the texture

Anonymous No. 877160

>>876318
Source is actually pure kino because you can get realistic/good visual graphic by tweaking the lighting.
>>876487
I wanna make 3D characters for games

Anonymous No. 877182

>>877019
marvelous designer

Anonymous No. 877215

>>877019
>do I just recreate the basic edge loops/topology used for elbows so it can bend properly?
Yes, unless it's simulated in which case having an even TRUQUAD polygon density is better. Otherwise just try to copy the topology of your character.

>>877149
Just learn traditional painting techniques? /ic/ has a lot of resources.

Anonymous No. 877240

How can I stop having a -90 degrees rotation on X when I import fbx from blender to maya?

Anonymous No. 877241

>>877240
Seems like "apply transform" in export settings fixed it

Anonymous No. 877254

>>877149
Learn art fundamentals and then trad painting techniques

Anonymous No. 877354

How do I rip a model that doesn't have a download link on Sketchfab?

Anonymous No. 877371

How big should a model be, like a human character? It's based on the distance of the camera and resolution of the screen right?

I heard the default blender cube was based of some real life measurements.

745x481

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R No. 877373

Can someone please provide me with good rigging/weight painting information/links? Also, how the hell do people make rigs that can be applied to bipeds of different polycounts and have them still work properly? I just can't seem to wrap my head around it.

960x960

1604026175267.jpg

Anonymous No. 877409

Alright, my questions would be: 'who the fuck is Cris?' I dont come often here, but even I remember the birth of M249 SAW machine gun guy, then sphere schizo, but Cris? Where does he come from? Whats his deal? Shitposting?

Anonymous No. 877423

>>877409
cris has destroyed this board and turned it into a wasteland with his drivel

7372x7372

41236135121.jpg

Anonymous No. 877432

I forgot name of program who could do picrel.

981x720

grus.png

Anonymous No. 877433

>>874000
New to blender and not exactly sure what the terminology is or how to find it so if anyone has any suggestions that would be a great favor to me.

I am trying to create something like this. Where you have a background image and it rotates around but also distorts and travels to the center. I guess something like Earthbound even with distorted backgrounds would work. I figure this would be easier to do in blender than to animate it in a different program.

Anonymous No. 877438

What can I do if I have a long furniture piece I'll trim, but also want to cut it into multiple modular pieces you can mix and match in whatever order you want?

Textures still won't tile smoothly if the order is different than the original piece, because that's the one I'd unwrap in the first place.

The only thing I can think of is to make the texture very simple without any kind of visible pattern, but at that point I'm sacrificing the quality. It will be a wood texture btw.

Anonymous No. 877446

>>877409
It's a really ugly latin american fat guy, who keeps asking for advice that he just doesn't listen to, brags about following tutorials badly, ask for more help, and then piss off the people who asked him for help, and has repeated this process for i think two years now.

A quarter of the threads are by this one idiot who just doesn't want to put effort into actually learning.

Anonymous No. 877460

>>877409
see >>877413

Anonymous No. 877465

i want to learn to make models suitable for 3D print
currently im begginer with blender, but Průša splicer with Ender gives me only headache
am I a cretin or should i try something else ( im expecting both tbf)

Anonymous No. 877521

What it the best texturing workflow if you're going to use your models in Unreal ?
I can either:
>Make traditional packed textures for the entire model
>UDIMS
>Assign vertex groups to different material slots with their own textures.
UDIMS seem like the best option but I'm still very much a beginner in all of this.

Anonymous No. 877524

>>877465
go find some beginner tutorials.
>>877433
an open cylinder with normals facing inward project the texutre onto it the way you need it, then subdiv, bend and twist however you want

Anonymous No. 877525

>>877438
Are you talking about splitting objects but keeping the normals the same?

If so, just use data transfer modifier, transfer the normals

Here https://blender.stackexchange.com/questions/53749/normals-changed-after-separating-object-in-2-pieces

Anonymous No. 877607

>>877525
No, I’m talking about albedo - how to achieve seamless textures on modular pieces that are cut out from one bigger mesh. So they can tile smoothly no matter in which order you put them together.

