Trying to port a hair from another game Fallout 4.
Asked several people, to not much avail...so this is the last place I can ask.
Does 3ds have something like a transorm - apply feature like old Nifskope?
This is what happens: Pic 1: original nif Pic 2: Nif when exported directly from 3ds, looks like shit (is there a way to fix this?) Pic 3: Nif when exported from 3ds, but adjusted to not look like shit, has Z level 120 in nifskope; Causes the goddamn mesh to dissapear when I get close
I'm trying to get a workflow going of fixing a REALLY... Comment too long. Click here to view the full text.
I've made my own textures from interesting surfaces I've spotted in my day to day travels that I captured with my cellphone camera, which is okay for background stuff and other non-important assets but the limitations really show up on primary focus assets. I've bought a DSLR to be able to capture better, higher resolution images but I'm wondering what lenses I should invest in. What's the best focal length for capturing images to use as tiled texture maps?
For cinema4d idiots out there, how the fuck should I make this mountain flow well from one to the other, I get this one frame at the end that's fucked, as well as it not being the EXACT same spot on both mountains? I'm pretty new to 3D animation, so, pointers welcome.
>>529650 I would of modeled the mountains in a loop like a track with an open area for the camera in the middle, making them flow seamless into each other with the geometry then just animated the camera to spin 360 degrees at the center. Should be naturally seamless after that.
But if you couldn't have done that based on what your doing then >>529657 's method should work.
Hello gods of 3D. I want to know if theres a way to apply my bump map in Marmoset Toolbag?? I searched about it, but theres no metion avout bumps, only normals, albedo(diffuse), displacement, and reflections map....
So I've been trying to work my 2d sketching skills into 3d modeling, and I'm in over my fucking head. When I finally found an app that seemed perfect for my skillset (uMake), I found out that it's iPad only and I am not about to go buy an ipad to do what it is I want. Googling things such as 'draw 3d models' and '3d sketching' bring up the same product pages with no actual insight as to how to make the jump from 2d to 3d. I was wondering if /3/ had any sort of wisdom or insight as to the best track I should be following for drawing(via drawing tablet) a 3d model and learning from there.
From my own delving into the subject, CAD seems to be the keyword I'm looking for, but as I said, I'm in over my head, and haven't seen much in the way of clear answers from google.
To be clear, I want to use my DRAWING TABLET to draw the lines I want to exist as a model. This is where my skillset lies, and finding good tutorials on how to do this has been practically impossible with google shoving product pages in my face with every keyword set I try. So I come to the sages for advice
Despite the notion that going from a 2D sketch to a 3D sketch should be simple and you'd think that this would already exist, there are very few solutions out there. Most CAD programs are are based on either creating from polygons, 'Solid Models' or NURBS curves and surfaces, and in a program like Z-Brush, sculpting.
There are good programs like Blender (which is free) but you are not really "sketching"-- instead you are placing points. If you are 'in over your head' already, then Blender may not be a great option because even though it is very powerful and also free, it has a relatively steep learning curve and is not totally straightforward.
From there you have applications like Moment of Inspiration 3D which is great and will let you sketch with a pen tablet, but all you are sketching is NURBS curves, and again it's not really 'sketching'. Rhino will let you do the similar things, and Rhino is very powerful but has a steeper learning curve. Both of these apps are $300 and $500 respectively.
Form there you have ZBrush which is very powerful and fun to use, but it is sculpting instead of sketching. You could download their 'free version' which is called Scupltris and see if you like the experience. ZBrush doesn't have free trials, but is reasonably priced at $800 for a lifetime license.
This brings me back to uMake. While it does run on an iPad and you have said you are not about to go get an iPad, the cost of the iPad Mini 2 is only $269 now and uMake is free to download and use for most of what you would do with it. Even if you upgraded to an iPad Pro 9.7" with Apple Pencil, you'd be right around the same price as a license for Rhino.
Plus, you could take the iPad anywhere with you and sketch anywhere-- you wouldn't be anchored to your laptop/ sketch tablet/ workstation.
My advice would be to ask a friend who has an iPad if they could download uMake and try it out, and go from there. Hope that helps :)
Who here CADCAM? It's probably not 100% related to this board, but there's often overlap as models drawn by 3DCG can be imported and used for toolpath creation or whatever.
Any tips for a beginner like me? Should I invest time into the CAD aspect using some other modeling program? So far I've created all my parts in the MasterCAM software itself and not a dedicated modeling program...
So /3/, I'm having a weird issue. I'm trying one of my first non-tutorial pieces in blender, but whenever I switch to edit mode, it will only allow me to edit the last object I had selected. As in my picture, I can't mess with the non-pre selected objects at all. I figure I must have hit a weird setting at some point, can anyone help me set it right?
>>529313 Well that's odd, I could have sworn going into object mode allowed you to edit all present objects. Thanks for the answer anyway, like I said, I just got done with a tutorial series, so barely familiar at this point.
I've been making models for a couple months now and I've just started modeling cars, but they seem really tough to get. Pic related is a Miata I'm making, it's been a work in progress for over a week and I just want to get it over with it. Anyone have any tips or advice for modeling cars?
