Hey guys, what is the best way to bake normals in your opinion? I usually use maya, but they often turn out very messy and I just end up having to do trial and error until I get something decent. [Pic related, its me when normals look like shit.]
I finally did the switch and switched from Source FIlmmaker and just got myself the Maya LT+Stingray bundle from Steam. I'm also getting "Learning Autodesk Maya 2016" DVD from O'Reilly, seeing as I own a few programming books from O'Reilly
What should I expect? How hard it would be for me to familiarize myself with Maya? Have I fucked up?
Hello, pretty simple question. I've just started the 3d modelling for a game I intend to release. I've gotten everything done except for replacing place-holder models.
My current problem is the price of 3ds Max. If I pirate 3ds max, get all my models done, and then buy a month of 3ds Max before releasing the game, will I have the copyright to release the game and not owe anyone any money? As an independent developer, I don't have over a grand to drop before releasing this game. I know I could use blender, but I'm working in Unreal Engine, and the quality difference between the models I've already bought is notable.
>>521010 You'll like this one. Definitely NOT low polly, more pollies than you've probably ever dealt with. Added a reflection so you can cream yourself over how great it is. Took me 2 hours to render this one too.
>>519892 Cars are probably the most difficult things to do in 3D Anyway if you wanna do them you need a technical drawing of them first, afterwards place them on X Y Z faces and start inserting lines and faces
>>512463 To be honest I'd say that the Blender Reference Manual has come a long way in terms of quality. Very high quality information. It's been so long since I started Blender though that I've forgotten what a beginner would want to know.
Would Autocad 3d be a better program (than Maya or 3d Max) to learn from scratch to do stuff like pic related? For fun, obviously, no professionaly. I just want to play with building buildings and stuff, I'm not interested in making them super realistic or detailed, again - like pic related is the level I aim at.
But honestly, it depends. What sort of camera perspective are you using? I can't think of a reason why your proportions would change too much unless you were doing something top-down. Generally the scale of your entire model relative to the environments is going to be a lot more important.
Sup /3/ I finished a "photorealistic bedroom" tutorial for the purpose of learning V-ray, but my end result was not even close to what the tutorial showed. (Render was grainy as fuck) Most likely because my V-ray version is one of the newer ones and the tutorial is from 2012 or something. I managed to fix most of it to look satisfying. The only thing I don't know how to fix is the fucking walls with smudges on it. What do I need to change to get rid of that?
Good job anon, I used mental ray and have had issues with the smudges, if any of these relate to vray too, try increasing final gathering quality by 100%, point density to like 3, and final gathering / global illumination by an extra few hundred. One/some of those should fix it.
Hello. So i'm new to Blender and i need some help. For one of my first projects I'm trying to make simple interior image. Everything is fine until it comes to rendering part. I can't make clear image without that light noice crap. I get only good results at 10000 samples but it takes 4+ hours to render. Any solutions?
Once upon a time I heard a rumor that many a /3/ goer came together to replicate this Imperial Boy city in 3D. Though difficult to find, I've heard in passing that it's not impossible. So I come to you, my fellow /3/ lurkers, browsers, and posters, to ask if any of you know where I can acquire this rare and legendary specimen. So tell me, what do you know?
>>520847 >>520830 Seroiusly. It's really bad. Is this for an introduction to CAD class you're in? And are they expecting a really shitty result? Because there are quite a few details missing from this drawing
Hey /3/, what are good ways to learn to animate realistically? My school trained us mostly in the classic cartoony style, which im proficient in, but I just started at a game studio and am struggling to create realistic looking animation.
i'm making modular assets with tileable textures. the thing is i make textures in substance painter and when i'm done they are not tiling properly. for example this asset. i highlighted the edges that i want to tile seamlesly. how do i make them tile properly?
Yeah, a painting program, such as Substance or 3DCoat, wont do. You're looking at some careful manual work here.
Or you could hide the seam with some other geometry, such as a bump along the seam line of the same concrete material as in your existing picture, while making it look like it's supposed to be there anyway.
Or... but as a Max user I dont know how to do this in Blender... you could use two maps for the model, one is for your tiling bricks and one is for your more unique parts like edging and wooden bits. Then you assign them to different map-channels... Comment too long. Click here to view the full text.
i am trying to make an origami folding animation but i am having trouble due to the very small amount of polygons and vertices. i tried bones,but could not get it to work tried selecting the vertices and rotating along along an edge but it deformed it. i feel like this should be easier
I saw this old computer animated short from around 2007 ish (on YouTube) that I just can't find anywhere. It's about an old man who receives a box in the mail that contains a the city he lives next to, and is able to manipulate what happens to it by dropping a ball on it among other things. He then plants it next to some flowers towards the end. Please, does anyone know what it's called? The old guy, along with the short, looks like pic related.
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