You know what would improve these Poser/DS threads immensely? If someone were to post links to guides that would help people learn the software, or learn content creation for the software. Most people that gripe about Poser and DAZ Studio do it because people just pose naked chicks and render them, without knowing anything about the software really. A collection of good guides/tutorials would go a long way toward fixing that problem, at least here.
For instance, links to information about how to make your... Comment too long. Click here to view the full text.
>>516547 I am still just a lowly apprentice. The magicians ways are still mysterious to me.
My Master always was the Godking of the Elementals , the Lord of destruction, the one who knows and deals with all known entities in the realm.
Who will challenge him, who dares to step up? True, there are other mighty magicians, but they are all specialized in different arcane arts. True benevolent magicians love harmony not conflict. The realm of 3D has many gods, kings, and demons, there is a lot of conflict,... Comment too long. Click here to view the full text.
I've been searching far and wide but i haven't been able to find anything, of value, i know it's a similar workflow to making cars, but i'm just interested in seeing if there are any, payed ones are also welcome.
Just finished this Judy rig I've been working on over at /co/, and I though I may as well post it here. It is for >Blender, and can be acquired here: mediafire.com/download/5u5h59bmmifuxcx It is also up on blendswap if you prefer. There are some things I'll be fixing soon, but I'll wait for feedback to make other changes as needed and then update it.
Anyways, hopefully you guys have some fun with it.
Render the scene, normally as you would in any other project Push the render into a image editor, and limit the colours used Optionally, try to match the colours to the palette available to a machine of your choice, essentially faking colour limitation
Its not the best i5-2500k, but like...I do these same tasks all the time. Then randomly it just decides..nope! your not using that tool or object anymore. I'm going to crash if you try doing something you've done a million times.
On the bright side, if I try to make a light using the Vray toolbar. I get an error rather than just a crash. Still doesn't help me though :\
The future of texture creation is here. I bet you losers still use Photoshop lel, meanwhile I will be painting height, color rough and metal and emiss in one fucking layer. When I get the Fantasy Knight Moodpack I will create all the Knights. They will refer to me as the Knight guy but you can refer to me as ur wurst Knightmare.
>>516494 did they fix the horrible normals workflow did they fix layer weights not having any effect on any channel except albedo did they remove the 4k limitation did they fix textures not updating after you re-import them
Hey guys,what do you think about Steam Workshop? i really love TF2 and DoTA and i was thinking on learning 3d modeling and animation to make items for those games because i really enjoy them (and for some cash obviuosly lol),is it worth it? i want to use Blender and Gimp because they are free,any suggestion on other programs? anyone here have an item summited? how was the experience.
PS: i dont live in the US. PS2:Englysh is my second language,so sorry for the bad english.
So I started going to an art school a month ago to study game design, they focus on teaching Maya, and solely teach you Low poly. The teacher is terrible, there's only 2 hours per week "in school", and it's been 4 classes already and I studied simply nothing so far.
I feel scammed. In my country the tuition cost around 6k and what I get in return feels simply not enough. I don't even know how to insert an image plane properly.
I really need help, I'm so lost and unmotivated, the teacher makes Maya look so... Comment too long. Click here to view the full text.
>>517031 Yes. I figured already... It's not like a can't self teach myself, I did this before. But due to major life incidents I decided I want to go to college. I seriously doubt it's going to bring me anywhere. I need to rely on myself.
Also, is knowing how to Low poly and knowing this alone would be enough? Don't I need to know how to work with High poly as well?
It was pretty neat, but there's a few obvious fuckups. It really breaks the immersion. It wouldn't be bad if it wasn't really noticeable, but the errors and shit happen on things that are actually being focused on.
For example, in pic related.
Any time there's a car in the scene with a photomapped car, there's a huge difference in quality. You can argue that it's not going to be detailed as an actual photo, but not even the lighting or the materials are remotely similar and there's a huge disparity between the two.
There's... Comment too long. Click here to view the full text.
>>517092 Overall C-, looked like a proof of concept / rough draft, not a final render.
The "aged movie reel" effects (I forget the proper term for this suite of effects) was distracting, while the color balance and so on didn't actually match FILM (it likely matched photographs or lithographs or whatever though, which is a different medium from film).
