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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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>>510517
>>
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
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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.
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Any good 3d-Coat tutorials out there?
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>>518171

:D

https://www.youtube.com/watch?v=LqkYuDejPTU
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>>518172
This guy..
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What's the best version of Photoshop to get?
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>>518172
I actually meant the software 3d-coat:
http://3dcoat.com/home/
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>>518123
I use shaderforge to create the materials in unity.
it's node based material creator, so I mix the roughness, height etc to obtain better albedo results.
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>>518028
How do you guys fight lack of motivation, procrastination and lack of skills?
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>>518204
Find another hobby/career
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>>518211
That's not an option
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>>518187
>not getting that they're getting trolled.
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>>518241
Wasn't trying to troll. Serious question. I started learning 3ds max, and I've got a few models, but the textures and all the other details are crappy.
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Hi, How do i go about creating stereoscopic 3D 360 degree videos. Specifically like the assassins creed Jack The Ripper trailer on GearVR
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How does one get to start a career in 3d industry? Do you need certain degree/certificates to get a job? Or Does having a good portofolio/reel is enough?
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>>518309
in the industry you would need a degree, if not you would have to have balls to the wall portfolio (and we are talking about the industry not just a company that do archviz)
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What's the quickest way to edit a Zbrush subtool in Blender? Do I really need to export the subtool as obj, edit it in Blender, append and then mess around with the subtool location in the canvas ?
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I'd like to find some more forums, podcasts, and other sources of media pertaining to 3D/CG so I'll have lots of reading/listening material. Currently, the only places I really browse are /3/, PolyCount, and occasionally the Maya and ZBrush subreddits (but they're basically dead).

Anyone have any suggestions for podcasts or forums for discussing 3D/CG?
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Im having a problem when Im trying to render this model. For some reason the face shows some black background. Any Idea of what can cause this?
>pic related
>program:blender
>using render blender
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>>518185
The last one, always
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>>518204

Something is out of whack in your life and you need to talk to someone who will listen and then give you an outside perspective.
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Zbrush question
If i were to make really big fat tiddies, how do i not make them separate but touching eachother
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>>518204
Power trough. You need to develop a discipline that allows you to do what you set your mind to even when you rather just kick back and watch netflix while masturbating on weed.
Don't let your productivity become dependent on the whims of your psychological life. You don't need motivation for success, you need a "fuck it, I'm doing this no matter what" attitude.

Like when you completly don't feel like working you just fire up that program and start going trough the mechanics of motions related to you working.
Then you continue doing just that til you are done. You are not in a game where you wake up one day feeling strong and set a lap time you can never recreate.
You are in an endurance race where halt-for-nothing willpower triumphs short lasting burts of inspiration.
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>>518627

Sticky pls.
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I've got an old Intuos GD-0608-U. Are these garbage now?
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Need some insight. I want to purchase a tree pack from speedtree for UE4. For those of you with experience: My main incentive for buying the pack is for the individual assets, like the leaf/bark textures, etc... Isn't it possible to just use the Hero tree (highest resolution) and degrade the assets (custom tree, for example) for common sense use...? I ask because I don't feel like buying 2 of the same packs, but different qualities.
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>>518636
I used to work with someone who developed the original speedTree. Its basically just a sprite particle system. Save your money and use open source.
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>Questions that do deserve their own thread now
*me*
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>>518443
open the subtool menu, unwrap and export
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Hey, when it comes to modelling things in a particular style (i.e. anime), is there a different workflow to follow? Right now it seems like model low poly body -> retopo -> high poly body, but for something like anime where the detail on the model body itself isn't TOO high, would you still follow that? Guides on how to do lips would be great, too. Thanks!
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>>518886
there is no workflow for anime, you are asking that as if someone wrote a book on how to model anime characters. you just do it like everything else, most of the detail is painted, what is modeled is only the surface mesh
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>>518312
I don't have a degree and don't have amazing portfolio. Got lucky enough to get hired by an architect firm doing archviz for millionaire clients. While also learning architecture. I guess luck is also a factor in this industry.
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>>518897
So you design kitchens in sketchup. Bravo /s
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>>518886

Japs are more and more doing stuff in zbrush particularly since it is now easy to 3D print toys.
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>>518897

So far I've designed modern houses which is helping my level building skills by a lot. The company paid me to learn rhino and give me access to thousands of high res materials and hdri maps. I've also started working with Unreal engine for VR purpose. I've made a few simple photoreal stuff that impressed clients who wouldn't be very impressed if they were 3d CG savvy people. I'm still learning and building my portfolio as I go. I would want to do more of game dev in the future though.
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>>518902

Do you know where to "get" this.
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>>518910

Amazon version of japan.
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>>518902
>since it is now easy to 3D print toys.

Elaborate
Last I checked, unless you want to sand the shit out of your print, you're gonna want a high detail resin print, and that shit is far from cheap
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how did games back then did textures? there was no way to paint on models, there was no google images. and some games had hundreds of different textures

was there someone at the company in charge of just shooting textures? how did that even work?
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>>518968
>there was no way to paint on models
whut?

>there was no google images.
m8 you cant just download from google images and put that into Shenmue!!
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>>518969
photoshop 4 don't have 3d plugin, and i don't even know if maya had it back then
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>>518970
What are you trying to say? Nobody uses photoshop 3d now unless they're new to this type of work
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>>518968

I used 3dsk at the time during the ps2 era. You would also shoot ur own reference.
It became a pain after 9/11 and terrorism.
I remember getting asked what the fuck I was taking pictures for so many times.
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How would experienced modelers ITT go about making the borders on this mirror set?

