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I can't figure out how to get rid of the pinching corners of my mouth. Please help me /3/, I don't know what the fuck to do.
12 replies and 2 images submitted. Click here to view.
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>>501435
your topology sucks
>>
you can easily fix this after you do initial retopology

simply edit this particular vert
>>
>not posting wires

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I did this cyberpunk city in blender for a short film. I'm striving for photorealism, but I'm not sure where to go.


Please dump sci-fi textures and screenshots of material node setups. I need help here.


Am using Blender Cycles.
11 replies and 2 images submitted. Click here to view.
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>>
>>501189
>photorealism
>from blocks
g'luck
>>
>>501193

Gleb alexandrov did it:
https://m.youtube.com/watch?v=R1ROxTnD3E0

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Urgent Help Required! I think this is the proper section. I'm doing baking in Maya and i'm ending up with theses nasty lines all over my UV seams and edges. How can i fix this?
24 replies and 13 images submitted. Click here to view.
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>>501733
Bump
>>
it's either there's a hidden object or your UVs are overlapping
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>>501739
Neither the scene is completely clear of objects and the UV's have a huge amount of space between each other.

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so /3/,

for those of you who hate to read:

TLDR:
OMG AM I ANY GOOD U GUISE??!?!

for any of you who can read like 100 characters:

I've been mainly browsing /b/ for a couple of years, but I would like to get a job as a 3d artist at some point. Don't even know how many visits /3/ threads get, but I'd like to get some honest reviews to determine if I am going in a good direction or not.
26 replies and 7 images submitted. Click here to view.
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give up.
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>>501618
that was never an option but thanks for the detailed and wise feedback
>>
just to clarify that is a Zbrush model made from a polysphere

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Hey guys,

Working on an Orc Sculpt.
I could use some help and feedback
13 replies and 7 images submitted. Click here to view.
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>>501481

main reference
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>>501481
front and sideview.
This was basically what I settled with. Now I'm moving on to retopo and build it up the right way so I can eventually rig and animate it.
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>>501481
Would this be work as topology? I'm thinking I put way too many poles in there.
What loops am I missing?

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So, I started university this year and I will be focusing on VFX, compositing and filmmaking.
The university bought a lot of expensive camera equipment this year and even more next year. 4K, RAW, etc.
Now, even though they have all of that shit shit, they aren't even considering getting computers that can handle all of that data. They still have only Imacs, and not even the newest ones. Not a single Mac Pro.

My guess is, that it's smarter to invest a lot of money into a good rig that can handle my own projects, instead of using the shitty Imacs in the...
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21 replies and 1 images submitted. Click here to view.
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>>501334
A high end Nvidia GPU will be your primary need, as it accelerates images processing in Photoshop, video in Premiere/AE, and 3D in Maya, Blender, etc...

Arnold isn't GPU accelerated sadly, but there are plenty of other great GPU accelerated raytracers, like Iray (included in 3DS Max and Substance Designer, and integration coming for Maya and other software), LuxRender, VRayRT, Octane, Indigo, Arion, Thea, Redshift, moskitoRender... Arnold is one of the few that hasn't moved to GPU yet, and is kind of...
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>>501337
To be honest, I have been focusing on Arnold lately because it's the easiest way to get photorealistic results with as little setup as possible. But I guess you're right.

Is 64gb of ram overkill, or is 32gb enough?

Also, Nvidia announced their new architecture for next year, where they claim that graphics cards will easily be able to have 12 gigs of vram, instead of the usual 2 or 4, at an affordable price. It's a good idea to wait and see about that, right?
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>>501340
If you are willing to wait until around Feb-April, then yes I would absolutely recommend waiting for their Pascal architecture coming up, it's going to be a much larger performance boost than we usually see in new GPU generations. And you'll get more VRAM for your buck.
The Titan X does have 12GB of RAM though, so you wouldn't be terribly off.

As for your system RAM, 32GB is going to cover you for pretty much anything you throw at it unless you're rendering some huge Dreamworks level environment....
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Mmmmmmm You guys smell that? Just baking some normal maps
36 replies and 11 images submitted. Click here to view.
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congrats on discovering the first 3D related meme in the history of the universe.
>>
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>>500890

Your new is showing.

>https://en.wikipedia.org/wiki/Utah_teapot
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>>500889
clearly fake

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hey all, I've been doodling all my life and resently got into 3d in zbrush and learning animation. But i need some clarity or direction, what programs do i need to learn to create a simple scene and polish it to look like something close to hotel Transylvania or their company ? lol thanks
15 replies and 1 images submitted. Click here to view.
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>>500798
Any generalised program like Blender 3dsmax or Maya etc.
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>>500801
right Ive been looking at Maya since its the standard, but after animating the shot do i need to use renderman or vray for the final lighting etc?? lol
>>
Blender, Maya, 3dsmax, etc + Pixar's Renderman.

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Im in a 3D modeling class in school, we use 3Ds max, maya, Autodesk inventor, and a few others but on my computer I am running ubuntu 15.04 at home and none of the software I use at school has Linux support. What should I do, What are some alternatives?
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/thread
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>>501158
And why can't you just use Windows?
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I cant afford it right now :(

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In Blender, how do I get a texture to repeat on each face precisely rather than stretch over the whole mesh?

