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Whats the best selling things on turbosqid ?
What should I put on there as a freelancer
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>>532005
I wouldn't tell you because then you'd be stealing my business.
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>>532007
pl)=x?
>>
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>>532007
knowing your business doesn't mean they are capable of it ;^))))

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I fell like one of this threads is missing.
Post your requests here.
Ill start
>>in depth tutorial for any car modeling
>>should be professional and nothing should be missing from the car.
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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.
>>
something that shuts up the fucking "how do I get into the 3d industry" faggots on this board.
it's fucking cancer.
>>
before modeling a car you need to be good at modeling.

a car is no different than modeling anything else, you just need to be ontop of your game.
you remaind me of those faggots that want to make anime with 1 week of modeling

to your question however, there are car modeling tutorials at lynda and cgmasters from what iv seen. anything thats less than 2 hours is not worth the watch

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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.
3 replies and 1 images submitted. Click here to view.
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literally 2 second google search. https://www.youtube.com/watch?v=pGuR4xyi7MQ

also try the manual for the software you are using, i don't use max anymore but 90% of what i learned was from the manual
>>
>>531928
What are you using instead of max?
Also, why did you make the switch?
I'm genuinely curious.

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Where were you when Maya included Arnold for free?
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>>530472
watermarks
>>
>>530493
>autodesk made a new car where the engine you has to buy additionally

dropped again.. back to blender.
>>
>>530495
What exactly are you talking about ? I'm downloading it just now so I have no idea what they changed.

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post pictures
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>>523699

Lost my really old shit. This was for civ 4 mod.
>>
>>523704

that's not very shitty if it's for a game like civ 4
>>
>>523723
It was supposed to be the Eiffel Tower :^)

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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.
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>>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.
>>
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Marvelous Designer seems to be the go to easy option.
>>
>>531553
I second this. Marvelous Designer is amazing! Easy to use.

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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

Any advice?
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>>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.

https://pinterest.com/search/pins/?q=material%20study%20tutorial&rs=typed&0=material|typed&1=study|typed&2=tutorial|typed

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.

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How would one go about reaching small time 3d animators for commissions?
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you won't get far without industry training

unless you are a literal madman and grind tutorials and price daily
>>
>>532542
whoops.

to answer your question, try upwork.com
>>
I meant if I was hiring,
I do not animate unfortunately

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SA80 I made in blender
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>>530831
>Not making superior XM8
.Pleb.
>>
>>530862
What game have you been playing anon?
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>>530831
Looks like shit. Now make another one and make the fucking highpoly.

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Is it wrong to use altered free assets for commercial use?
The creator specifically states that they aren't for commercial use.
what does /3/ think of the rwby and mmd/tda situation overall?
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its ure own risk. butt why would you steal anime hair ? its the easiest thing to do.
>>
>>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.

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Whats the best way to connect all these parts?
Sry for the bad sampling
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>>532501
Don't start out with individual parts. Start with a closed "hull" of the car and when that's done, cut out the parts and start working on them individually.
>>
>>532504
I ended up using boolean to combine these, cut out the glasses when everything was solid to apply different material to them.
It all looks connected now

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Post Matcaps
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;^)
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>>532370
Lewd
>>
>>532370

What is this matcap ?

Is there a place I can go to download nude female models fo free? Maybe even ones that are rigged?

I just want to pose a girl around and peek at her butt.
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> 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.
>>
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Get Daz Studio or Poser and pirate all the girls.
That's the only reason anyone ever uses those products anyways.
>>
>>517100
mmm pirates you say.

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can you faggots give me the real list of pluggins and software a professional may use to make 3D easier/simple?

I mean, everything, from blender to photoshop to stuff like Bones Pro to google sketchup?

I'm really interested into what plugins do pro use.
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pros don't use plugins retard
>>
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>>531946
>calls board faggots
>doesn't even know difference between plugin and program
>What a faggot
>>
>>531946
The only plugin I could honestly say I wouldn't be able to live without is Thinking Particles.