Getting the shape of the mirrors would be easy but the spiral patterns confuse me. I would think you could start with four different cylinders with two cap divisions, extrude the inner caps and arrange verts for height, then go in and connect verts between the cylinders to make to complete the shape, but how would you go about it?
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I'm doing my first commercial render for a billboard and a booklet, what file format is the best to output from blender?
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>>519198
subdivision modeling, just add support loops for everything and start doing it, even add smooth groups
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>>519198

I just traced this shape with polys. If you planned it out better than me you would get a nice smooth result.
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>>519215
I'll try snapping it to a curve, thanks.

I tried drawing it out myself a little while ago but yeah it comes out a bit wonky.
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>>519219
Yo! Check this out. Sway way of modeling.

https://www.youtube.com/watch?v=U2QF7c7fHXw
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Hey, this may be a bit off-topic, but what kind of music do you listen when you are working/ need to get inspired?
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>>518627
thanks anon
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>>519255
yet oh see mind. Or any hype vidya battle music
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>>519255

Crazy Bus Title Screen or some sweet Italo disco
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>>519255
Depends on what the task at hand is

Currently sculpting a JoJo and because of that I'm listening to dadrock, occasionally switching to Bowie, Kin Ping Meh, Den Za Den, maybe even The Dead Weather

When I'm modelling a cute character for a game, maybe classical or thematic music, if it's fantasy? Yoko Shimomura and Nobuo Uematsu usually, Sir Edward Elgar or Schubert maybe? Depends on context

More futuristic or cyberpunk stuff, perhaps I'd listen to some Japanese doujin electronic shit like MEGAREX or Diverse, 80s aesthetic shit like Run Vaylor or vaporwave, occasionally beats and hip hop, shoegaze, K-Pop, depending on character style really.

I feel like whatever you're listening to should relate to your character in a way, jazz for classy character types or if you're modelling a nice cafe, beats if urban metro life, character or not. Avant-garde shit for your stupid experiments.

If you're animating something tho, don't listen to anything but what will be playing during it.
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>>518624
model them separately and then nudge them together, I'd group each one separately to make it easier as well (or whatever the terminology is, I haven't intensive zbrushed in a while)
The difficulty of this depends on how realistic they need to be
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>>519255
Milt Kahl and Richard Willaims says not to but it helps me focus
Modelling: Whatever I want
Rigging: Nothing, its too distracting for me in something not as "creative"
Animating: Depending on the action I'll listen to something that fits the mood. If it has dialogue I'll either do nothing or put ambient something very low
>>
(using maya)
For an animation I have a character step in gum and then have it stick to various parts of his body.
https://youtu.be/xxDwcYWUE7U
Video is my pass at deforming it, which works well enough for how small it is in frame, but I'm having trouble with it "sticking" to the character. I tried parenting it to each character control and then switching it between the parenting, but it was just swinging around the scene wildly as it moved from one parent to another. Is there no cleaner way to do this other than having multiples in the scene and parenting each one and then hiding them as i need them?

also whats a good way to make webm's for posting here?
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How do I reset my model position properly? I'm using a Biped and when I change it's position and pivot point to 0,0,0 it is positioned in the middle of the grid.
Every other model I've seen was in a higher position, with their feet right on top of the grid.
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>>519538
forgot to mention, Im using 3DS max
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How do you punish yourself if after a week you've accomplished a lot less than you'd have liked?
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>>519549
Keep working. If you ever feel like playing a game, watching a movie or hanging out with friends, instead work your ass off, go practice new shit, etc. There's no time for punishment.
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>>518918
Thats why big companys have a master resin with which they make a mold to pour the rest of the figures into
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>>519592
Hm, guess I assumed that the anon was trying to say it was easy for amateurs to make
Which is technically correct I suppose, it's easy to make but expensive to put out
I had my prior suspicions that big companies would use resin prints as their masters, but I guess I could never confirm it
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Anyone know a good tutorial for bird wings?
Working pretty low poly here, so something in that direction would be nice, but not necessary.
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>>519553
Thanks so much for this I am getting off 4chan immediately after posting this, will set a reminder to come back next week and report back what I accomplished. (kinda serendipitous that I’m on this board, I’m not working on any 3D things, but am working on web dev/coding stuff)
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what's the main factor for a game to be graphically heavy?

textures, polys, light particles, animations?
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>>519255
okawari or nujabes
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Looking for someone who knows about modelling for 3D Custom Girl.

I have this model of an old style toilet I'd like to use for a game I'm making and wanted to know if anyone around here could convert it into a .TAH file so it could be used with 3d custom girl. Preferably with the lid able to be opened and closed. I'm happy to throw some cash your way if you can help out.

https://3dwarehouse.sketchup.com/model.html?id=ub6a22159-5eaf-4f56-8e6f-616428051aec

The guy who I usually pay has just up and vanished.
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Question about zbrush materials and texture map.

I'm trying to get a subtool to have two sets of materials on it. However, when I apply a texture map on the subtool, it changes to whatever the current material is, losing the chrome.

Is it possible to have a texture map and have 2 different materials on an object?

