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File: tts.png (77 KB, 455x222)
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Here's a shitty SculptGL attempt at a pair of tits. I tried.
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>>592692
Feels like they're slightly too high?
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>>592540
Lol sideways boobs
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>>592543
This, end of thread
>>
I'm masturbating to those HYPERREALISTIC tits as we speak
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>>592762
We didn't survive by deciding to live inside of lions dens and/or near our predators turf, anon. There was likely heaps of time to carve boobies.

File: 250px-Hammereditor.png (83 KB, 250x250)
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Hey guys, new to the 3DCG board.

I understand a lot of it's about modeling, but I've got a different question to ask. What do you think about the Hammer Editor?
Do you think it's a decent tool for what it was made for?
What would be the new Hammer Editor of this generation?
Is there anything you would change about the tool?

I wasn't very sure if it was /v/ related or /3/ related. Either board, I suppose.
6 replies and 1 image omitted. Click here to view.
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>>591592
i understand them perfectly, anon.
you don't understand that they are shit.

hammer is trash tier software.
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>>590246
>Is there anything you would change about the tool?
I want scalable props. Also, like >>591543 said, the import pipeline is a disaster. Anyone know of a detailed guide to import custom prop_dynamics?
>>
bumpity bump
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>>591592
Found the Valve employee
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>>591621
No. You don't. Go play with Blender and the other kids. Call me back in a few years when your first room will be finished.

File: Capture.png (73 KB, 483x205)
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So, what should i horribly 3D model?
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>>592628
>>592629
Wow, thanks for that. Looks a lot easier than box adjustment

I'll give that a whirl, then - shaping a basic humanoid out of the skin modifier and then sculpting in some (very basic) anatomy to better define it, then retopologising it into something fit for animating

Thanks for the help
>>
>>588348
This is what computers today are capable of
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>>588338
You could seriously use that as a character in a low-poly stylized game and get away with it.
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>>588348
life like texture ;_;
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>>592628
>>592632
Here's a quick update - I've only recently had the chance to play with the skin modifier - haven't done the hands or feet yet. Still, I think it's going well, just need to better define the butt area and then I think I can start sculpting

the modifier is great but god damn if it isn't frustrating to use sometimes

https://youtu.be/GBIFsm2HEnY
3 replies omitted. Click here to view.
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>>592621
You should feel bad for posting this
>>
>>592646

I bet she's fucking insane in bed...

... and sadly out of bed too.
>>
>>592821

"Artist" chicks.

There was this one really artsy chick who used to to free form poetry at this open mic I used to play at in the late 90s. She was okay looking. Not ugly but not beautiful. Just okay, but she compensated with lots of weird clothing and make-up. She was very flirty with me all the time and one night I'd been drinking more than usual because I was getting over the death of my favourite uncle and we were kinda making out in the bar. I ended up going home with her and we were making out and we ended up naked and she had me lay down on my back. She put a condom in her mouth and went down on me to put it on then poured this lube all over it and said she wanted to do anal. I was all, "yeah sure, why not". So she's reverse cowgirling anal on my dick and she's grunting and saying "call me your whore, call me your filthy fucking whore". I've never really done dirty talk during sex so I'm kinda mumbling it and she's yelling "No, yell it loud! What are you a faggot, call me your filthy fucking whore". So I'm yelling it out and suddenly she yells "Punch me in the cunt! Punch me in the cunt!" I'm all "WTF" and she grabs my hand and reaches it around her and starts slamming it into her groin. I'm getting kind freaked out because I think she's having a psychotic break down but she's yelling "C'mon! Punch my cunt! What are you a faggot! Punch my cunt and call me a whore." It's taking everything I've got to maintain an erection so I start punching her lightly in the crotch and she yells "Don't punch me like I'm your mother. Fucking wreck my cunt!" So I start wailing on her cunt with my fist while she's bouncing her ass on my dick and she cums while growling like a dog. Then she climbed off me and pulled off the condom and finished me off with a blowjob.

Thank god Toronto had a lot of open mic bars because I was so weirded out I never went back to that bar (or saw her) again.

