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Archived threads in /3/ - 3DCG - 32. page
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File: chubby titz.jpg (74 KB, 1072x749) Image search: [iqdb] [SauceNao] [Google]
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Hi /3/ Please enlighten me with some info as I am somewhat of a noob in computer graphics.

What would be the program of your choice to do isometric drawings such as pic related

I thank you in advance and I will share my work as I go forward with this
11 replies and 2 images submitted. Click here to view.
This isn't really an isometric drawing. It appears to be a cad model textured to look like an old hand drawing from back in the day. So to answer your question it would be a very easy task to model those items in a cad package and display (or plot) the items in a hidden mode using hatched for the textures. Its probably what I would (and have) done if I needed an image of that style.
Do you need accuracy? CAD or some shit.

Do you just want the visuals? Blender/3DSMAX/Maya can render it easily.

For the shading:

If you're using blender, search for "blender npr" or "blender freestyle."

I think Max or Maya has a plugin called "Pencil" that does similar things.

For the perspective:

For blender: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Create_IsoCam

You can get close enough to isometric by using an orthographic camera and setting it at the right angle.

Like >>500057...
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Is it possible to create "authentic"-looking 80's retro animations in modern programs, or can you only get the "true" look by using antiquated software with all of its old design limits?
23 replies and 2 images submitted. Click here to view.

The only part of the "look" that would be tricky to replicate is the emulation of the post processing effects of old displays as digital ones aren't as prone to distortion as current ones. Faking VHS bleeding etc.

It's a bit like using filters for emulators, you can get reasonable results, but they'll never be the same.

The outputted animation (or in the case of an emulator, the pixels) are the easy part.
just do what mega 64 does

This 'true look' isn't about software it's about hardware. Record your stuff onto old media and then digitize the signal of that recording should go a long way to make it look authentic/shitty.

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The beta was fun as fuck and the graphics were pretty impressive.

The thing I noticed the most was that while most games try have "muh polygon budget" Battlefront really went wild. I couldn't find any jagged edges.

I think that this will be the future tbh. Hopefully we won't have to be using Normal/Displacement maps for literally anything that needs a little bit of detail.
The game was also beautifully optimized.

Unfortunately, jew EA won't ever release a Frostbite SDK.
And the closest we have is UE4, which is...
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29 replies and 3 images submitted. Click here to view.
>UE4, which is unoptimized as fuck.
Explain this claim.
yep, you're an idiot
It's called photogrammetry m8. People have been doing it for years. Only the static landscape meshes look good because they are actual scanned things and don't really work well with dynamic lights.
The rest of the game, especially the characters looks like the old crysis graphics. Maybe not even that good.

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hey /3/ i'm a student doing a 3D modeling course at College, in not new to it but ive got a problem that ive never seen before, i'm using 3DS max 2016 and i keep getting this warning pop up when i open any .max file or just a new blank scene... please help, i have an assignment due in a week and i really need to carry on with this... ive already tried uninstalling and reinstalling everything AUTODESK related on my PC, i'm using the student version and my PC specs are good, ive never had this problem before

> Picture 1/4
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when i click OK, this next box pops up

>Picture 2/4
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when i click OK again, this comes up:

>picture 3/4
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Regardless of what i click after that, this comes up, im unable to use anything, then after i save the blank scene or not, it crashes, please help

>Picture 4/4

Mouse vs Tablet
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Hi! I've been working on a model based on this image reference:


I've really hit a snag when it comes to hair though, I can't seem to make it nice and "fluffy", give it that volume I see in well done models of this kind. No matter how much I push and full verts, it just looks like a bunch of flabby banana peels instead of actual hair

Anything I can do to make it more natural? I've followed this tutorial for the basic body...


...and tried to follow...
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57 replies and 15 images submitted. Click here to view.
If it was me i'd probably download a MMD model like TDA miku and look at how it is
Pull out verts based on their normals.
DAT PIC. and cool i guess...

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34 replies and 6 images submitted. Click here to view.
Fucking bug ; What does /3 think of Nvidia Iray renderer ?

Its still young which makes it still useless too

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I've been thinking about trying some sculpting, and recently got Zbrush.

I've seen some people "sketching" in 3d, creating concepts really quickly (pic related), and was wondering if thats possible in zbrush and how it's done, or if they're using some other program?

