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What CPU do you use for your 3D work?
Do you prefer Intel or AMD?
11 replies omitted. Click here to view.
>>
If you upgrade to Windows 10 from Windows 7 OEM, is the digital license tied to your hardware?

If I wanted to change motherboards for a CPU upgrade, would I have to buy another Windows 10 license?
>>
amd athlon2 x3
>>
>>594228
Yes and yes i think. OEM is tied to the hardware, changing the motherboard and CPU counts as new computer which technically it is.
>>
>>594297
Stop spreading misinformation.

https://support.microsoft.com/en-au/help/20530/windows-10-reactivating-after-hardware-change
>>
Coffee Lake price drop when? New supply coming in the middle of December, right?

Should be coming out soon. Video:

https://cgcookie.com/live_streams/retopology-with-retopoflow-2-0

>all of these companies like pixologic, foundry & pilgway doing everything they can for developing automatic retopology instead of optimizing the workflow for manual retopology
>blender devs of all people absolutely nail it
Who said Blender sucked again? Provided they remove all the bugs, this will be the best method by far.
63 replies and 6 images omitted. Click here to view.
>>
>>593068
try this http://igl.ethz.ch/projects/sketch-retopo/sketch-retopo-license.html
https://www.youtube.com/watch?v=VxQOTKNddlc
or this https://github.com/wjakob/instant-meshes
https://www.youtube.com/watch?v=U6wtw6W4x3I
>>
>>593068
there is a tris to quads function in blender. idk about rhino
>>
>>592791
You are mentally retarded.
>>
>>593070
>are you fucking serious
Are you? I model in NURBS. There is nothing wrong with Rhino as CAD software and Rhino is known for being one of the best free form surfacing tools for engineering purposes.

I could care less if the mesh tool are basically non existent. I just want to make a mesh to paint for fun to make liveries lit up better than in PS to see them on panels that are designed to be made in the real world out of carbon fiber.

>>593071
Damn those are some interesting looking programs! Thanks. Sketch retopo seems really interesting, wonder if that type program will distort details while creating a new mesh.. only one way to find out.. I'll definitely be trying a few out later today and post results if I have success.

>>593072
Nice. Not sure, I know Rhino is pretty limited with poly stuff from the commands I've searched at least. Definitely should do more research on finding what would be best to get a base mesh.. I'll have to check if blender supports files imported as NURBS.
>>
>>588285
classism isnt making anybody take you any more seriously

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What is missing with vfx? Why is it always possible to tell when it's cg? What do we need to overcome uncanny valley and achieve perfect photorealism?
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>>585118

There is real time photorealistic CGI. Nvidia and Activision have demos for it.

It's advanced mocapping essentially with very good skin WAS that's rendered in real time. It's the most convincing muscle deformation and skin I've ever seen.

SSSS demo
Nvidia faceworks
>>
What's the point anyway in trying so hard to make real humans in films, when there's million of real humans to pick? I can understand when you are making alien-like creatures or monsters, but why spending millions of dollars and autistically adding pores, sweat and hair to make a normal guy in 3D?

Moff Tarkin in Rogue One was absurd because they could have just used a real actor in make up. It won't be exactly like Peter Cushing, but who cares? Martin Landau in Ed Wood was really convincing as Bela Lugosi, and we didn't need to look at a reptilian CGI model that looked exactly like Bela Lugosi, but was floating around the screen.
>>
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>>594919
>I know there are like millions of humans but I dont like any ovem. I demand 3D hhnnngg
>>
It's so they can brag that they had the big bucks to fund it + CG is the magic solution for a lot of stupid execs, despite there being other, more convincing methods at half the cost.
>>
>>595004
It's completely bonkers and in their arrogance, the cheaper way of an actor with make up looks better and more alive. Also in Ed Wood, again, Vincent D'Onofrio did a great Orson Welles.
We know Welles is dead, when don't want to look at a scary ultra realistic 3D zombie or an Andy Serkins puppet.