If not, I'm just going to polypaint from texture, but that loses detail...
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>>518309
I'm in the industry for 8 years now. Portfolio is everything until you get other jobs under your belt. Pick the department you want to work in or a few if you want to work in a smaller studio. And just keep practising, get faster, find some pros who do walk through and emulate their methods. Having a school you went to or a degree doesn't really mean much at all. What you need is the connections with industry people.
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>>519841
>I'm in the industry for 8 years now.
what industry?
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>>519839
Anyone? I'm kind of on the last stages, just trying to finish up the texturing.
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I am trying to use blender for the first time ever

I've never used any 3d modeling programs before, so my experience with manipulating objects in a 3D space is limited to what I've learned from videogames and their intuitive control methods for panning, zooming, and rotating.

HOLY FUCK WHY IS THIS PROGRAM SO FUCKING ASS BACKWARDS WITH ITS CAMERA CONTROLS

I really need to change this. I can't stand how it is by default.

But I don't think it's even possible to do what I want. I need to fix the control scheme so that:

>hold(alt)+left click; focuses the camera on a specific point so I can rapidly adjust my pivot point to different locations on an object with a simple click
>hold(alt+lmb) + moving the mouse left or right; rotates around that point
>hold(alt+lmb) + moving the mouse forward or backwards; zooms the view in or away from the point
>hold(rmb) + pan mouse; rotates around the point in any direction I move the mouse

webm related
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>>519839

Did you clone the texture map so it is in the texture square and fill the object with it. Some materials overwrite the texture no matter what though.
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>>519871
just press shift f man
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>>519873
I don't get it. What does cloning the texture map do with the materials?

My problem is the texture is overwriting the material, not the other way around.
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>>519871
>modeling without a 3d mouse
I don't even consider using programs that don't have support
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why did modeling move on from being this simple poly manipulation scheme to the huge cycle of sculpt, retopologize, bake normals, texture?
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>>519880

Apply the texture clone it then select rgb up top. Color fill object, now it's polypaint. Click M select a material you want then go color fill object again.
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>>519889
Appreciate the reply. So I just end up with a polypaint right? I'm not actually using a texture?

The problem with that is I lose some detail.

But I guess thats the limit of zbrush for now. At least now I know how to progress with this.
>>
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DON'T BAN ME THIS PIC IS RELEVANT TO MY QUESTION

Okay, very first time posting on /3/. I have no idea if you guys will have any idea what I'm talking about, but another person on /k/ told me that you guys had (or might have) a program that scans a section of a pic and tells you what font it is, so you could then download the font and use it.

I ask because pic related; I want to scan the fonts and turn the original poster into a reaction image telling /pol/fags to GTFO back to /pol/

I could also find a number of less memey uses for it, assuming it even exists.

Well, /3/?
>>
Does Substance cope well with very high detail meshes? I've got some that are up to 26mil and I've had some trouble in the past with it crashing on meshes this high detail. This is the older version and not the newer version that came out recently. Also, is it possible to run one license on multiple machines? I just want to run it on another so I can bake out the maps with it and not have my main workstation locked up rendering all the time.
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>>519907
"WhatTheFont." It's a website, not a program. And it has nothing to do with /3/.
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>>519921
Definitely not, it is more geared towards game models. I textured a car with it that was around 1.5 mil polys and it was slowing down with every material set unhidden.
I don't know about running the same license in multiple machines though, never tested it.
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Can someone tell me why does stuff on my viewport suddenly look like shit? It used to look like the first pic a few minutes ago but then I have no idea what happened and it started having problems and twitching between looking like the 2 last pics for some reason.

I'm new to the 3ds max so this is probably a dumb obvious question. Pls help.
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>>519907
if you want some help with fonts /gd/ is the place you are looking for. There is always a fonts thread around where people help you out with that.
>>
>>519937

Try clicking the + symbol then configure viewports. Set it to default lights and untick enable hardware shading.
>>
https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-486136D3-3BCC-4A95-823B-3E7F9F75C2C4-htm.html
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>>519968
>>519979
tried these 2 methods and nope, still looks like shit. I'm starting to think my file is the one with the problem so I'm gonna try to open it on a friends computer later to make sure
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>>519932
I didn't explain myself well. I mean the high detail mesh to render the maps (AO, normal, etc) from. The actual game ready mesh is only around 6000-8000.
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>>518028
Hello /g/ents,
I've been teaching myself blender for over a month now and doing pretty well.
The problem I'm running into is my gpu and computer running very hot when i have blender and photoshop open. Sometime I have opensim going to upload meshes to a game, or a combo between the three.

Does anyone have these temperature problems? I already disassembled the laptop and cleaned the fan out.

The attached speccy gpu temp is wrong, there is a bug in the speccy sensor-- 511 degrees would melt the laptop but sometimes my temps get to 70-85 degrees C.
Any insight?
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>>519553
my nigga
>>
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how do you avoid rotation flipping in maya with values >360? It seems silly to just press euler filter every time it happens
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>>520237

Be mindful of gimbal locks. Don't animate in local mode for the rotate tool ?
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Is using as much UV space as possible the goal? As I am worried about resolution, I am much more concerned with texture uniformity and I feel like pic related is adequate to the task. However, I am hoping someone more experienced can give some input.
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>>520243

>uniformity

To clarify, I mean by scaling.
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>>520243
yes
scale it on Y until it fills the screen
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Anyone know how to fix this issue with distorted texture on a road? I looked everywhere and I can't find any good information on mapping sharp curved roads without the distortion in pic related.
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>>520258
maybe the uv edges are too close to eachother
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>>520100
ps is pretty heavy
use gimp or krita if thats an issue
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>>520258
you can't fix that. you can only turbosmooth it that will help to a degree
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>>519885
from bunch of reasons

1.more accurate representation of a character
2.using normal maps, technology helped alot in reducing polycount and adding detail to models
3.in real time everything has to be baked so it can run on various systems
4.PBR texturing is fast and companies no longer needs to take pictures or scan anymore in order to make textures
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>>520258
you can't fix that, are you stupid? you're obviously stretching the image to fit your quad
>>
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Is Maya fine to do Engineering/Blueprint designing? Like making models that show how things(engines, gears, mechanisms, etc) work.