But yeah, art chicks are fucking weird.
>>
>>592646
that person is not an artist.
art is not that subjective to call everyone artists

creation without meaning is like taking a shit in your food and treating yourself to your own shit and calling it a family dinner
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>>592822
Ah, thanks.

File: 1446605734897.jpg (69 KB, 1280x400)
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can we have an honest discussion about the upsides and downsides of these engines without rabid fanboying?

For me the main differences are as follows

Unity:
less issues when importing assets
base shading model is better at hard surface rendering
easier for coders to write their own shaders and game code.
every material edit updates in real time (no having to apply the changes each time)
Much better tools for 2D games.

UE4:
Blueprints is easily the most robust visual scripting system in any game engine
Blueprints combined with the large community makes it so there are tons of different game systems and behaviors for sale in the asset store.
Comes with great material editor when in Unity you'd have to pay money for a similar thing

Comment too long. Click here to view the full text.
57 replies and 3 images omitted. Click here to view.
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>>591992
UE4 runs like shit on full potato pcs. That's the reason why I still use unity. And I find c# simple to use, unlike blueprints or c++
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>>592700
> You have to create your collisions yourself for every single object
yeah, and UE4 is actually getting their auto-collision tool improved in the next update.
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>>592680
>Why is it not more popular?
Can't make porn with it.
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>>592747
C# is the new Java. Just worse and just as proprietary.
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>>592680
>Why is it not more popular?

Buggy as fuck, broken, trash documentation, little to no support, and as user friendly as a Turkish dwarf with anger issues.

Like >>592700 said it has some good shit but it's not worth it unless you're a team (in my opinion even then it is not worth it, even large teams prefer UE4 and CE5 while better looking isn't that much better looking than a properly set up UE4).

File: meh_blocking_out.jpg (510 KB, 2378x1073)
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Taking a break from ninja-rat I made. Wanted to make a cute/petite character. Focusing mostly on the face so I can practice blend shapes. Have an idea to swap heads for a mouth-less model to then draw more cartoony mouth shapes on it.

Been trying to come up with a design. Not sure to make a Sticks rip-off or Ketsune of some sort. (I always like those anime animal ears). Also wanted to try and do the Panty & Stocking style once I get to the body.

Any suggestions?

TL;DR Looking for a simple petite girl design cus I suck at design.
25 replies and 7 images omitted. Click here to view.
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>>591657
If you want more angles of a better Panty figure https://myanimeshelf.com/figures/204201_Twin_Pack+_Panty__Stocking_with_Chuck:_Panty
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>>591707
thanks mate
>>
File: dolls.jpg (266 KB, 1026x1595)
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Blocked out the look. Made a male version as a test. Think I may make 2 versions. Low poly for Tabletop Simulator. And high poly for shit posting. Going to look into texture faces to see if there worth it.
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>ketsune
pfft.
>>
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>>591887
Proportions remind me of Starfire from TTG.
Now I feel like modeling her myself.

File: 1511208850696.png (124 KB, 903x983)
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https://www.blendernation.com/2017/09/14/hero-blender-2d-open-movie-project/

Opinions?
8 replies and 2 images omitted. Click here to view.
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>>592676
>You could leave notes for other people working on the project, in a 3D space, even. Shit's pretty cool.
You can already do that.
>>
>>592681
More complexity isn't a bad thing though.
afaik we don't have animation on it yet.
And making the toolset better/more user friendly will allow for easier note writing and less fighting the fucking pencil tool before you just give up and write it down in notepad.
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>>592630
How inspirational. :'( I'm modeling a beautiful wall in your honor right now.
>>
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>>592674
The level of ignorance in this post. Can't even formulate a proper argument and has to resort to pride in someone else's accomplishments.

>>592732
Pft ok, just make sure you know what side of it I am legally on gringo.
>>
It's going to be made in Maya, then imported into Blender and then claimed to be made in Blender. As they usually do.