Yo, /3/. Post textures, normal maps, occlusion maps, photographs, ect. you've made that you're willing to allow others to use without crediting you.
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u can find all the textures online, why would someone bother to repost them here ?
>>
>>530774
If anyone has stuff they particularly like, they could use this opportunity to share it, or they could offer advice or criticisms about textures.
>>
>>530774
Not free you cant

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>>when you upload shit tier content on turbosquid only to have more than 100 objects so you actually start making good tier content to actually make virual money
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So basically you can have lots of shit objects, but if you have more than 100 shit objects, you can acually sell those shit objects?

I have a free shit, and so far have like 150+ downloads, but i do have some good quality shit for 25 obamas, and so far no one bouht it....
>>
>>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
>>
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>>532333
It was from some older thread, but should be still alive

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Is there a way that i can increase my ram memory performance in Maya 2016? I have kinda big scene, with lots of objects, and everyhing runs fine, even rendering with vray is fine.

But when i want to apply a new material in a object, or when i want to add a texture to it, it takes like 2 minutes to do this simple task... wtf??
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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

AAAHH fuck off Mayan2016, worst version so far

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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...
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yeah.
all expert level modeling is found in either 3dmotive,lynda,cgmasters,udemy digital tutors etc

also some pro artist make masterclass lesson from time to time but they are expensive
>>
>>532153
I heard about cgmasters alot. Should be good
>>
>>532126
Arrimus 3D on youtube has some fairly advanced hard surface modelling stuff.
He's using 3ds max. If you have some specific model you have trouble modelling you can even send him requests.

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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..
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>>532263

Create an insert mesh of one and just keep inserting them under one another.

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Im 3D Modeling a Glock 22/A loosely Based Remake in Blender and i cant find any good Reference Images, Anyone know where to find some?
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this was done in less then 24 hours so its horrible.
>>
http://lmgtfy.com/?q=glock
>>
bro do u even subdivide?

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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?
3 replies and 1 images submitted. Click here to view.
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>>532218
Mayas shit now they removed vertex merge tool
>>
>>532288

people were talking same shit when they introduced multicut tool..
there is merhe veryex tool ...

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Whats missing to make it 100% professional , /3/ ?
>>roast it, you will only make me stronger
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>>532221
do it again until it looks professional
>>
>>532221

Post ur reference impossible to critique otherwise.
>>
front arms look like shit. Longer than they should be, more outward than they should be. Face makes it look like it has downs. you haven't even applied fur texture yet.

You only gave us 1 and a half photos about it. Need more angles.

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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.
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>>529672
I think period on num pad
>>
>>529673

MA NIGGA
>>
>>529672

So much this

I don't consider myself a noob anymore but this shit is so anoying, and I only recall being able to change it once but I don't recall how

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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?
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>>
shader tricks
>>
nice. Looks like another deadly glasses throw right to the jugular
>>
>>532176
You talking about like in a video game or in something pre rendered?

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We having a new contest for king of /3/. Post WSF wips here
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I did that followed by a tutorial. I think i may do some more 3D modelling, what to do next. Can any1 recommend some websites or something for beginner?
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>>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
>>
>>531858
>complex
lol

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

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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.
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More angles
>>
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doesn't have much depth to it/10

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,...
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>>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...
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>>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...
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>>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.

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What are you working on, anon?

ALSO;
Does anybody have this unaltered image of the WIP thread?
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I'm recreating Fatal Frame 3 Mansion. So far i'm having fun
>>
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Still learning how to shade
>>
>>530697
racist
acist
cist
ist
st
t

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what is the best resource for learning the theory/technique of 3d modeling? every blender tutorial i've looked at is some paint by numbers shit.
10 replies and 1 images submitted. Click here to view.
>>
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...
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>>
>>531454
haha yeah man epic. nothing worse than a person making an honest effort to learn something new :^)


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