As in like cutaways or 'x-ray' models. Showing the insides of machines/engines etc.

Stuff like attached. Searching says he uses Blender.
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>>520335
inventor is better for that because it is specifically made to do that type of thing. Maya is perfectly capable of doing it but you'd have to set everything up.
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>>520336
How widespread is Inventor usage? Like is it industry standard for say Engineering firms and the like? Or only niche(do they just use 3dsmax/maya)?

Found a niche market, and need to learn modelling. Did a bit in Maya a while ago. Just want to learn/focus on something that's widely used.

Thanks for the fast reply mate.
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>>518630
Nothing is garbage if you're good with it
>>
>>519627
I didn’t get as much done this past week as I had hoped to, but I did get stuff done:
- completed a coding challenge that I had been putting off for weeks. didn’t do so well on it but the company still wants to continue talks, ha!
- studied for about 20 hours

k, sorry to pollute this thread, I just wanted to keep my promise from last week.

g’luck with all y’all goals
>>
>>520337
Not the guy who replied to you, but I think AutoCAD is an industry standard.
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Is 32k triangles too much for a flight simulator? unfinished, and by the time it is finished, it might end up being somewhere around 60-70k
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>>520350
not too much if there is not alot going on in the game itself
usually subd only once, game models shouldn't be dense
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Alright, Maya / 3DS fags

How long would it take you to reproduce pic related in your professional software, including rendering?

Serious question, actually need to know for a course which requires me to use maya
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>>520337
Someone said AutoCAD, and they are correct. CATIA is also very prevalent in the mechanical engineering disciplines. Boeing I know for a fact uses CATIA as do many of your well known automakers like BMW and Mercedes to name a a few.
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>>520364
Modeling shouldn't take more that 15 minutes. Most of your time will be spent finding a quality high resolution Earth texture (I would probably get mine from NASA, they offer a lot of high res imagery for free). The halo effect around Earth (the atmosphere), while possible to do in 3D, could be done much quicker in post. Geometry is very simple and there is only 1 light source. Rendering at that resolution should take 15-30 minutes, depending on the Earth texture.
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>>520372
Forgot to mention, it would take me 45 mins to an hour to create that.
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>>520372
I'd say the whole thing shouldn't take more than 20 minutes, rendering included if you're fast.
15 minutes for modeling? What modeling? The rocks?
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Got a maya normalmap issue here and could use some help please

I´ve pretty much followed this tutorial here https://www.youtube.com/watch?v=wZ-Z3kA-f9s
to bake a normal map with the transfer maps tool and it works pretty well. The only problem is that when I make a new maya project, import the lowpoly mesh and add the normal map to it, it gets all wrinkeled and wrong like pic related, although it´s the same map. I´ve been checking the settings when I add the normal map but I just can´t figure it out. Does the normal map need a special hypershade treatment or what?
>>
>>520372
>>520376

Aright, that seems reasonable, though rendering times sound retarded considering that Blender/Cycles renders this scene in about 15 seconds on a middle-of-the-road GPU

>post

I guess professional 3D modellers don't come with post-production systems included (like Blender's compositor)?
>>
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>>520272
Meh, I found a way.
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>>520378
make sure on the normal map node the normal type is set to tangent space normals. Also show the normal map.
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>>520379
Why should they?
Compositing is considered a separate profession.
But since this is a single image, post would mean to fire up photoshop and draw over it. Or render multipass and put it together in PS.
>>
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>>520387
Aaaah I´m an idiot, thanks anon! Set it to tanget space normals now. Still, it´s weirdly dark now...On pic, 2 is the result when I bake it directly in maya, 1 is the same model and normal map, just imported instead. I figured out that there is a difference in the hypershade structure, could it be related to the "initialParticleSE" and "initialShadingGroup" nodes? Normalmap is at the bottom, sry if it´s crappy haven´t baked a lot yet.
>>
What is so special about VCM when rendering?
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>>520405
The initial shading groups are just the defaults created for a new scene, and lambert1 is the default shader under said groups.

Your lambert2 has it's own shading group so it doesn't need the initial groups.
The flat shading is as it should be; it's a lambert material, i.e a flat shader with shadows.

Your normal map has quite a few dodgy areas which are usually a result of an overlapping cage or a cage that doesn't completely fit the model when you bake. you can just edit those bits out using the flat normal map colour which is rgb 128,128,255.
The detail parts also aren't very strong. You can increase bump strength in the bump2d node.

