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Hi guys! I just finished binge watching daredevil season 2! What a ride! Anyway, I went looking for some 3D models and I stumbled across and article on Kotaku:

http://kotaku.com/marvel-heroes-is-a-great-place-to-work-out-your-post-da-1765918747

This is the best and most detailed model of Netflix daredevil I've seen. I'm not the savviest at ripping models, so would it be possible for someone to rip it from the game? It is much appreciated! :)
2 replies and 1 images submitted. Click here to view.
>>
http://xnalara-customized.deviantart.com/art/Daredevil-Netflix-597241326

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Although I have made some guns and guitars in the past, I can't seem to model a car yet. I guess i just can't control all 3 dimensions at the same time.
I start from the side and when time comes to front/back, i realize everything is misplaced. Maybe I set the blueprint wrong.

Any tips on modeling cars? Do I make doors, bumpers and hood separately or all in one mesh?
Where can I get a scene with a blueprint set up correctly to practice? What are the "easiest" cars to model (in terms of body shape)?
3 replies and 1 images submitted. Click here to view.
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>>516076
block the whole shape first then go into details by steps, don't concentrate on specific areas until near the end.
>>
>>516076
Ignore all the creases in the beginning, model your car as if it had no doors, no separate bumpers, etc
Then cut your mesh when you're satisfied with the curvature
Treat the outer glass shell of the lights as body parts, too.
Compare your model not only to the blueprint, but also to reference photos, all the time.

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I want to start the rumors of a artificial uterus existing and capable of sustain humans.
In the long run it will get everyone, can you help me?
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>>515715
wat
>>
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>>515751
It seems he wants the PROFESSIONALS on /3/ to assist him with a HUGE RUSE.

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>>515370
>cgpersia forum
>showing hidden links via print thread not working anymore
I no longer visit that site.
>>
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>>515404
nice pasta

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Ok, so I was dicking around and did this render.

I always wondered how those old psone looks could be archieve?

I was surprised no ilumination and just something basic like ambient oclusion and just enviroment light can make it look like an older game.

Any more tips on how to make it look like psone?
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>>
low screen resolution
low resolution textures
no anti aliasing
shadeless materials
lightmaps
realtime rendering (cycles is offline render)
>>
get pcsx emulator and iso of game with desired look from rom hustler or emuparadise and run the game with wre frame setting to see- well, the models in wire frame.
also, a lot of psx games used segmented body parts so they didn't have to deal with shape crush corrections when limbs were bent.
but i would forgo that and just stick to simple meshes and textures.

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https://www.youtube.com/watch?v=EpkA2MPgmAg
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who gives a shit.
>>
>>516764
who fucking cares
>>
>>516764

Pretty good 3d troll in all fairness. Neogaf lol.

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>pirate Maya 2016
>watch some tutorials
>the all have Polygon menu set
>I don't

wot
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>>
Bump, Google is of no help.
>>
Why the fuck would you pirate any Autodesk product.

They're free FFS. And the student version comes with no restrictions.
>>
>>516600
Modelling should be the 2016 equivalent of Polygons + something else from earlier versions

PersonallIy I'm using 2014, I suggest 2015 however instead of 2016, since the UI is very different (which can confuse people new to it, comparing it to tutorials and videos using older versions)

2016 basically fucked the UI up, and it does take a few extra seconds for me to do stuff in there when I try to use it after using 2014 this entire time, and I don't think there are many on /3/ using 2016 specifically


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How can I get two particle systems to attract particles from their same system and repel particles from the other system?
I tried using charge and a negative field weight for charge, but that just causes the force to cease.
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>>
Step 1: Kys

Nah in all seriousness tho, I'm assuming you are using blender, you can use boids particles and mess around with their settings. I don't know much, but try this tutorial

https://m.youtube.com/watch?v=Q1ltwA2CXBE
>>
>>516432
I'd prefer not to use boids, this is just to test a physics concept.
How easy would it be to modify Blender by myself to make a new particle forcefield that's like charge but with reversed effect?
>>
>>516438
This might help:

https://www.blender.org/manual/physics/force_fields/types/charge.html

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hey guys. o today i got a job offer from a VFX studio as a 3rd artist but they only use Maya...
i only have experience in 3ds max.

how hard will it be to switch over to Maya from Max?

is maya even good for modeling, i heard its just a meme
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Yes its even faster than max if you use the context marking menus.

