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Which duck is the best, Duck A or Duck B ? You vote !
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Duk A is smoother
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But duk B is more abstract
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Sup guys, need some help here.

I'm new to making games, and right now I'm trying to create animations in the Blender Action Editor that I can import into Unreal Engine 4.

I've searched around a lot on google, but I can't seem to find a tutorial on how to animate different parts of the body seperately, and then add them together in UE4. For example, a guy can either have his hands by his side, or hold a gun. But you don't want to create a walking animation for both the arms hanging down and holding the gun, you want to create an animations...
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search "animation blending"
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>>536079
>Also, making each animation a file and exporting it to UE4 also seems to be a bit of a problem, I can't find anything about turning animations into their own files. If anyone know anything about this I would be even more grateful.
Been awhile since I tried importing animations into UE4 from Blender but I remember having to make them into Actions in the NLA editor (so I could give them proper names like walk, jump etc).

Change the FBX export to animations and you'll see...
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>>536155
Yeah, I found out how to export everything, but not single animations. Seems like other people have trouble with that too, but I'll try with the muting.

>>536082
Weirdly enough, I can't seem to find anything in depth on this subject, neither in blender or UE4. I think I'll have to watch a video series where they create an entire character to get to that point. Google doesn't give any answer, not anything that I've found at least.

I was thinking into rendering a short movie in 4K, nothing but simple physics simulation. What's the best renderfarm there is in the internet ? Is a 1080 worth the price for rendering animations ? Does any of you own a render farm ?
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>>537826
I own a render farm in Taiwan. A 1080, lots of ram, good processor is fine for rendering a physics animation. Really no point in paying for rendering services either.

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I do whatever the situation calls for.
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>>532069
>smooth operator operating correctly
>>
Do you mean box modelling ?
sculpting is poly modelling

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/3/, what do you find yourself making when you just want to blow people's minds with how "skilled" you are? I have an assignment to simply make a high-poly model of something, and I'm just wondering what's something I could do that would basically scream "wow look at me, I made this hard to make thing and I'm amazing because of it" without it actually being that difficult to do.

Right now I'm thinking maybe a realistic bust of an old man head or something, but that's so boring. I'm still thinking.
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patiphone
>>
A bust isn't impressive. make a full character sculpt. quality/balanced design is far more impressive than just sculpting. demonstrate your understanding of 3d forms. Sculpting fine detail on a bust doesn't do this.
>>
Flowers are fairly easy but can look really classy and aren't done so often that everyone is familiar with how hard they are.

Insects and similar can work as well. A millipede is basically just one segment copy-and-pasted many times plus a head and arse. Plus most people don't really know exactly what they look like up close so you can get stuff a bit wrong.

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In the meanwhile this shit is on Ebay germany's front page :
http://www.ebay.de/cln/universal-arts/Computergrafik-Digital-Fine-Art-Prints-Originalgrafiken-limitiert/335031761013
I dont know if they are being serious or if its a really bad taste of art style but any way fuck them . your opinions?
heres the direct youtube link : https://youtu.be/PN6Sr12RW6Q
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If it pays.... lol
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>>537646
At least they're doing something you fucking crybaby. That's your competition and what are you doing but bitching. Show us what you've done.
>>
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>>537646
>Moderne Kunst

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Awesome new tools by the Quixel team :o
https://www.youtube.com/watch?v=BnSekpFSLnU&feature=youtu.be
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>>533530
this is fucking awesome !!!
I'm new in 3d and I liked quixel very very much, are other texturing softwares equally good?
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>>533531
Quixel / Allegorithimic Subtance / Photoshop > all
>>
>>533530
Is megascans the way of the future?

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Give me sexy things to 3D print
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Money
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>>532107

https://www.yobi3d.com
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Print the hentai goddesss Mamiya Marie.

dunno where you would find the model though

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3ds max help

When I move my parent bone, the children bones dont move. What can I do to fix this?

Help? Pic related
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>>537374
>3dsmax
theyre gonna scrap that shit better start using another program, kidd
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>>537380
>theyre gonna scrap that shit
what a fag
>>
do you have "select and link" on in the top bar?

