import 4.code.options;
import 4.code.about;

class Header{

public void title(){

String fullTitle = "/3/ - 3DCG";
}

public void menu();

public void board();

public void goToBottom();

public void refresh(a);

}
class Thread extends Board{
public void /questions/(OP Anonymous){

String fullTitle = "/questions/";
int postNumber = "642999";
String image = "huh.jpg";
String date = "09/22/18(Sat)10:34:40";
String comment = "we're back

previous: >>637320

Reminder!
This thread is for any simple and/or stupid questions about techniques/software. If you think you have a question that deserves its own thread, such as thoughts on [new technology], etc., by all means go ahead and create your own! Otherwise, please post in this thread.

Also, please do head over to the previous thread and help to answer any unanswered questions!"
;

}
public void comments(){
if(Anonymous && title=="" && postNumber==643005 && dateTime=="09/22/18(Sat)10:59:27")

"How do you properly add corrective keys to rigs that also have Ik rigs within blender.

I ran into an issue where the shape keys are not responding correctly with the Ik, but the Fk is fine."
;


if(Anonymous && title=="" && postNumber==643010 && dateTime=="09/22/18(Sat)11:27:37" && image=="as.jpg")

"How the hell do I make skirts for "anime" models?";


if(Anonymous && title=="" && postNumber==643012 && dateTime=="09/22/18(Sat)11:34:11")

">>643010
You can make them with clothsim.
Or with any type of wave deformer.
Or sculpt them
So many possibilities, it really also varies with the look you are going for"
;


if(Anonymous && title=="" && postNumber==643027 && dateTime=="09/22/18(Sat)14:27:12")

">>643012
I wouldn't recommend a sim. Anime clothes are rigid almost as if the models were slapped with a big glob of hair gel.

>>643010

If you got 10 bucks to spare, There's a blender addon called Voxel Heat Diffuse Skinning which is pretty good for stiff-rigging geometry to your organic shit. Just snap some bones along the skirt in question and the program will automatically detect and rig the clothing to your model."
;


if(Anonymous && title=="" && postNumber==643030 && dateTime=="09/22/18(Sat)14:49:04")

">>643027
I meant a cloth to model, not to animate"
;


if(Anonymous && title=="" && postNumber==643033 && dateTime=="09/22/18(Sat)15:10:36")

">>643030
Extrude a circle or use a damn curve. There's thousands of ways to model a skirt."
;


if(Anonymous && title=="" && postNumber==643078 && dateTime=="09/22/18(Sat)20:16:38")

">>643030
ahah what its literally just a circle"
;


if(Anonymous && title=="" && postNumber==643096 && dateTime=="09/22/18(Sat)23:53:05")

"Mayafags, which tutorial series do I want as a novice to actually learn why I do things certain ways and not color-by-numbers shit that teaches me nothing?
Thanks."
;


if(Anonymous && title=="" && postNumber==643098 && dateTime=="09/23/18(Sun)00:11:25")

">>643096
there's used to be a digital tutors tutorial that went through an entire project from modelling to rendering. can probably find it floating around somewhere.
>color-by-numbers
not 100% sure what you mean by this, but those kind of follow the video tutorials are there for you to understand the workflows and concepts. then you apply those concepts to your own projects in the situations that need it"
;


if(Anonymous && title=="" && postNumber==643113 && dateTime=="09/23/18(Sun)03:45:01")

"What are the best asset marketplaces to throw your assets on? Preferably ones with lots of users and smallest cuts of the profit.";


if(Anonymous && title=="" && postNumber==643125 && dateTime=="09/23/18(Sun)08:36:24")

">>643113
>smallest cuts of the profit.
If you consider the cut when pricing your assets, per market, this becomes a non-issue.

TurboSquid, CGTrader, Cubebrush, Gumroad, Unity asset store are some places that you may want to look into."
;


if(Anonymous && title=="" && postNumber==643261 && dateTime=="09/24/18(Mon)11:53:27" && image=="st.png")

"Can anyone tell me what the heck is going on here? I'm new to both Speedtree and octane so forgive me if this is an easy fix.";


if(Starfleet && title=="" && postNumber==643264 && dateTime=="09/24/18(Mon)11:58:46")

">>643261
invert your alpha map"
;


if(Anonymous && title=="" && postNumber==643277 && dateTime=="09/24/18(Mon)12:39:06")

"Is it possible to make cheap 3d models for commissions?";


if(Anonymous && title=="" && postNumber==643427 && dateTime=="09/25/18(Tue)12:20:28")

"Where can I get VRScan plugin? I already tried cgpeers";


if(Anonymous && title=="" && postNumber==643428 && dateTime=="09/25/18(Tue)12:30:46")

"redpill me on threadripper 2";


if(Anonymous && title=="" && postNumber==643429 && dateTime=="09/25/18(Tue)12:37:14")

">>643428
when it comes to 3d, nvidia and intel all the way.
compatibility > power
>>643427
pay for it
>>643277
what do you mean by cheap 3d models?"
;


if(Anonymous && title=="" && postNumber==643430 && dateTime=="09/25/18(Tue)12:40:34" && image=="tumblr_paakflMdKW1tjps5to1_540.gif")

">>643429
You know, simple yet stylish
Something you could see being sold for 60-100 dollars"
;


if(Anonymous && title=="" && postNumber==643431 && dateTime=="09/25/18(Tue)12:51:52")

">>643430
yes you could, but you have to sell them in 'sets' or offer a way to buy multiple of them.

mixing different artstyles is not something a game developer wants"
;


if(Anonymous && title=="" && postNumber==643433 && dateTime=="09/25/18(Tue)13:05:13")

">>643430
>>643431
Or just sell to Waifufags and furries"
;


if(Anonymous && title=="" && postNumber==643439 && dateTime=="09/25/18(Tue)14:04:12")

">>643429
>pay for it
>Implying"
;


if(Anonymous && title=="" && postNumber==643443 && dateTime=="09/25/18(Tue)14:30:06")