I guess I can unwrap every modular part into 0-1, but that will take up too much vertical space, since there are a lot of extra parts I need to trim. And there would be an obvious repeating pattern on every piece.

Anonymous No. 877624

Let's pretend I've learned how to make a good mesh for a character from scratch
Now I want to make realistic skin texture for it, paint veins here and there, a stubble underlay for a 3d mesh of a beard, etc.

What's my next course of action? Learning how to draw and actually drawing, manually picking colors and laying strokes?

228x171

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Anonymous No. 877664

>>874000
Stupid question. If I have a mesh in Blender, how can I just keep the exposed surfaces? i.e. the vertices which are exposed to the air, while removing all interior geometry?

800x553

7b9bdfeb3e39f193e....jpg

Anonymous No. 877687

Do pictures of untextured, base white maps like pic related have a name?

Anonymous No. 877691

>>877687
blendlets call them "Clay Render"
I call them "who gives a fuck, your model isn't important enough for me to be studied in detail"

Anonymous No. 877710

>>877687
white diffuse

1280x720

5663921.jpg

Anonymous No. 877714

Weird one for you. I know nothing about how 3D modeling works, but I had an epiphany that i'd like to start. Long and the short of it is I see places in my dreams that i'd like to share and express to others. My ultimate goal would be to create experiences where one could walk through them in 3D (like a walking simulator). How ridiculous would it be to learn the skills needed to create specific 3D environments in my head? How strong of a computer do I need? Where should I start?

Anonymous No. 877717

Has anyone here been successful making money off asset creation in sandbox?

Anonymous No. 877747

>>877714
Blender for modeling and unreal engine for interactive part.

Anonymous No. 877809

Probably incredibly stupid question, but how do you set your object dimensions in blender to a specific size? (e.g 8x13mm cylinder, 10mm sphere, etc)
I tried using N key, but apparently the numbers shown are not in mm

Anonymous No. 877818

>>877809
You can change from meters to mm in scene scene properties - units.

1920x1080

pb.jpg

Anonymous No. 877850

Anyone knows why Zbrush will sometimes refuse to put a custom palettte into a shelf (the left one in my case) and sometimes it let it happen?
The white container doesn't work when I hover over it with a grabbed menu

500x500

1628198165817.gif

Anonymous No. 877863

>>874000
best place to learn modeling?
objects, humanoids, creatures, animating, texture wrapping; the works...

224x244

draggy thing.png

Anonymous No. 877878

>>877850
Did you seriously enable customization and now are trying to move them via ctrl+alt?
You just open a menu and grab the button circle arrow thing and drag that without clicking any keyboard buttons.

1815x1038

Capture.png

Anonymous No. 877883

This is a dumb question, but I'm following Blender Guru's donut tutorial. I've just done the weight painting, then set my density modifier to be the vertex group, but then when I added the Math node, the placing of the sprinkles isn't using the weight painting. Not actually sure where I've gone wrong, I thought I'd followed his guide to the letter. Any help would be appreciated!

Anonymous No. 877915

>>877878
Yes man, you can clearly see in my interface that I've done it before. But for an unknown reason, the white containers doesn't show when I try to put the menu on either the left or the right shelf. But it will anywhere else.

250x188

1464812331862.gif

Anonymous No. 877916

>>877878
>>877915
Ok I just got what you said

Anonymous No. 877923

>>877883
can't see the uv map referenced anywhere in your nodes

Anonymous No. 877928

>>876480
update: did not get the job. Which was a bummer because after the interview I got some good vibe and was actually really interested working for them. I think my art test wasn't good enough, there was a part that was creating the art direction which I had never done before. Still jobless it is

281x295

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Anonymous No. 877960

>>877923
Sorted it - I just needed to change the Math node from 'Add' to 'Multiply'. Fuck this is fiddly.

750x738

Me.jpg

Anonymous No. 877963

consequences of using unlicensed software in a business.
How is maxon gonna find out???

