I made this 3D One Piece logo for the upcoming film that's due to be released in 2016. I imported the illustrator paths to Cinema 4D, extruded them, and then colorized the whole thing with some realistic materials. For the ropes I used a special kind of plug-in called reeper X, which was free and pretty easy to use. Finally I set up the lighting in a way that it makes the logo object glow and appear more gold like. I used GIMP for some minor post effects.
>>504759 I think the legs may have like some protective caps on them, but yeah it looks a bit floaty. Also the table wouldn't be stable without a support beam in the middle. The rug is crap with those wrinkles making it look like very light cloth and the coffee table is going through it making it look like its 'legs' are bunch of thin sticks digging into the carpet. plus you can see the corner of the skybox in the middle window unless that's some odd refraction, skybox image looks a bit stretched horizontally. floor looks like it's not meant as a floor material but no biggie. actual render quality is good, but people should really stop using huge wall posters for added realism, makes the interior design look cheap. All in all, I'm not saying the image is bad.
Hey guys i'm a 2d animator/artist and I've been trying to get into 3d (to make my own short movies, not professionally).
I've been looking at the comparison videos to blender/maya/modo/3dsmax, and from what i've gathered maya is the best for rigging/animation and the other software is best for modeling (with maya being inferior at that).
Then Is 3dsmax the best way to go in terms of modeling and exporting out straight to maya for rigging/texture (3dcoat) and animation?
>>504712 The best option would be trying them all and choosing. You're not gonna do that. So just pick one and go, quality wise they're not that different. Sure Maya is better at rigging and animating, but modeling wise it's also decent. The others are better at that, but in my opinion you should stick to one package and learn everything about it. What matters is the final product anyway.
>>504753 It seems like a lot of people recommend modo for ease of modeling, but i can't seem to get a clear answer on its animation ability so i guess i'm playing it safe with maya. Thanks for the reply.
Also the subdevide tool is only used when you permanently want to subdevide the mesh(destructive workflow, often used for terrain and cloth-simulation or something) for subdevision modelling you apply a subsurface modifier.
You should really look into the modifiers because modelling without them would be stupid(the next one you probably most commonly need is the mirror modifier)
>>504685 Then why do they look like shit ? Aside from the top left and bottom left, the sculpts look like completely different people. Scanning my ass, atleast the artists can make sure the faces look right before releasing them into production and avoid shameful results like this.
>>504676 Not sure if it's the only way but use the list, it's very fast if you are in the proper habit of naming your bones by some naming convention. If not you wanna get in that habit as it'll save you tons of time in the future when your projects start to expand in scope.
What kind of attributes? Just like Maya, Blender treats their objects like containers and shapes, you can transfer shapes between containers and shit like that. Saw a few minutes of that video from where you said and apparently the guy copies the shape of the quaded pants into the shape of the non quaded pants, right? I'm no expert in Blender but I'm pretty sure it can be done. I don't know if they'll transfer the UVs automatically though, but it can be done, the process is a bit confusing from what I can remember.
Just downloaded Maya 2016 after years of not even touching it. Last time I used it was back in 2010 I think and it was the 2008 version of Maya which was buggy as hell. Has there been any major changes?
>>504618 Yes, the software has radically changed. The look of it should already be apparent enough. You'll notice the Viewport 2.0 and the options it has when you go to "Renderer" above the viewport. I can use DirectX 11 or OpenGL and thus doesn't need a workstation card to be accelerated anymore. There's the revamped modeling toolkit, revamped Hypershade, streamlined Node Editor to replace the connection editor. Bifrost... Comment too long. Click here to view the full text.
>tfw I realize most 3D software uses realistic pig disgusting lightning where the light travel a rect line >tfw I realize for NPR and animu it would be better if we could control the lightning path as if it were a bezier line >tfw mindblow
>All I want to do is get a premade model, load it into blender and animate it for 5 seconds >useless tutorials surround the internet. >program doesn't want to cooperate. >other programs are just as frustrating. >sfm isn't cooperating >maya costs too much >ive been trying multiple programs for weeks. >end my life /3/
>>504590 >>All I want to do is get everything spoonfed to me >>I don't want to spend time learning how to do it >>something went wrong... It's the program's fault! >>other programs take just as much effort to learn >>I'm so bad I can't even figure out sfm >>can't even afford free.99 Comment too long. Click here to view the full text.
>>504591 It's not that I want things spoon fed to me. Id like to take the time to learn a program. I just wish that the resources were better. I've followed them on point and the outcome is different. this was my problem with sfm.
>>504590 The resources are fine, loads of people have self-taught themselves 3D using free tutorials on the internet, why can’t you? It’s not going to be easy OP, because this shit is hard you going to just have to put in the time and work hard to learn, you don’t get good by not putting in the effort. You can do it OP I believe in you, you fantastic disaster of a person.
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