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Archived threads in /3/ - 3DCG - 61. page


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>tfw I realize most 3D software uses realistic pig disgusting lightning where the light travel a rect line
>tfw I realize for NPR and animu it would be better if we could control the lightning path as if it were a bezier line
>tfw mindblow
33 posts and 6 images submitted.
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what chu talkin bout faget
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>>504598
I mean this.
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>>504601
its time to put the bong down son.

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I'm getting comfortable with normal-map baking in Maya. I've made a high-poly cube (background) and it's low-poly, normal-mapped equivalent.

There are three problems with the map: distortion (the obvious lines that appear on the map) and blurriness, both of which I know how to fix, but one thing I don't quite know what to do with is the edges of the model that appear to be either extremely highlighted or shadowed depending on the lighting. The effect bleeds over a little bit too far for my liking; the high-poly cube has this effect, but it is not as prominent as it is on the low-poly model.

Do you guys know how I can reduce this without sharpening the edge?
5 posts and 1 images submitted.
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1. Make sure your "Fill Seams" value is high enough for your given texture resolution.

2. If you have any hard edges on your surface normals, you need to put a UV split there, or else you'll get that edge-shading issue.

These are general rules for any 3D package.

Watch this video:
https://www.youtube.com/watch?v=ciXTyOOnBZQ
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>>506420
They were already split, but the "Fill Seams" value fixed it.
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Open the map in paint and touch up using (128,128,255)

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>>500868

bump count
320 posts and 126 images submitted.
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proud of u all

keep up the hard work!!!
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So I blocked out a scene from some sketch I found on pinterest. Looking to do relatively low poly / hand painted environment. I mainly do animation but I wanted to give this a shot since I've been told by a few people that i'm good at texturing so I want to give this little environment a shot.

What do you guys think?
How could I improve what I have so far?

ps. im a shit modeler pls dont shit on me too hard.
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>>504373

obv you're not gonna take advantage of any bump maps. You have to be the best texturer in the world if you dont want that to look shit

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Hey there, I´m new arround here and would like to ask you for help.
Does any of you know a good free CAD programm and where to find it?
I was having one when I was in college, but dont have that license any more...
If I´m totally wrong here sorry for bothering you
5 posts and 1 images submitted.
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go to autodesk.com lookup free student license. every software is free when you setup an account. make up a school name put that you are either a student, teacher or a mentor and you get a free 3 year license
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>>506250
It depends what you want from CAD. You could try nanocad (nanocad.com).
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Hey, thanks a lot guys, I'm gonna check out your
recommendations!

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Can any of you actually explain why Cycles is bad?
15 posts and 3 images submitted.
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Can you explain why it's good ?
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the images it produces don't look good.
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>>506403
Not many people use Blender or Cycles professionally so you're mostly stuck with shit looking renders. But it can produce very nice results

http://www.creativeshrimp.com/gallery

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>3DS Max/Maya costs $4000
>per YEAR

How does Autodesk expect independent artists and hobbyists to even afford this shit?
34 posts and 6 images submitted.
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>>503631
Where exactly did you get that price from?
It's $1,249 a year for full Maya right now. It's $185 a month if you only pay monthly though.

Maya LT is even cheaper and has everything you need if you're just making content for games. It's $30 a month or $240 a year ($204 right now on sale)
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>>503631
Says 1600 euro for a yearly subscription. The 4000 figure you drop is for the perpetual licenses they're about to discontinue.

Still though the market is plenty ripe for a 'purchase once' alternative to Autodesks bullshit schemes.
Them acquiring maya and softimage was the cancer of our time, where's anti monopoly legislation when you need it?

Rhetorical question of course, it's in neverland riding Peter Pan's fictional schlong while pretending like it actually exists.
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>>503633
Anti-monopoly only comes in when there is almost no competitors in the marketplace. 3D has dozens of competitors for DCC apps, so you can buy up one of them without issue and not have it be anti-competitive.