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do i need a faggy university degree to work in the industry or just an impressive show reel,i am wasting my money on getting a bachelors degree at the moment also should i drop out ?
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>>594622
>at the moment my stuff is decent
What do you base that baseless assessment off of?
"Feedback" from people that don't want to hurt your feelings? People you're paying to teach you?
Get fucking real faggot. You know what the difference is between a good artist and a great artist?
A great artist listens to feedback and learns from it.
>>
>>594667
you are right,i guess i have to much enthusiasm and hope,i spent the last 6 years studying visual effects mostly compositing(photography,lightning,composition) and the last 2 just pure 3d,i was planning to use the next 3 years with the intention of creating at least 1 or 2 fully 3d short films and advertise them at film festivals but at the end i will most likely fall on my face.
>>594672
>Feedback" from people that don't want to hurt your feelings?
not quite,i've been comparing my work with well known artist on artstation and every time i get closer and as you said most of the people that saw my work were impressed but their feedback is most likely dishonest.If i put the time and effort.I believe that i will achieve something and if it's good or bad only time can show.
>>
>>594662
It all depends on how much he needs a degree and what he wants it for, as well as the quality of the degree.

A good school will give you industry-relevant assignments that you can expand on and built a portfolio with. On the other hand, there are schools that will have you model cats with nurbs and write 3000-word texts on the meaning of life. Time wasted doing shit like this is time you can't spend on 3D, and it kills your motivation, which is why some people are actually better dropping out and taking a sabbatical (if they can) to improve their art.
>>
My suggestion and my opinion.

Since you haven't told us which school you're in I will try to come up with a criteria for you to decide if it is worth spending your time in this school.

1.Teachers are good (have a decent portfolio) and you can get good critique from them.
2.There're enough assignments to challenge yourself to get best result.
3.Classmates are your friends and show interest in CG industry.
4.School keeps contact with industry. They invite proffesionals to tell you about how it is to work at companies and so you students also have ability to show their work to those who work in this industry.
5.School organizes social activities.
6.School grants you Bachelors papers when you finish it.

If your school manage to do those 6 It's a worth school to spend time to.
Also I highly recommend not to isolate yourself to work alone until you get good. Humans are social beings and we tend to do our things better when we surrounded by people like us.

But maybe you did your calculations and decided that being in dept is not an option for school like this.

Comment too long. Click here to view the full text.
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>>594939
thank you,I study at the university of the creative arts in england,i chose this university for it's film production program which was supposed to be good but to my surprise,it was terrible that's why i transitioned to their animation program.

When I subdivide, one area doesn't subdivide at all while everything else does just fine.

Whats the deal here?
7 replies and 4 images omitted. Click here to view.
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>>592973
BBS wheels aren't that rounded. They're almost all fillets on a milled faces, not rounded spokes... same with where spokes meet your outer barrel.

Also none of these problems would happen if you were using glorious CAD. I'm actually curious how a NURBS BBS wheel would look converted to polygons...

TLDR
>what the fuck is going on here
wrong program m8
>>
>>592973
yes, subdivision/smoothing errors are usually a sign that there are geometry errors
>>
>>593116

It's my first model so most of this stuff is still new to me.
>>
>>592973
You had vertices on the edge without edge connections. Cleanup gets rid of these. Sometimes you need to run it twice but please make sure you have related options enabled.
Also exporting your object out as .obj and disabling the group etc options will get rid of everything else and clean up the structure if it's been imported from somewhere else. It's a good way to clean up unnecessary shit from models.
>>
>>594951
Sometimes merge vertices will also do the trick, depending of the issue. Make sure to check the fuse distance though.

