New WIP thread
Hell-on-Earth edition
>>523760
faggot
is it just me or do the new doom creatures look a bit weak ?
>>524168
its you
I have a character that has multiple outfits needed. I'm just wondering how games like DOA or tekken get away with the geometry of the clothes never intersecting.
What I usually do is copy the weights of of my subject's nude skincluster on the clothes, but even then you still get some artifacts on certain poses, as photoed.
What is the least tedious way to deal with these inevitable intersections??
>>522992
do a physics simulation and then bake the results
Probably a component driven deformation. So a skeleton drives the nude mesh and then the vertices of the nude mesh drives the geometry of the bathing suits.
>>522992
intersections happen because the interpolated surface of the faces may be crossed by an underlying vertex whose coordinates aren't the same as said interpolated value. The simplest way to avoid that, used by DoA, is to have the topology of the tight areas of the clothes replicate the underlying topology exactly and use the same weights as the underlying vertices (or the underlying interpolated point).
In other words, if you want a skin tight bikini, starting with a naked body, you can copy the body mesh, expand it a tiny bit, then "cut" the bikini from it. But don't retopo it or you'll lose the point matches. If you do it correctly it's mathematically guaranteed that intersections between skin and cloth won't happen, bar z buffer precision problems.
In Blender, you click on the button (exemple: cube) and the primitive appears wherever the 3D cursor is with predefined dimensions (2x2x2 meters).
In 3ds max, you select the type of primitive you want (exemple: box) and you click wherever in the scene by draging the mouse, thus defining width and length of the box, then you release LMB and you define height.
Is this possible in Blender?
Blender is open source, so this means literally EVERYTHING is possible in Blender.
Either invest some days in figuring out how to script this (Python) or pay some dude a week's worth of happymeals to script it for you.
I know that everything can be coded... The question was more like is there already such a feature?
>>522935
Not that I know of at least. But didn't look much into customization yet
>AutoCAD is like 20 years old and is still by far the most popular tool for architecture and industrial design
>"state of the art" "BIM" software Revit isn't even capable of chamfering a corner and literally punishes you for importing CAD geometry
>tfw forced to use this piece of shit program
Pic related; something that never fucking happens in Revit because everything looks like ass.
AutoCAD came out in 1982. It's34 years old.
Revit is a great program.
Are you sure you are not an idiot?
>>522665
Okay, smartass. Try to make a curved object that is bending (Iike a potato chip or a chair seat) and has rounded corners. If you know how to use Revit, you won't even bother wasting your time because you would know it's impossible to have a form like that without importing geometry.
I want to make a realistic video of a face burning.
Let's share burning people, face, hand, etc...
Even if it's quite old vfx, my favorite one is clearly the nightmare of Sarah Connor in Terminator 2 :
https://www.youtube.com/watch?v=ZQz91Cx0Ato
And how it was made (a real size puppet burning)
https://www.youtube.com/watch?v=fzRdpYBrOJM
i made this plane blowing up in houdini its pretty bad quality tho so whatev https://youtu.be/rDClEn68Qyo
bump
https://www.youtube.com/watch?v=oq6ubX--XfI
what does /3/ think of rwby's success
>>521572
>>521572
>success
>>521586
famous japanese artists drew mounty's deviantart OCs on some fanbook
http://imaginegirls.com/
you can make her porn.
>>524864
> The second sister, she is cheerful and energetic. Tends to act before she thinks.
...
> The youngest of the sisters, she is petite and composed. She resembles an android.
what. the. fuck.
>>524874
There is objectively nothing wrong with MMD
>>524253
Carey Mulligan?
>>524254
>Carey Mulligan
fuck, sasha grey
>>524257
"she's" man looking as shit
help me.
honestly where did i go wrong and how can i improve?
>>523764
here's a side view
i tried to model it from scratch. i don't know how i got from quads to triangles.
well if you dont want triangles just delete edges and redraw them until there are no triangles.
Are you using image plane references?
>>523768
yeah i had a picture of a dog i was using. maybe i need to go back to basics it's been over a year since i've attempted to model anything. is there any good sites where i can refresh myself for free?
>>522710
1. Everyone starts off learning 3D by making firearms because they are relatively easy forms made largely from primitives, and they also make you look masculine to your friends who would think you were boring, or just a fag, for making a piece of furniture or a lamp. On the opposite end of the spectrum are people who sculpt "aliens" because the lack of standardization excuses then from making their "masterpiece" from resembling anything, making them immune to criticism.