File: daisycompare2~01.jpg (72 KB, 757x788)
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Aside from the model itself, what are the technical differences in terms of lighting, shading, all that stuff, between these two renders?
1 reply omitted. Click here to view.
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>>592760
The shader itself has changed, too. That older render is barebones blinn-phong while the later one's got some oren-nayar microfacet shit going.
>>
>>592752

Need to do something about your AO maps in your first render.
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>>592765
How can someone be this stupid?
>>
>>592765
Oh no it's retarded.
>>
>>592765
Please be bait, but this is not the first time I see some lazy faggot not even bothering to read a post before replying to it with a nonsense.

File: maya-34da88e18b.png (39 KB, 512x512)
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Maya 1 month subscription in uk pounds
>£204!!!! a MONTH!...
This program had better shit out a fully made game with one click at that price...wtf!!!
26 replies and 5 images omitted. Click here to view.
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>>590518
Are you poor or something?
Even for a freelancer thats not much money.
>>
>>592527
That is about a third of monthly salary in some european countries, my dude. Also, almost the same amount of money as a minimal wage.
>>
>>592527
>bought crypto 2 days ago for €200
>went 2.5x
>sold today for €500

My point being it's not about the lump sum but what it is worth, because those 200 could be put elsewhere. Maya is a trash program that only survives on being industry standard because most people are used to it and they pay unis to force it down people's throat. Modo costs less, Houdini costs less, both are superior programs in everything except animation.

Also OP just pirate it, even people working in the industry do it, everyone does it, because it's such a broken piece of shit people really don't like paying for it.

>>592529
>That is about a third of monthly salary in some european countries
Don't the adjust pricing for eastern Europe and such?
>>
>>592527
Not them, but I'm poor as dirt so a $2,000+/yr subscription on someone with a ramen noodle budget isn't practical. Thank goodness for Blender.
>>
>>590518
You cant stop python script execution in maya, and then you must end process ofc you loose your script if you dont save,and there is no save just save as

File: halp.jpg (86 KB, 1379x898)
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Hi /3/
I suck at this, how do I fix this face?

>(It's suppose to be le attractive girl)
19 replies and 4 images omitted. Click here to view.
>>
>>591341
First, show the character design.
Second, what software are you using?
Third, is she supposed to be a sculpt (static 3D for showing) or an actual virtual actress for an animation/Videogame? Because there´s a TON of steps to take in consideration for the later.
>>
File: halp4.jpg (146 KB, 1865x883)
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>this thread is still up.

Thanks for critique and feedback goiz
I'm just chugging through while scouring the web for the knowledge.
>>
>>592158
Do tutorials you stupid fucking faggot. Stop trying to reinvent the wheel, you pathetic pile of garbage
>>
>>592158
That's way better.
When I got into soft surface stuff I found that best thing to start with is bones. Like just getting familiar with the human skull will help getting things right. Then muscles, etc...
>>
>>591991
perfect.

File: 3d pose.jpg (109 KB, 1300x777)
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how does anon deal with rigging characters in more contortionist-style poses like picrel?

usually the default rig I give a character in blender (using rigify) gives them a fractured ass once the legs move enough

how to prevent this from happening?
10 replies and 1 image omitted. Click here to view.
>>
>>592468
>butt bones
does this really work better than adjusting weight paints?
>>
>>592498
what do you use to rig?
>>
>>592468
this.
>>592535
Yes. In fact you should tell us why do you even think weight painting would work alone, what kind of weight map do you have in mind, that deforms ass perfectly, taking influence from spine and legs? I'm pretty fucking curious.

In theory it would be possible to attach most weight to spine (a backbone. If you don't have it then it would be your ass bone), and just a little bit to legs, but it still will deform if you rotate legs too far. Better just have and ass bone. You could even add bone per ass cheek for more control.

Don't tell us you use some generated rig from makehuman or some other shit.
>>
>>592561
>Yes. In fact you should tell us why do you even think weight painting would work alone

still pretty new to rigging if it's not obvious

>Don't tell us you use some generated rig from makehuman or some other shit.