Anonymous No. 878005

>>876480
>>877928
Hey do you mind answering a few questions about this job interview you got, I'm an Unreal dev (beginner but I'm a programer and do 3D with Zbrush and Houdini) but my dream is to get a fix job in the industry no matter the engine, so here they are:
- Where are you from ?
- What kind of job did they offer and for how long ?
- What were you tested on ?
- What kind of company was it ?
- Do you know how they view juniors in this field?

Anonymous No. 878012

>>877963
I'll tell them.

Anonymous No. 878013

>>878012
No you won't

Anonymous No. 878031

>>876753
That's very sweet :)

1353x640

Capture12121.png

Anonymous No. 878033

i've imported an SVG made of bezier curves. I am trying to create an inset, but there are too many unselectable edges. Does anyone know how to get around this? thank you

920x2227

95760970_p0.jpg

Anonymous No. 878048

What is the best approach for modeling complicated topology like armpits? Does anyone have a video I could watch, please?

Anonymous No. 878113

Is exporting a model as an obj or fbx the best way to transfer from blender to maya? Is the blender to maya bridge worth pirating?

Anonymous No. 878129

>>878005
I'm a frog from Europe, it was a mobile artist role at a small and new company ( like 4 people in total)(and as the only artist so it was expected to do everything which is annoying, even for a mobile game) . I thought it was weird at first but they offered a full time job so good with me
test was 3D lighting stuff on unity (easy) and find an art direction about a simple game concept (easy if you're good at drawing and have done it before; which i hadnt so I think it was too amateur looking)
for the last question idk since I've yet to find my first job. Slowly losing hope as I seriously don't know how people with 0 experience manage to find a first job as an artist

Anonymous No. 878172

>>876879
u have a mish mash of pixel density on every face, the right side is rather too lowres while the front is way too high, and the roof tiles look like they're just a standard texture.
other anon was saying that you could also limit the palette in something like photoshop, say to something like 256 colors, to give it a unique coloring look, i donno how u would go about doing that in blender

Anonymous No. 878175

>>878048
if you don't have a person without skin you don't care about this it's a too complicated muscle group with a lot of sliding of the muscles. If you want the deformation to follow correct muscle anatomy you can use a good rig with blendshapes or a simulated muscle system.
The topology of the mesh should stay simple.

Anonymous No. 878199

what's the best way to approach modelling interiors of buildings/vehicles after modelling the exterior? (i.e. having the two connected in a single model, so that transparent windows will show the inside etc.)

Anonymous No. 878225

>>878129
I'm from belgium my man. Yeah I'm in kind of the same situation but I'm initially a programer and I want to penetrate the 3D/gamedev working field but I have like no idea where to search and how to search to get a full time job in this fucking industry.

420x347

67c4921f26ca8656e....jpg

Anonymous No. 878259

Who has the best sculpting timelapse videos in terms of quality and diversity of the models. Everyone either makes the same models or isn't worth watching for educational purposes.

Anonymous No. 878261

>>878259
Pixologic's youtube channel has a lot of sculpting videos. Not really timelapses but nothing prevents you from skimming through them.

Anonymous No. 878310

>>878225
id look into different ad youre interested and see what they ask. I wanna go into being an """artist"""" so what matters really is my portfolio and my skills; it's just that the requirement now is fucking crazy, and my brother work at a big gaming company and he also agrees the industry is freaking closed. I search on linkedin and other related job searching site in your country; You see people saying polycount here but lets be honest its mostly for the US

1024x2048

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Anonymous No. 878419

I'm assembling a map from Mario odessey in blender, but it has two albedo maps and I'm not sure how to combine them.

This is the normal one.

128x256

1628507724598.png

Anonymous No. 878420

>>878419
And this is the other, I feel like I'm over complicating it, but I'm stumped.

There's also Specular and Normal maps but I've got them figured out I reckon.

Anonymous No. 878425

>>878420
Could this be used for transparency/coloring the light going through the window? What does it look like in-game?

Anonymous No. 878426

>>874000
so to VFX you need to be rich?
https://youtu.be/q1LAeFmt6xc

12.5 a month it costs to render out a sim in houdini

wtf?