Also general tips, tutorials and advice is greatly appreciated.
46 replies and 12 images submitted. Click here to view.
Oh, and i'm fairly comfortable with zbrush, thats why i'm not starting with maya or sculptris or whatever.
if you are fairly comfortable you'd probably know that , yes that is very possible, mostly preferred over traditional 2d conception, based on your example i assume you want to make characters/creatures/organics then zbrush is a great way to go, learn the fundamentals of art first tho so your not just making shit blob monsters... inb4 'BLENDER IS THE BEST ZOMFG'
I've worked as a concept artist for alot of indie devs and been drawing my entire life, so fundemantals of design, form, anatomy and so on is something i'm familiar with.

And no it's far from preferred over 2d concepting. I've never met any art director who wanted 3d artists for concepts. 2d is still alot faster for concept work, but 3d will eventually take over, no doubt about that. That's part of the reason i want to learn 3d properly.

As for my familiarity with zbrush, what i...
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Made in houdini, what does /3/ think? This is the flipbook http://imgur.com/a/TYYpW
18 replies and 6 images submitted. Click here to view.
it looks fine for me, but it always depends about what thing blow up , you know what i mean
needs more red
Noted, fixing that now.

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I need help with how to access OpenCL options for faster Cycles Rendering in Blender. I got tired of bullshit of looking up in Google, and not even BlenderArtist is willing to give me straight answers.

The chip type is Intel(R) HD Graphics Family and its version is 10.18..14.4112. and I don't want to fuck up my PC.
11 replies and 2 images submitted. Click here to view.
You need to add and set an environment variable "CYCLES_OPENCL_SPLIT_KERNEL_TEST" (without the quotes) to 1. FYI I tried OpenCL through Intel on my netbook and Blender crashed due to running out of memory.
Do I need to get TechPowerUp first, or is it already installed?

Where do I download/find it in web/PC?
You can't do faster Cycles rendering with no dedicated GPU. That's the reason why you can't make use of that stuff.

You either need some recent Nvidia card or something by AMD but AMD support is quite buggy still.

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Sup /3/.

I am trying to extract a character model from a unity game, and I'm fucking failing.
got the asset files, got the obj files from ninja ripper, got the shaders, the dds files, but this stuff is like chinese common core algebra to me.

So, bounty time. I have DAZ Studio 4 Pro ,Bryce 7 Pro, and Hexagon 2.5.

If someone can help me get this goddamn model done, you can have the software here.
20 replies and 2 images submitted. Click here to view.
>implying any one wants that shit software
>got obj
>got textures
Negro, what else you need? Animations?

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The lack of siggraphs in /3/ is disturbing. Post your favourite Siggraph Reels.

Fluid Volume Modeling from Sparse Multi-view Images by Appearance Transfer

Real-Time Soft Shadows in Dynamic Scenes using SH Exponentia

Accurate Analytic Approximations for Real-Time Specular Area Lighting

Folding and Crumpling Adaptive Sheets, SIGGRAPH 2013

Structure-Aware Hair...
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20 replies and 4 images submitted. Click here to view.
yawn. more weak shit
yeah thats neat and all but where is it? Is this going to be another awesome media composition technology that gets hyped and falls off the earth?

What happened to that software that let you edit an entire video just by changing a couple frames?
These are the works of researchers who work on algorithms for better simulations and real-time game solutions. Like Unity shader editor adapted the glossy area light reflection solution and UE4 has built 3D volumetric explosions based on baking footages.

Here's another one that can be used as an ipad application. They are just coming up with awesome innovations.


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Hey /3/ Im supposed to model this bastard and I have little next to no experience in modeling humans/organic garbage.

How can I cheese this?
12 replies and 2 images submitted. Click here to view.
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>you cant cheese it
The graphics are low poly so that it can run on laptops. Any low poly approaches?
low poly is most of the time harder, since you are trying to convey information with less
especially with likeness

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Question about normal maps
the guy here modeled this low poly, why he did the circled part into the low poly if he could've make em with normal maps?, plus the baked normals look great
11 replies and 2 images submitted. Click here to view.
i think you need the basic shape before you paint your normal map
Circled part...?
if it breaks the silhouette, you have to model it in

What would be the best engine to recreate the roads in my country and drive on?

Like just the roads, so it can be done within a day. Kinda like cities skylines engine but then yeah you need to be able to actually drive yourself.
15 replies and 3 images submitted. Click here to view.
with roads i mean highways mainly (yes i dont live in the us so it could be done within a day)

but i need a nice engine for it, something understandable a bit like the road creator in Cities Skylines but then being able to drive yourself on it.

Once I Have made all the roads i can focus on scenery and signs but thats not important right now

Afterwards, use the paint-terrain tool to fix any surface penetration or floating.
i really dont even understand what this says, isnt there something easier?

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