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how complicated would it be to program a pose mixer like this for Blender?

basically you can save a pose of your model by making a dot on a field. every dot represents a pose and the closer you move your cursor to the dot, the more it morphs your model from one pose to the other, seamlessly.


it's fucking priceless for quickly animating things
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So does it just take the average of the joint configurations weighted by the distances between the points and the cursor? Seems pretty straight forward but I've never done blender scripting so I don't know what kind of interfaces they provide.
not entirely sure about the mechanics behind this but yeah, with this you can pretty much INSTANTLY mix an unlimited amount of poses with each other or just click a dot to just simply choose a pose.

It is also fucking awesome to make some key face expressions and just move between the pose dots to achieve middle-stage expressions which you can again save quickly by clicking in an empty place of that map and create a dot for this new pose.

I think this thing would be a HUGE addition and it's kind of...
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>tfw no scripting skills

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I was wondering if there was anyone out there who is either good at modeling or can get the model of Nathan off ps4, to make a model of Nathan's head for a GTA 5 mod i am making, any help would be much appreciated
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Also textured if possible

That might be a bit of a tall order, especially without payment involved. Here's a link to Nathan Drake from Uncharted 3 though.

o-okay anon. I will get to work right away! Give me 10 minutes i-if thats not too much to ask for.

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Are /3/ actually archieve something like being an professional animator/modeler on Disney, Pixar, Dreamworks, etc other than shitpost on other people's works ?
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You should check out ic.
I'm a CG artist in a major visual effect company. I only usually browse other boards and just came by this one. Honestly, I find it just sad that most people here think they're giving advices but are just wrong.

Even if it's a dead board, you guys shouldn't hang out here if you want to go somewhere in the industry.
a lot of this board is just teens and sad dudes in their mid 20's bitter as shit that they haven't done anything worthwhile or meaningful with their work. Hard to get a straight answer a lot of the times.

There is some decent advice in some of the questions threads and some of the blender anons are useful when you get past the "hur dur, only maya is da best" comments but yeah I agree, take everything here with a grain of salt and don't expect to go anywhere in the industry by hanging out...
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Good day everyone,
I hope this isn't too sophomoric a question, but I'm trying to set up a simple light box in Blender. Purpose is to create some baked UV layers to utilize for creating more more effective textures. I'm having a great deal of difficulty following the guides and youtube videos searched through google, was hoping one of you could point out what I'm doing incorrectly.

So, in Blender Render mode, I'm able to get a factory-default bake just fine. My scene currently has one sun, an object, and a plane underneath. However, I want...
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I would suggest setting up a fresh scene in Cycles.

I've noticed that Blender sometimes has got problems when you switch between Blender Internal and Cycles, especially with materials, causing the program to crash.

I've tried to set up the same scene in Cycles and I had no problems with baking.
In Blender Internal: Add a hemisphere light and turn it upside down, set it to 1/10th of the sunlight's strength.

In Cycles: Just add the sunlight, light bounces will do the rest.

Cycles will give you more realism out of the box while Internal will give you more control over how it will look. Always depends on what you want to do.

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Architecture thread

Modelling a small beach city right now, I'm working on pic related specifically atm. R8?
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I'm an architect and I'm currently finishing my master, which mean i working on a thesis.
My thesis it's about Implementation of nee schemes and production at design.
Using Sketchup is the worst and unprofessional tool ever created.

Inaccurate scales, spaces, lines and a lot of more things.
It doesn't help to make an accurate material quantification and more stuff that should be eradicated

that scene a shit
texture tiling patterns are too noticeable


...thanks to 3D "artists".
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I warned you about this years ago
but you didn't listen
because I wasn't an animation expert.

Then they came for animation experts.

"Edge flow" was more important for you
than art.
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The modern beauty.
Because cheekbones have never existed.

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I really need Photoshop on my home PC, and I want to learn zbrush, but I'm too pussy to pirate them in fear of getting caught. I'm only in high school, so there's no way I'd be able to afford such things. Another fear of mine is getting a virus from pirating things. And yeah, I know "pirating is stealing". Although that is true, I would never monetize anything with software I didn't pay for.
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Where do you live ? Whatever, I think there is 0 chance of you getting caught.

Get photoshop and Zbrush on CGPersia (there are direct download links if you are afraid of torrents). Also, look at tutorials and training on cgpersia if you really want to improve (it will be better than youtube)

Also : you can sculpt with Blender. Gimp or Krita are free and opensource alternatives to photoshop

I use Maya if that helps.
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I'd use a box and sphereify it a couple of times, not sure what the function was called in maya though, then i'd start extruding to get the basic shape, then i'd make holes for the leathery parts, and make the grip from separate parts.
This looks to all be made from one part, which isn't very good.
literally the first thing I ever modelled, I did it by using a tube as a base for the middle and pushing verts around to get the general shape, and cutting a sphere in half and jointing each half to the ends of the tube to make the round things.
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basically what I mean is this: the red parts you make by pushing verts around with something like the proportional editing tool, the blue is just a sphere cut in half with the verts joined to the tube. Obviously this is a shit model but it's just to illustrate what I mean. Oh and throw a subdivision surface modifier on to make it smoother, don't start off with this high of a polycount. I'm a blenderfag so can't help you with the specific commands,...
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With the influx of specific question threads I thought it might be a good idea to have one of these.

