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Yo /3/, need help with topology. This model is gonna be in subD. What I want to do is to keep the edges crisp. Inside the triangle is fine, but on the outside I need a way so that edge loop would be self contained and doesn't readily interfere with the rest of the topology.

I need help with topology so that the edge loop would go around the triangle so when I render in subD the edge would be crisp.
9 replies and 1 images submitted. Click here to view.
nvm figured it out. Close.

That's not how this board works you fucking idiot. It's stuck here figuratively forever until some moron decides to bump it 500 times out of boredom.
"nvm Its working on my machine :)"

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New WIP thread since old one hit bump limit.
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what kind of weapon would this mr lmao use?
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Just started working on a project in Unity. I have already done the Java course in CodeAcademy but it didn't give me a lot relevant to work with in Unity itself.

Any good places to learn relevant commands, lines of code for Unity? I have been getting by slow but fine. Just don't want to keep googling every fucking problem. Just want to learn as much as I can.

Also how easy is it to import and work with my own assets from 3Ds Max to Unity? Haven't touched that stuff at all but I have a bunch of stuff I'd like to use.
60 replies and 4 images submitted. Click here to view.
First step, learn to use C# in Unity, not fucking Javascript. Javascript is much more limited in functionality and less efficient. They only implemented it to try and attract existing web-developers.

Very easy to import your assets, both Max and Maya have a direct to Unity export button.

The Unity website has tonnes of tutorials to get your started on the basics and even advanced programming, so start there.
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>java is more like javascript than c#

That's not what I said at all.
Unity doesn't support Java, it uses Javascript. OP just didn't know the difference. Notice how I specifically said "Javascript" and not "Java" in my reply?

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So I'm trying to figure out 2 things in Hammer:
1: How do I make objects that share an animation sequence (like alchemist's head and body here) play their animation correctly in the map editor (left) the same way it does by default when I open both objects in the model editor? (right)

2: Can I freeze a dynamic prop mid-animation (like alchemist lying on the ground at the end of the death animation) and turn it into a static prop that holds the pose?

Is anybody familiar with Hammer able to help me out here?

For the record, what I'm trying to do is export obj files of models in different poses, which doesn't seem to be possible from the model editor itself, so I assume my only option is switching the model to a static prop, converting it to an editable mesh, and exporting as an obj.

Thanks in advance for any help!
11 replies and 1 images submitted. Click here to view.
This isn't the board for this

You can't export .OBJ in different 'poses'. You can export an OBJ with animations the same way you can export an OBJ that's rigged. They're just saved there like the same way a material is
Are you just talking generally or do you mean specifically in Hammer? If the latter, how do you export an obj with animations from Hammer?

universally OBJ things, it doesn't change for program

valve SDKs are made specifically for modding. Stumbling across them to make any 3D related assets is retarded.

When the official valve supported SDK doesn't have an ability it import .OBJ files to export to official Valve .SMDs for mods, I don't have much faith for them to be able to export .OBJs

I want to start out simple
take the give obj

render it however you like, best image gets to choose the next object(s) we use. I will pick the winner after a few days


>post it

52 replies and 12 images submitted. Click here to view.
>downloading some file on 4chan
> doesn't know what .obj extension is
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hurdur guy on /3/ wants to hack my l33t computer with all of my pirated software on it.

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can anyone critique my demo reel? my work isn't amazing but it's what I got. What can I do with pacing, length of clips, what to add or cut out, etc.

pic unrelated
19 replies and 3 images submitted. Click here to view.
whoops demo reel here: https://youtu.be/VvNYwCZqgjc
Camera moves and edits are very jarring.

Start with your best work and end with your second best.

I understand you're proud of the oasis golem, but honestly your carrot is better.

Show finished versions before the wireframes on the tech-models.

You seem to have a motion blur/interpolation thing going on which makes it harder to actually look at your meshes when they rotate.

Specify that the game stuff is in unity. Hot dog man is a bad way to end it as it's one of your weakest...
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Things that stuck out to me were.

Why are the swirls on the golem modeld in and not just a normal map? Its increasing your render time and many people will take it as a negative that you didnt do this.

> But your topology isnt that bad

Dont show the pill gameplay, just show your models from the game. The pills make your stuff look worse.

Dont show that animation at the end unless you also made the rig for the character, which in that case also show the rig.

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just testing this, pay no attention
11 replies and 3 images submitted. Click here to view.

Your loop is entirely ruined by the black frame.
I keep trying to remove it but I cant
Wood is too shiny, metal could use some variation in colour and maybe some more detail, at the moment its kinda plain and one flat shade of grey. If that shiny wood is supposed to be old oily/waxy wood it needs brighter/lighter wood on the exposed most outer surfaces and darker crevices and more color variation. In general you should get some more color variation on, one hue for one material doesnt cut it.

