>>532756 I use ArchiCAD for work but desu it doesn't have anything to do with mechanical engineering. For rendering I used Artlantis Studio, but now I have started learning 3ds Max, because of cheap/free/self-made custom furnitures and easy to make environments.
I want to work on my portfolio soon, but first I have to be decent at visualisation.
So you extract your .obj and .pc2 file from max to marvelous design and you make the animated cloth. What I DON'T know is how to make something like that: I want the female character GRAB with her hand the skirt I made in MD, and lift it up. How can I approach a solution for this?
Export the figure you're making the clothes for in the posed position. Make the clothes on the posed figure. Pin the part of the skirt she's grabbing to her hand. When you've finished pushing and pulling all the fabric the way you want it export port it as an obj.
In your rendering software pose the figure, import the clothing obj. Parent it to the figure and render. You won't be able to repose the figure with the same clothing but you can always just reapply the pattern to the default figure pose in MD and then make it a conforming cloth figure in... Comment too long. Click here to view the full text.
How do I make really detailed sculpts in zbrush? Whenever I try to dynamesh with the resolution set that high, it takes like 15 minutes, and then lags the shit out of the program whenever I try to rotate my view. Is there something I'm missing? I have a pretty decent computer, so I figure it's not my rig that's the problem.
Hi everyone, I'm looking for a 3D modeler to help me with a very personal project. It would take a walk of text to explain here, so if anyone is interested in helping, please let me know here or shoot me an email: email@example.com
>>536194 forgotten weapons should have some images of guns plus dissassembely. But guns aren't really that hard anyway.
For vehicles jsut google the vehicle you want and add "walkaround" there's an entire website filled with 100's of hi res images of details and undersides and shit for 100's of different rare and not so rare vehicles.
I am looking into starting a series of animated videos on Youtube where each episode features different characters with different storylines following the pace of a musical composition by lesser known artists to help spotlight creativity from different genres. I plan on funding this endeavor completely out of my own pocket. How much would it cost to have a professional 3D sequence done the involves a fight scene and about 4 minutes long? Where would be a good place to get in touch with someone who can do this for me? Im moving to Texas soon and will be close... Comment too long. Click here to view the full text.
>>534914 Okay thank you! I am I credibly new to the world of commissioned projects and only just required the resources to get started. What does original assets mean? Like how many objects they animator has to create themselves? Also who owns the rights to the characters, the animator or the one with the character idea? Any talking points I need to cover?
What does original assets mean? it means 3D models and sound made by an artist for you and not bought off the internet which everyone else has access to. a good example would be unity store.
>Like how many objects they animator has to create themselves? animators don't create assets, its the 3D modelers therefore you have to hire 2 people for the job (atleast). >Also who owns the rights to the characters the person who paid for them, the artist still holds certain rights to his work like for... Comment too long. Click here to view the full text.
>blender user for over half a decade >get 2.78 release candidate to try out microdisplacement option >discover it missing >the fuck >share issue with blender forum >"reset to factory setting." >do so >"where the fuck are my experimental options" >look at user preferences, not... Comment too long. Click here to view the full text.
>>536084 Eh, I wasn't sure if there were a dedicated thread for this. Which is why this exists. Also, this is the RC2 build of the program, which, IIRC is the most recent barring the actual release (whenever that is).
Also I dun goofed. Pic related's taken from after I switched to Cycles render.
I used to be a carpenter, I broke my back a year ago and had to flush that career path down the toilet, recently decided to take up 3d modeling since it seems like one of the few worthwhile crafts for a cripple that could actually go somewhere with enough time and effort invested into it.
Anyways, I was wondering if anyone knows of a way to make cash with this before really developing a portfolio or anything beyond a basic skillset of say, 200 hours of initial practice, I know that comes off sounding like I'm an impatient teenager who doesn't want to actually put the effort into improving but what I mean is is there much of a market for lowest bidder slave labor shitty mobile game shovelware assets or something? I'd understand I'd have to work for indian tier wages but I'd just like to find a way to pay rent while I learn this shit, I'd be perfectly comfortable working for less than $2/h just to develop my skills for a couple months to a year, I'm just wondering if its possible to make third worlder wages by making placeholder assets for an indie dev or something and if anyone knows of a good place to look for outsourced low quality low pay work.
>>535854 Well yeah, I'm sure the secret to getting into a nepotistic game studio run by kids with kickstarter money through connections where you can make an actual living wage producing garbage because they don't care would be closely guarded by those who figured it out, but what I'm talking about doesn't seem desirable enough to have that kind of attitude, I'm dead serious when I say ask is there an easy way to get $1.50/h pajeet wages for the quality of work matching the grade of pay
Do you... Comment too long. Click here to view the full text.