Anonymous No. 878429

>>878425
I've still to play the game so I'm not sure, I'd guess it's what would give the window that stained glass effect.

Anonymous No. 878434

>>878426
Poorfags need not apply

333x453

1637030742461.jpg

Anonymous No. 878450

Is there any way I can quickly align these edges from the first vertex to the last without moving all the intervening vertices myself and eyeballing it?
I'm not sure how to phrase the question for google without ending up with results that tell me about scaling on an axis to 0 or sliding a vertex up.down an axis and snapping it to a nearby vertex, which doesn't help.
Thanks in advance, I would have continued trying to figure it out, but I'm off for the night so I figured I'd crowdsource for an answer.

1920x1080

FH910UtXsAMfo3L.jpg

Anonymous No. 878453

how do i achieve this style of shading in blender? it seems like it should be really simple but i cant seem to get it right

Anonymous No. 878461

>>874000
how come extruding breaks an edge loop

900x900

I have a probably....png

Anonymous No. 878485

I want to make some rockin knockers and ass but i don't know how to make them round.
do i just add a bunch of cuts then sculpt?

Anonymous No. 878488

>>878485
take the zbrush pill

1914x852

topo.png

Anonymous No. 878489

I'm at a point in which I can practically model anything but lack sufficient knowledge to do so without adding loop cuts that go through the entire object. In essence, I know nothing about the theory behind topology. What resources do you recommend?

Anonymous No. 878490

>>878488
>need to login to download.
i dunno bro.

835x556

offramp.png

Anonymous No. 878568

What would be the best way of modelling and texturing a highway off-ramp like this? Everything ive tried is super messy. Preferably without modelling the individual road markers/lines like a retard.

Anonymous No. 878595

What are the best free guides out there for Maya?
Is there an equivelant "How to make a donut" or something for it?
Gonna be learning Maya as part of an animation course at a school but may as well learn from other sources too

Anonymous No. 878599

>>878568
It's just planes and tiles texture, what's so hard?

Anonymous No. 878601

>>877664
could turn x tray off, select everything you can and extract it to another layer

or delete shit via the uv map

390x362

Wrongfacesonload.jpg

Anonymous No. 878659

New to maya. When I save all the colors/textures are on the right faces, but when I load they all pull up on the wrong ones. What could be causing this?

Anonymous No. 878671

>>878599
I'm trying to achieve a similar look with a more detailed asphalt texture. I'm having trouble blending the offramp part with the normal road plane

718x911

Screenshot_202201....jpg

Anonymous No. 878698

Hello /3/
My normals look fucked up anyone been trouhg this already thx.

Anonymous No. 878710

>>878698
I'm using maya btw

Anonymous No. 878731

>>878698
Mesh Display>Soften Edge
You may need to unlock normals first, It's on the same menu

1960x1113

Lion-man-angles-V....jpg

Reaction No. 878742

Where can I get cad files for 3d printing? I want to get a print of the lion-man artifact.
I have never visited this sub before

Anonymous No. 878750

>>878595
antcgi

1588x971

Fingers1.png

Anonymous No. 878752

How do I make fingers bend properly?
They all shrink while bending or do this.

Anonymous No. 878757

>>878752
Check your weight painting on your vertex groups, other bones might be influencing the vertices.

1587x927

Fingers3.png

Anonymous No. 878758

>>878757
Still not bending, cant figure out what I'm missing.
This is how I set up each finger section if it clears anything up.

900x900

oh no bro.png

Anonymous No. 878759

i sorta messed up.
halp.

900x900

fixed it!.png

Anonymous No. 878763

>>878759
Fixed it.
:D

835x556

wut.jpg

Anonymous No. 878765

>>878671
>I'm trying to achieve a similar look with a more detailed asphalt texture.
All the details likes aspalt surface and bumpings on the road are normal map.

>I'm having trouble blending the offramp part with the normal road plane.
Add more edges and it will curve properly.