">>643005
There should be a deformation armature in there somewhere (in case of rigify it's one back from the last). Use those to drive your shapes."
;


if(Anonymous && title=="" && postNumber==643492 && dateTime=="09/25/18(Tue)23:54:17" && image=="1510297921219.png")

">>643429
>when it comes to 3d, nvidia and intel all the way.
Nvidia and AMD CPU*

>intel is now releasing cpus without hyperthreading
>their new 10nm stuff is fucked and delayed forever
>their cpus have security flaws which when patched, decreases performance
>their cpus are so bad now with loads of security and performance issues that giant server farms are switching to AMD"
;


if(Anonymous && title=="" && postNumber==643493 && dateTime=="09/25/18(Tue)23:56:20")

">>643428
gives you so many cores and threads that lightbaking in UE4 stops being something you do at the end of the day when you can leave the pc for the day. also rendering is also a hell of a lot faster than pretty much everything else. it's kind of a must for artists if they can afford it."
;


if(Anonymous && title=="" && postNumber==643602 && dateTime=="09/26/18(Wed)20:56:06")

"How do i set up a rig in maya or blender like the one in daz, where you can grab any spot and pull the limb and it will ik solve it?";


if(Anonymous && title=="" && postNumber==643607 && dateTime=="09/26/18(Wed)21:43:52")

"What are the After Effects tutorial set for a complete beginner? paid is fine.

im already a proficient (as in working) 3D generalist and know Photoshop and Premier also if that makes any difference."
;


if(Anonymous && title=="" && postNumber==643613 && dateTime=="09/26/18(Wed)22:17:41")

">>643602
No such technology exists in blender at this moment. Can't speak for the Mayans.

B-dog does have a pretty neat Rigify system, though. It's worthy of a lookey loo."
;


if(Anonymous && title=="" && postNumber==643617 && dateTime=="09/26/18(Wed)22:57:21" && image=="school uniform skirt 1.png")

"Does anybody have that image of a 3D model of a girl with a school girl uniform and it shows her progressively wearing less clothing? I saw it on /ic/ a few years ago but I never saved it.
I'm asking /r/ as well, but I just figured people on here would be more likely to know what I'm talking about."
;


if(Anonymous && title=="" && postNumber==643630 && dateTime=="09/27/18(Thu)04:37:43" && image=="blender_2018-09-27_10-35-31.png")

"How can I get rid of these bumps along creases without destroying the edge? It doesn't look bad up close, but when you zoom out it creates this ugly wave pattern.";


if(Anonymous && title=="" && postNumber==643632 && dateTime=="09/27/18(Thu)05:03:08")

">>643630
Retopologize."
;


if(Anonymous && title=="" && postNumber==643640 && dateTime=="09/27/18(Thu)06:31:59")

">>643617
http://www.zbrushcentral.com/showthread.php?177298-SchoolGirl

this?"
;


if(Anonymous && title=="" && postNumber==643651 && dateTime=="09/27/18(Thu)10:12:21" && image=="at0fc9ol.jpg")

"I understand Arcsys corrects the shading of the faces in Guilty Gear Xrd by using vertex color data as a normalmap, but is there an image of what that looks like, and how is the process achieved?
The GDC talk only shows what the shading looks like before and after the custom vertex normals, and I'm still not sure how the map is created - the result isn't realistic so you can't just bake a high-poly mesh onto the vertices, so did they just manually manipulate the normals until it would look right?"
;


if(Anonymous && title=="" && postNumber==643654 && dateTime=="09/27/18(Thu)10:37:16")

">>643651
There are different tools and techniques for vertex normal editing. Just google it for whatever software you use. You can edit them one by one, or in groups, or sort of like a hair brush, or magnets, or drive them with something like a map (realtime or bake), and you can project vertex normals from another mesh. It has nothing to do with poly count or realism - you can bake a sphere's normals into a cube (either vertex normals or tangent space normal map) and that will make the cube shaded like a sphere (where the accuracy in vertex normals is limited by vertex density of course)
As for the image you posted, there are many ways to go about it and it's not difficult or novel. You can bake from a mesh that has the shading you desire, you can do it manually, you can paint a map on it and feed that into your custom shader to modulate the normals in some special magic way (also you can modulate the normals with view direction to force different shading depending on camera angle)
It's really not as hard as you make it out to be, you just need to start experimenting a bit instead of trying to copy some meme game 1:1"
;


if(Anonymous && title=="" && postNumber==643666 && dateTime=="09/27/18(Thu)12:17:43")

">>643640
>http://www.zbrushcentral.com/showthread.php?177298-SchoolGirl
Yes, actually. Thanks anon."
;


if(Anonymous && title=="" && postNumber==643668 && dateTime=="09/27/18(Thu)12:33:27" && image=="I_love_anime.png")

">>643651
>>643654

The vertex colors are specifically to control the angle threshold for whether something is lit or not, to get something like an ambient occlusion effect.

I did a quick and shitty test in Blender. "Col" is a vertex colors layer, "Point" is just a point light, but it could be any object. Notice how the vertex color of the sphere has a grey triangle, but in the rendered view the "brightest" part of the sphere is still rounded to lit rather than unlit."
;


if(Anonymous && title=="" && postNumber==643670 && dateTime=="09/27/18(Thu)12:41:55")

">>643668
PS: I kind of doubt I'm manipulating the threshold in the right way (subtracting the vertex colors from normals). This brainlet can't handle vector math."
;


if(Anonymous && title=="" && postNumber==643675 && dateTime=="09/27/18(Thu)13:52:28")

"How important is RAM when rendering with Arnold/Maya?";


if(Anonymous && title=="" && postNumber==643677 && dateTime=="09/27/18(Thu)14:23:13")

">>643675
Geo needs to be loaded in RAM before being hit to death with light rays. No RAM, no render."
;


if(Anonymous && title=="" && postNumber==643786 && dateTime=="09/28/18(Fri)11:16:12")

">>642999
I'm a 3D artist, I love the animation of 3D but it lacks appeal.
2D drawing is very appealing to me but the animation process of 2D is stressful and i can't draw gud.