2. Your gun doesn't loom that good to me. The grip looks bad and there's no trigger. I suppose you've demonstrated that you are able to model, but you should start by making existing objects before making 'fantasy' items to get really good. You know why so many Chinese youths are found to be cheating? Ancient Eastern philosophy holds that to become good at anything, you must spend time emulating the masters. This is why a lot of Asian countries' education is focused more on rote memorization. If I were you, i'd scrap your gun and make an AK or PPSH. Another practical benefit of drawing something already existing is that sometimes, it forces you out of youe comfort zone to use different techniques in order to generate certain unique solids. Doing your own designs right off the bat makes you vulnerable to subconscious bias; you will avoid doing objects you think are outside the software's limitations.
Those are my takes on the matter.
The guy before me had some points. Really it's not easy to come up with some fantasy design of any kind of object without knowing very much about the subject and engineering of said object.
First it looks too big and unwieldy in order to be practical (you could say it's for some centry bot or robot, but then it would look completely different, no grip and it wouldn't look like a assault rifle)
This is mainly because the sights, rails and grip are tiny compared to the rest of the gun (make the bigger in proportion and it would look much more realistic)
Second the forms don't seem to follow any function, they are just there to look cool. (Most firearms are built with function in mind and aesthetics later) like you have a bunch of stuff in the back stock which kind of look like a famas and put mashup but nothing to really warrant such a design (no bullpup design or anything)
If you look at good futuristic design you will see that it kind of looks functional and makes sense. Most of the time it's based on some existing thing with couple of variations. Certain designs have just proven to be the best and they wouldn't just make it more complicated and unwieldy just because in the future unless there is some technical reason and even then most of the times those things don't catch on because they are bad (caseless ammo, ridiculous magazine designs , un ergonomic extensions)
>>522725
>famas and put mashup
I meant famas and p90 mashup
How are your experiences with fluid animations and fluid modeling?
Here is my first try with animating water:
https://www.youtube.com/watch?v=YEVzI8P-28c
What do you think? I created it for a competition and the person with the most likes wins a price. Please give the video a thumbs up if you like it.
c
>>524794
be honest, germanfag, you made the whole thing so you have a good reason to film your sister in the shower
>>525015
How is that a bad thing?
Are texture maps linked to texture resolution?
If I unwrapped a model onto a 4096 texture then decided to use a 8192 one, would I have to re-unwrap?
>>525023
No. The UVW space is typically mapped so that a square texture is placed in the 0-1 range along the U and V coordinates (the X Y plane of the UVW space). You can place a bitmap of any dimension inside that space.
>>525024
Thanks! This just made my little experiment a little less of a pain in my ass.
Also, is there a way to reverse bake normals (texture to model other than model to texture)?
>>525026
There are various ways to extract heightmaps from normal maps but they're not very clean methods since the information you're trying to extract isn't fully present in your source.
It's not something you'd typically would end up doing either since you need a model to generate the normals in the first place and you can get your height map from there.
If you created a normalmap manually by painting it in photoshop or something it will make a even worse source since your guesstimation of angles wont translate into a clean topography.
But hand painted normals is also quite exotic stuff few will be familiar with in their workflows at all.
Currently building a Japanese city just for fun and practice. Not sure what to do with it at the end. Do you have any ideas what I can do with it?
I thought about, maybe making a small game out of it.
Heavy destruction...
A giant Robot cutting skyskraper in the background.
Screaming humans running around.
>>522579
Sounds fun. I might give it a try
>>522570
Schoolgirl pantie dispensers.
Why are you on here when you could literally me making memes for money
https://www.cgtrader.com/3d-print-models/miniatures/memes
I'm about to buy my own personal 20 micron 3d printer for 2K$
And after that even I won't be able to tell where the memes begin and my lyfe ends.
>>522334
imagine in 50 years where personal 3d printers are just a common household item.
Every kid is going to be walking around with the newest meme keychain, phone case, lunch box.
>be me in 50 years
>child comes home from school
>daddy daddy, i need your help!
>get excited because i love to assist my baby in any way i can
>how can daddy help?
>im the only kid in my class who doesnt have the new pepe doll
>can you please meme me one on the mememaster memethousand
>my meme...
>meme her to meme school tomorrow in our meme mobile
>she walks though pepes big teeth doors to show her meme friends her new memedoll
>>522334
Don't some people own memes. If it takes off people will start to copyright.
I've got this 'lovely' little piece of geometry that I'm not sure how to smooth for sculpting. It's a smaller piece of a larger model, but it's the last bit I need before I take it into Mudbox. Any suggestions for smoothing, or rebuilding what geometry is there?
WE HAVE A STICKY
>>524914
I'm well aware of this. I'd looked through it. It's all general tutorial sites, and I did try googling this matter. I hoped to get a suggestion or two on this very specific and small problem rather than spend hours through the sites, find nothing on this issue, and inevitably post a request for assistance anyhow, here or somewhere else.
>>524913
Just add edgeloops before smoothing.