why can't nobody crack it?why don't all software use their anti piracy protection?how can you branch with x-particles 2.1?https://www.youtube.com/watch?v=YxGDQL5RrKEwill x-particles 4 be cracked?>>inb4, buy it you cheap fuck
>>594108it will never be cracked
>>594108They’re using the system that Denuvo was derived from, so practically half the program is anti-piracy measures. Yes, Denuvo has been cracked, but games are a more mainstream product, and so there’s more demand for a solution, but who the fuck wants X-Particles? Like 10 people?Honestly, fuck C4D and just go full Houdini, or at least Max with Thinking Particles and Phoenix FD. There are much better solutions that already exist and are cracked, no use in waiting for a ghost ship.
>>594108Its using Denuvo
>why don't all software use their anti piracy protection?Because it puts unnecessary load on the CPU
What are his skills and techniques ?https://www.youtube.com/watch?v=NApVOHrbhqg
i think what makes his work stand out has a lot to do with the lighting, his use of sub surface scattering and his twisted almost child like style. You have to think it's the type of shit a very deranged child would skulpt out of clay. There are a lot of people who think they could do what he does but when they try it doesnt look the same (not necessarily bad) just not the same. To answer your question though, sculpting and texturing/lighting.
>>593607Even "bad" art can be made to be aesthetically pleasing.At the end of the day, are is subjective. There is no "bad" or "good", only what is currently accepted as good or bad.He at least has skill when it comes to working with what he's got and making it appeal to his fanbase.
>>592644wrongKanda uses displacement maps
>>593833why does it matter when the end results look the same as just random zbrush scribbling
>>594318This. >>592644literally looks like a random /3/ shitpost I wouldn't even bother to open.
Pic unrelated, of course.Hi /3/! I'm new to modeling, so what programs would you recommend to a beginner? Also, some advice is much, much appreciated! I'm sorry if I'm being a bit of a bother, btw
>>592447/thread
>>592444Blender if it is for fun/hobbyMaya if it's for pro
>>592615I would recommend that if it is for pro at age 31, learn programming instead. Everyone can do modeling, and if you want to be pro at it, you have to be among the best.
>>594311Nevermind, I misread the original post. Though the point still stands.
I tired every plugin I could get my hands on + crazybump + manual techniques and i could not replicate creation of face normals as shown in the picture.Any tips?
>>594176i know that alpha chan is inversion of rgb. but how does one replicate all of those fine details anons?
>>594176that's a height map.normal maps have colors.
>>594176Don't do crazybump, use scan data from surface mimic or texturexyz, throw it on in zbrush and bake that shit
>>594271Forgot to say that you can bake both normal and height in zbrush. Pls retopo in another program until you understand how to actually use zremesher
I wanna make a shitty Veggie Tales style of animation. Where do I start?
>>594157Heavy doses of heroin
>>594157start by stopping to come here :DDDD
>>594157Unironically, paper and pencil.
>>594157>where do I startright here
I have quite a bit of problem in texturing my knight. The armor part. As far as i remember some people "Bake" the textures to put some details by doing materials and such in blender but the thing is that i don't know what to search for and does such a thing even exist too?
>>594190Well, I don’t know how baking works in Blender, but you can get a free program called xNormal that does it.Starting from the basics, baking involves taking geometry and baking it down to different geometry. For example, you have a basic flat plane of just one polygon, and another plane that you modeled some detail into like sci-fi style paneling.You place the detailed plane over the base, bake out a normal map, and now you have a special texture that has the surface properties of the detailed plane encoded into it. Because it’s just a texture, at a low angle you’ll see that the plane is actually flat, but from a distance and face-on it should look very similar if not identical, and will react to changes in lighting.The same applies to any type of model - you have a detailed mesh with lots of actual detail modeled into it, and a low-detail one that will be baked to. The plane was easy enough to work with, but to bake properly on a more complex mesh, you have to unwrap it and generate smoothing groups from the UV islands.Yes, this all means that you need to produce a version of your model that has those details actually modeled in, for you to bake them down from something in the first place. If this sounds unreasonable with the tools you have in Blender, that’s because it usually is, and most people prefer to use sculpting software like ZBrush, Mudbox or 3D Coat to work on the details. Adding dings and scratches to the armor, or fluting, seam lines and rivets is as simple as picking the appropriate brushes and sculpting that detail in.Once you’re done, you export the model back out, and with both models overlapped, check to make sure your original mesh still fits the shape closely enough and adjust if need be, and then send it to bake.The baking process isn’t limited to just producing normal maps, but for you to make any more sense out of this, you have to at least get baking normals down first, and go on from there.
https://vrworld.com/2017/11/28/new-real-time-lighting-technique-holy-grail/Opinions on this?
