Something that is a general introduction to 3D modelling. For example, a lot of stuff mentions meshes etc but doesn't really explain what they are, I did google and I know now but I'm sure there's a ton of other stuff that might be worth knowing.
Can you suggest me a tutorial where the tutor first explains the ins and outs of IK/FK Kinematics BEFORE applying to a model and not step by step mindless tutorial? I've watched 2 tutorials for rigging and though I know the know how for IK/FK/linking/constraining to a humanoid by step by step following the tutorials, if someone gives me a random model, I don't know what to do.
I want to learn how to make clothes for Daz studio. What software is good for that and are there any good tutorials you would recommend?
Especially interested in whether there is a way to make rigid clothing items (i.e. armour) which don't distort their shape when morphs or poses are applied to the model, but can grow to fit around enlarged parts and rotate to move out of the way when limbs move. Since the official armour all seems to act like armour-shaped cloth, I'm guessing not.
>>531507 >make rigid clothing items Easy. 1. Create one bone per armor item 2. Assign all of the item's vertices exclusively to this bone 3. Either move the bone during animation time, or set up constraints that make the bone move somewhat realistically.
I'd like to learn how to paint my models but I don't know where to start.
I tried to follow some youtube tutorials about hand painting but uno I couldn't find enough material on the topic dos even though I can mimic their work I can't paint anything on my own. I don't own a tablet so far I've been painting using mouse. I use Blender and Krita
>>532567 If you want to paint your own textures: first, get a tablet. second, learn theory about light and how it interacts with materials, because that is how we percieve materials with our eyes. third, learn a bit about color theory, not much but the general idea about color affects us and how we percieve it. fourth, go on deviantart or pinterest or youtube and search for tutorials on how to paint certain material, how to paint hair, metal, stone etc. material studies for example.
there are hundreds of those things. to goal is to relearn is how you percieve materials, and that each material interacts differently with light. from then on you simply search shit like "metal paint tutorial" etc, and learn from step for step paintings/drawings and do them yourself. there are also tutorials like "how to paint anime skin" etc, from those step for step tutorials you learn a lot about those materials. For example if your 3d object has skin, leather and metal, you want to learn how to paint those 3 materials.
once you have learned that, next thing is to learn the basics about 3d shaders, because shaders are basically faking the lighting interaction and does a lot of the job for you, often you only need to color 3d objects, and the shader creates the illusion of having lighting interacting with certain object, but you still need the material knowledge to set those settings and the shader right.
There are also websites like texture.com or programs like substance painter, which have a library of realistic materials and textures, which you can use to paint your 3d object with, but it is still advised to have the background knowledge about materials.
Also there are a shitload of websites for 3d artists exchanging information and give tips, like polycount.com and shit. The rest is a lot of research and a lot of reading and learning, good luck.
>>532509 If you alter them enough that you don't really recognize them, i.e. changing the topology a bit and using your own texture, no one will know or even bother to rip your models just to compare if you might have done so.
Also, people who drop free assets, especially if they are from another country, will have no way or money to press charges or something.
But in the end, it is your choice if you want to risk it, also you won't learn if you don't do shit on your own, so what's the point.
> I just want to pose a girl around and peek at her butt. I feel you bro :^)
there are posed ones you can find at archive3d.com if you search for "women" or "girl". they are pretty high poly and anatomically accurate. also check sketchfab but only a few of them are downloadable.
>>532333 no, what im saying is that statistically when you have more objects you sell more because people try to get professional models and think you are experienced. same with price ( sell at 50$ up if you think its good), quantity of promo images, even amount of free stuff and youtube tutorials to build a small community of people who will buy your stuff. tomorrow I am going to post an image which is all about this but its on my pc not ipad
Hey guys, you want to hear a story? MAYA 2016 IS FUCKING BUGED.... I had so much problems using maya 2016, buut so fucking much problems, that it turns out this proboem i have is just another bug, of ZILLIONS OF ANOTHERSMBUGS
Are there any hardsurface/prop modeling videos or streams you like to watch? I'm trying to get into hardsurface modeling and I'm starting to see lots of people use more complex workflows like sculpting parts of their models (including organic parts like cloth and straps), or using some really good PBR texturing techniques (sculpting/painting wear, damage, etc.)
The problem is while there's a lot of tutorials available on places like youtube, they're all entry-level or cover outdated workflows. Are there no good resources for up-to-date modeling and... Comment too long. Click here to view the full text.