The figures looked really weird moving around, the lighting on them didn't match the surroundings, the animation was just jerky in general, everything... Comment too long. Click here to view the full text.
question about game engines. i come from udk but i had a break from it for a year or two. i hear a lot that unity 5 is great but it is not truly a capable engine out of the box and it need plugins to make it functional. then there is unreal engine 4 but it has changed a lot since udk.
as a person who is mostly interested in level design, quick putting together prototypes and has no programming skills which engine would you guys reccomend? i make my models in blender so i want my engine to work with it without any major issues
btw do you know any good tips regarding level design?
Obviously if you are coming from a UDK background you should probably just stick with UE4. From what I understand it's mostly the same.
If you are working with Blender you may have some difficulty porting things into either engine. For UE4 for example, you can use FBX but you you have to be careful about how you go about exporting. This is not an issue with the engine, but with the FBX format being shit.
i own a maya 2011 non commercial license from my time as a student. Now i wanted to try the non commercial renderman and noticed it requires maya 2015. I looked at the pricing for the subscribtion model. im a hobbyist and cannot afford 185 Dollars a month. The licenses available are just edu and professional, nothing inbetween for the enthusiast... i do not want to use cracks etc. Is there a way to run maya 2015 past 30days trial?
Guys, I was wondering if anyone here has made a videogame? Specifically, an open world video game that allows you to interact with your environment, NPC's, and preferably other characters.
I was wondering how much this would cost to design something like a phone ap game that was an MMO, allowed you to congregate and chat with other players, and essentially interact with your environment? As of now, there really isn't any "quest" like content or story. The game I would like to make would be more of an interaction tool for game content and other players.... Comment too long. Click here to view the full text.
>>517441 Yes, it's gonna be expensive, due to the sheer amount of the project. Making a finish software is already a hard-tasking job. First - programmers side: For a 2d non-mmo game a single good programmer should be enough. Move on to 3d and with an available engine a single godtier or two good programmers should be enough to make a game like portal. Moving to a 3d mmo with a large open-world. Of course a single programmer could do it, but not in any reasonable time, you'd need more, you'd need(even if... Comment too long. Click here to view the full text.
>>517455 Cont. Second - graphical side. This is debatable and very variable, but I'd say an estimated cost for a game like Rose online, you know cartoony, artsy not very realistic and not very high-poly models(you said a mobile game). 3 modellers and 1 ui/concept artist. You know the prices here.
And finally a sound designer and a musician. You can buy the soundtrack from a producer/musician for a price, but you need a sound designer, usually 1.5-3 times the average wave of any country.
For the game you are describing, one or two good programmers could do it, but your description is not very thorough. Is there fighting, what is it, is it an rpg, fps, is it just a social game. Have you thought about servers, you need to rent servers, how many people would play it, your programmer needs to know how many people at any given time would play it, if he needs to build the infrastructure so that it's expandable, how much bytes for a packet, in what timeframe will the server recalculate.
I'm trying to create an architectural visualization of a building exterior with a glazed storefront, but I don't want to model the inside. Instead, I want to apply a material on the windows that will give the illusion of an interior. What settings would this material need to have to achieve such an effect?
Materials arent magic, how do you expect this to work? Just plaster in some images or billboards. You can put frosted glass in front if you need closer shots, that'll obscure the shitty interior a bit. But at that point you're better off just modelling it.
Hey, Unity3D/UE4 developer without art skills here. Often I commission 3D modelers when there're no assets on the internet to use or buy, however, I'm having trouble finding someone that can properly model a kid character that looks anatomically correct rather than an uncanny adult midget. Why it's so difficult? Most artists have a really good artistic background and can model a realistic adult/animal without flinching, but as soon as they have to model a prepubescent male/girl, you can already sense they really don't have an idea how their bodies work,... Comment too long. Click here to view the full text.
>>515909 You're part of the problem why artists suck so much with kid anatomy: Fear of being labeled as pedos. I'm sure Disney is full of pedos because of movie in pic related, look how realistic they wanted it, those sick fucks. Thanks society for making it so hard to do something that's supposed to be so simple and normal.
I'm thinking of biting the bullet and finally investing in a proper wacom tablet since I've wanted one since high school. What do you ZBrush folk recommend? Is $300 enough to get something not garbage?
What kind of graphics card does /3/ use for modelling?
I am currently using an AMD Radeon HD 6700 just because I haven't felt the need for anything else. However, now I am moving onto photo-realistic rendering so I'd like a card with a shit ton of cores so 3Ds Max doesn't spontaneously combust on me.
Probably not the most efficient method, but you can always run it through qapitrace or similar. Record a traceback, forward in the trace until the texture is visible, then use the texture browser to find it.
Might take a while though, there could be many many textures.
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