Have any specific questions? Post it here!
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anyone here uses unity and substance painter?
what is the common way you do the export, it doesn't accept height only normal,metallic and albedo. is it ok if i just leave it at that?
and if metallic = roughness and i can simply use both maps for same purpose
I've skinned, weight painted, and set up controls for a model while rigging. Now I've realized I forgot to skin some joints to the mesh. What is the best way to go about adding the remaining joints to the skin bind without losing my weight painting information?

Any insight is appreciated.

What are animation rigs like this called?
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Don't think they have a agreed upon name. Seen them called various things by various people. Around my circles we call them 'cut rigs' because you typically make em by cutting up a continuous skin.

But try google stuff like geometry bones, mesh bones, mesh rigs etc. Things like that and you'll find examples of them.
Proxies ? Animation Proxy

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Wondering how you go about making these referenced duplication processes faster
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For example, translating multiple objects at the same time, or in a particular pattern

Also if anyone knows about selecting in patterns as well it would be great if you could explain it for me
You can use "duplicate special" to apply modifications to the copies. For instance you can add 1 to the x axis and set the copies to 10. All the copies will be +1 down the x axis
I'm wondering how to do this with referenced objects

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I'm new to 3d and I've been making an insect model. I've sculpted in some details on the eyes in ZBrush and created a high poly mesh and then baked a normal map onto a low poly mesh in xNormal.
The problem I'm having is that the normal map does not reflect properly: on mesh A, with a standard material applied, the light reflects dead centre of the eye, but when the normal map is applied, it reflects at the top right of the eye rather than the centre. Does anyone know what might be causing this?
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i think light bounce off normals so its simply not an issue.
make a specular map to control that
Notice the shadow on B and lack of on A. The light is pointed in different directions.
I said in the OP that the light was placed in the same location, yet the shadows and reflections are located in different areas.

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I think I know the answer but I want to know how true it is.

Basically, I'm contemplating going to a gradute program of a multimedia degree or switching for something else. I have an undergraduate in multimedia and it was a web development, some audio and video and design. On the other hand, graduate program basically has subjects in some more audio and video and 3 OF THEM ARE IN 3D.

This is the key part. I am pretty sure that students just go through some theory and learn to use programs for 3D. The subjects are:

>3D modelling
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>multimedia, web dev, audio, video, 3D

Goddamn, this program is dedicated to give basic knowledge about everything without actually pushing any subject to a useable amount

Honestly, learning 3D is pretty intense and requires a LOT of side knowledge (physics, photography, optics, sheer observation (like drawing), mathematics, etc.). It takes YEARS to reach a confortable level as a professional generalist (modeling, lighting, the whole package)

If you don't give a damn about 3D, don't get started thinking you can half-ass it - you'll rage constantly, nothing will work, and you'll most likely quit. If you think you might discover a new passion or something, go for it, but do exclusively classes about that creative field, and be prepared for some real hard, interesting, work.
Yeah, it's good they didn't put a 3D in the undergraduate program.
Anyway, it's actually a 2 and a half year's worth of informatics and around a half a year's worth of everything else, so it definitely has a focus.

But god damn me if I don't constantly hear shit about that degree, I'm pretty sure now that it is not worth doing 2 more years in this. I could do software engineering instead but I'm kind of fucked anyway and will probably do another degree because I can't...
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Hi, I was wondering if anyone could help me.
I have this model and I need to join the wrist to the arm.
Problem is the arm has 8 vertex, and the wrist 16.

How can I turn those 16 vertex into 8 without messing it all up because I need 4 sided faces.

Thanks in advance
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It's best to have the same poly distribution. I personally would just add more poly's to the arm.
Select all faces on the arm go Add divisions to face, select linear and put in 2 for V value and 2 for U value, that should double the number of verts so you can join to the wrist no problem.
Thank you, I think I can make this work!

That's an interesting option too, but I want as few polygons as possible. Thank you for the answer though, I might try that if I fail doing the other thing

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CryENGINE is now available on GitHub.

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yeah but you basically have to pay to get it up and running. They're just giving you the blueprints. Doesn't mean shit. And that license is a fucking joke
crytek is getting desperate.

They shouldn't have shat up the PC game that made them stand out.
It's a nice code study, it's not like 3d fags will even be able to build it anyway, so who cares.
>tfw I have the same coding style
nice feel

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