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It's there a way I could hire a japanese modeler to make 3D waifus for my games?

I know you guys suck but if someone is interested into getting pay, pls post your portfolio of 3D waifus.

pic related is the quality I'm expecting because is not free shit, but actual money I'll be paying.
27 replies and 3 images submitted. Click here to view.
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>>502830
u best go to turbosquid or something m8
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>>502830

Yes, but only if you're female, treat them like shit, and pay them just enough for them to live off microwave ramen.

Oh, and you have to occasionally leave your soiled panties lying around where they can get ahold of them.

It's a union thing, I think.
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>>502830
The quality you're asking for in that image is far above what you can likely afford... That's AAA talent, it doesn't come cheap.

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I recently started modelling in 3ds max.
I tried Cinema 4d in past.

I like both. Cinema4d is easier.

What do you think is better for game object modelling?

Is Blender an alternative? Money doesn't matter. I have a "nearly good paid" job.
21 replies and 4 images submitted. Click here to view.
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C4D is not suited for modelling game models. Easier =/= better. Max is dying and a mess. Blender is.. free, and that's all. if money doesn't matter, get a Maya LT license.

Or be normal and torrent shit until you have to pay for it to publish.
>>
I find 3dsmax to have the most useful tools for inorganic modelling like cars, weapons, robots, architecture and even for some box modelling for characters. For any organic modelling I zbrush then retopo.
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>>502788
Thats why I started with 3DS Max.
Cinema4D is more for movies.

I will look at Maya.

>>502790
I just started with 3DS max. I didn't look at all the features yet.

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>There are people on this board, RIGHT NOW, still using ancient modeling techniques such as box modeling instead of just sculpting.

What's your excuse?
160 replies and 31 images submitted. Click here to view.
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> sculpting mechanic things
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>>498051
This isn't 2008 anymore. Zbrush has plenty of good tools to sculpt hard surface. See >>497890
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>>498049
>game spec art
>quads for deformation/animating
> try baking ngons
>try importing ngons into game engine

>>498052
Yes, now zbrush has modeling TOOLs that are NOT sculpting.
OP didn't say using zbrush as the only tool. He specifically mentions sculpting.
I can sculpt in Maya, 3D coat, modo etc. but they can't do what I mentioned above.

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Need help, /3/.

I'm trying to export a high poly model in Blender to then import into xNormal and later import into Quixel. However every time I try to make a high poly model I get these defined edges that appear which ruin the entire process. I understand Subdivision Surface is set to "Simple", but if I chose "Catmull" it would make parts of the rifle spherical--which I don't want. Anyone know how I can get by this?
13 replies and 3 images submitted. Click here to view.
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post wire
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>>503129
>>
no idea what it happens, did you use edge split or flat shading?

go to object data/wire/draw all edges and post

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what's the difference between male and female looking face?
21 replies and 4 images submitted. Click here to view.
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Boobs
>>
beard - no beard
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>>502840

Go over to /b/ and look at the trap thread (there's always a trap thread).

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>make helmet model in maya
>black, shiny spots appear on certain parts
>applying new materials does absolutely nothing except change the specularity
>reversing normals does nothing
>may have fucked something up in the hypershader
How do I just give it a normal shader? I only do modelling, I don't know what the fuck I'm doing when it comes to the hypershader...
16 replies and 2 images submitted. Click here to view.
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>>503015
Do the black lines only appear when you smooth the object? Or are those not the black spots, as I see nothing else black...
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>>503017
nope, they appear all the time
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>>503021
>Mesh Display>Unlock Normals
>Mesh Display>Conform

If that doesn't fix it... Try Mesh>Cleanup.

And if that doesn't... Edit> Delete All by Type>History, then assign a new material of a different type.

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Real cool modelling tutorial for 3dsmax. Really good techniques here, and this guy's voice is like batman.

https://www.youtube.com/watch?v=n_HObZeVe8Q
16 replies and 2 images submitted. Click here to view.
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yeah cool video, john.

but don't be so full of yourself and your voice next time
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>>502903
Is that really what the 3DS UI looks like now? It looks worse than Blender's.

That guys voice is annoying.
>>
>>502941
Indeed, 3DS Max's UI is even more autistic than Blender's, which is quite an accomplishment. It's not wonder Autodesk is letting it die off and focusing on Maya.

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JUST...fucking how?
Hardcore mode : I hate NURBS
15 replies and 1 images submitted. Click here to view.
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the answer
is nurbz =^]
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>>502572
Zbrush then retopo
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>>502572
Is that the mesh you want, or the one you already have ? Also, what is it for. We need a bit of context.

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Can anyone tell me how this was made? What's the easiest 3d software to get into for somebody who is really just interested in doing the visual design of robots and shit?? (no topo, animation, or fancy stuff)

It's sketchup though is it? Because I think that program is kind of a joke.
12 replies and 1 images submitted. Click here to view.
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its photoshop and it DOESN'T BELONG HERE
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>>502557

no it's not, that stuff is clearly modelled you moron
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>>502564

no it's not, that stuff is clearly hand-drawn you moron

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Hello!
Which programs do you use to design game graphics and how to start? My goal is to make Starcraft-like graphics.

