Trying to use photogrammetry for vidya but my meshes don't look so hot right now.
I want to create environments and I try to do this by walking around the sides of the building and taking pictures of the opposite/adjacent side. I go 360 degrees to get the full environment yet it doesn't look good.
I'm getting really frustrated with UV's, I'm quite new to 3D but for the few models I've made i've had constant problems with the UVs which have ultimately ended up with me abandoning the model because they look like shit or the textures constantly break.
Are there any good resources on a workflow for getting UVs right, how did you learn how to do it properly? I just wanna make lowpoly waifus.
Hey Guys! I'm an animator and I have one of my animations (made at 3dsMax) is in a contest, and I need Likes to win at youtube link: https://www.youtube.com/watch?v=rZbNMmENLbo&index=1&list=PLjRmBoj4xQeDBhJuQoqfbx3YRsS-oyP2P please, Can you like it?
Just saw Inside Out and holy fuck it's good. If you haven't seen it yet, you should. Anyway, that got me thinking about great animated films *cue nostalgia* and so I'm wondering what are /3/s favorite animated films?
>>501833 Lego Movie and Rango are my top two Cg movies, because 1) they're fucking good and 2) they use CG really well, and in a way that making the movie in another medium would cause it to lose a lot
Living in Syria for over 16 years, always wanted to learn about 3D,never got the chance because I am living in a piece of shit 3rd world country, and now I got a good amount of free time on my hands to learn something,I will probably be using Blender, so any idea where can I obtain good tutorials and lessons online? I would really appreciate any given help .
I've been mainly browsing /b/ for a couple of years, but I would like to get a job as a 3d artist at some point. Don't even know how many visits /3/ threads get, but I'd like to get some honest reviews to determine if I am going in a good direction or not.
>>501568 Most of his work involves just kit-bashing pre-made mechanical parts, warping their shapes and doing booleans. Not much of what he makes is a usable mesh for anything but static object shots or turntables. He is considered a 3D concept artist these days, so his workflow has adjusted for how fast he has to churn shit out.
Which is why he uses moi3d now, because it's perfect for that kind of workflow.
>>501563 Depends. You usually try to "keep the shape" - for organic models, your UVs would look somewhat similar to a skin rug, for machine parts your UVs would be somewhat rectangular. For cars, your UVs of the sides would just look like someone took a photo directly from the side, without stretching the silhouette - very useful for paintjobs. Keep in mind that painting patterns or "geometry-aligned" shapes will be much easier if you straighten your UVs. Also, baked stuff will look better because there... Comment too long. Click here to view the full text.
Why do resources on 3D character animation seem so limited? Even the sticky is pretty scarce in information on the subject, and the vast majority of guides seem to just run over the UI of a given package and little to nothing on techniques.
Is there really nothing else to it? Just brute force and attention to detail?
It probably wasnt the best example. He could have mirrored the UVs of the magazine, the barrel, the handguard, the pistol grip and stock to get more texture space for other stuff since I dont see any significant detail there.that couldnt just have been used on both sides
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