What the fuck do i do?
I want the appeal of 2D but the fluid movements of 3D."
;


if(Anonymous && title=="" && postNumber==643806 && dateTime=="09/28/18(Fri)13:52:42")

">>643786
you can do 2d in 3d.

https://www.youtube.com/watch?v=h3iyy-gGeIU"
;


if(Anonymous && title=="" && postNumber==643809 && dateTime=="09/28/18(Fri)14:11:28")

">>643786
You can do something like this, same thing Blizzard are doing for some of their trailers etc.
https://www.youtube.com/watch?v=8_qOjzjXoyo"
;


if(Anonymous && title=="" && postNumber==643810 && dateTime=="09/28/18(Fri)14:23:40")

">>643675
16gb should be fine for most needs unless you have like a zillion polys"
;


if(Anonymous && title=="" && postNumber==643942 && dateTime=="09/29/18(Sat)14:43:16" && image=="uguu am i kawaii oniichan desu.png")

"what do I need to do to make it look more 2D?
I flattened the model/distorted it then rendered in 3dsmax.
right now I'm adjusting the picture/render in 2D using photoshop

it still looks 3d to me, what do I need to do?"
;


if(Anonymous && title=="" && postNumber==643944 && dateTime=="09/29/18(Sat)14:48:06")

">>643942
I'd say that actually looks really convincing already. I imagine it'd fall apart quick if animated, though. I guess one point would be the jawline shadow. Something about it gives off that odd "this is actually 3D" feeling, not sure how to go around correcting it though."
;


if(Anonymous && title=="" && postNumber==643951 && dateTime=="09/29/18(Sat)15:57:16")

">>643944
ah, I see now. thanks for the help.

its not fully finished yet and I noticed a few more errors on the lightning."
;


if(Anonymous && title=="" && postNumber==643953 && dateTime=="09/29/18(Sat)16:35:10")

"Hey there anons, just want some opinions on this as well.
Im considering doing motion graphics or 3D design but not entirely sure what to go for as I like both the 2D and 3D scene. Basically just dictate what I should do please"
;


if(Anonymous && title=="" && postNumber==643954 && dateTime=="09/29/18(Sat)16:47:29")

">>643942
Same as other guy, already looks 2D.
If you added imperfection 2D scratches here and there that might help?

Or apply a filter effect to give tone to it. slight paper effect etc"
;


if(Anonymous && title=="" && postNumber==643955 && dateTime=="09/29/18(Sat)16:48:30")

">>643953
3D better animation process and you can basically use 2D in 3D.

Info graphics is basically a bunch of planes flying around."
;


if(Anonymous && title=="" && postNumber==643958 && dateTime=="09/29/18(Sat)17:02:24" && image=="uguu am i kawaii oniichan desu2.png")

">>643954
added a simple blur layer onto it
it looks 2D now, thanks for the advice /3/"
;


if(Anonymous && title=="" && postNumber==643971 && dateTime=="09/29/18(Sat)18:50:44")

">>643958
Np yeah the shiney spot doesn't stand out now, GL"
;


if(Anonymous && title=="" && postNumber==643987 && dateTime=="09/29/18(Sat)21:52:42")

">>643958
Oh, that actually looks pretty damn passable. Composite in a background and you could probably pass it off as a screengrab from some unknown anime/cartoon from the 00s. You might want to smooth the hair a bit more, by the way, you can see the polys along the big hair lobe on the left."
;


if(Anonymous && title=="" && postNumber==644007 && dateTime=="09/30/18(Sun)04:37:24")

"Whats the best maya rigging tutorial series?";


if(Anonymous && title=="" && postNumber==644009 && dateTime=="09/30/18(Sun)05:07:59" && image=="1512853089298.jpg")

">>643806
fix the fucking eraser!"
;


if(Anonymous && title=="" && postNumber==644014 && dateTime=="09/30/18(Sun)05:27:01" && image=="cat.jpg")

"Are the majority of 3d modelers against using a mouse when modeling and recommend using a tablet? I'm wanting to try getting into 3d modeling as a hobby for my own personal enjoyment and as a creative outlet. Models inspired/influenced by games like Animal Crossing, Maplestory 2, Project Mirai, etc. Chibi shit.

I'm going to give Blender a shot this week and watch/read tutorials. So would you recommend a tablet for sculpting or would I be fine with a mouse?

Thanks for answering my stupid questions anons"
;


if(Anonymous && title=="" && postNumber==644016 && dateTime=="09/30/18(Sun)05:39:02")

">>644014
Tablets are definitely more convenient, but they aren't necessary. Pressure doesn't matter as much when you're sculpting (though it can still be very useful). You can go very far with a mouse, but if you've tried it out and you feel you can do better with a tablet, then by all means make the switch."
;


if(Anonymous && title=="" && postNumber==644020 && dateTime=="09/30/18(Sun)07:27:50")

">>644014
I use both. Tablet = when I'm sculpting or for painting textures."
;


if(Anonymous && title=="" && postNumber==644031 && dateTime=="09/30/18(Sun)09:36:21")

">>643958
Sorry, but could you show me how you did this?
Any tutorial you used?
I think it looks pretty good
Whats the Tri count?"
;


if(Anonymous && title=="" && postNumber==644034 && dateTime=="09/30/18(Sun)10:00:51" && image=="EmbarrassedUnsightlyDeviltasmanian.webm")

"Does anyone know where I can find some decent crowd simulation tutorials for Maya? Golaem, Massive Prime, anything is fine.

I've been using Golaem but all the tuts I can find are terribly made with foreign narrators and just generally suck.

The only one on CGPeers is for an old version of the software and they seem to have changed a lot of the functionality, which is tripping me up because I'm a newfag. I just want to make cool battles and shit like that.

Some guy posted his work in progress of a crowd getting hit with a meteor or something a while ago but I can't find it.

tl;dr
how do I into crowd sim"
;


if(Anonymous && title=="" && postNumber==644038 && dateTime=="09/30/18(Sun)11:28:06" && image=="tutorial1.png")

">>644031
I'm terrible at explaining things but I did my best here because I couldn't do a good job just using 1 pic and a single post.