I use the human meta-rig in blender with a rigify rig generated after lining it up for IK. never even bothered with makehuman rigs
>>
>>592470
corrective blendshapes work like normal blendshapes assuming you set them up right and bake your animations correctly. as far as unity is concerned they're just regular blendshapes.
as long as your mesh isn't over 65k tris it will work.

>>592535
yes. it will also give you a lot more to start with when applying the initial auto skinning. two bones will do half the job for you and the rest isn't too unreasonable to clean up.
if blender has a deltamush modifier i highly recommend looking into that. shits like voodoo black magic when it comes to skinning.

File: sword.png (201 KB, 1920x1080)
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Hello I'm wondering how to make this sword pointed. I tried using the knife tool, but that just adds vertices. It's entirely possible I'm retarded, but pls help.
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Might as well use this thread.

I have a problem exporting a blender animation to UE4. I get this error message that tells me I have too many root bones. It makes sense, the IK bones in the armature aren't connected.

I read somewhere that I should parent the IK bones to the root of the armature with offset, but that resulted in the entire model going haywire. I can't delete those bones after animating either, that only ruins the animation. How do I remove them as a root?
>>
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>>592557
>>
File: Armature.png (14 KB, 286x195)
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>>592558
>>
>>591688
M8 u fallen for da B8

>F
>>
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>>592560
the parenting should be done like this.
the main part is the parent(root), others are the children

to fix this you simply add a new bone and parent all others under it

>year = 2027
What does /3/ look like? Has blender finally, dare I say, "won"?
55 replies and 7 images omitted. Click here to view.
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>>592331
You are bait.
Try Blender, brainlet.
>>
>>592329
Oh yeah? But did you pass?
>>
>>592332
>Try Blender, brainlet
This should be their official slogan
>>
>>592331
How so? I've used Maya and can confirm that the UI is just as garbage.

I get why it's used in the industry, but Autodesk just keeps fucking it up just as much as the Blender Foundation keeps screwing up many basic things too. It's a double-edged sword.

>>592321
Yeah, they only just used it to make assets, animation was still done in Maya and I believe they used Houdini for rendering.
>>
>>592332
You are baid.
Try Blender, it's for brainlets.

hey there
i want to create a youtube channel about 3d stuff. Tuts, speed arts etc. how should i name it?
29 replies and 3 images omitted. Click here to view.
>>
Tutzler, the Creator
>>
CrayZtutz 3d
>>
Mr. Cool Tutz
Mahesh Tuts Man
3DCGod
XYZip Zap
Lord of the Tutz
UVWattatutsdude
>>
File: mrcooltutz.jpg (48 KB, 351x351)
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made you a sweet logo, OP
>>
>>589415
you could start by not using my image, faggot.

File: v-ray-full-logo[1].png (72 KB, 527x198)
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If you had 2-3 days to learn v-ray for 3ds max with no prior knowledge of v-ray, what would you do?
Any start-to-finish tutorials you can recommend to that end? They don't have to be free.

Asking for a friend obviously
14 replies and 2 images omitted. Click here to view.
>>
What about these guys:

learnvray.com/features/english.php

they got some black friday deal going that is pretty tempting. results of their students look really nice and it seems very structured
>>
>>592178
ah yes I remember checking the 5SRW method, it's quite good for beginner/medium users! if you're serious about it and have the money, it's definitely a great choice
>>
>>592179
thanks, gonna get it then as long as its on sale
>>
>>592085
If you've taken it, would you recommend this course as well?
https://masteringcgi.com.au/course/mastering-hs/
>>
>>592507
Absolutely, Mastering HS is required material if you want to do anything hard surface in Max, it opened my eyes on how to do proper edge flow for subdivision surfaces.
The pace is a bit slow for my taste, but it’s worth just watching and taking in everything that’s done or explained. You don’t even have to follow along, the talks are more about concepts and workflow than making a complete model, and watching Grant basically spam the same actions ad-nauseam for hours on end will drill it into your head well enough.
Some people might argue that his methods are somewhat... archaic for 2017, but I think that knowing how to do things properly without the aid of extra tools is the best foundation for everything else that comes after.



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