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Archived threads in /3/ - 3DCG - 18. page
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Figuring out colors, will start texturing tomorrow
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I don't usually post my work here out of fear of getting cyber bullied till I cry myself to sleep, but oh well.

I'm working on a new project, I do a lot of synthwave/outrun art so that's what the general theme is.
The idea behind this one was me trying to get some sort of Ziggurat to look neat within an outrun setting. I think it works out for the most part so far.
The lighting will change drastically later on, but for now I have an hdri as a placeholder.
The pillars are meant to be clipping into the ground as well, it's more or less sand.

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I don't understand what the OP post is trying to say. The dictionary is always right.

Why do most industry professionals hate open source software? Even independent professionals. Why would they spend hundreds to thousands of dollars on software when in most cases you can get nearly the same with open source?

Of course I'm not talking about places with their own in house software.
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I read that professionals need 24/7 technical support, which is missing in open source softwares
OSS isn't taught in school.
As someone who has been too poor to afford their adobe licence & forced to use GIMP, let me tell you straight up that there is a reason why everyone uses photoshop.

GIMP is for when you are poor, that's why I have it installed on my PC just in case. I've gotten good at GIMP, but holy shit is it fucking backwards. Fucking BACKWARDS; the amount of threads I've gone through to figure out how to do things, only to read...
>GIMP doesn't support X, but they've been really pushing for it for a while & hopefully it will...
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No thanks.

Can i animate it with Maya ? Because im good with it.

Do you guys know CATIA? My university is promoting it in many courses and claims that it is the standard CAD solution for any bigger companies for example for cars. However, the workflow seems to be pretty shit and kind of very hard to understand. What do you think? Is it worth it to learn or are there better CAD tools for the production? Also any general advices about CATIA?
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from my understanding its not a regular CAD program

holy shit that is full of retard
Catia is pretty much the standard CAD software for any engineering/design-firm, especially in the automotive industry, but its a bitch to learn as there is not much in terms of tutorials online and Dassault doesn't offer trial licenses for Catia. I agree that the workflow is pretty shit and many tools in the different modules does the same thing with slight variation, but if you're looking to get in the automotive industry I suggest you learn the basics and get comfortable with the program.

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Earlier today in class I was able to save some UV Snapshots made in Maya 2016 as .psd files.

But now on my PC that file format isn't showing up as available in the drop-down menu when I try to save it.

I've been scouring Autodesk's website trying to figure out how to get that file format supported, I even installed the Maya 2016 Service Pack 6 but it still won't who up.

I also looked in the preferences>plugin manager and it's still not there.

How can I get my home PC to have the same save options?
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>Goes to school
>Doesn't tell teachers about this
I'm an animator, so I reserve the right to say this
>>Goes to school
>>Doesn't tell teachers about this
>I'm an animator, so I reserve the right to say this

Well, I didn't notice it later that day and my next class isn't till Monday.

You're just a useless asshole without any relevant info.

Making gif's to fap to doesn't make you an animator.
If you think I use the cancer that is SFM, you've got another thing coming lil boy

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I'm manually retopo-ing a vehicle and it's taking forever.
How professional/unprofessional is it to use auto retopo?

It's personal work.
Specifically for Allegorithmic's road trip challenge.
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It's called getting the job done professionally the fastest way possible.
It's a vehicle so auto-retopo will do just fine.
yeah dont worry about finely designed topology on parts that dont deform. It just has to look good.

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why am i just learning about the magic of spline modeling? i made this whole scifi hallway level in 1 day with spline modeling.
i can create shapes that i couldn't dream of with box modeling

rate my level? (WIP)
its untextured. and i have real lightbulbs modeled in that i didnt have time to make em work. also the circles on the floor are going to have light coming out of em
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What program?
3ds max
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Bevel, loft, lathe and even the simple extrude are some buttons that i always place in my personal sidebar.
Adding power are splines converted to physical meshes with renderer options rollout, surface modifier to create Path meshes and the always handy slice modifier.
Those are pretty old tools actually - they date from the first versions of max, and even 3ds for DOS used a loft base module for modeling.