If you use photoshop CS6 or below, i would suggest downloading the free Nvidia normal map filter plugin for photoshop and watching a tut for the basics. It has an option to normalise an image to match the rgb range limits for each channel if they fall outside the required values for a normal map.
So you can, say, duplicate your normal map, blur it, reapply a normal map conversion via the same plugin with a larger sample size, change the layer style to overlay, flatten it to the original, then normalise, and have a more pronounced result with less noisy bumps.
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>>518028
I literally just found this thread. I've used Unity very little in the past, and I was wondering if 3D modeling was the kind of artist medium that should be learned by doing, or learned by other life experiences? ie would some professional art classes be recommended? Hand sculpting? Or can I just as easily learn 3DCG my doing 3DCG?
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>>520465
Words can not express my gratitue, thank you so much for this vital info!

Will sacrifice two goats today in your honor, almighty anon
>>
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Let's say I got into a 3D arts school and am having my tuition paid in full by school donors.

Let's say that 1/5 of my time here is over already and my GPA is >3.25.

The curriculum for my major revolves around drawing, modeling and 2D/3D animation. I'm experienced with drawing (drawing was what got me into the school) and if I had a frame of reference I could probably build a human body correctly in Maya or Blender. The schoolwork is intense and I'm gradually getting better at it.

What should I do right now to start securing employment? Right out of the gate I could very well land something at a production house, I'm just not sure the steps I should take to make myself more visible and accessible by employers. Did you go to school? What did you do differently than others that helped you get your foot in the door where others didn't? I need to have all my bases covered.
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>>520511

>What should I do right now to start securing employment?

Show off. Prefferably your best work. I would never ever post something like your pic, even if you modelled it phenomenally, it's very off-putting to see all that aliasing.
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>>520511
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>>520511

You didn't say what field games or movies. The school sounds like it's making the typical mistake of having too many categories. You don't need to be a generalist any more, it's all specialist work now. Pick a field and work at that full time and try and get a pass with the rest of the subjects. When I left school I was mediocre in a lot of subjects. I then decided to focus exclusively on character art and I was employed within a few years.
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>>520513
thanks
>>520515
Games. It's a bachelor's course in Game Art, both 2D and 3D.
>>
I LOVE SPLINE MODELING
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>>518552
http://pastebin.com/KrsGyY3q.
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>>520516
Given what I said too I'm really speaking ahead of myself, if you wanted ask me how productive the classes are I wouldn't lie about it but I won't actually say I'd get a job out of thin air starting.
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>>520511
nothing guarantees you will get hired aside from your portfolio
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how come there is no automatic retopology yet?
i mean how can artists sit for hour/days/weeks retopo character with 10 different parts
>>
is a 16 sided poly sphere enough to look spherical in a game if the textures/normals are done right? or what is the process of making something lower poly but at the same time keeping a rounded appearence? I'm like only a week into learning so sorry if the question doesn't make sense.
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>>520589

zremesher
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>>520601
does anyone have that hand painted texture shortcut lying around? i think it was a deviant art image. it basically let you cheat using photoshop.
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>>520601
>>520832
i don't know why i quoted you, sorry.
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>>520601
i meant face topology
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>>520837
Not that anon but,
zremesher
>>
>>520837
https://www.youtube.com/watch?v=IQUUeT4QBOM
>>
why work when could have a semester all of the year
>>
Why is this thread not called "Stupid question thread" instead?
>>
>>520882
Because you only just showed up
>>
I'm working with Maya particles because I have to for class, but I'm not a Maya person.

Is there any way to make a maya particle render as my own custom mesh? Say, instead of them being spheres the particles were a series of letters?
>>
I want to get into 3D modeling and game development and I'm really into vaporwave at the moment. I just need to know which software to use.

I need it to:
>work well with unity/low poly
>make retarded vaporwave videos/images/effects
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>>521541
>I want to get into 3D modeling and game development and I'm really into vaporwave at the moment
>>
>>521541
Literally anything you want
Read the sticky
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quickest / easiest way to get from top picture to bottom? Is there anyway I can scale each 'quadrant' locally? or do I have to do them all manually? Maya 2015
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>>521639
Select all the faces, extrude, in the attribute editor, turn off 'Keep faces together', or something like that, and tweak the offset value
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>>521641
I was missing the offset step.. damn, many many thanks for the response.
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what should my portfolio domain be???
help me please
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>>521639
In blender there's a function called inset faces. Select all faces, click I, click I again and drag the mouse.
>>
I just changed Maya's VP renderer to openGL core profile, rebooted so it could take effect, and now i crash as soon as the default scene loads.
Does anybody know how to open the program without it opening a default empty scene, or change the VP renderer through editing a text file? I don't wanna have to reinstall :\
>>
So I have made my first model and textured it, but very low detail.
ALl the main body patterns are there but it is basically 2 flat colors, I have no clue about any other details on the body or where to even begin. Or am I supposed to rely solely on the lighting and shading for that?

Does anyone know any good tutorials that go over the kinds of detailings and shadings you apply to a basic humanoid model?
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>>521541
blender is simple and free.
gimp is also great for textures.
idk about any good free video editing software but after effects and premiere pro are pretty good at what they are made for.
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>>521962
>blender is simple
>simple

substance is simple
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how do you know what metalness value to use in PBR?

is it always just 0 or 1 or is there more to it?
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>>522014
0 or 1.
Technically you could mix it but why?
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>>522022
NPR
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How do you reset the transpose tool? I've been trying to search but I keep getting results on how to USE it.
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>>522154
left click on the model, if you want to align it on an axis click the green/red dot
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I'm working with maya and renderman and I need my light-emitting geometry to be invisible while still emitting light, I will to replace it with something nice afterwards.