Kepp 3d as a hobby if you like it, but get a better job. I mean it. You could easely have a better life while doing another job from home than trying to keep up with dedicated artists who have 10 years more experience IN THE MOST COMPETETIVE enviroment you can imagine. There is no easy road nor can you earn a living with low quality stuff when better artist competet with you for low level jobs.
I have these artifacts in Substance Painter, I dont know if its my model or substance itself. I have already tried to retopo these areas, but if I generate new normal maps and import it once again, these artifacts are on other places on the model I have gtx 970 EX OC so it shouldnt be my hardware
I have been playing with 3d for about 3 years now and I can make fairly realistic shit and recreate anything i see on pixar movies. I use blender and cycles to render, and I have a fairly powerful system to render images with (i5 4690k, 3x GTX 980's)
My question is how do I make a quick profit from this?
I was thinking of making porn or hyper realistic women and selling those models.
Is there any paths I can take to make overnight or even a weekly profit from
please list more than one and say what you average from doing.
I say quick... Comment too long. Click here to view the full text.
I've been learning C4D for animation projects I have been working on, I've gotten the basics down pretty good, and have added joints to basic characters and gotten them to move and things were running smoothly
I couldn't seem to get things to work with all the joints connected, like connecting a hip to a spine resulted in only the hip working and I couldn't get the child joints to move with the mesh.
My solution had beento just bind each joint to their respective limb, and keeping them seperate. and it had been working great. But today I decided... Comment too long. Click here to view the full text.
Hey /3/ ive been doing some searching and research and I've decided to start working with 2D and 3D animation, what are some good beginner programs to start with that are easy to learn/use for a beginner.
Which of these programs would you recommend to an art student who needs better references for anatomy and can contort the models into whatever pose they desire? >in b4 draw from life or something along that line Which of these programs has the better UI? Which of these will end up paying for itself in the long run better?
Daz 3D. Design Doll is just a figure. Daz 3D will let you build an entire scene with references.
I got into 3D because I was pissed off with how shitty those little wooden model dolls are and wanted something that would pose better. The upside to it all is I also discovered I really like modelling.
In any case I put together a tutorial that shows how to use Daz 3D to create reference images for illustration.
Could someone tell me if the geometry looks right on this table when I smooth it. I'm pretty new to Maya and for some reason I can't figure out why the zigzags are in the edges on the top of the table. I've seen videos of other people making this kind of stuff, but when they smooth it it looks as if their edges are actually rounded. If someone could explain what is going on that would be great
Pressing 3 isn't smoothing the mesh. It's just a visual representation of what the mesh may look like when smoothed. it isn't always representative of a subdivided mesh, and can be buggy. Also /3/ has a questions thread. don't create a new one just for your question.
I am a fresh graduate electrical engineer, atm my job is about industrial automation and technical inspection. Through all my childhood I have always wanted to do computer animation for a living. This has been supressed during highschool thinking of it as "stupid dreams" but now I feel like I want to do but that. How would you start the transition if you were in my situation? What things would you start learning, doing so that later I could find a job related to cgi/vfx with my degree?
Well, I'm guessing your expertise / strengths are mathematics, understanding complex real world systems, and presumably programming.
To that end, you'd do really well working on the back end developing for Autodesk or for a big studio that needs inhouse solutions to shit (which requires either C++ or scripting or a combination).
Ergo, I'd say learn the basics of 3D just so you understand what artists do, and also just to try it out for yourself because it sounds like something you like,... Comment too long. Click here to view the full text.
>>535584 thank you for the detailed answer Yes, programming was sorta big part of the edu, but it was very hardware-close (C, assembly). Do you think this 3D-software-background-coding would require low or high level language knowledge? What language did they even use for creating software like Maya?
>>535588 >Do you think this 3D-software-background-coding would require low or high level language knowledge?
It requires C++, they use C++, everyone uses C++ (Maya, Max, Blender, Unreal, etc)
The scripting languages are generally Python or something akin to Lua
Have you learned any 3d? I'd recommend trying / learning the entire process: Sculpting, Retopo, UV Layout, Bake details from Sculpt to Low poly, Texturing and or complex Materials / Shaders (specifically Nodes),... Comment too long. Click here to view the full text.
>>535262 >waste of time unless you want to meet people
Isnt that the most important part other the lectures?
There are going to be at maximum 70 people there and most of them are probbly not even 3d artists. And the ones that are probbly arnt gonna have a tablet with them with their demo reel. So if you show up with that and show it to a cople of artists and recruiters thats a big plus for your you.
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