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Hi, I have an .stl file that that I want to cut in the z-axis. I tried it in MeshLab but the computer freezes when I select the parts I want to cut. I tried downloading Blender, but that seems a bit to advanced. Is there an easy way to do it in Ubuntu ?
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I'm assuming it's for 3d printing. Then you need : Netfabb Basic
it's fairly easy in blender using a boolean modifier

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I made a teddy bear model with hair material in Blender. Whenever I export the model into .fbx file and made Unreal 4 import it, UE4 just imported the mesh but the material. How can I fix this ?
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you cannot transfer materials because they are different rendering systems
so, do I have to make the material on UE4 seperately ?
long story short
you cant.

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What's new? I can't find any info on this, and my net's too slow to actually try it out.
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Wasn't that big of an update, didn't add any big features that I could tell.

I still surprised there isn't an info page on the Autodesk site.

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Can anyone explain why my SolidWorks makes me wait for all edges to highlight one at a time for me to do anything (see video)? I have a good computer (pic related), so this seems like some sort of weird bullshit to me.

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The weird bullshit is called windows 10

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Alright, I need help with this. I'm trying to learn compositing and HDRI lighting. Rendering as a single image is fine, but I can't figure out what's wrong with the multi pass thing.

It's supposed to look like the top image, however when I render out all the passes and put them together in AE or Nuke I get what's in the bottom image

What am I doing wrong? It's clearly something with the shadow catcher planes, but I don't know if I'm doing something wrong in AE or C4D.
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Here's a look at the multi-pass layer thing in the image viewer, which I'm assuming isn't right but I don't really know.

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Im using solidworks trying to cut this model into a bladed edge, Im trying to use lofted cut to capture the curved contours in the cut. Keep on getting errors no matter how I mix and match the guided curves and the profiles.

Any ideas?
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It's probably because the chamfer will go through the square hole

Try to insert the chamfer on the tree before the hole. As long as the hole doesn't use anything as reference you should be fine
-why lofted cut?
-why not just chamfer or swept cut?
- sometimes the problem happens on edges (zero thickness geometry or something like that) Try making those triangles, that you are trying to cut out, bigger. Make the edges go over the edges of stock part. But than be careful how you put those guide curves.
- another option: Cut the whole edge off and then make Lofted bose/base of the shape you want.
The problem is your profile; you have the triangle as a profile and a line going out of it, which is also a profile, remove it and use only one guide curve.
Better if you "convert entity" (over a 3D sketch) your most external edge and you use it as a guide curve.
But as I see you could use also chamfer

Can a guy reorient the rotation tool to be perfectly horizontal and vertical with the graph when I've always managed to while modeling by freezing transformations?
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In my experience, a golden rule as an animator is don't fuck with the rig (i.e. freezing transforms on the rig). So I don't think I'd recommend doing that.
The best thing you could do for pose study is work in stepped mode and pose your model in one frame, key all the controls, move a frame forward, zero out all your controls, then work on the next pose you wish to create.

ptgui: is anyone familiar with the individual image editing function in ptgui. having alignment issues. when i edit images to line up, there is no save function and the new alignment doesn't save when stitching.
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you should visit /gd/ for this question
You need to have the same parallax point. If you don't have the exact same parallax point, you're basically fucked. You can also lock images and only optimize the selected ones.
hey thank you for the tips, havent looked into locking images might be worth checking out. have done some work at manually setting stitch points but the changes don't save to the final panorama. any thoughts?

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Hello /3/!

Coming this august I plan on colonizing a relatively small village in south west Namibia.
My plans for this colony are simple, I want to create many mods for the popular racing simulation rfactor 2.

So I come to /3/ with a question;
What is the best/easiest 3D software I can teach to underprivileged low
IQ African villagers? I plan to get the workload up and running fast, so I want to get them all trained within maybe 3-4 weeks of intense and in depth learning.

If you don't mind as well, I'd love to know what the best pc's...
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13 replies and 1 images submitted. Click here to view.
wew lad

In terms of computers my Haswell i5 and gtx 770 are still more than capable of doing the type of work you describe it cost $1500 new at the time get.