Tbh, if you're buying a perpetual license, you're kind of stupid, because the rate at which 3D tools are advancing means your workflows are going to become outdated within 2 or so years usually. It's much better to be paying a much cheaper subscription each year to keep your tools up to date, than to pay $4000 for a perpetual license every 2-3 years just to have the newest features.

If I want to sell a 3D object at Turbosquid how should I export it? .blend or .obj?

And another question: I created a house and made a new seperate group for each floor. Should I leave it like that (pic related) or does it have to be one connected object?
4 posts and 1 images submitted.
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.obj
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>>506407
Why not all the above? Include an FBX too.

There is nothing wrong with submeshes. Leave it disconnected, but organized sensibly. Call the outer walls "outer walls" and the first floor "first floor."
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>>506411
>>506413
Okay, thanks a lot!

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Hey /3/, I've been using Google SketchUp literally for a day for modeling a few buildings and it seems really good and fun. What are your thoughts on it? Is it ideal for 3D modeling especially for importing into game engines like unreal engine 4 or unity for game development? pic related a quick building I made
5 posts and 1 images submitted.
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>>506328
No. Sketchup is for quick architecture-visualization work for the most part. It create garbage geometry and UV mapping that isn't really usable for games. There's a reason it's so easy to use, it's not good for anything but creating things that work for archviz.
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> 2016
> google sketchup
jesus christ
>>
Anybody have any tutorials for unreal engine? Some of my professors like 3D animations of our projects (architecture student). they just want a walk-around but I really don't want to use sketchup+vray+ lumion, they look like a shitty sims houses and the project honestly doesn't come to life.
A couple of my classmates starting using lumion and I felt bad for them, good designs went to shit just by using shit software, it was funny though, they also added shit house music to their video presentations. Pretty cringe inducing.

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Hey,

I am working on a sci-fi project, and we want to obtain a certain effect.
Having a character levitate some kind of hologram above a desk, hologram in the shape of a box, like a cubic screen.
And inside this cubic hologram display, zooming on certains parts of a 3D model.
while the cubic hologram remain at the same size on the desk.

The thing is, the concept seems like basics sci-fi stuff, but we have absolutely no idea how to obtain this effect in 3D.


We thought of Bolean meshes, but the bolean way of "cutting" objects is not dynamic.
Or to fake the effect using a DepthofField map, but it would only help us haide background object, and not frontground.

The ideal would be to have a "render box", a box in the scene where everything inside is rendered, and everything outside is not.
The hard part is also to have the meshes "sliced" and not just hide and unhide.

Would by any chance any of you know a way or if it's plainly impossible?

At this point we are using Maya and Octane Render, but we're open to switch to any software or render that would make it work.
10 posts and 3 images submitted.
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I got some succesfull attempt with using the "cut face tool", and parenting their gyzmo to locators on the side of the "renderbox", but I still have issue with animated objects.

the "cut" act as if the animated object was still at the same spot as he was at frame 1
Despite the fact that he had moved.
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This sounds like a job for MEL at which I'll sell the script for $79.99
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I don't think there's any easy default way to do what you want there, this sounds like MEL scripting.

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Joining armature roots and having an amature with multiple children seems to be common practice with skeletons.
But segmented Bbones don't seem to respond well to this: They curve weirdly at branches, and will not curve between roots.
What do?
6 posts and 1 images submitted.
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Weight paint
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>>506358
I can't see how that'll solve either issue.
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>>506355
Disconnect the offending bones while maintaining the parent/child relationships, or set ease in/out to zero (your bones won't flex though only twist).

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thoughts/critiques?
40 posts and 7 images submitted.
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Obviously not finished, just want to know how I'm doing so far.
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thats fine

please consider using normal maps for wheel detail instead modeling it directly
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80's synth drive by/10

you guys think the characters in 'until dawn' were sculpted by really good artists or were they face scanned cuz they look really good
16 posts and 1 images submitted.
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>>504683
body and facial mocap (scanned)
https://youtu.be/AkiXZx4BIHw?t=1246
Sculping its outdated and would cost a lot, time and money.
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>>504685

This. Speed and efficient quality is priority nowadays.
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>>504685
Then why do they look like shit ? Aside from the top left and bottom left, the sculpts look like completely different people.
Scanning my ass, atleast the artists can make sure the faces look right before releasing them into production and avoid shameful results like this.