The only advantage max has is the stack
>>
>>515750
And Maya even has its own form of the stack, which is the dynamic history chain that can be modified through the new Node Editor or the old Connection Editor.
>>
>>515746
depends, it can be a pain in the ass depending on the level your employer expects you to be good at, but not uncommon either, plenty of people have switched softs or use several on daily basis, so no reason you can't do it as well.
If you're an animator it's easy mode
If you're a rigger i hope you love tutorials

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The old QTDDTOT thread hit post limit. Starting a new one.
Post all the questions you dont want to start a thread for in here.


I'll go first.

How do you open a multi-layer EXR image in photoshop? I've installed the Open EXR plugin, and all I get is a black frame when I import. With and without the plugin. I've tried searching around forums and such, but I haven't found any concrete answers apart from "huh that's weird, works for me!" type shit.
Any help?
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is there a tool in blender that lets me choose exactly where i want my hair emitter to be or i have to build it per object
>>
>>510521
You can use vertex groups to specify where hair emits / doesn't emit.
>>
>>510522
does game engines read vertex group tho?

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You mirin' my setup? Just finished it, think of all the milliseconds I'll be saving.
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I also added Undo and Redo to the buttons behind the scroll wheel. Only downside of this mouse is, it's ugly as sin!
>>
Y nobody mirin'?

Gaming mice are perfect for CAD
>>
i use a naga myself for maya, all my shortcuts are number keys with ctrl or shift modifiers. Couldn't 3d without it.

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New to 3d modeling and 3d printing.

I just want to make this unique notepad thing for work.

I'm using sketchup and it either sucks or I don't know what I'm doing.

How do I get rid of these lines and make everything smooth.

I try to erase them then it erases everything else.

I try to draw around the perimeter of the box and it does nothing.

Also does sketchup suck?
What are some good alternatives for a beginner that wants to 3d print something.
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>>
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Other problems I'm having.


fugg
>>
Its not you, Sketchup is objectively the worst for anything other than architecture.
>>
blender would be a far better option

Which production companies out there do animu or 2D style cg pretty well? In Japan I know there's Sanzigen, Studio Anima, and Kamikaze Douga, interested if there are any western houses that have done some interesting things with the medium.
10 replies and 3 images submitted. Click here to view.
>>
>>516688
What is this animu? Looks well done.
>>
>>516692
>Looks well done.
you have eyes right?
>>
I love the look of the gust atelier series.

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How do i blow out my specular on purpose in Maya without having to do it in post? Like for a toon shader?
See pic on how it looks vs how i want it. I want to make a toon specular material and then use a mask to put it on the shiny areas like the nose.

I thought maybe i could take the color output from a black material with specular, stick it through a multidivide node with a high value and then feed that in to another material, but i just get black with no specular:(.
Any help would be great <3.
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Change the shader to a phong E to replicate OP pic better.
>>
There are materials made just for toon/cel shading.

It's exactly what you want and need, why use blinn/phongs ?
>>
>>516287
Switch your top menu to "Rendering" and you'll get a Toon menu at the top that has all kinds of toon shading features for you to use.

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How do I start modelling a chair like this?
18 replies and 4 images submitted. Click here to view.
>>
I would just model with subdiv and solidify modifier with a mirror modifier so you only have to model one side..
>>
>>513718
Start with a plane for the seat and extrude out the edges into the general shape you want, also this >>513720
This really isn't that hard to make.
>>
Sit in it and take a nice selfie, voila chair modelling... Waste your 3D time on something more entertaining, you will thank yourself.

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Im new to 3d modeling and since i'm more of a math oriented person i want to specify exactly where the points are going, i know how to go into editing a shape, but is there a way to just select a vertex and enter xyz coordinates?
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You're not going to make it breh :(
>>
window > general editors > component editor
>>
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Been fucking with 3dsmax for the last 4 hours trying to get a working bitmap for my 3d model.