For display get 24 in monitors those are cheap
well you have blender which is completely free
but what actually you are planning to get in 4 months to people that don't understand english?
what are you doing lad
Looks like it would work well.
Might go for a better processor,
we will be doing an intense amount of in game physics work apart from the 3d modeling work.
Despite being for the most part an isolated village,
these people know English very well. So no problems there.

As for blender, it seems like it would work.
Lots of guides out there for it, so that will help when teaching the software.
Many use 3dsmax it appears, but the software...
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Macfag here. I recently started to work with Unity 3d because I had one semester of 3d modeling in university and it was so much fun. Anyway Im undecided about what program to use for my own assets.
The choice is between 3ds Max (still got my education license until 2019) or Blender. The main focus of my modelling will be buildings and their insides. Which is better?

>inb4 torrenting stuff
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read the god damn sticky

id say its best to learn what you are going to be using in the long run.
so i guess try both see which one you like better.
Max will land you more potential jobs and looks better for hard surface once you learn how to spline model.

Speaking of buildings and their insides, does anyone have a tutorial on that? I can't model buildings for shit and I need to badly for my own project.
>Macfag here.
>3ds Max
Will you be fine running a VM? I'm also a Macfag using Max inside of Parallels, and would rather have a PC instead to run all my 3D shit natively, but this is what I was given to work with.
My stance is to use whatever software you're most comfortable with, and in my case that's Max, fits my workflow like a glove and by golly I'll jump through hoops if it means getting to use it.

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Seriously, only answers i found were from 2014 and are jack shit in 2016's version.
Anyone knows?
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>no muzzle break
its like you want to have an ear shatteringly loud gun
>plasma cannon
Well what the fuck is the point with the heat guard.
You don't fucking hold plasma cannons

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Move that thing
and render it!
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I set every parameter I could to 1000, and it's going to take a few centuries, wait a sec.
Damn son, this is hot.
Got any more of this? I need to build up my collection, just in case the internet is out and I need to fap.

God furry porn is so hot.

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has anyone ever experimented with expandable meshes? is it possible? application would be for stretchy fabrics, or skin.
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this is possible with physics
You mean like cloth + softbody.

I have 3.5 years experience as a 3d generalist. I model props/environments, rig props/do light character rigging, texture, and write tools to speed up workflow. I've trained and managed others and have come up with pipelines for projects in my studio.
I know it's impossible to say without seeing the quality of my work, but based on that description alone, do i fall under 'entry level' or 'junior level ' artist? What defines each? What defines a senior level artist?
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OP here. Sorry i meant to say 3.5 years as a 3d generalist working in a small animation studio in Los Angeles
Copy pasting one for programming, just think in 3D version of this

I would say entry level and Junior are the same thing. They are just out of school and have less than two years of work experience. They are assigned the least complex tasks and should be supervised fairly closely. Generally they know about 10% of what they think they know. Usually they have not been through the whole development cycle and so often make some very naive choices if given the opportunity to choose.

Intermediate level is where many programmers fall. They have more than two years experience...
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>What defines a senior level artist?
The quality of your work., or how many people actually LIKE it.
Don´t bother post anything in here, trolls will say it is shit even if it´s quality, unless it´s a DAZ nude.
This 'senior', 'junior' and other shitty titles are just excuses to pay you less. Say to your boss that you´re an advanced artist and demand the highest pay in the scale (top senior or whathever the heck) and threat to leave the office to do your...
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i fell for the modo meme and was using it for a few weeks, i just deleted it because it sucks bad

the smallest things will set you back:

> literally cannot move a vertex or poly to a set location in space in relation from 0,0,0. i was planning on modeling my apartment and it was impossible to make exact measurements ( modo forum defense force says the reason behind this is that it isn't a scene creator, it's strictly a modeler, which makes no fuckin sense )

> no easy way to just turn on hard...
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are you sure that the case? have you posted questions in forums?

what do you mean can't move a a vertices's in space? there is window that tells you the location of the vertices's?
There is a window that shows location of verts but it's in relation to the center of the object you're editing, so it's useless
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I remember trying one of the very first beta releases of Modo years and years ago. It liked to crash a lot. Doesn't sound like much has changed, since you always here about how buggy the program is.
Also some of what you wrote reminds me of the archaic nonsense that is Lightwave. No proper support for smoothing groups/vertex normals. In 2016. Seriously, what the fuck.