>>594092>>594104This has nothing to do with light maps or speeding up the difficulty light baking. The technique requires a computationally intensive bake and I bet the requirements for light maps would only increase.This technique is targeted at quality of final result only. It gives an impressive GI-like look in realtime but if it catches on you will still have to do a hell of a lot of work to get it looking good.
>>594096then why is he moving a big ass sphere in the level and it's lit dynamically?
still leaking tho
>>594131Its DYNAMIC "REAL TIME" HIGH QUALITY INDIRECT LIGHTNING.NIGGERS ITT DONT KNOW SHIT ABOUT ACTUAL 3D. THOSE FAGGOTS THINK THAT IF IT SAYS 4MS THEN HURRRRRRRRRRRRR ITS NOT REALTIME IT REQUIRES BAKING DURRRRRRRRRRRRRRRRRTHIS IS STUPIDITY AND FAGGOTRY. THESE FAGGOTS HAVE SUCKLED ON THE TEAT OF UNREAL BLUEPRINTS AND KNOW NOTHING ABOUT HOW ACTUAL ENGINES WORK."BAKING" IS A MISNOMER. THIS IS JUST ANOTHER STAGE IN YOUR ENGINES LIGHTNING ENGINE, APPLIED BEFORE THE DEFERRED SHADING STAGE. IT TAKES 4MS ACCORDING TO THE VIDEO - WHO KNOWS WHAT HARDWARE THATS ON OR WHAT REZ BUT YOU HAVE ONLY 8MS/FRAME IF YOU WANT 120FPS AND 16MS/FRAME IF YOU WANT 60FP
>>594145https://users.aalto.fi/~silvena4/Projects/RTGI/index.htmlRead the paper, it's a pascal titan x. The dynamic geometry is a added in a specific way (from what I read they just have to be rather large, not sure whether their shape is restricted in any way) also they will only provide occlusion, no light bounces of them. So yes according to the paper there is still baking/precomputation required, it's not fully dynamic.
Is he right?https://www.youtube.com/watch?v=iPwdia3gAnk
>>586659>Guy who jews people out of their money with paid tuts tries to tell you paid tuts are worth itHe is right, but you still shouldn't pay for them.
>>594006Between the cringe, shitty conspiricy videos, Spider-Elsa and all those fetish videos, I'd say it's more a 70% than a 90%Still pretty damn high though.
>>594115>Spider-Elsa>Bad
>>593969>>594006>>594115>>594158People is shit, therefore Youtube is shit.I rest my case.
>>594161>Projecting
>Launch blender to work on a model>Just leave it open while I think of how I'm going to do it>Look on the internet for images of what I'm making>End up on 4 chan>Have over 200 hours clocked in blender>Haven't completed a single thing
>use blender in VR, as to not get distracted>end up with over 3tb of source filmmaker mocap vr porn>
Hi Im looking for guides on how to push out realistic forests that you would see in recent PS4 games.Currently my output looks pretty similar to what that is shown in the image provided(image is similar but not done by me). Using alpha textures. Is there any other methods to improve this quality?Im trying to work on a realistic forest/swamp ruins with moss and all which could be imported into Unity if possible.
https://www.assetstore.unity3d.com/en/#!/content/68907
>>591260just like make forest bruh.
>>591260>UnityJust go with pre-built assets, it's the only thing that PoS is good for.>>591273
https://store.speedtree.com/
>>591260dis: https://www.assetstore.unity3d.com/en/#!/content/56762and dis: >>591600
Can anyone help me make a flexible 3D model of cyclohexane I can later 3D print?
Hey guys im sorry phone posting from work. I decided this week I need a hobby and want 3d to be it.I have simple goals for the next couple years and would like help. I am going with blender since its free and im poor as fuck.Have a decent computer. Had to take a used gpu from a friend but otherwise its all new. Can anyone just point me to what I should watch/read in order to get going and how readonable my goals are?Goals:3months: be able to model a character and random objects around me to a reasonable degree of skill.6months: rigging a character and performing simple animations (handwaving, walking, action moves of some description like punching or doing a flip.)1 year: short 5-10min video5 years: full videogame assets, friend is learning gamedev and weve known eachother for years. If it falls through id like to just be better at the type of thing involved in year 1 goal.Comment too long. Click here to view the full text.