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How do I make beautiful anime art, /3/?
100 replies and 26 images omitted. Click here to view.
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>>584179
imagine waiting this long for a reply
>>
anyone have good tutorial for the head and hair which can export to game?
>>
>>594886
Suriyun makes some pretty tasty mammaries.

https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=publisher:10786
>>
>>594886
I don't know how high poly you want to go, but I got some anime babes from model resources
some examples:
https://www.models-resource.com/wii_u/hyrulewarriors/model/20869/
https://www.models-resource.com/playstation_vita/miraclegirlsfestival/model/22030/
https://www.models-resource.com/playstation_3/neptunev/model/6580/
https://www.models-resource.com/pc_computer/dragonquestheroes/model/15375/
https://www.models-resource.com/wii_u/thelegendofzeldabreathofthewild/model/20386/
https://www.models-resource.com/wii_u/supersmashbrosforwiiu/model/11425/
https://www.models-resource.com/wii_u/pokkentournament/model/15543/

I doubt you are going to learn anything useful thou.
For the most part anime style models are very simple, and most of their appeal is in textures
>>
>>594935
a better example is atelier sophie and CM3D2, for textures as you said

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what should i make
4 replies and 1 image omitted. Click here to view.
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Bane
>>
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>>594837
>government
>protecting rights

Lmao
>>
A fourth reich that we can all be proud of. Except blacks, hispanics, jews, arabs, asian, and indians, of course.
>>
>>594872
You laugh at being raped?
>>
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>>594880
>government is the reason you dont get raped

are you cereal?

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how can i rip the 3d models from the psx version of THPS2?
5 replies omitted. Click here to view.
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>>594451
They're probably going to be your best lead, lots of activity in FFHacktics still.
>>
>>594427
>requires devkit
Really?
We have psx emulators. Surely you could just hijack them from there at worst.
I'm not someone who rips models. Just a software person. I'd run Nsight (or renderdoc etc) on the emulator, capture a frame and get the model and associated bound textures.
Of course that's assuming the emulator is HW accelerated. With software rendering that'd be harder. But I imagine there's at least one open source psx emulator you could run and do some simple detective work on to get at the models.
>>
>>594464
Apparently the emulators just squash them on the Z axis or something.
>>
>>594406
>>594466
PSX games have no z-buffer, there still are no emulators that have, z buffer support.
>>
>>594739
not true. there's a modded pcsx-r that implements it

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Pls rate.
6 replies and 1 image omitted. Click here to view.
>>
>>594181
at this point you just need time. you already mastered the defining meshes
>>
>>594181
Crypto CIA?
>>
>>594181
worst girl
>>
Stop posting it on every board
>>
>>594181
>anime shit/10
just stop.
worst art style in history.
warhol was better and that dude was terrible.

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So I got this Rect/Transform/XYZ Axes issue where it's far off from the model. It needs to be "center" and not at the mesh joint. Anyone got this problem before?

>can't change with Create Empty GameObject as parent
>change origin in Blender doesn't do anything

It could be a stray vector, unity bug or the model's massive boundary. Don't know if a plugin can solve this or with script coding.
Model download link: https://bowlroll.net/file/55219
5 replies omitted. Click here to view.
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>>594773

Yes there is. Shit graphics, shit performance, must pay for tons of stuff already included in unreal and cryengine.
>>
>>594773
it's made by effeminate eurotrash for buttsecks luvin retards. Normal people want to make games, not waste time coding from scratch
>>
>>594834
>I don't like Unity.

I respect your opinion.
>>
>>594838
respect dick, bitch
>>
>>594746
Make sure you don't have any stray vertices or edges in your blender file - that could account for the enlarged bounding box.

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Thats some realistic shit...
Rendering and Visuals by Dmitriy Ten, Modelling by Kantemir Bitokov
9 replies and 3 images omitted. Click here to view.
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>>594396
yeah me too

>>594428
kek
>>
>>594361
These photos only really work on overcast days because you just know they would fuck up the shadows otherwise.
>>
>>594361
You idiot, as soon as you mention it's CG, people will have a retarded confirmation bias that it looks CG.

How have none of you noticed this yet? Post this as a photo and jot down the reaction to it, you'll get a vastly different reaction compared to when announcing it's CG.
>>
>>594753
This.
>>
>>594754
This.

