>>522569 1. Your work is shit and you get butt hurt when told so 2. This is a blue board 3.SFM has had decent threads, you are just a retard. 4. This place is fine once you get past the trolls 5. so shut the fuck up and get off this website because 4 chan is +18
1. fucking with other peoples models is something anyone can do, so there is no point in asking critique or opinion about it
2.porn is just pandering, and everyone knows that. so if you make porn or have half naked animu girls as part of your art it only means you can't produce quality art without it or too scared what others may say
>>522497 .png's are compressed, .tga's are usually not. What with how weak consoles are you don't wan't to be wasting precious processing power decompressing .png files when you could be reading some .tga raw.
pic related I have modeled this for a game now, but cant texture for shit, I have made the UV maps tho. In the pic related theres a screenshot I used as reference. How do I make these scratches for example ? and make it look realistic ?
I'm looking for a career change. I'm a cinematographer. Award winning, better than many. But I am anti-social as fuck. I can't network to save my life, literally.
I was looking at 3D animation for a while. I've noticed 3D animation jobs tend to have clients come to you, rather than the other way around. I also wanted to do something design oriented. As a result, I was thinking about doing jewelry design. I used to do this a while ago for fun as prop preparations. I figured if I learned how to do... Comment too long. Click here to view the full text.
If you want to see if you like jewellery start by making wax then attach a feeder and cup then make a plaster cylinder around that and you can pour liquid silver in that. Then just melt it and start another one to save money. Way cheaper than any other way to do it. Can even make your own centrifuge if you want
I've been an on-again-off-again user in the 3d world, dating way back to 3ds max 6. By no means am I any good. I've just been messing with modeling for years with no real commitment, which has slowly been changing this year. I recently stumbled across Modo, but since I'm not really part of any 3d communities, I'm curious what the general take on Modo is. I saw some pretty neat stuff with it, but people have been making miracles with even the crummiest of software and making it look easy.
Any users out there? What do you think? Would... Comment too long. Click here to view the full text.
>>522400 I went from Photoshop to substance designer. Texturing in photoshop feels archaic in comparison. >Not being able to see what you're working on as you make chamges across the albedo, metallic, roughness, normal, and emissive maps.
But Mari is >Industry standard right? And was expensive as hell for years. Can I use Mari to texture game props, characters etc?
So first came to my attention when I tried to make a very basic road texture in coreldraw. A black rectangle with two white lines on either end and two yellow lines in the middle. I exported all as a jpeg then tried to map it in 3ds max and for some reason only the yellow was showing up. I played with the UVs and it just seemed like for some reason the black and white were not appearing on the 3ds max diffuse.
Confused, I made a random jpeg with a bunch of colours and again seems like only the blacks/greys/whites dont... Comment too long. Click here to view the full text.
uv mapping problem here. i created a model that i intend to use in a game engine. it's a pretty complicated object. when i unwrapped it i ednded up with pic related. many of those islands could easily overlap. is there a way that i could automatically snap whole islands together in a non messy way? how do you even clean a layout like that, with lots of islands?
i'm using blnder. maybe there are some addons that could help me handle complicated uvs?
>>519273 Okay, I know teenagers who are spaming sadpanda with shit tier cgi porn use it, but should someone who generaly makes scenery and environment modeling but still likes to make the livelier with costumized human models use it, change it to daz, or is it some better alternatives which doesn't require pirating teh thousan add-on and model to actually being usable?
>>522040 >A few years later it was so worthless I just threw it away. That's any technology. Based on this logic you shouldn't be buying a SSD ever because the prices are coming down like the Hindenburg all the time
Well, no one is going to invest in you're unknown and have no track record. So let's scratch that possibility.
Your only other option at that point is ad revenue, most likely from having your video youtube.
If you're using simple shaders etc, you won't have to worry about a render farm assuming the PC you are using isn't complete shit. Otherwise you'll have to pay for that.
You'll also have to pay for any software licenses since you using them commercially. So either work with free programs or factor that into your cost.
You'll need someone to compose music for you. You'll need a foley artist. You'll need voice actors.
Granted you COULD do all these things yourself, but you'll need the equipment to do so, otherwise your work will look/sound like shit & will never go viral in any shape or form.
And you pretty much NEED to have your video go viral, because otherwise there is no way an unknown youtube channel is going to make any money at all.
Then you have to factor in time, and wether or not making this will help you in the future. If you spend 6 months making something presentable, could you have been using your time in another way?
Minimum wage is $10/hr where I live. Estimate how many hours you'll spend making this + the cost of everything involved & then ask yourself if you honestly think you'll make that cash back in ad revenue.
Not saying don't do it, but I wouldn't expect to make anything off it realistically.
>>522485 BWAHAHAHAHA, good luck with that. Illusion software has recently released another sexy beach with motion capture data... of the girls WALKING AROUND, the fucking were all hand animated, as always. Or either you get your girlfriend getting up in the ass on mocap, or you´ll have to keyframe the whole thing by hand. I know i´ll have to do it on my upcoming hentai game.
Hey everyone! I recently extracted the game files from uncharted 3 such as maps, models, sounds, etc. I need them because I'm an animator, and I've always wanted to animate uncharted, since it's one of my favorite games hehe. But the models and maps and such, are all in .pak's. I do not know how to extract or open the .pak's since when I try to use winRAR, it says unknown format or damaged. So winRAR doesn't work for me. I tried using pakexplorer, but that didn't work either. I made this post, to ask you guys if you know any softwares that... Comment too long. Click here to view the full text.
- the resulting mesh is a shitload of crap - triangles and ngons everywhere - therefore pretty much unusable to UV map and texture - can't be subdivided without fuck ugly glitches - retopo afterwards to get a clean mesh negates the saved time
I remodeled my bathroom in maya / MR, and want to continue improving my interior modeling realism.. any glaring errors, or things you lot would suggest to look into? Be as mean as you want, but don't take that as an excuse to be excessively dickish, I know what you're like.
I would use vray but I can't afford it nor find a source for use with Maya 2015
too much chromatic aberration (why would this shot even have CA?) camera position and FoV makes it feel like a security camera. Generally interior shots are more believable the closer the shot is to a human eye. Too much bloom on the light to the left. The carpet looks too "new". Try add some wear around the edges, like flattened parts. reflections and basically everything feels too clean. add a mask to smudge some of the reflections. Add some water in/on the sink / bath / tiles around the bath. the edge of the window has some weird linear dodge effect.
Anybody know what the best software is for making 3d models that can then be turned into inflatable toys or stuffed animals? Figured I could make some money at conventions selling stuffed Spider-Mans or some shit, of a better quality than pic related.
Make a few for yourself, show them off on a website, and make more on commission. That's much safer. Cons are risky and a gray area. Some companies care, others don't. Some care about certain things and not others.
Yeah, people do it all the time, but con booths get shut down more often and get in more trouble than bloggers making commission work.
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