Anonymous No. 878766

>>878763
nevermind i can't give cuts to the side of the titty.

429x652

file.png

Anonymous No. 878768

>>878766
Tit need this kinda topology,

Anonymous No. 878769

>>878768
ah thanks.

Anonymous No. 878776

>>878752
>>878758
Looks like it's still a weight painting issue.
You probably have bones that don't belong to that finger affecting thee finger polygons.

Anonymous No. 878779

>>878776
Would the fact that I'm giving all the highlighted vertices a flat weight of 1 be a possible cause of the weird non-bending?

Anonymous No. 878802

>>878731
Didn't work, but i played around with the texture channels and only the blue channel gives me the result I want.
Thanks anyways

Anonymous No. 878810

How much ram do I need for simulations in houdini?

Anonymous No. 878870

>>878659
Sorry bud. Lots of things just don’t work in maya. Best advice is to switch to blender before you get in too deep

Anonymous No. 878874

>>878659
corrupted history, perhaps. have you tried deleting it before saving? also, backup your file before every save, and save often. (there's an option for automated backup on save, in case you don't have it on.)

640x480

step08.jpg

Anonymous No. 879000

>>878759
Anon, why don't you try following this guide?

https://3dm3.com/tutorials/female_body/

1920x1080

20220128195856_1.jpg

Anonymous No. 879011

I can never get ground to look good. Even when I make tilable textures, the tiling is so obvious. How do I make ground look good without making tiling obvious like pic related?

1200x675

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Anonymous No. 879012

>>879011
Top view

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Anonymous No. 879016

>>879011
>>879012
in games they just use multiple materials and blend between them. you can use vertex mask to do that - that way you obfuscate tiling by blending between materials.
Picrel is a stupid example but makes it obvious

Anonymous No. 879019

>>879016
Modern texture splatting doesn't use vertex maps.

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Anonymous No. 879027

Anyone might know where I can find some mean looking teenage Yankee 3D model. The style doesn't matter as long as he's in uniform

Anonymous No. 879046

>>879019
What do they use? Do you have some examples? I'm not very familiar with textures in general

Anonymous No. 879047

>>879046
per-pixel masking

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Anonymous No. 879064

Let's say I have three sections of a guardrail. The first section is already set up in an array around a nurbs path. Is there a way I can replace parts of this array with the other two sections, while KEEPING the editable nurbs path? It's for a game, I need to keep it like that so I can keep adjusting it after the fact. I know this was easy to do with splines in UE4 and torque3D but I'm stumped as to how to do it manually in Blender.

Anonymous No. 879065

>>878765
Thanks

Anonymous No. 879073

>>877354
I can rip it for you.
For money.

Anonymous No. 879156

Where do you guys find inspiration to create 3d ? I mostly recreate 2d art I like, but it's been harder to find something that I really like and that I would be able to do.
I like challenge that gives a deadline because it forces me to finish, but they arent frequent.

Anonymous No. 879165

>>874078
>>874000
i ripped a starcraft 2 model once, selendis, and she has a hidden metal thong with an opening for her asshole which is fully textured too. which is weird because im fairly certain protoss don't have assholes

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Anonymous No. 879206

If you model something after someone's likeness but never advertise it as such, at what point does it become illegal to use?

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Anonymous No. 879209

Is it possible to import .x or .b3d files on blender or some other program? I found a very old game and i would like to do something with the models. The game is "Straspeed e la Stra Race", a pretty old italian videogame made by Ferrero, all the models and textures are in the open but i have no way to open them. I tried to extract them using ninja ripper and got kinda far by extracting the models, but i have no idea on how to apply the textures and/or "move" the limbs.

Anonymous No. 879221

>>879156
I create car mods for racing games, modelling something and being able to drive it right after makes me feel good

Anonymous No. 879228

>>879206
You should be safe as long as you don't also copy their behavior/voice.

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Anonymous No. 879332

I'm trying to use blender to rig models into reference poses so I can paint them in correct perspective/lighting. However Samanosuke's armor has an mind of it's own.

How do I get the torso and armor to move together? I don't know shit about Blender.