I just used blender to make the model and 3dsmax with the Pencil +4 plugin to create the full picture. It should take 2-3 days.

>inb4 just draw the picture"
;


if(Anonymous && title=="" && postNumber==644043 && dateTime=="09/30/18(Sun)12:33:37")

">>644034
>Some guy posted his work in progress of a crowd getting hit with a meteor or something a while ago but I can't find it.
Not him, but I believe he used Houdini's crowds sim."
;


if(Anonymous && title=="" && postNumber==644046 && dateTime=="09/30/18(Sun)13:06:18")

"If the character is covered with clothes, how much does the body sculpt really matter? Can I get away with using a base mesh and only work on a head and hands if the rest will be hidden under layers of clothes? If it is not skin tight, you're not seeing any anatomy underneath anyway, or am I wrong? It's not because I'm lazy, but I'm not really a character artists and I figured that only working on visible parts and using Marvelous for clothes should make it much easier for me.";


if(Anonymous && title=="" && postNumber==644056 && dateTime=="09/30/18(Sun)14:08:59")

">>644046
Do you know what a Potemkin Village is?
In 3D this is totally fine if you can get away with it."
;


if(Anonymous && title=="" && postNumber==644106 && dateTime=="09/30/18(Sun)20:15:00")

">>644043
Nice, I'll check it out."
;


if(Anonymous && title=="" && postNumber==644107 && dateTime=="09/30/18(Sun)20:20:44")

">>644056
Yeah, of course. Okay then, I'm seriously craving for some characters in my environments and maybe this is the way I'll be able to create some basic ones, at least for now."
;


if(Anonymous && title=="" && postNumber==644108 && dateTime=="09/30/18(Sun)20:30:27")

"Is there a way to project a UV "scheme" of a low-poly object onto a high-poly object?
I was working on increasing the detail of a model but now its UV map's all fucked and the original UV map's already compressed and arranged in such a way that manually arranging the high-poly's UV is gonna make me go mad for sure."
;


if(Anonymous && title=="" && postNumber==644111 && dateTime=="09/30/18(Sun)21:09:43")

"H";


if(Anonymous && title=="" && postNumber==644122 && dateTime=="09/30/18(Sun)23:48:45")

"Hi everyone. I have a question about how you guys go about tutorials.

Do you try to do the exercise at the same time on a second monitor? Or do you watch while taking note? mix of both?

I'm trying to improve myself at Substance designer and I want to be more efficient in my learning."
;


if(Anonymous && title=="" && postNumber==644128 && dateTime=="10/01/18(Mon)02:35:25")

">>644043
Meteorite is the object. Meteor is the occurence. I'd wager it was an asteroid, though if we're talking about a crowd. Would be wild to see a render of that."
;


if(Anonymous && title=="" && postNumber==644133 && dateTime=="10/01/18(Mon)03:37:09")

"Holy fuck bros help me please. I can't decide for the life of me whether to go with programming or with 3d modeling. I like both and have tried them on and off for a while but get burned out so quickly and end up learning nothing and I'm just feeling more and more hopeless every time and it's been happening for over a year straight now. I wish I didn't have any choice so I could hammer away at one. How the fuck do I get myself out of this stupid fucking loop I'm stuck in? Please help me anons";


if(Anonymous && title=="" && postNumber==644135 && dateTime=="10/01/18(Mon)04:00:31")

">>644014
You need a tablet only for sculpting and painting, if you need to make A+ quality. You can manage with a mouse, but it won't be that great. Everything else is just mouse."
;


if(Anonymous && title=="" && postNumber==644138 && dateTime=="10/01/18(Mon)04:18:40")

">>644133
Programming is safer choice if you can hack it. Art is safer choice if you're a procrastinating brainlet, which seems to be the case here."
;


if(Anonymous && title=="" && postNumber==644156 && dateTime=="10/01/18(Mon)09:22:18")

">>644133

Become a rich tech artist. Like a rigger or something. You'll do more than both."
;


if(Anonymous && title=="" && postNumber==644158 && dateTime=="10/01/18(Mon)09:52:29")

">>644133
Just do both.

https://vimeo.com/229252148"
;


if(Anonymous && title=="" && postNumber==644160 && dateTime=="10/01/18(Mon)09:58:43" && image=="Capture.png")

"Modeling a car for the first time. Doing this since 13-14 hours. Anyway to do this faster and not messy and/or wrong?";


if(Anonymous && title=="" && postNumber==644162 && dateTime=="10/01/18(Mon)10:18:41")

">>644160
you could use nurbs and then convert that to poly. if it's just the one car that probably isn't worth doing though, since you'd have to learn a lot to get the hang of nurb conversion."
;


if(Anonymous && title=="" && postNumber==644166 && dateTime=="10/01/18(Mon)10:29:53")

">>644162
Thanks, I was looking for a universally applicable way though- like being able to applying the same methods in Maya, Blender, Max, etc(polygons, I guess)."
;


if(Anonymous && title=="" && postNumber==644167 && dateTime=="10/01/18(Mon)10:34:39")

">>644166
https://www.pluralsight.com/blog/film-games/0-stunning-10-tips-automotive-modeling
>https://www.pluralsight.com/blog/film-games/0-stunning-10-tips-automotive-modeling
>When it comes to automotive modeling, creasing the right lines can really make or break the realism of your model. It can also be a quick way to add way too much resolution that isn't really needed. Instead, try adding a single edge loop on either side of an existing edge. Move those surrounding edge loops closer to the original edge to increase the effectiveness of your crease or move the loops further away from the original edge to decrease the effectiveness. In most cases, these two edges should be plenty to sell the crease but even if you need to add more you'll know its actually needed instead of adding edge loops in places that will really have no benefit to your model.
>dding holes to your hard surfaces without affecting the surrounding geometry is a common challenge to overcome with automotive modeling. A great way to do this is by applying a chamfer to the nearest vertex to where you need the hole. This will create a new polygon that you can extrude inward to get your hole. Add in some resolution to crease the hole and you're done!
>The reason you typically stay away from ngons is when your model will be deforming or if your model will be exported to something like a game engine. Unlike a character, automotive models don't normally need to be nearly as flexible as some other models may need to be. And if you're not going to be exporting your car into a game engine if you come across ngons, before investing the time to quadrangulate them try running some quick tests to see if removing them would be time well-spent. For example, try doing a smooth preview or a test render. If you're not seeing any negative effects then there's no reason to lose any more precious time over trying to fix what isn't broken!"
;


if(Anonymous && title=="" && postNumber==644169 && dateTime=="10/01/18(Mon)10:46:11")