What I'm trying to replace is the white horizontal line
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Not exactly 3d related but I know some of you know how to work with Revit. Any idea why my shadows are all weird in the red circles? They're set to cast on the lowest level, shouldn't they intersect the building pad and terrain? They seem to be alright on the fal right
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why is zbrush such a poorly designed, unintuitive piece of shit? i get that it's extremely powerful but how is it possible for such a praised piece of software to have a worse interface than blender
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>>522295
It has so many fucking features they didn't even bother making a proper UI. That's why everything is fully customizable, it will take hours, but you have to create your own damn UI.
>>
Recently Maya 2016 got Extension 2, I was wondering if there was a cracked version of the extension? (the maya i use is pirated and i cant get the student version because my uni uses the same pirated full version)
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I have a simple question. Why?
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>>522337

It's fucking lazy that's why.
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Im using faceshift with maya in order to obtain values of the head rotation and orientation. Is there a way in maya to have a live preview (sort of realtime render) of the camera (and aim) that Im viewing thru.
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>>522304
cgpersia.com/2016/04/autodesk-maya-2016-extension-2-win-x64-112499.html

Also look on cgpeers if you want the
torrent
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How and where do I start?
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>>522416

maybe here...
>>248019
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>>522417
Anything specific?
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>>522430
It really depends on what you wanna do. I'm here not trying to pursue a career, I'm a music producer fiddling with 3d for my a/v show.
>>
should i kms ?
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>>522436
I dont think that solves any issue regarding your path to knowledge.
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>>522435
I pretty much just wanna make models to pose and shit. While I wouldn't be against it as a job I really just wanna do it for fun.
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Professionally I do editorial photography and post retouching for a cosmetics company and recently been interested in cgi for product mockups and simple designs (pic related) - nothing involving animation.

However, I'm a terrible drawer. Like, I rarely sketch other than for setups. Now if I really cracked at C4D, with no school - just whatever I can find on the internet - how long what would be an ETA to get to a level where I can make things like pic related. And then how long will it take to get to this level

https://www.behance.net/gallery/36593597/POLO-CG-Visuals

I know vague question, thank you in advanced
>>
Is there a way to flip the X and Y coords on a model in 3ds max?
>>
>>522447

A lot of those are basic geometric shapes so not too long. The real skill will be texturing and rendering them properly which is a lifelong learning experience.
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>>522449

Mirror tool.
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>>522378
No one?
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>>522449
rotate by 90°
>>
Is there a place where I can find free ecorché maps for DAZ3D?
>>
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How do I add threads in Solidworks? Surely I don't have to model them, do I?
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Question about Blender

I didn't know we had a 3d graphics board so i made a thread on /gd

http://boards.4chan.org/gd/thread/269822/


In short, I know very little about it but need to make an animation of a line progressively connecting points.

I have thousands of points, and I know how to import them into blender. But that's about it.

Can someone at least point me in the right direction?
>>
>>522588
usually most people make data-driven graphics/documents with d3:
>D3.js - D3 is a JavaScript library for visualizing data with HTML, SVG, and CSS.

also not sure about blender but in c4d you can copy/paste the xyz coordinates and keyframe an spline animation passing through them (however it would take forever if there's too many points). another option could be on after effects there's a set of tools called "expressions" designed for automating animations without make them look repetitive.

https://www.youtube.com/watch?v=BQZKs75RMqM
https://www.youtube.com/watch?v=PWMFgS6w3BY
https://www.youtube.com/watch?v=5Zg-C8AAIGg
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>>522596


Damn, I was hoping it would be straight forward in blender.
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>>522542
You do, but you're not supposed to. Threads in engineering are usually only defined in cad and almost exclusively done in a post process. The only exception being 3d printing and molding(nobody molds threads to any kind of material, though, cause it's retarded). The reason being the threading process is not only easier, it's more accurate than what any mold/print can provide. I guess in english the word is tap, pic related. Anyway, back to the topic, if you want one, you need to model it, most likely with a helix and a profile or something, ask google.
A fast check reveals that they added a fast thread function of sorts.
http://help.solidworks.com/2016/English/WhatsNew/c_thread_wizard.htm
So I guess, you don't need to model them by hand anymore.
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>>522588
Blender is not a program with 1 click solutions.
But, fortunately for you, many people have already invented the water.
Here, anon, just for you.
Here's the script.
http://pastebin.com/u0pKJ3xC

Also, if you don't want them curving, set the preview/render resolution of the curve to 1.
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I posted in the WIP thread but maybe some of you in this thread can help, please?

>>522606
>>
>>522610

First, you should've specified if this is for a game or for 3d.

>1. How do I get the shadows/edges harder on this armor? I've tried lots of edge hardening and normal averaging and shit and this is as distinguished as I can get it. Do I need different colors/materials to make it stand out or should it be able to be as obvious as it should be just with basic lambert boloney?
I don't know how it's done in maya or whatever this program is, but in Blender there's a function called auto-smooth, it basically smooths faces based on the relative angle of their connected faces, usually an angle of 60 works fine. Another option is to add an edge split modifier, which it does what you think it does, it splits every face(depending on the angle), so it basically creates separate objects and smooths them accordingly to their geometry. So you need to find the alternative of those in your application. Another option is to manually select the faces and set their shading.