What game is it for? Your game or some skin for a game? Looks a bit like a tf2 weapon skin. If its for tf2 you should get rid of the smaller ripples detail in the wood...
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Hey guys! So I am still relatively new to CG, and was wondering if someone could point me in the right direction for modular character design.
I'd like to set up a sort of system in which I could create my own characters with models I've created, sort of like how you create your character at the beginning of so many video games.
11 replies and 1 images submitted. Click here to view.

Alright, here's my best tip for you.

Is it worth the time to custom model each and every character? I'd mostly use it for background characters.

Just make a basemesh and alter it slightly with a variety of hats and bullshit.

What is the context here?

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What is this used for?
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probably an example of how certain subdivision tech works
Edge loop flow control. Maintaining quadrilateral topology.
And how would i go about using this? because i think its meant to be for like soft areas on the lower side and hard areas on the top side.

How many years would it take for someone to start off with modeling in zbrush for the first time and have a portfolio good enough for a AAA Industry job? If you spend at least an hour a day working at it. 2 years maybe?
21 replies and 2 images submitted. Click here to view.

Background info required.

Do you know anything about art? Color? form? proportions? anatomy? lighting? how polygons work?
That depends some get a job directly from their course.
If you spend 1 miserable hour a day? Probably a decade. But once you know the basics and are confident enough to make your own shit without tutorials handholding you believe me you'll spend entire nights sculpting without noticing.

If you already know how to model using traditional methods it won't take long, sculpting really is a fun process compared to polymodeling. You'll only be limited by your imagination, but that's solved by making your own mental libraries.

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Hi! So ive been learning how to use Blender 2.74 since earlier in the year. Ive been watching different tutuorials and whatnot to figure out how to create character model from scratch. This is my Low Poly attempt and since working on the body ive moved on to the hair obviously but now I have actually made the hair a separate mesh. I thought since the body is modeled with the Mirror Modifier I should try making it separate cuz it's obv supposed to be non symmetrical, however when i move everything around the hair dosent stay with the body. How do I reattach or set the separate...
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26 replies and 2 images submitted. Click here to view.

You need to follow/watch a tutorial on topology. You have none and all your work is wasted.
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Is facial topology absolutly necessary for something low poly that will eventually have UV wrap/mapped face on it?

Iam just a beginner, I tried working topology on a hi poly face like this one. What else should I really be looking to learn from tutorials?

Facial topology is only important if you plan on animating the face.

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Welp. Sophomore in a community college. Project due in 3 hours. Due to software failure and procrastination I'm probably going to fail the class. 10/10.
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Because you're wasting your time on here instead of working on preparing the hand in. Yes, you will fail because you will end up handing in nothing. Do everything you can and hand in what you've got bag the end of it. This is all your fault, but handing in nothing is a guaranteed fail.
Harsh but true. And I usually fucking hate most of the assholes on this board. But this guy ain't one of them. Hand in something OP. Better than nothing.

Maybe combine old projects into one big clusterfuck of a scene?
Holy shit 3 hours, if its something easy like a car, its doable but its be shitty, but damn you are doing an environment.

Work big, get the general shape of things, fuck the little details, make sure its readable, slap some tiled textures on there and you're good to go. At least give your environment some character.

Any advise on how to clean up the smoothing here?
29 replies and 6 images submitted. Click here to view.
What the fuck have you done to that poor mesh?
I... don't know...

Which is exactly why I need help.
That messed is fucked. You are better off simple starting over and tracing over what you already made. It looks like you did something to seriously fuck that one up. If you aren't quite sure what you are doing, watch a tutorial or two on box modeling. You should just be using extrusions, loop cuts, and moving verts. Don't add any weird things like ngons (faces with more than 4 verts).

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i started yesterday the first time modelling with blender.
what do you think?
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I find it hard to imagine something worse.
It's vagina man
He has the ability to grow a huge vagina in its chest

Congratulations OP, your creation is now a meme.
shitposting aside, I'd say go with something a bit more geometric next time instead of trying to make an entire creature. baby steps and shit, pic related was my first go at blender.

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Zbrush question.

This is first scupt and I kept everything as one subtool/mesh besides the eyes.

If you model a head, is it standard to make a new subtool to make the chest/torso/arms/legs? I just extruded then dynameshed to make everything besides the head and kept it one subtool.

1) If I were to use the subtool method, when you're finished sculpting, would you merge the subtools?
21 replies and 3 images submitted. Click here to view.

Is your skin segmented in real life?

Make it all one.

OP heres , to clarify, I started with one sphere to make the entire body. I started running out of resolution to do hands for example, so that leaves me to believe that this is a bad method?
use zsphere to make something like this

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