>>593841...unlikely. I'm doing 3D stuff right now for about 6 months after a long hiatus, so even though I already knew how to use some programs on a basic level, I'm currently practicing building basic level geometry for a game.I also have a character modeled and rigged (poorly), especially not an impressive feat since it's practically a blob with arms, legs and a head. It's not even unwrapped as UVs and texturing will be irrelevant, given it's a uniformly colored, fur-covered creature. Taking the easy way through this all the way for a first project.Since I'm a 1MA, I'm also cramming Unreal Engine so that I have somewhere to use this content, so amongst all this I'm juggling game design too. I guess you can get really good a one thing in a year like modeling, it's not that complex in and of itself, the complexities start to pile on as you need to spread out your knowledge to make your stuff actually usable. A mesh with flawless topology isn't as impressive if it's not unwrapped and textured, and that's certainly a time sink in its own right... and then lighting and rendering... VFX possibly... and animation as you've mentioned. Try to limit yourself for a start in any case. Everything starts with modeling, regardless of whatever else you end up going into.
>>593822>>593826>>593827Listen to this guy, this is good advice.>>593841I think 1 year is enough if you're going to specialize. If you want to be a jack of all trades then I think 5 years sounds more reasonable.
>>5938411 year might get you there if you're already an artist prior to taking up 3D, and specializing in something really specific. Since we're talking game art, 3 years, for reliable employment in game art, is pretty average for those that actually do find employment, especially since many of them go through university or specialized schools. Some absolutely terrible artists can find employment but people can also win the lottery, it's not the norm.Anyway, I was saying that, if anything, it'd take *less* than 5 years, on average, to get to the standard of being able to make assets for an indie game. Way less.Since I'm not an employer I don't keep jr. level modeler portfolios lying around on my harddrive. Portfolios that get through for jr. positions tend to look something like this http://www.serriffe.com/indexPortfolio.htmlIf we're talking freelance, yes, you could freelance within a year of starting 3D art. You could sell commissions within a year of starting to draw seriously. Neither are the same thing as being employed by a studio.
OP here, got a couple more hours before shift ends. First of all I want to say thanks to everyone for being so helpful.As soon as I get home Ill sub to those channels and start having a look.Just a couple follow up questions: Im assuming I should follow the advice of the poster who said get used to the basics of modeling, unwrapping and texturing. I would guess that sculpting should come later once I actually get my bearings in the 3d world?Im also very confused by a lot of the terminology, is that something I should fix now with some sort of glossary or should I just roll with it and pick it up as I go?Since Im sticking to blender for the time being will there be any major software revisions or UI changes that will make the mechanical side of learning the software change in the near future? By mechanical I mean understanding how to do things in the software rather than conceptual (which from what I gather is where cross software tuts would help) dont know if im using the right terminology here, apologies.In the case of pirating, im currently unable to as I live in a shared house and only have wifi available, as such Id rather not get anyone in trouble as landlord has had issues with isp letters in the past. However I can probably scrounge up some money if theres a very good tutorial series or the like. I figure if Itll save me some time and/or make learning more enjoyable/efficient itd be worth it. If that was the case could you recomend anything that comes to mind?Video goal I imagine without sound. I guess the quality of the video as a video isnt too important, personally its about being able to tell a small story with even basic wonky models that dont quite move right or have clipping issues. In my head things like great lighting or complex...materials? Would come later. Im fine with being shit as long as I can see reasonable growth given reasonable time/effort.Comment too long. Click here to view the full text.
>>593872>Im assuming I should follow the advice of the poster who said get used to the basics of modeling, unwrapping and texturing. I would guess that sculpting should come later once I actually get my bearings in the 3d world?Sculpting is mostly an extension of your core modeling skills, you’ll often have to make use of traditional models to make your sculpts usable anyway, or use sculpting as a supplement to add detail to base meshes.>Im also very confused by a lot of the terminology, is that something I should fix now with some sort of glossary or should I just roll with it and pick it up as I go?Just roll with it, the terms will stick easily as you’re going through tutorials. Different programs have their own names for certain operations, some of it’s the same, but honestly there’s not that much to learn in terms of terminology.>Since Im sticking to blender for the time being will there be any major software revisions or UI changes that will make the mechanical side of learning the software change in the near future? By mechanical I mean understanding how to do things in the software rather than conceptual (which from what I gather is where cross software tuts would help) dont know if im using the right terminology here, apologies.Largely irrelevant. I was away from Max for like 8 years and it’s still the same program it was then, just fancier and with more features. The world of 3D is deeply rooted in keeping things “the same” as long as it makes sense to, so that you don’t upset your user base and maintain backwards-compatibility. Bridging skills across programs isn’t that tough, across versions even less so.>In the case of pirating, im currently unable to as I live in a shared house and only have wifi available, as such Id rather not get anyone in trouble as landlord has had issues with isp letters in the past. ISP letters aren’t worth shit, you get one, you toss it in the trash, you pretend it never came in the mail.