">>644167
Thanks. Funny that I was following the same thing just now. From what I've been searching, guess I'll just have to model more cars to get faster."
;


if(Anonymous && title=="" && postNumber==644173 && dateTime=="10/01/18(Mon)11:36:46")

">>644160
Use NURBS, it's the industry standard for automotive modeling."
;


if(Anonymous && title=="" && postNumber==644185 && dateTime=="10/01/18(Mon)15:00:09" && image=="help1.png")

"I'm rigging/animating a character that wears metal armor.
when he raises his arms, the shoulderpads clips into the body, no matter how much I rotate it. The shoulderpads curves down a bit.

Is it acceptable to deform the shoulderpads/armor for this instance so it won't clip?
I'm just worried because its suppose to be a metal object

how do animators do this usually?"
;


if(Anonymous && title=="" && postNumber==644213 && dateTime=="10/01/18(Mon)17:59:59")

">>644038

cute, thanks for this anon"
;


if(Anonymous && title=="" && postNumber==644214 && dateTime=="10/01/18(Mon)18:01:38")

">>644185
You rig the armor so that it automatically adjusts, duh."
;


if(Anonymous && title=="" && postNumber==644227 && dateTime=="10/01/18(Mon)19:23:17")

">>644185
Well, the most "realistic" solution would be to just have your character be unable to raise his arms like that. Think about it, if you were wearing shoulder pads like that, raising your arms laterally would only cause them to dig into your upper arm and shoulders painfully."
;


if(Anonymous && title=="" && postNumber==644247 && dateTime=="10/01/18(Mon)21:33:16")

">>644173
Didn't know about that. Guess I'll try using NURBs."
;


if(Anonymous && title=="" && postNumber==644279 && dateTime=="10/02/18(Tue)19:34:27")

"Why do the shadows on my model look like boxes now that I've added the displacement?";


if(Anonymous && title=="" && postNumber==644285 && dateTime=="10/02/18(Tue)20:02:54")

">>644108
Try the data transfer modifier.

>>644279
The strength of your displacement might be set too high. Turn it down and see if that fixes the issue."
;


if(Anonymous && title=="" && postNumber==644295 && dateTime=="10/02/18(Tue)21:53:51")

">>644122
i usually skim through it to get an idea of what we'll be doing, then follow along with it. i'll pause and go back and forth a few times so i can catch up after taking time to think about why i'm doing what i'm doing (the most important part imo). This lets you understand the concept and technique instead of just blindly following a tutorial for a single use case."
;


if(Anonymous && title=="" && postNumber==644434 && dateTime=="10/03/18(Wed)15:06:45" && image=="Screenshot (108).png")

"Why the fuck does my goddamn braid look like this, been trying to fix it for way too long, why is xgen so bad";


if(Anonymous && title=="" && postNumber==644437 && dateTime=="10/03/18(Wed)15:22:43")

"Trying to make a tilable/modular cliff side models. Having trouble deciding if it's easier to model them first and create textures for them after, or create a tilable texture and then just build the models around the texture.";


if(Anonymous && title=="" && postNumber==644441 && dateTime=="10/03/18(Wed)15:57:20" && image=="loweffortpictogram.jpg")

"Let's say we have some 3d modelled clothes, with thickness, and 3d elements hanging off them etc.

Is there any painless way of altering the mesh so that the clothing follows the contours of other (other humanoid) body types?

Or is the only option to completely remodel the clothing, over the other body meshes?"
;


if(Anonymous && title=="" && postNumber==644442 && dateTime=="10/03/18(Wed)16:07:35")

">>644434
try following a tutorial. xgen is fine you just don't know what you are doing"
;


if(Anonymous && title=="" && postNumber==644445 && dateTime=="10/03/18(Wed)16:21:38")

">>644442
https://www.youtube.com/watch?v=MLCpswLL6D4 i already am mang, following this tutorial is what i get"
;


if(Anonymous && title=="" && postNumber==644448 && dateTime=="10/03/18(Wed)16:33:21")

">>644445
alright so at what point during the process is your result deviating from his?"
;


if(Anonymous && title=="" && postNumber==644458 && dateTime=="10/03/18(Wed)20:03:54")

">>644441
There are I think at least two modifiers in blender that adress those issues, but I am too lazy to look them up now."
;


if(Anonymous && title=="" && postNumber==644483 && dateTime=="10/04/18(Thu)01:17:38")

">>644445
im not actually sure, as a ptx shape it looks fine i think but when i convert it into xgen it goes haywire. It has to be a problem with the cv count or something but i already tried everything i know"
;


if(Anonymous && title=="" && postNumber==644484 && dateTime=="10/04/18(Thu)01:19:11")

">>644483
>>644448
meant for this guy"
;


if(Anonymous && title=="" && postNumber==644486 && dateTime=="10/04/18(Thu)01:38:34")

">>644483
then start there. At some point you are doing something different. If you keep running into the same issue follow a different tut and it may shed some light on where things are going wrong for you."
;


if(Anonymous && title=="" && postNumber==644501 && dateTime=="10/04/18(Thu)07:34:18")

">>644441
Shrinkwrap deformer"
;


if(Anonymous && title=="" && postNumber==644526 && dateTime=="10/04/18(Thu)16:26:58")