I basicaly want to 'convert' a material(Multi/Sub-Object type that has about 14 materials in it) to a bmp , png , or whatever
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Anyone knows how the hell I can make this work? I need the 'file' that puts all the textures in the right place. I tried "Render to texture" and when I tried to apply the texture to the 3d model , it was basicaly just a picture that kept looping on the object
>>
>>516826
>I basicaly want to 'convert' a material(Multi/Sub-Object type that has about 14 materials in it) to a bmp , png , or whatever
so you want to convert 14 textures to 1 texture?
>>
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>>516828
This is what I have , as you can see , all the textures are already applied correctly to the model so I suppose there is already some file /mapping or how the hell should I call it.

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Can't find any infomation online about this.

So. Importing an object from another scene of mine to clean it up as its got extra shit that isn't wanted.

Now most of its gone, but there are a few things like layers that are still hanging around as references.

Theses references don't show up in the reference editor.

Could someone explain why that is?
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>>
you dont even say what soft you're using lad
>>
>>516714
>>516713
Fuck. It's Maya.
>>
>>516716
in blender it's theres a link object button but i usually just export as an obj and re import into new scene

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>Learned 3D modelling in a multiple year course in high-school a long while back
>Finally want to do something with what I learned then
>Slowly find out that the teacher was absolute shit and taught us to use some of the worst habits for modelling
>Taught us with 3DS Max
>Trying to model is a fucking nightmare
>Decide to try Blender
>It's like a whole other...
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28 replies and 5 images submitted. Click here to view.
>>
model with zbrush and zremesher. This is the new way, everything else is the old way
>>
>>516156
Noob here, could you explain 'new way'?
>>
>>516157
he just did

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Is there any program that's good for just importing pre-existing 3D models and posing them? I was looking into Comipo, but it doesn't look like it's good for that.
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>>
SFM =^D
>>
That is literally how poser works
>>
Daz Studio.

Free.
Easy to use.
Huge market of assets.
Big community and a large number of free assets on sites like Renderosity and ShareCG.

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I've been building my business, trying to be self-employed, and I just got a 3D printer. I've had my eye on this model for quite a while now, and wanted to test my printer's capabilities, but it turns out this website has a download restriction that makes it more or less inaccessible.

Does anybody have a 3D Cad Browser account that could nab this model of a shadowcat from the Mechwarrior series for me? This is the exact model I want, the one from the fourth game, and this is the only place I've been able to find it. If possible, I'd like it in...
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7 replies and 2 images submitted. Click here to view.
>>
Bump, a few days later.
>>
>>515120
Instead of making a free account in 3 mins you keep hitting f5 here for 3 days. Just get a job packing groceries you lazy cunt.
>>
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>>515129
Or I check once every day or so.

Also free accounts don't let you download anything unless you upload something first, and then somebody downloads that.

Also I made 28k on a Kickstarter to build a business; I have money, but I only wanted the one model, and it's abandonware anyhow.

Also I got another board to be far more useful. /po/ is a magical place.

>>>/po/537202

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Discuss.
36 replies and 4 images submitted. Click here to view.
>>
No. We've had this discussion a hundred times. Just google it.
>>
t-pose is better because you can model armpits more accurately
>>
T-Pose because arms don't blend with other skin weights when rigging

>Don't waste time box modeling in this day and age. Go straight into zbrush and dyna mesh up some shit. Retopo later.

Is he right /3/?
34 replies and 7 images submitted. Click here to view.
>>
>>516359
yes
>>
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I am right you know.
>>
>>516359
Depends, if it's is organic stuff mostly yes, if it's non-organic stuff, rather not. In the end, just do whatever works best for you.

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I haven't seen too many threads about school for 3d and animation.

I'm currently looking at animation colleges, specifically around chicago. I've only found depaul, columbia, and art institute to be legitimate in teaching animation and 3d stuff.