I want to open a discussion about this subject. I'm interested what do you think which jobs in 3D are the hardest, and which ones are the easiest. What areas demand the most skill and knowledge for you to get at least decent at. E.g.>modeling>texturing>lighting>compositing>vfx>animationetc.On which area is it best to focus on if you like every one of them equally? What area provides the most challenge? What job position in 3DCG, be it in games or movie industry, has the most free spots open?Also, how do you think 3DCG compares to other art fields, e.g. to illustration/painting? Do you think that in general, it is (much) easier because of all the tools available, or is it actually harder because of all the technicalities that come with it and the fact that the field is constantly changing? The fact is that a lot of people can make some amazing stuff in relatively short period of learning time, so that makes me wonder. E.g. in music, you will definitely suck hard for, at least, a couple years in. But in 3D, though, I've seen guys who haven't been in it even for a year, but their work was already on a professional level.And finally, as someone studying 3D (partly) in uni - should I ignore this industry no matter how good am I, or not? Is the future bright for me?
>>593724This is primarily an art board and we're talking about 3DCG in that context. Engineering is obviously very hard, but it is not relevant in this discussion. Also, it is pretty easy to generalize art to the point that it seems to be a child's play, but that's just not true and is not fair.
>>593724>it's the Rhino fag obsessed with dragon dildoes who still has not shown some of his precious engineering worklmaoing at your life
>>593732Yeah. It is really interesting stuff, it's just funny how those topics ever seem to come up here. I still have a lot of respect for anyone putting out any type of quality 3DCG material. Personally I'm into other stuff, but trying to slowly learn and work different programs and types of modeling into my 3D/2D workflow for different/better renderings.>>593735Makes sense. I understand for the most part it's an art board and not the theme of this thread. I also understand it's hard work to be good at any kind of 3D and have a lot of respect for any type of quality 3D/CG, but OP asked for an open discussion about the hardest areas of 3DCG, so I threw in my $0.02 on what should have been included after seeing a lot of these types of threads filled with the same stuff over time. I feel like everyone learns 4 of the 6 topics that OP listed to be decent at any type of 3D in the first place and the hardest one is what you take the furthest.>>593745Get off my nuts and go back to being 6 of the 8 people in another Blender vs X thread.
>>593714what movie was that, anon?
>>593704Creating believable animation is way harder than all the other areas after my experience.
I'm entirely new to making models on my computer but I made this using sculptris. Is there any way to become better while still being self taught and using programs like blender and Sculptris? Also any advice and criticism is appreciated
>>593778Did you just take a photo of your computer screen in order to post a screen cap of your model? Dude... if you don't know how to do a screen cap then you should probably just give up using a computer altogether.
>>593778The sculpting in Blender is pretty good. I'm also new to it, but am achieving some pretty acceptable results.Check out cgcookie if you want to use Blender. I can't speak to the other programs, since I don't use them, but I'm sure other people can point you in the right direction.Remember to use reference when making your stuff (eg. I used this as reference when sculpting - came in super helpful).
>>593778Learn anatomy
>>593805begone, blendlet
What if someone is to use pirated software to make animations or games that are a commercial success and gain attentionWill they also gain the pirated software company's attention?How do companies find out if someone has ripped their software and used it for something?Do they use some manner of encoded "watermarks" or something?
>>589956>animate/model in pirated software>import to blender>export from blenderi also wrote a script that screenshots my photoshop work, opens, and saves it in gimp.
>>591179the CIA does that you fucking liar. my dad works for the computer confiscation team at CIA. why are you lying anon?
>>593705Autism ALERTNah, your aight m8
>>593705Would this script happen to be one you'd be willing to share?
>>593707Oh yeah well, my dad works for Nintendo, and he said that when he was using pirated software to render Mario, it was the FBI. SO THERE.