">>644501
Won't that flatten all of the vertices?"
;


if(Anonymous && title=="" && postNumber==645077 && dateTime=="10/09/18(Tue)02:26:06")

"Bumping.";


if(Anonymous && title=="" && postNumber==645338 && dateTime=="10/11/18(Thu)00:07:18")

">>642999
>people ignoring our questions thread
IT'S RIGHT HERE PEOPLE
please post shit in here and keep it somewhat bumped so we don't get flooded with threads containing stupid questions"
;


if(Anonymous && title=="" && postNumber==645382 && dateTime=="10/11/18(Thu)12:40:33" && image=="Capture.png")

"How do I model cars using polygons? I've been at it for 2 weeks and I can't model one correctly for the life of me. I always fuck up when I reach the back bumper. Today I made it so bad that everything got fucked. My main problems are:
Transitioning from the side to either of the bumpers
bumper details
Creases
Any tips?"
;


if(Anonymous && title=="" && postNumber==645387 && dateTime=="10/11/18(Thu)13:23:10")

">>645382
try drawing the topology over your references before modelling. It helps organize your thoughts and can prevent moments where you get stuck for too long"
;


if(Anonymous && title=="" && postNumber==645432 && dateTime=="10/11/18(Thu)22:12:36" && image=="GUID-4A2928A1-3670-4F85-9AED-B2C4E7CB40D0[1].png")

"i'm trying to do subsurface scattering in maya's viewport 2.0 using a stingray StingrayPBS node. i have a scalar manipulating the density parameter but when i adjust it, nothing happens to my object. i'm following this tutorial.

https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/Maya/files/GUID-4492AD29-841B-497E-BFBB-A048316EF53E-htm.html

but i get no changes"
;


if(Anonymous && title=="" && postNumber==645434 && dateTime=="10/11/18(Thu)22:24:11" && image=="Velociraptor-en-Jurassic-Park.png")

"How do I go about making a lipped reptile that exposes it's teeth when it opens it's mouth?";


if(Anonymous && title=="" && postNumber==645498 && dateTime=="10/12/18(Fri)14:26:53" && image=="1457562503296.jpg")

">>642999
How do you make these sort of images? They're really cool."
;


if(Anonymous && title=="" && postNumber==645500 && dateTime=="10/12/18(Fri)14:47:22")

">>645434
you model him with his mouth open, then put a constraint to how much his mouth can move so u can use it in animation
>>645498
displacement modifier in blender works like that"
;


if(Anonymous && title=="" && postNumber==645511 && dateTime=="10/12/18(Fri)16:58:09" && image=="Galapagos_giant_tortoise_Geochelone_elephantopus.png")

"Without sculpting, what's the best way to poly-model a turtle/tortoise shell?

I've tried to start with the topology following the shapes on the shell, but then have a problem curving the shell as needed.

I've tried to start with the shape of the overall shell, but then fail shaping the polyhedral geometry of the shell parts."
;


if(Anonymous && title=="" && postNumber==645547 && dateTime=="10/13/18(Sat)09:38:11")

">>645511
model the pattern of the shell on a flat plane, use a bend-modifier, or a deform-lattice to curve it

or make the shape of the shell, then start cutting the polyhedral shapes, dont worry about topology too much, you can fix it afterwards

personally i'd sculpt it, then bake the normals but to each thier own"
;


if(Anonymous && title=="" && postNumber==645587 && dateTime=="10/13/18(Sat)17:50:04")

"what is your confing for pan view and rotate in 3ds max? i fucking hate pressing the MMB all the time.";


if(Anonymous && title=="" && postNumber==645599 && dateTime=="10/13/18(Sat)19:04:27")

"Low poly to high poly
vs
high poly to low poly

pros and cons"
;


if(Anonymous && title=="" && postNumber==645601 && dateTime=="10/13/18(Sat)19:20:41")

">>645599
>lowpoly to highpoly
outdated and useless. only good if you have a human basemesh ready to go and you just subdivide it.

>highpoly to lowpoly
crucial step for texturing,UV's and real time rendering in general"
;


if(Anonymous && title=="" && postNumber==645602 && dateTime=="10/13/18(Sat)19:27:33")

">>645601
I've only ever made my low poly model first and then made the high poly out of that. How different is it to go the reverse route?"
;


if(Anonymous && title=="" && postNumber==645615 && dateTime=="10/13/18(Sat)21:10:20")

">>645599
Ideally low-poly to high-poly to low-poly.
First stage is just blocking out with primitives/getting the general shape.
Pull it into a sculpting suite and go into high-poly giving it all the details.
Drag it back down to low-poly and bake all your high-poly details."
;


if(Anonymous && title=="" && postNumber==645627 && dateTime=="10/13/18(Sat)22:08:16")

">>645602
both are incredibly hard"
;


if(Anonymous && title=="" && postNumber==645650 && dateTime=="10/14/18(Sun)02:24:39" && image=="Curve.png")

"I've got two curves and I need to connect them smoothly in 3D. Any idea how I would do this apart from manually making a point and face each time? The end result I'm looking for is something like a CNC cutting wood, but a more complex curve than just a bevel, with a variable slope.";


if(Anonymous && title=="" && postNumber==645652 && dateTime=="10/14/18(Sun)02:33:52" && image=="Scythe.jpg")

">>645650
A scythe blade is kind of similar but the issue with my mesh is it's got an additional point to it which has to merge back in."
;


if(Anonymous && title=="" && postNumber==645693 && dateTime=="10/14/18(Sun)09:14:17")

">>645650
Just an idea, not sure if the best methodology: make a NURBS patch, then convert it to polygons."
;


if(Anonymous && title=="" && postNumber==645743 && dateTime=="10/14/18(Sun)14:58:43" && image=="sunglassesgold.jpg")

"Does anyone have suggestions for reducing the red speckles that have sorta appeared? Am trying to match the gold texture on left, pretty happy with result except for the bright red specks.";


if(Anonymous && title=="" && postNumber==645822 && dateTime=="10/14/18(Sun)19:26:36" && image=="b5f.gif")

">>642999
Can someone PLEASE point me in the direction of decent tutorials about hip topology/rigging that causes minimal creasing/bad deformation?"
;


if(Anonymous && title=="" && postNumber==645871 && dateTime=="10/15/18(Mon)05:18:33")

"Are there any good video resources about animating characters? Not really about moving bones and setting keyframes, but more the theory and workflow of making fluid looking animations. Specifically that puts the 12 principles of animation into practice in 3d?
I've started trying to animate characters but I can't for the life of me get them to look very fluid or purposeful. Just something about them always comes off as "this is just a 3d tween" even when I fuck around with curves. I've dabbled in 2d animation in the past, but apart from carrying over animation principles, nothing really feels similar. The program doesn't really matter, as it all comes down to manipulating bones and setting keyframes.