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>playing 2017 vidya at the highest ultra settings
>get closer and closer to wall
>it gets flatter and flatter
>as you get right up against it, the wall shows itself as just a flat plane, breaks all immersion
>game claims to use photorealistic "PBR" rendering

Defend yourself, /3/, if you even can.
27 replies and 3 images omitted. Click here to view.
>>
>>594355
Still more accurate though. And you can use denoising methods to achieve less noisy results.
>>
>>593881
just got a pc thats worth a shit and ran into this shit too. I advise alot of you just to wait into the middle of a console cycle if you wanna play vidya games for cheap cause the high power pc shit is overrated.
>>
>>594530
It's not technically possible yet to just model or scan everything. Maybe in a decade or so we can just load photoscanned high poly models into game engines with 8k textures and not worry about performance.
But right now this isn't possible, especially when games need to be optimized for multiple platforms. Everything in CG is basically faking stuff in a way that makes it look real while still getting decent performance. That has nothing to do with anything being overrated.

And once again, even if we could make games where we render a billion tris and use 32k maps, people would complain about having to download / install 1TB games.
>>
>>594327
>>594329
>>594355
>>594482
why would noise be relevant anyway? just build your scenes properly and let the thing render for the time it needs friendo

good renderers like arnold, vray, and renderman are super efficient now and, though biased, process physical-world parameters to incredible accuracy

I highly prefer that to the real-time alternative with its spotchy fake GI and half-assed approximations. Don't get me wrong, RT still kick ass for what it does, but comparing it with proper rendering is just absurd.
>>
>>594680
Eventually we will have real time ray tracing tho. Don't remember where but I've seen a video of RT screen spaced ray traced GI that looked really good.
And the architects who designed the new Nvidia HQ got access to their own Nvidia renderfarm for the project. There was a guy from Gensler who talked about that on the substance days at Gnomon school this year. He said they had so many gpus in there that they basically had real time ray tracing using iray. So as hardware becomes more powerful and algorithms improve, we get closer to having that shit available for the average user.

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No one has reuploded them. IDK if anyone remembers them but one was about Franklin trying to get a coding job and another one involved Mr. Computer and Franklin in Japanese class.

I really really want to re watch them.

If anyone hasn't seen this show before, here is episode one:
https://www.youtube.com/watch?v=MGS0KYkO2H8
7 replies and 3 images omitted. Click here to view.
>>
>>592369
Just go to 9fag if you want to see 4chan memes from 10 years ago.
>>
>>592379
So 4chan memes don't age well like cigars and wine?
>>
>>592369
He posted weird pictures of himself as a trap.
>>
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>>594694

Who doesn't?
>>
>>594741
People who aren't artists and/or actually care about their image.

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1. Keeping the lighting consistent across all images...at the expense of some images being imperfectly lit.

or

2. Having each image lit perfectly...at the expense of losing a consistent look across all images.

Pic related
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>>
>>594712
>no args
off yourself
>>
>>594706

whoops forgot I was on 4chan! cuck, soyboy, patrician, goose, meme etc
>>
>>594712
>>594715
samefag
>>
>>594717
Nope, OP, try again.
>>
>>594706
Keep telling people to give up zbrush and put no effort into lighting their porn you retard. Is this what using Blender does to people?

>try to do some simple task in blender
>literally cannot even do anything without memorized hotkey and shortcuts
>cannot change from object to vertex mode via the UI

...defend this, shills. I am literally DUMBFOUNDED at how you EVER think this piece of shit will EVER end up as industry standard.
143 replies and 17 images omitted. Click here to view.
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>>593556
Yes, but by doing that they actually fucked the speed advantage you have by using Blender with shortcuts.
Its also really ugly with all the icons.
I sure as hell wouldn't use it nor recommend it.
>>
>>593558
Not really. Adding icons doesn't remove the shortcuts; the shortcuts are still there.
>>
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>>588804
>>
Speaking of blender, anyone know if its possible to export a rigged character from maya LT to Blender for animation/rendering/ect
>>
>>594714
Just export/import with FBX?



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