Ey Z brushers Im in a jam, you know how gyrados has like little elliptical body parts that all mesh together to make the body?
How do I do that? I tried using the array feature but its wild and unruly! Is there like a way I can make a curve and then paste one subtool along that curve? If so should I paint that one object first? I dont want to paint 20 sub tools if they are all going to have the same pattern..
Im moving from from 3DS Max to Maya and im having a hard time trying to find some of my most used tools in maya.
Can someone be a senpai and tell me where to find these tools or their maya counterparts ...
1. Turbosmooth 2. Extrude and Bevel (for spline modeling) 3 Shell 4. FFD 2x2x2, 3x3x3, 4x4x4 5. Symmetry 6. Inset 7. How the fuck do i extrude a pline edge? in Max you just hold shift and drag, wtf you hold in maya?
YO how the fuck do you focus on a certain object in 3ds max so every time i try to rotate around the object my camera dosn't go all over the fucking place cause me to literally lose the object on my screen. SHITS SO FUCKING ANNOYING!
like in zbrush if you alt + right click on any part of the model your camera rotates around it.
Hello gods of 3D. I was wondering how can you do something like the image? It's a animation where the blood drop is going down, and as the blood is moving, it leaves a trail behind. How this trail of blood is made? After Effects?
How can you change the character texture in real time?
>>531832 That is actually pretty fucking sick the tutorial i have is from digital tutors and its fucking waste of my time, the dnd result sont even have as much complex shit as yours, please share the tut
I would suggest replicating the things you've learned from that tutorial but in an original scene, and try not to refer back to the tutorial. It's one thing to follow a tutorial, but completely useless if you didn't retain any information or have no creativity.
>>531860 The digital tutors im doing is not even close to this, all im learning about is fuckigng edgeloops, and now people are telling me dont use edgeloops, wtf, seems like digitaltutors are some insiders to fuck people up instead of teaching them real quick methods and shortcuts
I'm currently in the process of creating a 1997-1999 Toyota Camry in 3Ds Max 2016 student edition. I would appreciate it if you could rate it on a scale of one to ten and also to tell me how I can improve on it (specifically how to get smooth surfaces). The model is intended to be ported over to the game garry's mod which runs on the 2004 Half Life 2 Valve source engine. This is my first time making a model.
Hi /3/. I'm working on a little side project for...reasons. It's a sort of high res version of Manny Calavera from Grim Fandango. I've rigged faces before with blend shapes and very simple joint-based modeling but I kind of wanted to go a step further and add in stuff like sticky lips, cheek puff and a GUI, which I've never done for anything joint based before. What would be the best way to go about this? I'd really like to be able to drive the face with curve vertex points defined by clusters, so that the GUI reflects the expressions I can make,... Comment too long. Click here to view the full text.
>>531380 watch out for double transformations if you're going to combine blend shapes and on-face controls. direct connections, using set driven keys instead of point on poly constraints/follicles, are two ways to circumvent that problem.
you don't zero out joints since joints represent world space values/pivots. so I don't get why you want to zero them out. is it because you want to drive these joints with the gui controls? what you CAN do, if you want to create direct connections between controls and joint... Comment too long. Click here to view the full text.
>>531389 First of all your stuff is amazing, I hope to get to that level someday. I've only barely scripted in MEL but if I found some straightforward documentation on it or something I could try. And yeah, that's basically what I'm talking about. Before this I've just done parenting, which wasn't a problem because as long as the control was in front of the face and parented to the head rig, the face joints moved properly. Since I want to use a GUI here I can't parent them and haven't... Comment too long. Click here to view the full text.
>>531391 Oh forgot to mention, I really want to stay away from blend shapes and just use set driven keys instead since a lot of the expressiveness will come from the eyes and mouth anyways. My computer's pretty old and Maya LT runs kind of shitty as is, haha.
Find a tutorial of something with a good amount of complexity and that takes ~2 hours or so to complete. That should teach a good amount of nuance and technique.
Also, if you have a tablet or even a phone I guess, download the current Blender manual/documentation and read it from beginning to end. Just a few minutes of reading in bed every night is all you need.
>>530844 > gib me fun theory/technique part first > tutorials are paint by numbers shit, copying someone else is for faggots > teach me a technical skill the way *I* think makes sense
>>530848 > you should pick long, complicated project for your first exposure to a new skillset because the best way to commit information to long-term memory is to bombard... Comment too long. Click here to view the full text.
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