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Full disclosure: I am not nor do I want to be in the 3D modelling business. You're all serious, you all know what you're talking about, I get it. I have my own things too. 3D art is just stress relief for me. Bring on the love.

I've thought about doing a 3D Sonichu animation, or better yet, a 3D Sonichu-like animation which does not infringe copyright. It could be a way to sharpen up my animation skills, much like the whole Ratboy Genius thing. (No, I am not aiming for realism or "high-quality geometry".)

Chris didn't respond to my...
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>>535341

Autism2
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>>535351

Alright you little faggot, that's not helpful feedback, but I'll take it as feedback anyways. Yes, it's an autistic fucking model. I quite literally traced the head from one of Chris's drawings, AND I did the proportions of the body to closely match the proportions most frequently drawn of Sonichu. I realize that it makes the character look like a flabby middle-aged man in a fursuit, but isn't that what we love about Sonichu?

So thanks for the feedback, but what I really want to know...
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>>535352

You seem to be labouring under the impression that anyone cares about Sonichu.

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Why did CGI artists in the 90s love noise texture so much?
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>>537398
why do you think, fuckoloid? maybe because it was the90's
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>>537398
>those sandals
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just think about it. 3dcg was in the early stages especially for games. just adding bumps or details wouldnt work on those low poly assets. to not make it look so bland they choose noise for better recognition and more detail. also yes. its kind of a style question too.

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How can I improve? I want realism, but I'm not getting it and idk why
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>>536529
>but I'm not getting it and idk why

Uh because your shit doesn't look real. To elaborate: none of what you modeled has the complexity (or the semblance of complexity) of the real life things you're attempting to simulate.

Trees don't look like that, rocks don't look like that, grass doesn't look like that, light doesn't work that way, etc.

You don't have normal maps, your grass all rook same (needs randomized orientation, different...
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the lighting is very flat. also dont use shaders from the software.
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>>536576
Great tutorials! My computer is overclocking just by watching them, but the results look great

3ds max noob here

How come these dark shadows are appearing on these shapes? It even looks like this at default settings with default shapes as well.
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>>537272
>what is viewport shading
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>>537276
tried it, couldn't find anything that looked normal. I don't think the shadows are supposed to be this intense.
>>
It's because the mesh has a sharp edge bu the normals along that edge are smoothed, and you have very few faces so the normal shading is averaging over the entirety of the face adjacent to the smoothed edge.
Or at least that's usually the case with this type of shading.

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Hey /3/ im a 20 yo about to end a degree in 3d animation

I'd really like to work in the industry but i know it is saturated right now,
I get some good money until im 26 years old, that means i have the time to get a second degree/master.

i'd like something that could help me get in the industry easily, was thinking about programming or optics.
What would you recommend me to take?

PS: im not interested into making a lot of money, I just want a stable job.
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10,000 hour rule
if you have 6 years to flounder then try everything at least once.
once you know what's what then pick something you find fun because youll be doing it every day.
the only think that will get you into the industry easily is if you take that skill you made with 10000 rule and turn it into an art.
or just know someone because in this industry you'll be working contract to contract so making reputable connections is a must if you aren't the best
>stable
oh, go work at Walmart because it's go big or go home
>>
Unless you're ridiculously good in 3d animation, I'd recommend spending the next 6 years just building your portfolio.
Animation is more about what you can do, vs what you know.
People are going to want to see your portfolio+demo reel over everything else. Your degree is just icing on the cake.
Getting a CS degree will help with scripts/game dev/whatever if you want, but that's really up to you.

Also, if you wanted a stable job, you picked one of the worst industries for it.
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>>537399
Thanks for the tips

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Hey /3/, I just finished my 6 month long student project and will be graduating in a few weeks. Any comments or tips for a fellow CG artist/animator going into the world?
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>>532952
If you're an animator you practice day and night to get as good as your gif and then some. You learn, practice, learn practice.