Anonymous No. 879341

>>878453
Make clay material - Layers tab - override - select clay material
Gotta render in cycles i think

Anonymous No. 879393

>>879027
bump

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Anonymous No. 879448

Trying out sculpting for the first time. Also I'm using Blender if that's relevant.
Do I just remesh every time I start losing resolution on the model?

Anonymous No. 879457

Is there anyway to pirate the dynamic bones add-on for unity? or is there an alternate way to get them that I can then port to unity?

Anonymous No. 879479

>>879457
its shit

Anonymous No. 879486

>>879457
>dynamic bones
from cgp 1.2 https://anonfiles.
com/75B1k5F6x2/Dynamic_Bone_unitypackage
1.3.2 is the newest

Anonymous No. 879580

When exporting a model animated with constraints to unity, am I just supposed to bake the animations? If I key the joints, the constraints detach.

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Anonymous No. 879599

What's the smartest way to do this in blender?
I was thinking of just booleing 4 toruses together, but it ended pretty shit without the edges being exact with eachother. Tried googling, but nothing really. Fuck I'm sleepy.

Anonymous No. 879610

>>879599
Make them 8 sided, so they do line up?

Anonymous No. 879612

Bump limit reached
new thread here >>879611

Anonymous No. 879618

>>879610
My brain's fried, can I get them to snap to each other somehow so that line up neatly?

Anonymous No. 879626

>>879618
Sorry, I'm a maya user. I'm sure Blender has an option to snap things together.

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Anonymous No. 879644

I want to model cute characters. Should I learn to draw first? I was working with 3D CADs earlier but newer was good in drawing.

Anonymous No. 879647

>>879644
You need some artistic skill, which you get through practice. It's probably easier to practice through drawing, because it's faster to iterate.

Anonymous No. 879656

What does 3dcg stand for

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Anonymous No. 879760

>>874000
why are there diagonal lines making triangles? i thought models were supposed to aim for quads. also, how do people make textures like this?

Anonymous No. 879941

Are there any good tutorials for zbrush?

Anonymous No. 879946

>>879760
the GPUs you can buy as a consumer only handle triangles

Anonymous No. 880064

>>879760
> how do people make textures like this?
No filtering. No MipMapping. No color bit depth. Final destination.

Anonymous No. 880101

>>876487
i'm working on my game, I only have the 3D skill I don't know shit about rigging and animating and is stressing me out lol.

Anonymous No. 880103

>>876850
I use an m.2 for both os and programs, should I have one separate for each?

Anonymous No. 880107

>>878659
You have to go to shader of the attrribute editor and open the bump map or similar settings and change from RGB or whatever option is put on the moment to RAW COLOR, this will solve the problem. Is something like that, don't have maya open.

Anonymous No. 880109

>>879027
Make it yourself, is will be worth it.
Zbrush + Marvelous, come on anon I know you can do it!

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Anonymous No. 881049

>>874000
Hello guys, I have this semen mesh, and I want it to stick/conform to another mesh, in this case, a leg, what is the best way to do it?
I have tried the magnetic option(failed), soft body collision(failed), can you guys give me some advices please?

Anonymous No. 881064

>>881049
Try a cloth modifier. Use the cloth modifier on the semen and set up a collision modifier for the leg. Fiddle with the values and subdivide the semen if it looks too blocky (slide the animation time line back and forth)

Anonymous No. 881066

>>881064
Thank mate, I will try it out now!

Anonymous No. 881085

>>881049

proportional editing

Anonymous No. 881229

>>881049
https://blendermarket.com/products/conform-object
v1.0: https://files.catbox.moe/9ka1es.zip

Anonymous No. 881230

>>879064
Use multiple blend files:
https://docs.blender.org/manual/en/latest/files/linked_libraries/link_append.html

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Anonymous No. 881255

How do I make my monkey look like the one in the tutorial? I have cycles on and viewport shading, but everything is so bright. On the left is what I got, right is what I want

Anonymous No. 881259

>>881255
Shader editor, change mode from object to world, modify nodes.