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File: muh witch.jpg (491 KB, 1828x778) Image search: [iqdb] [SauceNao] [Google]
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How is she coming along /3/? What else do I need to fix about her?
14 replies and 6 images submitted. Click here to view.
Tell her a joke, she looks like she could do with some cheering up.

The tear ducts/lacrimal caruncles in the eyes look wrong
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Quick overpaint. Skin looks nice.

There's some wacky shit going on at the temple and below it.

The two corners of the eyes should form a line going downwards medially.

The apogee of the upper and lower eyelids form a line going inwards medially.

Where the zygomatic portrudes is a bit low. Could be because of the next point.

Eyes too small (and mouth a bit too high).

The nose gets wider the further down it goes.

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So i'm relatively new to CG, less than a year. And this is the first time i really worked on a character but everybody seems to hate it. What did i do wrong ? How can i make it better (using blender) ?
39 replies and 11 images submitted. Click here to view.
nose, top of the eyelids, hairline, neck, big head, terrible background choice
It has the detail of that dancing baby from Ally McBeal, circa fucking forever ago. Look at a human face from all angles. Use the fuck out of references.
You're working on something that everyone knows well, so everyone can see the flaws. Your only choice is keep practicing and git gud anon. You'll get it.
That hair whatever you used to make it is terrible... The face it's missing anatomy... you should really study what makes a face, really you can fuck up anything about human anatomy and get away with it but the face.

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Inventorfag here, I'm working on making a mold that would be 3D printed, I figured my best course of action would be making the object (that would be molded), and somehow inverse that into a mold. Does anybody here know how I could basically turn the model into anti-matter and put it inside of a block to create a hollow mold? I could try and print the model itself and make a mold out of clay, but I'd like to skip a step, and it's always good if I can learn something new. Anyone here have any tips or experience with anything like this?
7 replies and 1 images submitted. Click here to view.
Not an inventorfag but you want a Boolean subtract I believe.
Shell it?
CADfag here. A Boolean subtract would just totally destroy the mesh if you insert it into a closed mesh.

CAD applications have an obsession with optimizing the result, so if you're trying to subtract a ball from a larger ball, the smaller one is just going to disappear because it wouldn't change the silhouette.

You still want to do a Boolean subtract, except instead of a single object, you want to do it against the two halves of the mold.

However, I'm going to stop here because I can't...
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I know this isn't ic, but I want some dvd or course about sculpting anatomy in zbrush.

What would you recommend?
18 replies and 5 images submitted. Click here to view.
If you cant draw your only hope is to learn to sculpt clay irl and even then you'll come back to "why did it turn out so bad?" desu
I can draw but I'm not that good acording to ic.
then you must be really bad. Mind posting some wip?

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Im looking for some SFM models, is there any other place i can grab some thats not sfmlab or the workshop? They can be sfw or nsfw it dosnt matter....
21 replies and 5 images submitted. Click here to view.

a better question is, is there a way to import SFM models with FBX format with bones or just OBJ as a mesh ?
op here i know you can import FBX into blender but
I dont think it comes with bones, ill do a test really quick, sorry if im to noob to understand u
So i just did a fbx import and it came with bones so BUMP

I have one photo of a girl I want to model in Maya. Pic related isn't it, but it looks roughly similar; a 3/4 view of her face. What's the quickest way to make an accurate mesh of her face?
56 replies and 10 images submitted. Click here to view.
>i have nothing to contribute
facegen faget
That's from www.3d.sk/

Depends on the software, but you put a 3d head in place and shape it to the side profile, and ......front view

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How much would my VFX workflow speed up if I used an SSD for all the files?

I'm currently using normal hard disk drives and SSD's are cheap enough to get a few... but I'm not sure how much more beneficial it'll be. Would simulations in fumefx go faster? Or rendering as a whole?
10 replies and 1 images submitted. Click here to view.
I got one recently and wasn't that impressed. Photoshop constantly gave me a low memory error so I had to change the scratch disk anyway. Mari become a bit more tolerable but again I cant save to the ssd. I would honestly wait until the capacity becomes 4tb for a real world use scenario.
SSDs are quite a lot faster, but how often do you swap/save something to disk? I would guess not that often, so it probably doesn't affect your workflow too much. There are probably other things that are a better investment, like more RAM or a better CPU or whatnot.

BTW, SATA SSDs are so yesteryear, it's all about NVMe now. That shit blows traditional SSDs out of the water. Also becoming quite affordable now. I'm running on a 256GiB NVMe chip on my new workstation now.

If your pipeline involves a lot of file reading and writing, you will notice the changes.

Otherwise, stick with what >>512208 said. For rendering, additional CPU and memory (and depending on your renderer, GPU) will be more beneficial.