Anything you think would help would be appreciated."
;


if(Anonymous && title=="" && postNumber==645912 && dateTime=="10/15/18(Mon)12:33:33" && image=="2015_buick_encore_angularrear.jpg")

">>644173
Related question kinda. So, how do automotive manufacturers take a high poly sculpt of a car and modify it to fit on a frame? It seems really fucking hard. So like, here's a sculpt, now cut it into pieces and modify them to create a frame for them. I think about this every time I drive behind certain cars that look sculpted like the ass end of a Buick Encore.

Also, what program do they use to make the final design of the car in before they make the frame for it in a ca?. Or do they actually make the entire design of the car in cad?"
;


if(Anonymous && title=="" && postNumber==645918 && dateTime=="10/15/18(Mon)13:17:01" && image=="pump.png")

"So I got a seasonal question:
I'm trying to carve a pumpkin model but no matter how I cut or Boolean or what direction of supporting edges I give, the shading around the cut areas always get screwed up to a point and look bad at angles.

Is there some kind of way to preserve the shading/vertex normals before the cutting? Is there something you can do with data transfer or manually editing normals? Ive tried in the past but the result never works and is always messier than when I began"
;


if(Anonymous && title=="" && postNumber==645921 && dateTime=="10/15/18(Mon)13:38:45")

">>645918
have you tried locking the normals before making your cuts?"
;


if(Anonymous && title=="" && postNumber==645927 && dateTime=="10/15/18(Mon)14:17:15")

"If a model is all in quads/tris but the shape of those quads are F U C K E D, will the final result be okay for a games engine?";


if(Anonymous && title=="" && postNumber==645928 && dateTime=="10/15/18(Mon)14:18:59" && image=="example.png")

if(Anonymous && title=="" && postNumber==645929 && dateTime=="10/15/18(Mon)14:30:23")

">>645927
game engines always tesselate to quads anyway. It'll be fine"
;


if(Anonymous && title=="" && postNumber==645931 && dateTime=="10/15/18(Mon)14:34:23")

">>645921
wait, where is that option? Im still getting used to blender and this UI seems to have everything all over the place. Also can it be done with boolean?"
;


if(Anonymous && title=="" && postNumber==645932 && dateTime=="10/15/18(Mon)14:42:42")

">>645918
I'm not really sure what your issue is. Can you post a before/after? I think I might know a solution but I don't want to lead you down the wrong path before making sure."
;


if(Anonymous && title=="" && postNumber==645934 && dateTime=="10/15/18(Mon)14:55:11")

">>645931
I dont use >blender
but its a standard thing that exists"
;


if(Anonymous && title=="" && postNumber==645961 && dateTime=="10/15/18(Mon)21:24:50" && image=="matcap.png")

">>645932

example. No matter how much I change the topology or turn the triangles it just becomes a mess. I tried creating custom split normals data before cutting but that didnt do anything"
;


if(Anonymous && title=="" && postNumber==645963 && dateTime=="10/15/18(Mon)21:43:53")

">>645961
It's just an issue with normal interpolation on non-planar faces (see >>645818 and the following conversation for an explanation) when shading's set to smooth. You can get rid of the shading issues by adding an additional edge loop around the hole. The issue shouldn't be apparent if you're using this as a render object, but if this is a game asset and you don't want to throw more polys at it, you'll have to retopologise it."
;


if(Anonymous && title=="" && postNumber==645970 && dateTime=="10/15/18(Mon)22:18:44")

">>645961
Might also be smoothing issues, try adding an edge split modifier on the end of the stack and see if it fixes anything"
;


if(Anonymous && title=="" && postNumber==645972 && dateTime=="10/15/18(Mon)22:39:46")

">>645961
retopology"
;


if(Anonymous && title=="" && postNumber==645976 && dateTime=="10/15/18(Mon)23:54:39")

">>645871
Bumping with this question."
;


if(Anonymous && title=="" && postNumber==645996 && dateTime=="10/16/18(Tue)06:14:41" && image=="lighting!.png")

">>642999
LIGHTING MAKES SUCH A HUGE DIFFERENCE!!!!!!

Fuck me i'm soo silly, I have 5 years experience been modeling-rigging-animating.
I kept telling myself i don't have an eye for color/ rendering etc and avoided all that stuff.
Did a basic texture and looking at it in 3D application i kept thinking it's shit and useless etc.

Bring model in UE4 scene for the hell of it and Boom! It looks a ton better, the only difference is the UE4 scene has lighting setup.

I know i've been stupid but man does lighting make a difference.

Is there more to this that i realize?
I thought some crazy shaders etc were needed to make things look good, is it just basic textures with good lighting/ renderer?

I just need some basic information on making stuff look good.

I'd like to use UE4 as my main renderer so any info on making things look good in UE4 is a good bonus.

If anyone even reads and replies to this :("
;


if(Anonymous && title=="" && postNumber==646000 && dateTime=="10/16/18(Tue)06:33:33" && image=="5186a5YsJ9L._SX408_BO1,204,203,200_.jpg")

">>645996
>LIGHTING MAKES SUCH A HUGE DIFFERENCE!!!!!!
Yes, it does. Give pic related a try."
;


if(Anonymous && title=="" && postNumber==646001 && dateTime=="10/16/18(Tue)06:40:08")

">>646000
Still relevant.

