Finnaly bought Mudbox after using Student Version forever, only thing is, whenever I download Mudbox, it gives me the student version again, what do I do to get to the installer with the keygen so I can input the key I was given?
This was a thing in /mlp/. First thread ended up getting scruffed, so I decided to post this with all the images draw friend created so that other Anons who wanted to see them could. Let's get started then, shall we?
how the fuck do people get so good at knowing where to cut and what to pull and where to put the supporting edges in hard surface modeling. im watching this guy do and its cobfusing as fuck. i try to replicate it the whole thing goes to shit cuz the geometry is crap
>>506935 Practice. That's all really. At some point you've created hundreds of different topologies to solve your modeling problems and you know how different edge flows tend to behave when subdivided.
>>506936 i been jumping back and forth between zbrush and max for the past 2 years. sculping is so much simpler to me than hard surface modeling. i still cant get the hang of it. shit sucks, cant even make a simple sword
Does this board not have a general questions thread? I don't feel this is important enough to warrant it's own thread but I don't see anywhere else to ask it.
Anyway, I'm wondering if in blender there's a way to either straighten out the curved bit of the uvs in my screenshot here so that the whole thing is straight, or do some fuckery with modifiers to make an arrayed curve shrinkwrap to it without having to apply the curve modifier first.
I'm trying to convert a track from one racing game to another, but they use different methods... Comment too long. Click here to view the full text.
>>506889 Forgot to mention this, but this is what the visible mesh for that same section of track looks like.
I want to take the uv mapping from this, and transfer it to that mesh in the OP pic. If I can't do that I want to remake the mesh you see in the OP using an array along a curve in blender so it can easily be textured.
You can see here on the left how the visual part is textured, the mask for the asphalt texture follows the curve. I somehow need to get that mess of vertices to do this.
Hey /3/! Sorry if this is such a dumb question, But I don't know much about 3d model making. Is it possible to make a 2d or 2d like model (That has bones to make it poseable) for use in sfm? And if so, how would you make something like that? I'm asking because I want to make a short animation in the style of the Paper Mario games (2d characters with 3d backgrounds).
>>506866 I don't see how you can make a 2D model with bone system. But you can make a 2D like render of your 3D model. You should make the animation in 3D and then render your characters in 2D style with the outlines and your background in 3D style. Then put them together. This is what I think you should do, just google how to do it. Good luck! :)
Their software just reads massive point cloud raw volumetric data fast as fuck. current gaming pipelines do not use this kind of tech in any form.
But their tech is amazing for people who use a lot of 3d point data. As a result they are actually doing business and will be fine. Maybe one day well see if they decide to go after the game market again.. Maybe in the future with VR.
hey guys, what is the best way to boolean and cu shapes out without fucking the topology up. i been experimenting to see what i can do after a boolean to clean up the topology the best i can to be used in turbo smooth so far best thing is to inset and bridge
I create the shape as a seperate object usually as a plane, and then use it as a stencil by making it transparent and placing over the designated area. I cut that shape along using vertex snapping, delete the stencil, and then just extrude down, delete face, bridge borders, and cleanup from there.
the one on left is stencile the one on right is boolean. the same result. it seems fine with simple shapes but the other day i was trying to make a SNES controller and the shapes got all type of fucked up
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