I worked with Gimp in past but it's more for picture manipulation than creating something.
11 replies and 5 images submitted. Click here to view.
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What you want to do? If only create the sprites, the starcraft ones are 3D renders. If you just want pixel style sprites any photo editing software will do, gimp is a good choice.
>>
gimp is a terrible choice for literally everything. If you do want to hand-paint/animate your sprites, try krita instead.

If you want to 3D model them, just start with blender, it'll probably do perfectly fine for all your needs.
>>
The best thing to start with is a pencil and paper. Drawing is drawing. Art is art. You can't do pixel art until you can do art. The traditional mediums are the best to learn with. Start there.

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Going to ask this here since I can't find a single thing online that will help me. Im learning how to rig a model and everything has been working fine up until this point where I have to parent the mesh to the armature. I've tried doing it with automatic weights, empty vertex groups, painting the weights manually and so on. The mesh refuses to move with the armature no matter what even though I've definitely parented it to the armature. Can anyone tell me anything that might fix the problem?

Pls don't make fun of me I know I'm not winning any...
Comment too long. Click here to view the full text.
16 replies and 3 images submitted. Click here to view.
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try to have all the bones connected and enter pose mode before you are trying to move it
>>
if you have maybe you should fix the connections between the parts
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>>502184
You should make the IK control bones after you parented the mesh to the armature, you don't want them to have weights.
You know that to parent you select the mesh first and then the armature, right? And the armature has to be outlined yellow not blue, because if it's in pose mode you're parenting to one bone.
Also, when you try parenting again, select just the mesh and press alt+p to clear any possible parents that might be there so that they don't affect the result.
Oh and you should use automatic weights.

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Trying to use photogrammetry for vidya but my meshes don't look so hot right now.


I want to create environments and I try to do this by walking around the sides of the building and taking pictures of the opposite/adjacent side. I go 360 degrees to get the full environment yet it doesn't look good.


Pls help /3/
23 replies and 3 images submitted. Click here to view.
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123 catch isn't made for that plus the topology is absolute shit.

learn to model
>>
what the fuck are you doing stop
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>>501965
You can't model the entire universe. Anon could easily be doing something AR/VR related where modeling each individual environment quickly becomes an impossibly complex task.

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It took me fucking ages to fully model this in Blender. I still have to replace the shitty polygon hair with particles.

I'm a Blendfag; don't know or use other software. Can you get the same shit done using Poser/Daz or something in 5 min?
22 replies and 5 images submitted. Click here to view.
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>>501115
>using box-modeling to do a realistic human
lol.
Download ZBrush and learn to sculpt a human. Then you can start creating whatever you can imagine. Programs like Poser/Daz are just character creator bullshit like when you make a character in The Sims, your creativity is highly constricted.
>inb4 look at this shit someone made in Daz, it's amazing!
Nope, they modeled that shit outside of Daz, so irrelevant.
>>
blender has a sculpt mode with dyntopo, try that one if you want to go for realistic. If you want to go for more of a pixar/disney style or other cartoonish style, box modelling/NURBS is pretty much the way to go, IMO.
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>>501123
Blender Dynatopo can't handle the resolution required for serious sculpting. OP can get ZBrush no problem.

> If you want to go for more of a pixar/disney style or other cartoonish style,
Ahh, I guess you aren't aware that Pixar, Disney, Dreamworks, etc.., characters start out as ZBrush models first... Not Nurbs.
https://www.youtube.com/watch?v=7axMdRcTjJE

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I was encouraged by one of your users to say I thought this looks good here.

Not sure if it matters, but the studio responsible for the animation is called Orange.

I'm mostly curious about the technical aspect of why it's "shit."
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>>500539
Show is Fafner Exodus, if that matters.
It's from this year.
>>
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>>500540
>>
It looks fine to me
personally I dislike the 3d/2d mix never really done right.

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Just started working on a project in Unity. I have already done the Java course in CodeAcademy but it didn't give me a lot relevant to work with in Unity itself.

Any good places to learn relevant commands, lines of code for Unity? I have been getting by slow but fine. Just don't want to keep googling every fucking problem. Just want to learn as much as I can.

Also how easy is it to import and work with my own assets from 3Ds Max to Unity? Haven't touched that stuff at all but I have a bunch of stuff I'd like to use.
60 replies and 4 images submitted. Click here to view.
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>>498939
First step, learn to use C# in Unity, not fucking Javascript. Javascript is much more limited in functionality and less efficient. They only implemented it to try and attract existing web-developers.

Very easy to import your assets, both Max and Maya have a direct to Unity export button.

The Unity website has tonnes of tutorials to get your started on the basics and even advanced programming, so start there.
https://unity3d.com/learn/tutorials/topics/scripting
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>>498952

>java is more like javascript than c#

leave
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>>498953
That's not what I said at all.
Unity doesn't support Java, it uses Javascript. OP just didn't know the difference. Notice how I specifically said "Javascript" and not "Java" in my reply?

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