>2. Why do quads or tris only matter? I was told to keep it all one or the other but never the reason why. This guy is wholly quads and correct edge numbers and that's how I model, but I don't know why.
Because quads can be subdivided without problems, you can always make 4 faces from a quad, whereas there is ambiguity with triangles and ngons, the program cannot read your mind as to how you want to subdivide them. Quads only is an artist process, it helps modellers model. Modelling in tris is a thing too, for a art style called faux-poly.
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>>522610
>3. Mixamo gave all their animations away a while ago and I got all the ones I could ever think about using, but I'm not sure how to take what I have and rig it so it works with what they have. I can animate in maya but I've never rigged so I don't know if I need to exactly match what mixamo does or if it would be easier to rig and animate it on my own. How hard is rigging and applying animations?
Not that easy, you can match bones, but it's not a process that I can put in a post on /3/. But a short explanation would be, that every bone controls how a group of vertices(you define) transform based on the bone's position. This number can be easily defined, it's usually a float ranging from 0 to 1. Usually for hard surface objects, like an armor, they don't bend, so you gotta put a weight of 1, that means the whole mesh is going to move along with the bone. But I'm not really a rigger, so I can't guide you properly, you need to look at tutorials and more information. Monkey see monkey do is usually the best method of learning anything. Of course knowing the science behind it helps.

>4. Is it possible to apply different UV maps to the same object? I'd like to get a lot of detail going but I don't think that's possible without cutting corners if I do it all in one UV. Could I make one for the shoulder armor, then one for the chest, then one for the helmet, etc?
It's both possible to have different UV maps for one object or for different faces of the object and to have 1 UV map with different materials, as well as different UV maps with different materials. In 3d programs, it's easy, you create two or more materials, you select the faces you want to use this material and then assign it to them. For games, I think most engines don't support more than one material per mesh, so you gotta use one texture.

Btw, most people here are self-taught, there's no shame in asking.
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>>522436
only if you're really great at it.
>>
>>522613
>>522614

Thank you very much for your answers.

Yeah it will be for a game and that's why I asked the multiple UV question; I've never used more than a single UV set per "object" in Unity or Unreal but I hoped there might have been some trick around it I never had heard of.

I'll look for the face/edge splitting tools in Maya, I've always been fairly shaky on normals and their magic so I'll look for that and I'll look up some guides.

Thanks again, dawg :)
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>>522616

Don't fall for the multiple uv meme. You are just going to be faffing about with settings and extra baking time for everything. Adds loads of hours to a project.
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>>522616

Also if you want to make the edges harder you have to define smoothing groups. Don't know what program you are using.
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>>522609

Thank you based anon
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Thoughts on this? Topology is deforming really well but the front outline looks... off. Maybe a little masculine. Look off to anyone else too or have I just been looking at it for too long?
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>>522651
wider hips, female shouldn't are narrow, longer neck, lower breasts, longer fingers etc

this is the problem with anime tho, its hard to translate the proportions to 3d.
what you should do i make actual female proportions first then adjust it to anime
>>
Add-ons. Is there a good way to have an add-on made for Maya with python work in another program that has python compatibility?
>>
>>522651

No nipples.
>>
Maya fag here.Why would someone use modo for making corrugated movie pop out? I thought those posters were made using illustrator or Photoshop. Saw in a job offer? Just curious.
>>
>>522651
Side view looks alright for anime proportions in my opinion, but the front profile just looks really weird
Put your image over a front view of an anime character to gauge the proportion difference or something
>>
Is it possible to build a budget PC (around $500) for modeling and rendering?
>>
>>522914
Modeling, yes. Rendering, no, or yes if you don't mind waiting an eternity for it to render.
>>
>>522915
What's the minimal budget for rendering PC? Should I focus on CPU or GPU rendering?
>>
>>522920
ram and cpu
>>
>>522920
To get rendering down to a decent level you need the processing power of at least 10 or so personal computers on hand.

You wont have good rendering capability this side of a few thousand bucks.
>>
>>522931
you can just rent time on a farm. Everyone who's anyone in this industry uses a farm.
>>
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Oh god why is it doing that? Too much perspective?
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>>522651
shoulders look too manly
>>
I'm trying to just make a continent/open world with buildings and stuff. I'm perfectly fine with using premade assets, I just need it for reference. How should I go about making this? It needs to be the size of a country with a few distinct biomes.
>>
Any decent resources for female reference/model/character sheets? Tried pinterest, DeviantArt and Google images so far.
>>
>>523329
>2d reference
try vr porn kid. I hope you have a vive by now, if not, jesus christ.
>>
>>523330
Thanks, your input is valued.
>>
simple question, sorry if it's one you get a lot:

>Simplest/most accessible software/method of doing quick lighting mockups for painting, illustrations, concept work etc.

I'm an illustrator who has put off building a serious sense of 3d lighting for a very long time. Lately I've committed a lot to lighting studies, still life etc but I'm trying to bridge the gap between studying lighting from life and applying to concept work.
In the past I would build crude physical models and light them manually to get a basic feel for what i was going for, but I can't help but think there must be a better way to do mockups like this.
I have very little free time to commit to learning new software but see this as such a valuable tool that I'm prepared for whatever learning curve is required, but realistically just want the simplest way to mock up basic lighting and geometric shapes to begin with. me.

Ultimately suggestions for both software and beginner documentation is what I'm after. Many thanks in advance, I have very little exposure to 3d and apologise if this is a stupid question.
>>
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Reading through a 3D/CG generalist magazine and I spotted this.

