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File: Screenshot_5.jpg (41 KB, 558x397)
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How smooth is her armpit?

I'm asking the serious questions here.

Did they model hair follicles? Do elves grow armpit hair?
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>>592872
Too bad smellovision was never a thing. If it was, today smellovision technology would have evolved to a point where you could design shaders with specific smells to them.

So you could design an elf armpit shader and smell it. A big part of taste is dictated by smell so it would be a big step forward towards licking elf armpits.
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>>592366
Canonically elves do not grow pubic or body hair.
>>
I would totally fuck her
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>>592386
>actually Silvanas is Night-Elf
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>>592998
Fucking bummer
Now I'm glad elves are fictional

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>>573034
Why do I find this so adorable?
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>>574629
Well I guess the earth is flat.
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>>585461
Looks like minecraft steve fucking a pig.
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>>595169
I'm on /3/, right? I didn't click the wrong board?
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>>595247
frankly my dear, everyone here hates women, so it should come to no surprise, newfriend !!

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When making a humanoid in blender, would you consider it "cheating" if you used the human-maker addon?
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>>594770

I'm just goofin you btw. you need to use literally whatever tool you can get your hands on to get the job done faster. it's the only thing that matters. you don't want to waste time, motivation and energy on trivial shit that you can get done with outside sources. and it if you ain't using them then you better believe that most pros are
>>
>>593926
Depends on what you're trying to do. As a one man band making his own independent content, I'm fine with using "shortcuts." I use Make Human myself.
>>
>>594771
Stop being lazy.
You clearly have a deficiency of knowledge when it comes to making human models, so go fucking do tutorials and LEARN and then you'll understand the depths of your own ignorance.
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>>594892
yess...learn every single vertex! every single edge loop! manually retopologise using every pixel by hand!!! and do it for every model you ever make just to be safe!
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>>594596
>>594657
Does that make you less of an artist if you use CG pencil instead of real one? Go ahead tell that to new masters like Mullins or Ruan Jia.
Do atoms in it somehow make you an artist? And if you buy better pencil you will somehow sketch things better?

Does using vertices and edges and whatever else your new and exciting medium can offer makes you less of an artist? Did you knew that more and more traditional artists turn their eyes to 3d and even established 2d professionals use it now to concentrate on artistic, leaving block-ins for program?

Are you less of a sculptor somehow if you can suspend your virtual clay in zero-g and twist and mold it into whatever you desire?
You need special tools and real clay to be one?

Or is it a person behind the tool?

Hello /3/, I'm not entirely sure if this is the right board for this question but here goes.

I recently inherited a graphtec 3000-60 vinyl cutter/plotter and I was curious what software would work with this thing. It's fairly old; connects to the computer using db9 to db25 serial cable, also has ports for SCSI and firewire. I heard mention of vinylmaster pro, but is the latest version (4) too new for this thing? Would I need to back to version 2 or something? Thanks in advance.
2 replies omitted. Click here to view.
>>
also may wanna try /gd/ too as there is probably someone there who use these. Also i jelly you got to inherit a machine like that. Seen these in action cutting stickers, cool stuff.
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>>594495
Blender can definetely do this, and it's free.
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>>595224
You should grab the nearest blender and see what you can do to your hand with it.
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>>594495
How old is that machine. My ancient laser cutter just used raster or vector formats generated in Corel .
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>>595246
Kek

how do I steal assets and get away with it?
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>>594485
Nice try CIA, I'm not giving you my secrets.
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>>594485
Don't ask Monty Oum
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He doesn't know how to do the one thing 3d artists get paid to do all the time. Ishygddt
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>>594532
Not-so-fun fact: Monty's dead, remember?

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If employers seek you out and recommend you for jobs, is that a sign you've made it?

Also, any general career advice is appreciated
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>>595095
This is a nice post. I agree, that guy is pathetic and should be ignored.
>>
When you're getting paid to do something you enjoy then you've made it imo. Grats OP, I'm in a similar boat to you at the moment. It's great being the one approached without having to look for work
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>>595149
>Anon should be ignored.
This is 4chan not reddit you fucktard
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>>595095
Lol the butthurt of deluded Blenderfags is gold
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>>595174
>>595095
He types exactly like that one mayafag who won't ever shut up, though.
His favourite term is "cookie cutter" and I'm almost surprised he didn't use it in that tirade of a post.

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>the absolute state of the 3d industry right now
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>>590586
>too autistic
It stems from Blender being in-house software, so it is indeed autistic (in the sense of "self absorbed").
>>
>>590311
My probem with blender fagets are that they are like fucking league of legends! It came about as a free thing like league!