I have nothing to say for artists as that is different from my work. But practice for both.
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>>532952
if you are 3d animator I'd reallyy recomend looking into Street Fighter IV and V character animations and how they move, I have never seen such detail in animations almost in any game. just slow down videos and look how characters move, every one of them has theyr own characteristics etc, I really don't know why people are not using that game as refrence to character animation
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>>532952
If you made this animation from GIF and you know how to export it in FBX to unity/unreal, you'll be fine, actually drop some contact info, i might have work for you.

I'm using the knife project on blender, and when I set my mesh to smooth shading, the plane looks horrible.
Any tips to fix this (besides using squareish flat faces)?
What causes this exactly?
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Shitty topology. Booleans will always do that.
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>>536600
So the ONLY solution is doing a retopo?
Can't blender calculate something smooth and okay looking at least
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>>536601
yes for first question
no for second question

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So what does it take to get into film industry for modeling and texturing instead of video games?

Not interested in rigging, animating etc.
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>>536012
>So what does it take
A good portfolio.

Something you're likely to never get by browsing /3/
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be 100% competent in zbrush and max, have a banging portfolio
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>>536016
>film industry
>max
you mean Maya

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Why 3d modeling seems to be so hard for me? I mean, I really wanna get into some serious projects, but after 2 hrs modeling, I just get incredibly frustrated by my mistakes, my model doesn't look how it should, and I dump it, and repeat the loop, what do I do? I love game models creation but modeling really kills it, why is that? I use 3ds max and I know it pretty well, I also studied a lot, modeling techniques and shit, still feels like im at the starting point
>pic unrelated, shotgun I wanted to make
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model something that is on your level of skill

and if you have a question, post it. you may not know if there is a faster/better way of modeling what you want to do
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>>536897
what this anon said.

You can't expect to model really realistic stuff outright if you're just starting, if that were the case anyone could do a couple of months of modelling classes and join the AAA industry, start small, make mistakes, that's how you learn anything. You'll get there eventually
>>
>>536895
Start of with easy stuff. How long have you modelled? If you are new don't make a complicated weapon, start by doing simple stuff

Also smoke pot

>"WHY CANT I MODEL LIKE PIXAR AFTER ONE WEEK REEEEEEEEEEEEEEEEEEE"

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OC
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>>536051
:/
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i like your OC, it's good!
>>
holy shit

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I don't understand really well about this Back light concept,from the 3 points light. I mean its supose to "cut" the person from the image, but in my vision the back light its just a light behind the character, i do not see the difference with or without the back light...

can you guys help me or give me tips about this light, and how does this work??
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the light in the back is to be offset a little so it shows up on the rim of the subject, rather than directly behind

the light on the rim adds an outline to the contour

guy i knew from /p/ uses it a lot in his nude photography https://www.instagram.com/michaelrodriguezphoto/

that link is nsfw btw
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>>537114
This. Or, if the light is directly behind the subject, it can give a kick of light to the hair.
>>
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>>537113
It's kinda silly imo too and I was never a huge fan of it but just think of it the way it's called as "rim lighting". You set up your light sources so that the falloff illuminates the edges of your object/subject. It's supposed to give more definition, making it easier to focus on.

Not sure who out there is having so much trouble focusing of what is dead-on front and center but whatever.

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Please post curriculums and homework assignments from college 3d modeling and animation courses?
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post some 3d books as well
>>
Just subscribe to Megan Matros on youtube, cool channel with all of these hour long talks

What is the best way to model clothes for a video game character for a RPG type, (where you are supposed to change your attire)?

How is the mesh supposed to be?

Do you make a naked body, and "dress" it with clothes over (layering the meshes) or do you separate parts (say a head, a torso, and legs) and remove the naked "torso" mesh to replace with a T-shirt mesh for example?
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>>534904
Marvelous Designer
>>
>>534904

Skyrim or fallout is the best education on this. Look at the models with this tool.

http://niftools.sourceforge.net/wiki/NifTools
>>
>>534904
You model the mesh naked with loops in tactical locations, then you have different versions of your naked mesh for different clothes.
Like say a head and arms only upper body for wearing a T-shirt, head and hands only version wearing a sweater, and so on and so forth.

