>>487852 OP here, saw you're interested in this, too.
I kinda solved the problem by making a loop around the clusterfuck and then merged at center/merged at several places to get a nice quad. apparently you mustn't create a hole, otherwise your UV is fucked and you can UV again.
I have gone through all the tutorials in 3dsmax and played around a bit, as well as practising some importing from sketchup stuff.
I am looking for tutorials on using vray with 3ds max or honestly just some general tips.
Rendering is pretty new to me, most of my experience is modelling on sketchup so I have been a bit overwhelmed with all the rendering options for Vray, but I want to get better at it. I know it will come with time but I would love some advice on just some general 'good' settings, maybe that I can even save as a template and then work... Comment too long. Click here to view the full text.
>>521958 Optimization is still needed (only if you care about render times, of course), but the process has been greatly simplified.
3.3 introduced an updated adaptive image sampler that only requires you to adjust the AA subdivs and the color threshold to optimize your scene. No more fiddling with the scene subdivisions and other settings.
I've been trying to look for a straight answer for a while, but I understand. If I pirate Maya as opposed to getting the education version, am I bypassing any difference? Any restrictions or weird things on the edu version instead of the full? I've heard that you're constantly connected to autodesk's servers with the edu?
Sorry, I know these are noob as fuck questions but I've been really thinking of pirating cause I'm going to be moving to a place for the summer/fall with limited internet and it would be nice to just dive in with no big... Comment too long. Click here to view the full text.
if you straight up sell anything online and get noticed you will be prosecuted. but it won't happen that quickly, you need to generate stable economy and have a company under your name for that to happen, and when it does you are fucked
In this modern era, I've been trained to only be satisfied with high poly count, so when I try to do low poly art I end up feeling like it doesn't have enough detail, even though more detail is exactly what the model doesn't need.
Ok, /3/, here's a job for you. This is basically a whoever wants to do it type of job. It's not really a job, just a quick modelling type of thing. Let's see who can design the best stainless steel headphones in 15 minutes, that's the rule, you have only 15 minutes, we don't need materials. Just model it as fast as you can, here's what I did in exactly 15 mins. I couldn't even mirror it properly, but it doesn't matter. It was a fun 15 minutes activity. Do you, anon, have the balls to do the same and post your results? Anyway, I'm... Comment too long. Click here to view the full text.
There's a feature suggestion in the feedback form. I'd suggest that all /3/pots who want to see /3/ become a red board like /ic/ make a feedback requesting such a change, or at the least lewds allowed with a spoiler.
Maxon is in a pretty fucked situation. Their price is the same league as Maya, Max, but they are way behind the competition in pretty much all disciplines (except Motion graphics). They had 2 weak releases back to back, a lot of trouble with customers over their render farm managing and licensing, most of the customer base is not amused. The whole 3D world made fun about Maxon and their Cogwheel feature in R17. If their next release does not deliver big time, they'll bleed and become >>520553
I work full-time for a major mobile game company in Germany. I have worked in the game industry for around 9 years now. Before that I did some illustration and graphic design.
An important question to ask yourself is what is important to you. Do you want to be super famous? Do you want to work for some huge and famous studio? Or will you be happy with earning a good salary, work in a small team and have creative freedom?
When I started to learn 3d modeling at age 15, I used Blender solely because it was the smallest download size and it would run on the shitty laptop I owned at the time. Now I'm 19 and I need to use 3ds Max for a Uni course. I have found a couple of online resources that teach Blender to 3ds Max users, but I couldn't find any for the other way around. Does anyone here know of one? Or at least a 3ds Max tutorial that is more focused on teaching the program itself to 3d modelers? Every max tutorial I have found is either for complete 3d modeling beginners or Maya users.
>>523515 For most of my classes I can and do use Blender. But because the lectures insist that 3ds Max is an industry standard. For one specific class we HAVE to use 3ds Max. This is also because a subject the following semester requires us to only use Maya.
how much will it cost to hire a freelancer over tumblr or the internet and make him make a 3D model and then have another guy make the animations, so I can composite them with my basic 3D skills on after effects.
How much will it cost then to make a cheap budget anime episode?
Why not just use Daz Studio and download free assets to use to make your cheap assed animu waifu. There's a tonne of weeb stuff for Daz Studio that's free and with puppeteer and aniblocks it's pretty easy to animate in.
I need help applying this UV map I made (It's my first time) using C4D. Apparently this UV map SHOULD apply automatically to the assigned part, but instead it's the entire picture. What am I doing wrong? Thanks.
The stupid Rs and Ls and color codings are self explanatory for the picture. I'm trying to see if they'd go directly with the model I'm making.
>>523303 I have to resize the UV projection to get one to fit but I'm not sure that's how it works. On a sample object I downloaded applying the texture makes it automatically assign the colors to the object, not having to resize the UV projection to fit?
It's been dead for at least 3 years, even back then it would've been disagreement about it's life status. But like a doll of sewn together corpses reanimated by German lightning we keep stumbling onward committing acts of Frankenfuckery.
You should just sculpt detail like that. The arm should just be a bendy tube that you apply a normal map to. There is a debate as to whether muscle based loops like you have done or the bendy straw method is best.
Doesn't look like a good method, made a bunch of poles at a spot that will see a lot of deformation. I just add a few extra loop cuts at the knees and elbows, it'll give you enough faces if you want to make the elbow more apparent.
I'm new to baking normal's and need some direction on how to fix this crap? It's a simple mesh and shouldn't be have this problem.
I have already done theses things.
1. Soften all edges for my low poly, Didn't work. 2. Average all my edges, Didn't work. 3. Added curve added like a guide suggested, Still didn't work. 4. Read just about every topic and guide that i can get my hands on, Still hasn't offered insight on how to fix this!! 5. Adjusted the cage for optimional ray distribution still hasn't worked. 6.... Comment too long. Click here to view the full text.
>>522760 Scrolling texture + post effects. Use any 3D content application and use their built in post effect filters if present. Alternatively use a program such as combustion, after effects or similar, or a combination of the two.
>>522880 If you need a DCC for modelling and game dev/ modding i would advice to not use C4d. Maya, Max, Modo, Blender are better tools for that. Register at Cgpersia.com (this might take a while since they don't allow registering everyday). But you'll get every available cracked 3d tool/plugin there.
>>521834 I've been trying to export to maya, and I tried, everything. The only way that worked for me was exporting to Cinema4d and then exporting again as an .fbx file. But you have to make up for the different ways programs read the project units. There's a lot of clipping with cameras that you have to adjust.
>>521834 I couldn't tell, as I've never used nuke, but if you're trying to make 3d VFX then yeah I guess, as AE is not for 3d heavy scenes, only for basic stuff. I mean, exporting to c4d and saving as a fbx is not exactly a huge workaround.
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