Whereas other studios like maya were Starcraft in comparison. Better players more thought out and alot more creative!

Blender is alright but i cant take it seriously
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>>590421
This can't be true... That's absolutely inexcusable.
>>
>>590439
They really should have color coded each mode to help separate them.
Or at the last made the mode name a different color so you can easily find the mode you need the hotkey for.
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>>595100
Blender was anything but "free" when it was first created.
The Dutch animation studio Neo Geo developed Blender as an in-house application in January 1995,[5] with the primary author being software developer Ton Roosendaal. The name Blender was inspired by a song by Yello, from the album Baby.[6]

When Neo Geo was acquired by another company, Ton Roosendaal and Frank van Beek founded Not a Number Technologies (NaN) in June 1998 to further develop Blender, initially distributing it as shareware until NaN went bankrupt in 2002.

On July 18, 2002, Roosendaal started the "Free Blender" campaign, a crowdfunding precursor.[7][8] The campaign aimed for open-sourcing Blender for a one-time payment of €100,000 (US$100,670 at the time) collected from the community.[9] On September 7, 2002, it was announced that they had collected enough funds and would release the Blender source code. Today, Blender is free, open-source software that is—apart from the Blender Institute's two full-time and two part-time employees—developed by the community.[10]

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Hope this is appropriate for this board.
I need to move these pillars further away from the world origin, because I want more space between them. I do not want to change their size.
Unable to find a solution from google, so maybe someone here knows how to help?
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>>595178
Hey, thanks a lot! That did the trick :)

Now it looks much more how I wanted it, great!
>>
There's not a Polar Array command in Maya?..
>>
There is much better way -> use MASH.

Select one pillar > create MASH network > under distribute node select "Radial" > adjust which axes to align to > adjust desired number of objects duplicated > adjust desired radius.

This way you can fine tune number of pillars and radius as you wish.
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>>595214
I was looking for a solution like this originally. Great to know that it can be done like that.
>>
>>595166
>>595183
the ayleid ruins are fun to remake with the ripped assets.

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>>594604

where to find this?

cgpeers doesnt have it
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>>594604

All the time. I literally have one minimized in the background that's relevant to whatever I'm doing all the damn time.
I must have watched literally thousands and thousands of hours of tutorials.
>>
>>594818
This. I am sad to admit that I have grown to kinda like the drone of a nerdy American voice in the background, just quietly muttering away to itself. When it says something interesting - I'll flip over to it.

Baseball is also good for this purpose. I have an MLB subscription purely to have some inoffensive sound going on while I work.
>>
>>594760
>left looks like a legitimate good design that would appear in a zelda game, complete with clean art style
>right is completely overdesigned and ruined, turned into a shitty mobile phone game asset

how do they do it?
>>
>Daniel Danielsson

( / ) C4D TUTORIAL - Bioluminescent Jellyfish PT1
( / ) C4D TUTORIAL - Bioluminescent Jellyfish PT2

about 50min of a 4bar Dr Dre instrumental constantly.

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Instead of having 20+ different threads arguing about which is better, let's contain all that into a single thread.

That's not to say this thread is for shitposting, but I think it's worth discussing the differences between each program along with their merits for an artist.

Some baseline questions:

What do you use for polymodeling?
What do you use for sculpting?
What do you use for retopology?
What do you use for rigging and/or animation?
What do you use for vfx?
Which do you think offers the best value for money?
Do you combine any for your personal pipeline? If so, which ones?
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>>594444
Eh, I’m already home so I won’t be able to do a webm or anything, but just follow these steps and also an image I found for good measure.
1. Click create tab (first tab on right bar)
2. Draw a plane, or any other object you want
3. Right-click on the object and select “convert to”, and then pick editable poly
3.5 Alternatively, after making the object, click on the modify tab and in the drop-down, add a new edit poly modifier.
4. Once the object is either an editable poly or has the edit poly modifier, it will have a new “selection” rollout, controlled by the 1-5 num keys or you can just click on them.
5. If you have edit poly as a mod, you can collapse it down into a full editable poly by right clicking on it and selecting collapse to or all.
When selecting between modes, many of the hotkeys and functions in Max change depending on your selection. So connecting vertices with ctrl+c will not connect edges for instance. Pay attention to the tool ribbon as well, as tools swap to ones appropriate for your object.
Sometimes your model will end up as an editable mesh, this is kind of a legacy thing in Max and you generally shouldn’t try to use it for modeling, however the performance overhead for meshes is much lower, so like when animating a character, it’s preferable to convert them to a mesh first before skinning.

