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🧵 Untitled Thread

Anonymous No. 875232

What's your most hated aspect of 3D work? Mine is normal artifacts by far, geometry based ones specifically.

Anonymous No. 875233

Pic not mine, just an example.

Anonymous No. 875235

>>875232
I dont like rendering because i have a 10 year old gpu with no memory and my monitor is a tn, meaning my even if i do render something after a long period of time, it looks bad on other monitors. I really have to do something about this.

Anonymous No. 875236

>>875235
haha just buy a new gpu, bro.

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Anonymous No. 875240

Retopology, I wish I could do it automatically and have it be good but it sucks ass when it's automatic.

In a perfect world I would be able to rig and animate characters immediately after I sculpt them but this is not a perfect world.

Anonymous No. 875245

>>875236
a new gpu costs more than a car. I would also have to get a new PSU and monitor.

Anonymous No. 875248

>>875232
how do you fix these normal artifacts. does it have to be a very high poly mesh

Anonymous No. 875253

>>875248
LP mesh needs to have as clean normals as possible without weird shading gradients. If it is too messed up, it will look fucked no matter if you baked info from a perfect high poly. Add some support loops if needed or make some edges sharp (and then you have to put seams on them as well).

Anonymous No. 875254

>>875248
I fix them by creating a loop/inset

Anonymous No. 875272

>>875253
>>875254

i mean, if its a high poly mesh thats gonna get its details baked into a lowpoly, does it create a lot of artifacts like in the picture

Anonymous No. 875274

>>875272
Yes, if LP's shading is fucked, as I already said here >>875253 You just need to setup things properly and everything should work fine, high poly is irrelevant here (unless your shading is fucked on high poly as well).

Anonymous No. 875315

>>875232
UVs because it's a tedious work that's not really visible until you texture the model

Anonymous No. 875322

>>875232
>>875248
>>875253
There's always some baking mistake behind this type of stuff, such as not triangulating the mesh before exporting to substance painter or having the wrong normal map format settings in SP.
The low poly doesn't need any support loops or sharp edges as long as it's the same shape as the high poly. They're useful for capturing certain details better, but they aren't the real fix for errors like this.

Anonymous No. 875324

>>875245
learn to post process bro

Anonymous No. 875329

>>875322
>875322
Disagree, low poly shading can definitely affect the bake result, I've encountered various errors like that. Maybe it isn't the issue in the OP image (even though I bet it is), but it could very well be one of the reasons the bake is bad.

Anonymous No. 875437

>>875329
I've never encountered errors like that and I've made some incredibly wonky looking low poly game models with extremely long trianges and other idiotic topology that I later learned should be avoided. I always understood the principles of what I was doing though, so my normal maps never had any visual artifacts like in OP's image.
I won't argue against you though. There's probably some truth in what you're saying, but from my experience these kinds of errors should never ever happen on such a basic shape as a generic scifi box no matter how un-ideal the shading on the low poly is. And when I say un-ideal, I don't mean random flipped normals and such, but the generally ugly shading that very low poly meshes tend to have without normal maps.

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Anonymous No. 875542

>>875248
>>875232
>>875272

Anonymous No. 875592

>>875542
Useful tool, but not at all needed to fix normal map artifacts.

Anonymous No. 875593

>>875232
Weight painting and fixing rig problems, shit sucks

Anonymous No. 875594

>>875592
Sure it depends on the work flow but I've found it really good for hard surface objects to replicate the high poly models

Anonymous No. 875599

Retopo and UV unwrapping.

I hate them both for the same reason - yes, you can get 'decent' results quickly, but if you want the job done properly, be prepared to be sitting there tediously clicking away for hours.

Anonymous No. 876713

>>875592
>not at all needed to fix normal map artifacts
so how do you fix >>875542 ??

Verification not required.

Anonymous No. 876714

All of them except texturing and sculpting. The rest is just monkey shit with 0 creativity.

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Anonymous No. 876723

Rigging.

Anonymous No. 876785

>>875235
I have an old tn monitor, too. You should be able to find a much better second hand monitor somewhere, especially with all the gaming retards during the pandemic selling their perfectly usable old stuff because it isn't cool enough.

>>875599
>if you want the job done properly, be prepared to be sitting there tediously clicking away for hours.
Do you plan before you start working? because you can save a lot of time with these boring tasks that way.

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Anonymous No. 876809

>>875232
UVing for real time applications (videogames). Seriously, fuck it.

Anonymous No. 876854

>>876713
>so how do you fix >>875542
There isn't anything to fix. Low poly models are supposed to look ugly because they receive the correct normals from the normal map. The point of weighted normals on a low poly model is to get the correct normals without having to use normal maps. There's little point in using both weighted normals and a normal map unless you have a specific use for the model in mind that requires it.

Anonymous No. 876858

>>876854
Have fun with gradients in your normal maps

Anonymous No. 876886

>>876854
>they receive the correct normals from the normal map
partially correct, many times the mesh normal affects the normal texture and it looks bad and weight normal is needed

Anonymous No. 876888

>>876886
Can weighted normals actually work together with baked HP normals though? From what I remember, the bake isn't correct if you add a FWN modifier to a LP when baking... Wait, do you mean adding FWN AFTER the bake? Maybe that could work now that I think of it. I never tried it.

Anonymous No. 876890

>>876888
didnt try that yet, what worked before for ugly mesh normals was auto smooth, but even with that applied sometimes I need weighted normals modifier, no idea if it breaks the bake

Anonymous No. 877069

>>876858
I'm gonna try to not be presumptuous so I'll just ask why do you care about gradients in your normal maps? They're literally meant to be there and don't affect the appearance of the model in use unless you're applying some insane DDS compression to the normal map.
>>876886
Yeah, normal maps capture details from the high poly better if the low poly has nice looking normals, but it's the weird and unexplained artifacts (i.e. random polygons with odd shading) that should very rarely if ever happen no matter how ugly the low poly looks without normal maps.
>>876888
I think you can bake a normal map to a low poly that has weighted normals. Some people use it to get cleaner bakes without having to add extra supporting geometry to the model.

Anonymous No. 877073

UV and after topology. When i'll be able to model something no matter how many poly and just import it somewhere for texture i'm gonna be so happy

Anonymous No. 877083

>>877073
It is already partially a thing with ue5 and nanite. Zbrush - decimation - done. But you stil have to uv it.

Anonymous No. 877087

>>877083
>It is already partially a thing with ue5 and nanite. Zbrush - decimation - done. But you stil have to uv it.

but those things cant deform, dummy

Anonymous No. 877096

>>875240
my anon

i cant wrap my head around retopo at all.

Anonymous No. 877219

>>877083
How do you uv a decimated model ? the way I understood nanite is that the model has so many vertex you can poly paint it and then import it into ue5

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Anonymous No. 877222

>>875245
rent it

Anonymous No. 877226

>>877219
How do nanite models even make sense if they're that high poly? They must be extremely memory intensive. Seems stupid.

Anonymous No. 877230

>>877219
By hand, it can be somewhat annoying since you can’t really select full loops, but you can still quickly select two edges far apart and let it select all the edges in between, so it’s not THAT much clicking. Or just select faces with a brush. Or unwrap in zbrush. Or something else. You don’t need to think so much where to make cuts though, it’s similar to unwrapping organic shapes like rocks. But also I guess you can do some higher res auto retopo and then have cleaner mesh to work with.

>>877226
It’s not that much, after all, you don’t HAVE to make everything with millions of tris, but you have the freedom to do it where needed when you want smooth silhouettes and details you would have to otherwise bake into normal map or fake with planes with opacity maps.