>>502987 For hero characters? No For environments and procedural modelling of said things? Yes. Depends what you want to do, but you'll probably be better starting with another general 3D package to get the basics of the medium down
>>502987 Maya is really the best package these days to get into 3D. The workflows are simple, the UI is easy to use and organized now, and it's the best all-around package now. It also has a shit tonne of learning resources for it.
just get the damn program and play around with it. its modeling tools and interface are ahead of the pack. i'm still a heavy max user when it comes to modeling due to the abundance of scripts, but modo is catching up real fast because they actually listen, research and cater to the needs of artists, not engineers. i'll be switching to it entirely next year if autodesk releases another half-assed bloatware while maya receives all the goodies.
Basically, I made this trippy asf video w/ sad music in the background. No keyframes in the entire thing, just paths and drivers, n i was pretty stoked about it. Took something like 10 hours to render, woke up this morning tho, and had to spend most of the morning adjusting and rerendering a part of it because the camera was going through part of the wall >.<
video is here: https://www.youtube.com/watch?v=vJ7lWNjuwRE U can see my patch around 1:20 My question is, does anyone know why in the fking hell the wall got poofed out when it rendered. The pre thing... Comment too long. Click here to view the full text.
I find 3dsmax to have the most useful tools for inorganic modelling like cars, weapons, robots, architecture and even for some box modelling for characters. For any organic modelling I zbrush then retopo.
>>502759 add a finger as a seperate mesh then go into transpose move tool, hold alt and move a finger and it will duplicate non masked geometry then merge both tools when you happy and redynamesh at a high enough resolution
Can anyone tell me how this was made? What's the easiest 3d software to get into for somebody who is really just interested in doing the visual design of robots and shit?? (no topo, animation, or fancy stuff)
It's sketchup though is it? Because I think that program is kind of a joke.
In many interviews he declared to use Cinema 4D for his artworks.
I'm pretty new to this program and all the tutorials about modeling I found are about interior design or abstract animation. What about something to modeling materials in this rough way? I tried to get close to this result using tool as Magnet and Iron but I see that is not the right way to do this.
So, I recently managed to make a tiled path in Blender that followed a curve by creating a couple rows of tiles and giving it a "fit curve" array modifier and a deform to curve modifier, and I've been wanting to do the same thing with stairs. Unfortunately, it's proving far harder.
If I try what I did before, the steps get deformed.
If I try do it by creating a series of planes which each emit a step as a particle with the velocity or rotation as a tangent, certain parts of the stairs can end up being 90 degrees off of the angle they should... Comment too long. Click here to view the full text.
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