The level design and amount of detail in the levels is just fucking insane, from the celing to the floor. They are just riddled with such a variety of good looking assets, some of the best I've seen actually. Did anybody else in here just take a break to inspect everything?
I get that they have a pretty big team, but I still want to appreciate how good everything looks.
Doom's level of detail is really inconsistent. In hell in particular, there's only a handful of areas I can think of in any of the hell stages that stand out as anything other than a muddy, Unreal 3 looking cave or catacomb.
Hey guys, pls help. I keep getting this list of errors after I rebuild the lighting in UE4. all of them having something to do with "overlapping UVs" I don't understand what that means and how to fix it... how are my UVs overlapping? since there is nothing complex on my scene i simple unwraped it all by adding a "uv map" on it setting it to plane, box or cylinar (depending on what the object is) then adjusting the gizmo to fit the texture.
you start from a shape (from a library that can be expanded) and shape it like clay into super high detail meshes tham can be exported in a lowerpoly mesh with a normalmap simulating the highpoly verticles
>>528137 Looks like someone didn't take care to make sure they were working with the right side faces.
This is very easy to fix in sketchup.
On the toolbars to the right, look for the styles tab. Now go into edit and you will see the different view modes. What you want to do is turn on the view that only shows front face and back faces, then just go through the model and flip the faces the right way.
This isn't a problem with sketchup but a problem with amateurs not being able to le as an such a... Comment too long. Click here to view the full text.
>>528239 Can you explain what the right side faces are for? I accidentally clicked to this board and I use sketchup for my job but it pretains to the program itself just for a model and textures to render a simple 3d structure to show off (like stuff you would see on tv, and in board meetings) never heard of this and ive been trained to use sketchup... So the right faces are what? All facing one direction? Or facing a particular direction like north?
So I'm trying to make my first character model, following a tutorial. But as it's gone on, I've noticed I've got there weird sections where the model itself seems to grow past and obscure the edges and vertices, as opposed to the smooth model shown in the video I''m following. How do I fix that?
Hey /3/ So I'm new to rigging, and I'm making a giant, cartoon-ish, disgusting foot for a video game.
I'm having trouble figuring out how to make an IK rig for it. I want to have controls to fold the foot inwards from each side, or have each toe's root effect the other toes roots much like on a real foot, but I don't really know how.
Any tips on rigging in general would be appreciated.
Hello, young architect here. I'm planning to make a series of photogrammetry old churches scans, using Agisoft, then retopo in zbrush (and map extraction) or topogun and place them to Unity3d engine for a virtual experience. I'm looking for a good 3d scanner, pic related. Maximum distance is for this one 130 meters which is ok. BUT! If you have better suggestions or have experience with that kind of hardware, please tell me. Anything helps. Money is not a problem, but I want to be reasonable, I don't want to go overkill. Thanks!
Do think a good drone for exterior photogrammetry and a good canon camera with a tripode for interior is a more logic solution?
We are trying as a architectural/archeological office to do a photogrammetry of a huge number of old churches and monuments in greece, over 3 years. I thought a combination of 3D scanner and a state-of-art drone can speed our workflow up. Seriously, money is not a problem, time is.
I'm curious to hear some thoughts on this and how much overlap you think there is.
I started out as a modeler/generalist but before I got to a professional level I switched to FX. I've been working in the industry now for a year as a Houdini FX artist at a big studio. FX can be very challenging and that part is fun and great, but I am yearning for more design and creative work vs being the guy making huge technical setups that take weeks and weeks. I would like to also work from home instead of going to a studio for 10 hours every day.
Luckily my modeling... Comment too long. Click here to view the full text.
>>528819 If you really want to and have saved up enough money then I'd take that year off and study towards your goal. You're right, as a concept designer, your drawing skills have to go up. Especially those traditional fundamentals are important. If you want my advice, buy both books by Scott Robertson and study them until you feel more comfortable with your drawing and perspective sketching skills. This won't take you the whole year, so make sure to learn about anatomy, too. And pictorial composition. Your Maya skills could be useful for quick environment layouts.
In the end it's all about you, if you feel like you can't see yourself in a future as an FX artist and want to switch gears, then go for it, you don't have anything to lose, every skill you gain will help you.
Realistically, you'd have to put insane hours into that year to be able to compete as a freelancer. I'd advise against that, your health is more important than learning 16 hours a day.
Just don't shoot yourself in the foot. Begin learning/improving your skills while you are still working at your FX job and then, when you already have a secure foot in the water and you feel it's time, make your move. Be patient and smart and it should be fine.
OP here, I am in fact trying to learn on the side in the meantime. I have been drawing consistently for 3 months now after work and on weekends, maybe missed only a couple of days. Ive started with figures though, portraits really interest me so faces first and I think once i can draw a good likeness of a figure with volume and not like a photocopy then ill move into scott robertson and try to do guns, cars, aircrafts and then finally environments before... Comment too long. Click here to view the full text.
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