I don't know about what online colleges are good, or what other places around here even teach animation bachelors. Any help and insight is appreciated from other animators on here.
4 replies and 1 images submitted. Click here to view.
>>
>>516270
>>
>>516550
gnoman is in LA ...
>>
>>516609
they have online but its expensive

so what do u guys think of gnomon?

is it a good school?

worth going there if you are serious about the industry?

heard a lot of good things about it and heard some bad saying "not worth the money" but compared to other schools its pretty cheep. like in NYC SVA (art school) its like 65k per semester while gnomon is like 20k
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>>
>worth going there if you are serious about the industry?
>the industry

Which industry mate? If you're "serial" you need to put shitloads of time in - years - and it wont matter if you go to school or not. Similar to how Quentin Tarantino didnt go to film school but look where he is now - he loves film so he mad it work ...somehow. With 3d its even easier because all the equipment is on the computer...
>>
>>516271
but you cant act like getting 2-3 years of professional training is the same as sitting at home and watching youtube tutorials.

not to mention in this line of work you need contacts..
>>
>>516270
its worth, basicly a 2 or 3 year bootcamp for the industry. obv you can learn this shit on your own it will take longer and it might be hard to know how to work at production speed. gnomon sorta forces you to be good and efficent because of how insane the program is.

having a job while going to gnomon will significantly affect your work negatively. its almost impossible to do have a job and go there.

your life will be gnomon and nothing else for 2-3 years, but when you get out you will be a badass. i always...
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Hello, totally new into 3d here.
I'm using 3dsmax and substance painter. I want to create a normal map for a mesh using the two of these programs. I don't want to do it with zbrush or inside max with progection. I want to do it in substance painter.

Here's is my workflow: I unwrap uvw the low poly mesh and extract as an fbx. Then I apply to the same mesh a turbosmooth (I've got supporting loops etc, it is a same mesh but with a turbosmooth) and uvw unwrap it and save that as an fbx as well.

Then I go to substance paint, load the low res and...
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10 replies and 5 images submitted. Click here to view.
>>
Create high poly of your model in 3ds max and bake it to the low poly, but you have zbrush so make use of it to bake out cool normal & ao maps, I wish I had zbrush.
>>
>>513743
Do you use a cage? Do you have the right settings? What exactly looks off? Show pictures in SP and in Max. Also settings.
Why not bake in Max?
I use Substance Designer to bake because i work in C4d and its native baking tools are shit.
No problems importing all kind of normal maps into C4d.
Whats your excuse for not using Max baking tools?
>>
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>>513808

I want to understand normal maps. Simple question, look at pic related:
Can I turn object (A) to project (B) without increasing polycount by using projection and cage?
It is the shame sphere only that the (B) sphere has Turbosmooth applied.

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hey /3/ i been learning how to hand paint textures for the past 2-3 days and just wanted to get your opinion on how im doing and how else can i improve.

before this i didnt know shit about how lighting works and how shadows work...

heres something i painted today...
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>>
its great
>>
I dig it
>>
>>513250
That's fook'n great mate. Show us some more.

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Continuing from
>>483148
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>>
It's so simple yet looks great.
>>
>>506480
I'm glad that you took my model as the thread image.
>>
>>506494
love the way its thrusters look

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https://www.youtube.com/watch?v=2WAd0oV-jBQ
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>>
Downvoted all videos by user. Thanks senpai!
Now, to report some for copyright.
>>
>>515775
gj anon
kill yourself
>>
>>515774
>LOOK AT ALL THE USELESS DETAIL I CAN DO

also, pretty shitty drone, camera is not secure, and for some reazon it's lazer? Pretty shit concept to be honest.

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Hey /3/, i need to learn to animate with biped rigs in 3dsmax quickly for a job opportunity. What are the best tutorials for doing this?
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>animating
>3ds max
>>
>>516286
>for a job opportunity
>>
>>516291

>>516288
Not OP

And i agree, animating in Max is horse shit. But what are you gona do, not apply for the job because you can't use their software? ask them If they'll buy Maya instead?
>>516286
That is a completely useless comment.


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