To install rapidTools I think you just drag the file into the viewport and it auto-installs and puts a new menu in the top-right of the screen. If you want, you can then go to customize and bind somebody the functions to your quad menu (right click) or maybe hotkeys. The really important one is rapid edge regularize, which can be used in loop, edge or polygon mode. Quad cap is also nice. The others are a bit more complex and it’s preferble if you maybe watch some videos where they’re used or read up on it. Nice to have either way.
>>
>>594471
>>594456
YEHS
Thank you so much! I'll make good use of all this.
>>
>>594471
So, some things I want to mention ahead of time. In that screen I posted you’ll notice that there are modifiers right above the stack. This is called a modifier set, and it can be created and managed by the button to the lower-right of the stack that looks like a window with four squares in it.
This is useful because instead of opening the drop down and scanning for the mod you need, or even bothering to type in the name, you just click the button and it applies immediately.
Which mods you’ll deem important enough to use up screen real estate all the time is up to you, but as you go along and find yourself using the same thing over and over, consider adding it to your set.

The next point I’ll get out of the way before you pull your hair out. Max has a system called XForm that keeps track of local transform changes to your model, so that if you scale it by 1.25x on Z, it remembers that it’s scaled by that much. The issue is that some things like rotating and scaling the mesh while being in sub-object mode don’t update this, or alternatively, you might have started with an object by drawing it out on the ground plane, and later moved/rotated/scaled it into place; it’s origin has been modified, even if it’s now in its “rightful” place.
As you mess around with your geometry, over time the XForm can get screwy, leading to weird transforms or modifiers that don’t work properly, because they think the local transform of the object is different. In that case, go to the last tab on the right hand panel and select Reset XForm, which will zero out all transforms to world coordinates.
Local transform includes crap like normals, so sometimes reseting XForm screws up your normals, sometimes it fixes them, just Max things.
The important thing here to remember is that any time you’ve made some major changes to some geometry, reset the XForm and collapse the mod it creates. Don’t try and undo or remove it or your model will shit the bed.
>>
>>590641
>What do you use for polymodeling?
Maya/3DS Max
>What do you use for sculpting?
Maya
>What do you use for retopology?
Maya
>What do you use for rigging and/or animation?
Maya
>What do you use for vfx?
After Effects
>Which do you think offers the best value for money?
Depends on your workflow. Maya does basically everything I need so lets go with that.
>Do you combine any for your personal pipeline? If so, which ones?
I rather use Maya exclusively, but work has me using 3ds max.
>>
>>591528
Have you tried looking after some plugins? VisualARQ, for example, has BIM, automated level plan creation, grasshopper elements and 2D plan view linked with the 3D model.

And you can integrate any Rhino geometry easily, export it as IFC, etc.

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What will make you switch your main to Blender?
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>>594704
I tried 3DS Max for quite a bit, several years ago... This was a time before I gave a shit about 3D modelling.
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>>594704
1 click retopology done for me
>>
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Make a proper UI that isn't absolutely ass-backwards and one of the most unintuitive ive ever used. Stop messing with industry terminology/standard workflows just to be different. Stop splitting up things and hiding them in totally different menus. Hotkeys are cool but making a program so dependent on them to the point where you must memorize a truckload of them becomes detrimental . Especially when you try to find something and get bogged down in the maze of a UI.
Why can you not manipulate keyframes in the regular timeline unlike every other 3d program? Also its fun looking up questions about blender and they tell you to do something but turns out that they changed that in a different version and then you have to keep looking for shit and which brings me to why is the help page so full of "TODO"? its as bad as the Valve Developer Wiki in terms of completion.
One of the stupidest things about the UI is the viewport manipulation; hey lets make it easy to make more viewports but closing a viewport? You need to "merge" them but oh, shit, its not working! why? Try to click inbetween thing to merge menu too but nothings happening either no matter how many times i choose that option; oh right, you have to first make sure both viewports are the equal size then ~drag them over to the other AND be sure its the correct direction or else, lol more viewports~ to "merge" them. Literally the stupidest shit ive seen. My god fucking MAYA i had an easier time learning and I managed to find stuff without even having to search constantly because its design actually made sense.
I first learned 3d on 3dsmax and I still found it many times easier to use even when I was a young teen as opposed to fighting with the clusterfuck that is blender. As functionality goes, its a great program and I'm fine with what it can do but its absolutely crippled by its usability. Ive used a handful of freeware programs too that made way more sense.
>>
>>595109
>Why can you not manipulate keyframes in the regular timeline unlike every other 3d program?
you can.
i have no idea why you think you can't.