Does anyone know what happened to this Tutorial that was on:

Does anyone have a mirror by chance?
5 replies and 2 images submitted. Click here to view.
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I'm sorry to tell you this anon, but all 5 eps of the series are dead.

Also, hard surface tutorials on Zbrush are a dime a dozen.



ask the author himself if you really care
I liked his style, everyone is a little different but I remember his clicked the most. Plus, he wasn't a poo in a loo and I liked his voice

What kind of specs am I looking at when it comes to 3D software.
If you're feeling generous, could you also tell me what each spec contributes? For example, what does a more powerful GPU contribute to the 3D modelling process, etc.
13 replies and 2 images submitted. Click here to view.
you should shoot for a
i5 4 physical cores
16gb ram
1tb hdd
500w psu

ideal workstation ( resonably )

i7 6 physical cores
32gb ram
2x 2tb hdd for raid
750w psu 80+ certified

cpu : engine of the computer

cores: how many cylinders your car has

cpu clock speed: how many rpm's the engine can handle

overclocking: adding a turbo to get more performance out of your engine

ram : seats in your car

ram clock speed: how fast the people...
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>2x 2tb hdd for raid
2tb is still a lot of storage man, i dont see the issue here, expecially when you are just starting

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can we have a positive thread on /3/?

things that worked beautifully, your achievements you're proud of, etc.

for example I'm quite new to all this. always heard how a fucking chore UV-mapping is.
now I did my first UV-mapping in blender on a character I made and it was actually fucking easy and even almost fun (especially the adding of seams while checking the test pattern for distortions felt really satisfying when getting the uv better and better).
19 replies and 7 images submitted. Click here to view.
>being satisfied with your work
>being an artist
you can only chose one.
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>always heard how a fucking chore UV-mapping is.
now I did my first UV-mapping in blender on a character I made and it was actually fucking easy and even almost fun
Goddamit OP don't give me false hope.

Working on my first model know and I'm dreading UV mapping because of all the shit I've heard about it.
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Here's a robot I modeled recently. Before I rig it, I want to know if there are changes I should make.
5 replies and 3 images submitted. Click here to view.
If it's ur vision it's up to you. I think the feet might look like you would trip over on them and have a lot of clipping issues. What about replicating the hands into a foot shape.
I used a boolean operation to in the shin to give the front and back parts of the feet room to move without clipping:
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How would I go about ripping a 3D custom character made in a MMORPG game like Onigiri for use the 3D model to either 3D print or papercraft a personal figurine.
4 replies and 1 images submitted. Click here to view.
Varies from game to game. You could try a generic solution like 3Dripper DX, or you could check out the Xentax forums and see if anyone's hacked the game files yet.
Thanks... sort of got it but fun trying to get it to load into Blender. No textures but it's a starting point.
I used 3Dripper DX back when I played.

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Hello Blender pros. I come from a heavy math / programming background. How deep can you go in terms of custom scripts? Can you make the objects move with a script? How good is the game engine?
How to git gud at blender fast?
14 replies and 4 images submitted. Click here to view.
Don't use Blender game engine. Use Unreal or Unity.

Very. Yes. No. You don't, it's a complex program that takes time to master.
python :)

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I know this is the wrong board, but is there a place to legitimately talk about making 2d animation on 4chan?
I took a look at /f/, but I have absolutely no idea what's going on in there. Seriously, the fuck.
(Obligatory 3dma gif attached)
13 replies and 2 images submitted. Click here to view.
you'd think there would be a board for 2d.
Not many animators on /3/ either. But there are a few.
While there is a lot of similarities between the skillsets needed for 2D and 3D animation there is a pretty big differance too.

Both require you to understand how to make readable poses and develop a fine tuned sense of timing, know all the classic animation rules etc.

But in 2D you always know the final camera angle, and you get to morph your drawing to fit the frame however you please.
The final animation is at a low framerate and you really...
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I realize you didn't ask this, OP, and if you already know this, awesome.

You know how /ic/ always tells people to study Loomis? Well, there's an animator that is just as crucial to study for animators. Get the book in pic related. You will not regret it. It's considered a must have for every animator out there, so much so that some studios GIVE their animators one.

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We pick something very simple to create and we all give ourselves something like an hour to see what we get. It can be any stage of completion just modeled / sculpted not textured or rendered etc. We vote on a winner then they get to decide what to make next. I really like these rise of the tomb raider props or we could pick something from real life as long as it's simple enough to do.
10 replies and 2 images submitted. Click here to view.
How about you get better without any challenges or rewards you toolbag.
Actually doing that too anon. Don't really know why you are here tho with that attitude.
You know this is still 4chan right?

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