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Have some old software, /3/.

http://www.mediafire.com/file/yupwablb3rs9l13/Cosmic+Blobs.rar

If it doesn't run try running it with XP compatibility, and if it still doesn't run try a VM.
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It's a little tricky rotating things.
>>
>>537200
https://www.youtube.com/watch?v=uMcIgzJe1L0
https://www.youtube.com/watch?v=4xRP1YKxUB8

Some videos of it in action.
>>
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probably the fastest concept to finalized product workflow available now

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I want to get into emoji, how do I create something like this?
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>>536309
Get off this site

>but I like it ironically

>>>/reddit/
>>
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>Shitposting on one of the slowest boards on 4chan.

I might as well post memes here if this is where this thread is gonna be going.
>>
>>536309
>>>/gd/

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hi friends, first time I see this kind of problem.
Left hand and right hand made the same way, yet on "skin weights" menu we can see that left sholder ect.. not skined. How can I fix that?
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found sulition:
select all the joints you are missing in the influence list ---> select the mesh ---> skin tab ----> add influence.

/3/ guys!
I have a very simple request.

There is a 3D model on this page:
https://steelseries.com/gaming-mice/rival-300

"Download models for 3D printing"

Can you write "Artemis" or "Diana" on it, or just put something cute on the nameplate, whatever?
It's for my sister.

I managed to open it on Windows 10, but the in-build editor is basic af.

For exchange I can help you solve computer problems, questions. Cheers!
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For example the in-built tool just adds a "pop up text", cannot make it look like the original one even.

attached pic, this is the only "option" that this thing gives to me. and heck I am anything but artistic.
>>
>>537227
What format do you need it in? Also stl proportions seem a bit wierd. is it like 4 x 1 cm ?
>>
>>537229
The same as it comes in, its obj/stl/STEP, they are all included. I looked up some company on the internet who prints 3D by the hour, so I just want to send them the modified nameplate and get it printed.

And hope it will fit, lol.

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/anim/
ITT: We post our videos/ WIP for enjoyment or criticism.
Links to youtube, webms, gifs, etc. All skill levels are welcome, but try to be serious about it.
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>>536059
I wish 4chan had a board for 2D animation.
>>
I like this idea. I'll be back when I actually stop being fucking lazy and make something.
>>
>>536059
https://www.youtube.com/watch?v=Kkh-CPIIRvU
I made this in high school when I was mad about failing my AVID class because I didn't meet AVID expectations.

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Fastest way I can make animations like this? Hopefully some RAD tools as I need to make a lot of them
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>>537192

That's a pretty crappy animation. The run cycle is okay but the leaping is utter garbage.
>>
>>537194
The animation can be crappy, just wanna show the movement
>>
>>537192

Daz Studio and Aniblocks.

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Topology! I'm learning it for the first time and I just dont really know where to start! Thinking so far ahead to rigging to animation I just dont know either very well so its like how do I get this down right the first time so I dont find out down the road I fucked it all up?

This model here, this bowser one I want to rig it but Im not sure if I should make the shell separate should I put him in a t pose before rigging? Should I make it all one group? So many questions I just dont know... could you guys give me some advice?
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Experiment. Try anything and everything.
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>>535212
I would just like to get things right the first time, I would like to experiment but Im trying to become a one man army and do every step of the production process! So sadly time is crucial to me right now I can't afford too much experimenting.
>>
>>535213
impossible. experiment, figure out what works and what doesn't. then, when you're done breaking your back to get that shit working right after your first attempt and doing it, you're going to sit back in your chair and go "i can't use this"

then you do it over again and it will always be better. you will not ever ever do something "right" the first time

better get started now, this is all time consuming.

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>I'm a generalist
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>I'm a one trick pony
>>
>>536469
>I'm a no trick pony cuz I stumble at everything
>>
>>536471
jack of all trades, master of none; is surely better than a master of one


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