>as bad as the Valve Developer Wiki
zero argument as your statement is 200% correct.

>make it easy to make more viewports but closing a viewport? You need to "merge" them
incorrect.
you simply grab the corner of the panel you want to stay open (not the edge of the panel) and then move the mouse towards the panel you want to close.
a big overlay of an arrow shows that you have done the action correctly.
size of panels is irrelevant.

just wanted to clear up your misconceptions.
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>>594849
>what's wrong with the texturing workflow?
Working with UDIM sets is a bit of a pain.

File: WELL FUCK YOUR MAYA.jpg (75 KB, 1099x606)
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"There is no better animation package", says the fucking stick. Well, Disney thinks OTHERWISE.
The best is Maya, its always been Maya, and it will always be fucking MAYA.
Fuck my life for being a 3dsmaxfag for all eternity.
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>>593627
>Maya is used by all the big studios

Is there any real proof to that besides anecdotal? Nevermind how AUTODESK factors into market share, what has Maya actual contribute to 3d to make it stand out? All I see is brown nosing because Pixar uses it
>>
>>594750
Calm your autism, ugly people deserve screentime too.
>>
>>594750
If you worked on Moana you would be infinitely grateful that anyone's even heard of your movie, and you're not doing children's TV or furry porn, and people might still care about your work 5-10 years from now.

Also, if you're an animator on Moana you won't be spending all 4 years on it, there will be 1 year of concepting plus initial modeling and rigging before the assets get to you, and 1 year of lookdev / vfx / final rendering / post, so you will have 2 years where you're actually working on the movie. Only the director and some other supervisors will be focused on a single movie the whole way through production.
>>
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>>594750
>fat bottomed bunny cop bouncing and rolling around the screen
You´re a repulsive, disgusting human being.
I like you.
>>
>>593627
Sorry to crash into your thread.. could you guys help me out?
I’m having stuttering and lag problems with Autodesk Maya.

I’m studying Digital Animation and working on a simple model.
These are my specs.
R7 1700 @3.6
2x8GB DDR4 @2666
4GB RX570
128Gb SSD(where only OS and Design apps are installed)
Any ideas why this could be happening?
My ram is only at 8Gb utilization and CPU and GPU are under 10% utilization.

The stuttering happens when I do anything like selecting a vertex

How to map equirectangular 360 properly on simple 4 face cube? In Blender. I want to "be" in that cube as if I were in a sphere.
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>>594956
>>594975
aah yes, a technique that was already retarded back in 2002
>>
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>>594956
Why not just use the environment texture option in the world properties?
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>>594978
It's way older than 2002, stupid brainlet.
>>
OP here.
Thanks guys for your answers.
I've solved that. The best way is try the cubemap toolkit https://www.blendswap.com/blends/view/83386
>>
>>595014
>not being able to read properly, the post

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You gotta admit Blizzard does know how to make cinematics
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>>592068
>Environment sounds are complete ass
>Face close up and roar
>Voices are completely out of place
>It's like sounds don't travel longer than 20m in Azeroth
>Limited amount of sounds
>Stronk womyn
>Shit, we are losing, time to get serious
>Baby faced Orcs
>Hollywood actor as handsome faced Paladin

Good try 1/10, not enough to make me buy your shitty products
>>
>>593148
This in game cinema makes me want to play the game less. Blizzard fail.
>>
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>>592587
Scale doesn't change IMO, anon.
What parts are you referring to?
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>>592068
Since the Warlords of Draenor cinematic it’s gone to shit, that was the last epic one. Its like theyve lost some key people since then including their cinematic director... oh wait
>>
>>593945
kek, that's not an actual negative aspect of the cinematic itself, just your own simple shitty reaction to it

How many of you use MagicaVoxel? Voxel art isn't for everyone, but for those who like it, it's brilliant.

It's a great piece of free software. It's less than 5 MB in size, is super fast, relatively easy to use and comes with a built-in renderer. You can also export your models to various file types. For pixel artists, it might be easier to make stuff in MagicaVoxel and then export it as a pixel sprite art.

The only disadvantages it has is that it can only handle 126x126x126 size models right now and max size of render is 2048x2048 px.

The upcoming version is going to let you make scenes of either 5123 or 1024x1024x126, which is bloody amazing.

Softwares like this and Blender are the ones we should be promoting.
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>>588467
Wtf are you kidding me
>>
Can yuou do the loghting and reflections in magic voxel like the guy who posted this video, or ops pic
>>
>>595067
I don't realize "more and more industry is using blender" because it isn't.
>>
>>588321
Just got it! Love it!
>>
>>595088
Ok. Sure.



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