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Are nvidia cards still considered as requirement status for Max and Maya?
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CUDA is still king
yes. CUDA cores only work for CAD software, the future is GPU renderers.
nvidia is generally better for rendering and simulation.

amd have their own techs too,i usually don't render so it don't matter for me. worst case scenario ill render my stuff online

Tips on how to make perfect topology when modeling a human face?
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I can't believe Mark Seam is coming to my school to teach us about UV-unwrapping. It's what I struggle the most with right now.

I can't wait!

Picture is related, how I am feeling it right now.
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> UV unwrapping
> 2016
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>Mark Seam
is this a joke?


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lol using vista print to make fake business cards!
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WHAT A REBEL!!!!!!!!!!!!!!!!!!!1!!!!!!!!111!!!1!!
Absolutely terrible design work OP.

2/10 would not hire for blowjob.

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hello /3/
so i'm having a problem here in c4d:

i've got a book in a cloner randomly flying around. i've got 10 textures randomly assigned to these clones using a multishader and random effector.
the problem is, no matter what i do the textures seem to being assigned in 'groups' instead of completly random.

pic related – as you can see they somehow always repeat nearby and out of the 10 textures there mostly are something around 4-5 pictured..

anyone know what the problem here is?

the random effector for the multishader...
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Try a different seed, maybe.
that doesn't really change much, just different colors that seem to appear in "groups"..
could it have to do with cloner settings?

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So I need help with Cinema 4D.. I want to make a weird/scary looking cow but I don't even know how to make a cow. I've worked with this before but I just don't know what to do. Anyone that doesn't mind helping me through chat on skype or something? It's very important.
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Learn zbrush and sculpt
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copy paste this


search for a cow there (choose one you liked or one that could be downloaded)

see the yellow squares on the pic that i posted? play with those for deforming the model. you could also use "creepy" textures.
if you still don't know how to do it try searching on yt for c4d modeling tutorials.
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Cinema 4d it's said to have a great interface and animation tools, but for modeling is shit, you are better downloading any other software like blender, or zbrush and then transfering those files for animation to cinema

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I'm using solidworks and trying to make ridges on the inside of this shell, but can't figure out how.

I tried creating a bunch of thin rectangles on one surface inside and raising them, but I didn't know how to copy them to the other surfaces and have them equally spaced.

Anyone have any ideas?
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Can you quickly MSpaint what you want it to look like or give dimensions for the ridges?
See the attached picture. Inside the shell, I'd like ridges that are about 5mm tall, 2mm wide, and spaced apart equally.
Is this for a 3D printed vagina?

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Hey guys. I'm working in Maya 2014, did this torso and arm separately and merged the two so that none of the vertexes overlapped. I'm still getting these weird shadows on my mesh and I don't know how to get rid of them or make the mesh look better, and I've tried soften edge as well. I've also got this problem down the chest of this guy as well.

Also, are there any good fixes for the mess of mesh that I managed to come up with on the armpit area? I couldn't find a good way to connect these two things on my own, I'm sure I'm missing...
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I don't use Maya but a seam like that is indicative of there being an issue with how the shading is being interplolated across the mesh. In this case, it doesn't appear to actually be connected at the right vertices. I see you have a bunch of triangle faces there which are known to cause problems but I don't know if that's that's the issue. Is there a way for you to remove overlapping vertices with a button or command like you can in Blender?
Did you just attach the arm to the solid body as-is or did you leave holes on both parts and "weld" the holes together?
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Here's a shot of what it looks like from the inside. I don't (to my knowledge) have any faces inside this thing that are being unused, it's just outline at this point.

Every single vertice should be connected, and everything's merged into one shape, unless there's something I missed.

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