Whenever I type my question into Google, it comes up with stuff completely different from what I want no matter how I try wording the question. One square in terrain == one copy of image, is what I'm looking for.
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>>501235

There(pic related) you put in the size.

If you put 2 in the size it will tile 2 times.
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>>501243
Is there no way to UV map each poly face to 0-1 UV space like Maya's Unitize function?
>>
>>501244
>maya

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Im student and i don't have idea how could i model her face, i try for hours but i cant do it
12 replies and 3 images submitted. Click here to view.
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>>500790
Dude, just imagine it's a toy.
Facial features are extremely simplified or even not present. Shapes are simple and round.
It's basically a sphere with a few bumps.
Look for manga/anime action figures for reference.
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>>500820
Oh, and, most details aren't even modeled. Textures will take care of pupils and eyebrows.
>>
FUCK

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fuck /3/ its been about a year and i still cant get the hang of the final detailing phase of a sculp in zbrush. im happy my basic low poly shape and the basic forms but once i sub div up to the 1 mill + zone i cant detail for shit. i try hand sculpting wrinkes/skin folds by hand (dem standart) and they are just boring lines on a flat surface (i try puffing it up by going in between with a standard brush but as expected its a cut line with a standard line next to it, nothing dynamic or interesting about)
i try useing the alphas but as expected it just lines stamped on a boring...
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26 replies and 8 images submitted. Click here to view.
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>>501090
You have to tackle finer details in the same way you do the whole model. Progressively refined. Start with the longer/larger flowing wrinkles to define boundaries that help dictate your smaller wrinkles. You also have to try not to think too much when drawing the lines, you have to sort of let your mind truly be random in how it is creating variation. The brain loves to follow patterns, and you have to resist that, as patterns will feel inorganic.

Tbh the example you gave isn't top notch either, assumed it was yours.
>>
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>>501090
https://www.youtube.com/playlist?list=PLMjnnUF3eJFeh8q3N8kGhfc58CDubQRZA
>>
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>>501091
the pic isnt mine, its actually made by Jordu Schell and hes an amazing artist if you dont know his work but it was a simple example i could find. let me show you something i made last night that i hate and i'll point out all the mistakes on it and hopefuly someone can tell me how to fix it and maybe even what brush to use cuz i might be using wrong brushes desu (i use clay, dem_standard, and standard for most of my detailing)

P.S. one thing i noticed just now. hes wrinkle lines are many different sizes and...
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I've been thinking about trying some sculpting, and recently got Zbrush.

I've seen some people "sketching" in 3d, creating concepts really quickly (pic related), and was wondering if thats possible in zbrush and how it's done, or if they're using some other program?

Also general tips, tutorials and advice is greatly appreciated.
46 replies and 12 images submitted. Click here to view.
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>>499477
Oh, and i'm fairly comfortable with zbrush, thats why i'm not starting with maya or sculptris or whatever.
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>>499480
if you are fairly comfortable you'd probably know that , yes that is very possible, mostly preferred over traditional 2d conception, based on your example i assume you want to make characters/creatures/organics then zbrush is a great way to go, learn the fundamentals of art first tho so your not just making shit blob monsters... inb4 'BLENDER IS THE BEST ZOMFG'
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>>499483
I've worked as a concept artist for alot of indie devs and been drawing my entire life, so fundemantals of design, form, anatomy and so on is something i'm familiar with.

And no it's far from preferred over 2d concepting. I've never met any art director who wanted 3d artists for concepts. 2d is still alot faster for concept work, but 3d will eventually take over, no doubt about that. That's part of the reason i want to learn 3d properly.

As for my familiarity with zbrush, what i...
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https://sketchfab.com/models/8e4d43da699843239b4cb74ec4854bd4 Here is my fast gameart I did yesterday. Critique is welcome
20 replies and 2 images submitted. Click here to view.
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>>500714

It's just a can. Why don't you texture it?
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>>500714

Nice models on your account there.

Do you do it professionally?
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>>500718
Look at sketchfab link.

>>500719
Thank you. I'm "wannabe gameartist"

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The beta was fun as fuck and the graphics were pretty impressive.


The thing I noticed the most was that while most games try have "muh polygon budget" Battlefront really went wild. I couldn't find any jagged edges.


I think that this will be the future tbh. Hopefully we won't have to be using Normal/Displacement maps for literally anything that needs a little bit of detail.
The game was also beautifully optimized.


Unfortunately, jew EA won't ever release a Frostbite SDK.
And the closest we have is UE4, which is...
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29 replies and 3 images submitted. Click here to view.
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>>499914
>UE4, which is unoptimized as fuck.
Explain this claim.
>>
>>499914
yep, you're an idiot
>>
It's called photogrammetry m8. People have been doing it for years. Only the static landscape meshes look good because they are actual scanned things and don't really work well with dynamic lights.
The rest of the game, especially the characters looks like the old crysis graphics. Maybe not even that good.

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