I swear there's something off about this head's shapes, but I can't quite place my finger on it. Or am I an idiot?
>>
>>523358
Well his hairline is both lopsided to the right and incredibly low but besides that looks like a normal head to me.
>>
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is there any reason why I should leave on the extra geometry on the second mesh?
I'm thinking i should simplify the mesh for efficiency sake but I can't find anything about it online.
>>
>>523358
Looks like a classic perspective fuck-up. The guy used a long distance narrow FOV image for a head as reference
Then probably sclupted the head in a perspective with wider FOV to look like his reference image.
So he built in a narrower perspective into a wider one thereby creating an overly wedge shaped skull as seen from above with too narrow a face.
>>
>>523358
To me, and I'm no expert, it looks like the render was done with no perspective distortion, giving it a bit of an odd look to the human eye. It looks like a bit of a wide head.

And his ears look pretty low on the skull, but that might be because of the angle.
>>
>>523368
The left chair is not ideal topology because it has n-gons (polygons with more than 4 sides). This will cause issues with rendering down the road, and isn't considered good practice. It will also mess with the edgeflow of the topology.

The one on the right looks like a proper mesh that has all quads. It is good practice to do it like the one on the right.
>>
>>523358
The shadow on his cheek makes the bone look really low, it's an illusion. And yeah that hairline is low.
>>
>>523333
echoing this, I'm mostly just curious as to what is the standard go-to for this sort of thing, I get a lot of people asking and I never know what to suggest
>>
>>520348
Keep on studying, dude. I care.
>>
>>522435
Shouldn't you be looking at real-time 3d stuff, instead of hanging out with a bunch of nerds who jerk over topology?

I can't imagine how you would do an a/v show with the stuff people use here, like mayas and shit.
>>
>>523378
Yeah, his ears are growing out of his cheeks, that's why.
>>
Does a good OpenCL renderer exist, for those of us with AMD cards? Would be nice if it worked with Cinema4D, but if not, that's fine too.

If there's a program that has a GPU-powered viewport that renders in near-realtime like Octane, I might even switch over to that program entirely. Rendering out everything and having to wait each time has got real boring, real fast.
>>
>>523407
vray, redshift, lux
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>>523380
the UVs seem like it would be messy with the chair on the right cuz of all the extra faces and stuff but yeah your point makes a lot of sense to me
thanks for the reply
>>
>>523407
> OpenCL renderer
> GPU-powered viewport
Cycles? My HD7950 works pretty good.
>>
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Is there a way for me to render in Mental Ray using my GTX 980 rather than my i7? Seems kind of odd that Mental Ray is developed by NVIDIA but it can't even render using their graphics cards.
>>
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I found a nice theme for Blender that I like, but the only thing that's wrong with it is that the small grid colour is too bright/contrasting with the dark. How do I change it? There's only an option for the large grid colour in the settings, is the smaller one dependent on something?
>>
Where do I get high-quality reference images of people for sculpting? Searching on google is a pain because you have to sift through loads of shit. Is there a better option?
>>
>>520335
Solidworks is better. From what I know Maya is mostly an animator's/ game dev's tool. Solidworks is specifically designed to make models that enter production/ manufacturing.
>>
>>523508
CGPeers. Good torrent site for 3D/CG artists. Has a good amount of professional reference images.
>>
>>523508
prefer using video for sculpting, seeing the subject you try to mimic in motion tells you if something is off in your interpretation of a shape better than looking at images.
For anatomy there is absolutely no shortage of video of naked people on the interwebs.
>>
>>523488
Mental Ray isn't a GPU renderer numbnuts
Look at Octane if you want that kind of shit
>>
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>>523505
I'll tell you if I find it, in the mean time, A E S T H E T I C.

Also, how do I turn on the small grid?
>>
>>523594
AFAIK it's only available in 2D views, not 3D.
>>
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Why does my viewport keep doing this? It goes away after I click on it, but it gets in the way regardless
>>
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Someone asked how to replicate jetset radio graphics but deleted their thread before I could provide the answer. I post it here instead.
Others might find this trick useful too.

To create such lines you use a copy of your character geometry that is displaced along the normal to be larger than the character itself, then color it the color of your lines (dark gray, but not black).
Then the normals are flipped. This can be done trough a shader at run time, or by simply using additional geometry. Pic related explains.
>>
>>523618
thats the naive, old, worse looking way to do it. You always want to use the stencil buffer for outlines
>>
>>523620
Makes no sense to me. Should just give you the outline of the entire mesh element, have any link of this being done the way you imply?
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>>523621
the stencil buffer for outlines has been common practice for over 10 years. Do a google search. Flipping normals can cause uneven outline width. Using the stencil buffer does not.
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>>523623
How do you use stencil buffer ? Also I read that the paperman Disney animation used a technique where they calculated the screen normals and pushed like 1 or 2 pixels along those normal directions to create outlines which give you a constant width.
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>>523624
you only get constant width against certain basic objects. How you use the stencil buffer depends on how its exposed in your rendering engine
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>>523625
additionally, pixar uses cpu, when we're talking about the stencil buffer being a stage on the gpu
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File: 1391741126273.jpg (227 KB, 1246x859) Image search: [Google]
1391741126273.jpg
227 KB, 1246x859
What are some different ways to easily navigate complex scenes in blender.
Say, several detailed city blocks with cars and pedestrians.
Groups/layers?
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>>523695
use a program thats coded to use the latest and greatest gpu paths so it can handle hundreds of thousands of objects
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