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So... straight to the point:
Where can I find iAnimate\AnimationMentor/animschool/... video-lessons and stuff?
12 posts and 1 images submitted.
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cgpeers
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>>506277
cool, but i did not have an account
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>>506278
make one

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I've been messing around with Unity's terrain feature a little bit lately and I had a question about the height maps it exports.

When you export a height map from a terrain, it produces a texture file with two channels, a typical color channel as well as an alpha channel. What confuses me is that the color channel contains the image on the right, while the alpha contains the left; the left is the kind of height map I'm familiar with, but I have no idea what the right is. I can't make out its effect on the terrain in Unity either.

What exactly is the image on the right called, and how are they used? Or is this some kind of bug/I'm doing something wrong? These aren't the full textures, by the way, they're a little cropped.
8 posts and 1 images submitted.
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You also get that from World Machine. When it exports the height, it creates a gradient for every value. So if you can imagine slicing up a regular 32bit heightmap based on its brightness value, it creates another 32bit heightmap for every slice. Hence giving you that much extra definition for the heightmap so you won't get any stepping artifacts.

If you put the images on top of each other, you'll see that the more visible gradient parts correspond to the flat colors on the left to compensate for the insufficient depth data.
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>>506333
That makes some sense. So, if I'm interpreting you correctly, it's like a height map using modulo? Say, take the original height values as a range from 0-100, and then take the modulo of that by 1, and record those values.

But how do you use it from a programming/shader standpoint? Since all of the sliced 32bit heightmaps you're talking about would all go between 0 and 1, do you just reference the regular height map to figure out where to start and where to end for each slice?

I.e., 1 on the left heightmap = starting point for some sampling path on the right, 0 = the end.

If you were to apply it as a displacement map, then, you'd just apply one on top of the other, with the right being used with a strength appropriate for small details and the left being used for the main shape?

More importantly, is there a term for the type/"style" on the right? I'm not sure where to go to look up more info, which was why I came here. Thanks for the answer, by the way.
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>>506336
Yeah thats how they work. Dunno about the correct terminology for it but it's not for shaders. It's purely for other programs with built in terrain generators like Unity and UE4 to read from. Usually it's r16, r32 or RAW format with 2 grayscale channels which hold the two images you posted above. I'd go for world machine documentation to find out more about the RAW format.

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So I see lots of people who instead of creating one sound mesh, just create objects by "combining" sub-objects, more or less just pushing one mesh into the other, making them intersect with each other with tons of internal excess meshes, internal faces and other shit.

For example jeans with rivets just sunken into the pants mesh, futuristic helmets with design parts just placed on top of the helmet mesh, etc.

When is it okay to do this tongue-in-cheek shit?

I thought it's an absolute no go like using triangles where you can avoid them.
3 posts and 1 images submitted.
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>>506299
For film, as long as the intersection of those two meshes is hidden, it is perfectly fine. (like the example of rivets, the cap at the top is overlapping where the mesh penetrates). Intersections create 100% hardness lines that normal maps can't really fix. If the object is only going to be seen from a distance, than it's not an issue.

For games, you'll often save a shit tonne of polys by simply intersecting geometry instead of trying to modify the topology to support that shape. Again though, you'll get the 100% hardness lines, but it's not as big a deal in games and post-process filter can help blur those edges too.
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The way videogames work, they generally render using gl_triangles (or dx equivalent), which means that disjointed triangles don't matter as long as they are all in the same object. You may even save on the triangle count. If it's many objects it's one drawcall per object, which is bad if the sub objets move the same way as the main objects and use the same texture espace and etc.

Now if your engine is somehow optimized to create triangle strips out of regular artist submitted meshes, it could be less optimal, yes, but it's an odd case.

For anything that isn't real time it's completely irrelevant.

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