Also, I strongly advise people to ACTUALLY look at the real world. Go outside, practice photography and drawing/painting, look how things work."
;


if(Anonymous && title=="" && postNumber==646014 && dateTime=="10/16/18(Tue)08:43:56" && image=="Screenshot_570.png")

"I'm working on a character in ZBrush and have the body blocked out and should be ready to get sculpting on the anatomy in earnest. However, I'm not sure how I should handle the hands and feet from this point on. I'm thinking I make those separate subtools, work on them separately, then finally combine everything for the final mesh. But I'm not sure if this is the optimal workflow for this. So what would be the best way to handle these parts?";


if(Anonymous && title=="" && postNumber==646019 && dateTime=="10/16/18(Tue)09:29:59" && image=="bridge.png")

"where the fuck is the bridge shortcut option in 3ds max? how do i put shortcut for it?";


if(Anonymous && title=="" && postNumber==646021 && dateTime=="10/16/18(Tue)09:56:34")

">>645996
Tip: download a bunch of HDRIs from hdrihaven.com (amazingly, CC0 licensed), and compare one of your models under them. You'll see first hand how different light setups contribute to the end result, and, most importantly, you'll be able to compare lots of setups very quickly."
;


if(Anonymous && title=="" && postNumber==646022 && dateTime=="10/16/18(Tue)09:59:38")

">>642999
I have a z800 with an AMD Radeon R9 200 graphics card and running win10

It keeps giving a bsod and is generally buggy. What can i do to make it more stable?"
;


if(Anonymous && title=="" && postNumber==646042 && dateTime=="10/16/18(Tue)13:44:51")

">>646021
Funny enough i bought a bunch of HDRIs some time ago, a site had a sale so i have a ton to try.
ty"
;


if(Anonymous && title=="" && postNumber==646054 && dateTime=="10/16/18(Tue)16:25:11")

">>646001
how do I do this from my bedroom desk?"
;


if(Anonymous && title=="" && postNumber==646059 && dateTime=="10/16/18(Tue)17:00:47")

">>646054
Buy a microscope. There's a whole world inside your bedroom."
;


if(Anonymous && title=="" && postNumber==646064 && dateTime=="10/16/18(Tue)17:25:52")

">>646022
Bsod could be a lot of things but i would try clear out cache and temp then take your ram out and put it back. Had a similar problem that turned out to be ram connection issues"
;


if(Anonymous && title=="" && postNumber==646065 && dateTime=="10/16/18(Tue)17:27:45")

">>646019
Key map this www.scriptspot.com/3ds-max/scripts/super-poly-bridge
For some reason you can map bridge at all."
;


if(Anonymous && title=="" && postNumber==646231 && dateTime=="10/17/18(Wed)20:54:44")

"how do i sculpt using dynamic subdivision without everything lagging? i'm using an i5 4670 with an rx 480 and it lags hard if i use the standard brush on a dynawax sphere with sculptris pro mode on.";


if(Anonymous && title=="" && postNumber==646237 && dateTime=="10/17/18(Wed)21:58:01")

"I need a basic human male rig for motion tracking.
No time to all our modeler/rigger to make one from scratch.

Is there a free rig out there?"
;


if(Anonymous && title=="" && postNumber==646238 && dateTime=="10/17/18(Wed)21:58:28")

">>646237
humanIK"
;


if(Anonymous && title=="" && postNumber==646240 && dateTime=="10/17/18(Wed)22:09:10")

">>646238
Sorry bud. Didn't specify enough.

I need it with a model of a human male, skinned to the controls and ready to be animated.

Now, what I'll be focusing on will be it's torso, so it would have to have good shoulder winning with scaling options.

I'm sorry if this is to much to ask, but we're getting kinda desperate here."
;


if(Anonymous && title=="" && postNumber==646241 && dateTime=="10/17/18(Wed)22:11:09")

">>646240
makehuman can pump out a generic character model, then import that into maya and use the autorig option. should only need some minor tweaking with the weights. an hour of work at most"
;


if(Anonymous && title=="" && postNumber==646247 && dateTime=="10/17/18(Wed)23:18:50" && image=="fd984ca2d492577c60047efb062703e1.jpg")

"Is there any way to determine the original owner of a maya ascii file? for example to detect plagiarism of a handed in file in an educational setting.";


if(Anonymous && title=="" && postNumber==646248 && dateTime=="10/17/18(Wed)23:21:05")

">>646247
if its ascii just look at it in notepad?"
;


if(Anonymous && title=="" && postNumber==646249 && dateTime=="10/17/18(Wed)23:29:49")

">>646248
Yeah, but I mean is there any specific info in the file or anything in Maya that I could use to determine whether its their own work as opposed to handing in part of a tutorial or somebody else's completed model etc"
;


if(Anonymous && title=="" && postNumber==646259 && dateTime=="10/18/18(Thu)00:05:25")

">>646249
>646249
https://courses.cs.washington.edu/courses/cse459/06wi/help/mayaguide/Reference/FileFormats.pdf"
;


if(Anonymous && title=="" && postNumber==646260 && dateTime=="10/18/18(Thu)00:09:38")

">>646259
Thanks, but I still don't know how to tell if these little fucks are cheating or not."
;


if(Anonymous && title=="" && postNumber==646315 && dateTime=="10/18/18(Thu)11:15:28")

"so if i find some 2d concept that i like in artstation do i have to ask for permission from the artist before making a 3d model or i can do it and just credit the guy when everything is done?";


if(Anonymous && title=="" && postNumber==646331 && dateTime=="10/18/18(Thu)13:30:01" && image=="1.png")

"Can anyone give me any advice on why my bakes do this";


if(Anonymous && title=="" && postNumber==646332 && dateTime=="10/18/18(Thu)13:31:17" && image=="2.png")

if(Anonymous && title=="" && postNumber==646334 && dateTime=="10/18/18(Thu)13:32:47")

">>646315
Ask first unless they explicitly state you can use their art for other purposes"
;


}
}