I'm currently modeling a human body on maya just to have a base model for any animation i might need, the thing is im having some problems with the shoulder, as you can see on the top image, which is the raw mesh, and the lower image the smoothed one, it creates a circle around those vertices. Is it because i merged it? should i use something else for connecting points?
Not new in 3d, but i stopped for 3 years and i'm quite rusty
I can't seem to fix this goddam problem and its frustrating me so badly.
Whenever I try to export from Zbrush, the model is automatically smoothed. Right image is the original in Zbrush, Left image is the somehow magically auto-smoothed model. This is specifically for OBJ exports. When I export anything else, it usually works fine. I can only export in OBJ for my task sadly (its retarded, I know).
You have a camera/layer that only renders the gun so you can maintain same FOV on the gun if you want and it prevents the gun from clipping through the world geometry since its on its own rendering layer.
Its a documentary about computer animation both 2d and 3d, but mostly 3d, from 1988. Its definitely worth a watch if you are not familiar with old outdated technology and tools and where the 3d industry is coming from.
The process they went through to model and animate that guy at 0:70 seems totally ridiculous.
I'm working on a project that's going to have a stylized, rocky environment. I was looking around when I came across pic related and realized it was exactly what I wanted to accomplish. The guy has a bunch of info on his website how he accomplished it, but I'm having trouble wrapping my head around it. Here's how I think he did it.
>sculpt rock >bake high-res rocks' normals to low-res rocks >apply hand-painted texture via... Comment too long. Click here to view the full text.
An interesting conversation happened over on /v/ here: >>>/v/332409292. I was wondering if some kind anons could shine some light on the situation. It was my understanding that all companies looking to hire 3D or concept artists send out art tests. However...
>>>/v/332411695 >You're a retard and a sucker. >Art tests aren't neccessary. The client looks at your portfolio and makes a decision. To hire you or not. Comment too long. Click here to view the full text.
>>517271 While technically this anon is right, some "respectable" companies will do it anyways. Many of my friend have been scammed by Gameloft into working for free, and imho no one should accept such tests. If the test is paid then it's a different story. But if it's not, it's a red flag. Bottom line = don't work for free
I work for a jewelry company and 3D print custom jobs (rings, pendants, ect) on a 3d resin printer from the company Envisiontec using a material called pic100. This stuff is great and casts really well, and the printer can get down to 25 microns of accuracy.
I want to print my own designs but can't at work. NOWHERE else seems to have this printer/material. I tried contacting the company but they are shit to deal with.
tldr; is there a service any of you know about that 3d prints your design in this material and resolution and ships it to your door.
>>516849 (OP) tried googling for online service bureaus to do this for you? If you want another jeweller to output it for you specific software forums of jewellers could help you with that.
I'm surprise you can't print it at work..I do that all the time, the grower allows you to fit as many designs in the print area lol, hide it between other jobs, I mean not that I even need to do that, but if you are trying to do your side business from work, yeah big no-no.
Thanks, I'll try out some forums. My boss who is also owner is actually crazy... Old and certainly has dementia. He sees everything as potential theft and i'd never dream of printing at work, since someone else tried and lets just say that ended badly. And I'd love to have a side business but of course it would be done exclusively on the side. The fact is that even huge companies don't pay very much relatively speaking. I'm not in poverty... Comment too long. Click here to view the full text.
>>516917 >>516938 Sounds like we have the same boss LOL! My boss loves throwing around "I'll sue..so-and-so.." as veil threats.
cads draftsman anywhere doesn't really get a decent pay past entry level, unless you've been doing it a long time with an impressive portfolio. with the new wax growers coming out cheap, you can buy one yourself instead if you are really serious about it - spend under 4k at least. but the industry is weird has its ups... Comment too long. Click here to view the full text.
>Download Andrew Price's pro lighting skies demo >HDRIs are at the exact horizon >Only work for Cycles >Literally cannot use them in any other renderer
Seriously who would do such a thing like this? Why would you only allow your customers to use them for only one renderer? The idea of having an addon with all these HDRIs is great and all, but what he's doing with it is fucking retarded.
Been thinking about experimenting with animated movies. I want to learn the process and try it out to see how it is, but i have no idea what type of programs i should learn or really anything. Can't find muh online about it either, other than gaming engines and modelling software. Anyone know of some good resources on learning this stuff, and what types of software i should look into?
if the house is symmetrical or have even pisces make a seam crossing it all in the middle, then unwrap obviously everything else is gonna give you trouble, especially the windows then start to unwrap those individually and slowly arrange them. if you are not experienced with unwrapping it might a while
>>517204 I personally unwrap the main structure into a single texture sheet, and then I unwrap things like the trims into a second texture sheet. I do it this way so that I can have unique detail on every pixel, it may not be the best way because I sacrificed extra resolution for that detail, but the detail is important enough to me that I'm willing to make the trade-off. Your use case may vary. A lot of modern games use tiling textures with splat maps over them for individual detail. It's just a matter of the methodology... Comment too long. Click here to view the full text.
Hi /3/, I was wondering what are some good tutorials to follow for low poly character moedeling like pic related (I did read the sticky). I want to know if there are some videos or books I can look up so I (and others) can practice and get better.
Because sculpting on a tablet is inherently very similar to drawing. Because learning 2D will generally improve your sense of design, proportions, etc... Because doing anything art related at all will help you grow and improve all aspects of your art.
I really don't understand artists who refuse to learn certain things, in particular 2D artists who wont learn modelling in maya or max. You should be learning everything you can about everything you can if you hope to be successful. There is no downside.
i'm doing a level 3 it course and a part of it is about animation and 3D modeling i'm using 3Ds max and i have some knowledge into 3Ds Max (not much though) however i want to create character models but i don't know how to start with them does anyone know any good tutorials? it's the 2016 version of 3Ds Max
What's the deal with gamma correction? It makes sense that doing linear math with non-linear assets produces wrong results, but what is the correct way to prevent this? For instance, should textures be non-linear, and converted to linear during rendition, or should textures be converted to linear beforehand and thus look dark in an editor? Does the former approach preserve more resolution?
>>516204 Resolution has nothing to do with color-space... The answer is, let your software do gamma correction on the textures into linear space at render-time if it has the option to, like Maya does. Otherwise do it yourself.
Textures should be stored non-linear, at least if they're 8 bits per channel. Storing color-data in linear at an 8-bits-per-channel resolution will result in terrible banding. Storing textures in linear (even when using 16 bpc or more) is also somewhat impractical unless you know everyone in your team has an image viewer/editor that reads & respects the color-profile from the texture and then displays it correctly.
If you need to do any kind of math on your colors (i.e. do anything with them other than just copying them from A to B) you should linearize them... Comment too long. Click here to view the full text.
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