How do I unwrap this? I'm relatively new to the texturing part and I'm using this bedpost for my game, so it needs to be somewhat seamless and have a consistent pattern. When I unwrap a cylinder it comes out fine, but since this has triangles and pinch points will i have to texture a cylinder and make a new post from there? Or can I just vacuum seal the plain cylinder's texture around the bedpost?
>>497824 Seams are not a huge problem and having a few well placed ones can massively reduce reduce distortion and stretching and generally increasing the quality of the model. Just chop the top off of the bedpost.
Hard work, attention to detail, visually identifiable, something you can actually imagine existing same as if you were standing next to it observing every detail up close. Our brains know if something looks fake, so any design must be as sharp as the world we live in.
Who thought it was a smart idea to make the material editor so idiotic? Why is the option to add a texture to your material channels not readily available from the beginning?
Nevermind the fact you have to google where to find the material editor in the first place unless you want to click on every fucking button looking for it, versus any other 3D application where you will always find a clearly labeled menu related to materials and anything else, and some sort of right-click menu for adding a material directly to an object.
What's the fucking point of... Comment too long. Click here to view the full text.
>>497432 It's not clever at all, it's counter productive, especially to people learning the program. I don't want a material collection, I want it to not be organized idiotically. I have many years of experience with other 3D programs, materials are not foreign to me.
>>497433 Exactly. Blender is a mish-mash of mediocre coder's code, all with their own ideas of what they think is good from a programmers perspective instead of an artist's perspective.... Comment too long. Click here to view the full text.
I can't speak to the level of business or anything there, but I knew the guy that founded it (Legume) before he even had the idea for the site. He is a massive douchebag, and -hates- 3d being used for porn. He founded it because porn makes money, not because he personally supports it.
If he's still involved with it, you can expect an ambivalent attitude toward any problems you have or piracy of your stuff, just because of how he views 3d porn in general.
>>497371 >Is Renderorica any good? Yes, it is. Lali's Bits is popular for a reason and Davo is a god of monster rape props/creatures. A number of Renderosity/RDNA vendors also sell there although they might not use the same names.
>>497395 > I'm literally pulling things out of my ass, look
Why isn't this in Blender? I'm having a hard time setting up some lenses in LuxRender, and if it just scattered a couple dozen rays showing me their paths in the viewport, it'd make things so much easier.
>>496901 Uh, nobody argues that Max is intuitive either bruh. In fact, Max is generally considered to have one of the worst UIs of the industry. Maya is a lot better than Blender's though, current Maya that is.
I've found that Cinema has the easiest UI to learn, but is also the most lackluster application. Blender is kind of middle point. Maya and Max are somewhat harder just for the cheer amount of features and redundant menus it has and whatnot. Zbrush is a fucking mess though.
>>496168 >if you're not gonna use substance designer as your main renderer it won't do much for you
Understood, but this type of rendering is more for highpoly, with advanced reflections and stuff too intense/not applicable to typical game art/real time presentation, right? I THINK that rendering approach is used for a more "bells and whistles, kit n kaboodle plus the kitchen sink" type renders.
I love the level of detail height maps give my terrain. Is there any way I can use one in a character? For example, I'm recreating the Phantom of the Opera in real time, and for the pahtom's facial deformity, I need a pretty good level of detail to capture the effect of the mutation.
I don't want to use bump offset/normal mapping, since I want real height to this deformity, not the illusion of height. I don't like tesselation, it's GPU expensive since a model has to be subdivided.
I haven't looked into UE4's displacement mapping... Comment too long. Click here to view the full text.
What? He wants a high detail model and normal maps aren't strong enough. He should just fucking model the detail into the mesh if he thinks he has the budget for it. Using the heightmaps will have the exact same performance hit, but require much more work to get looking good on a moving, deformable mesh.
Hey guys, So i have to reconstruct a models face, any idea how? I'm using the tool kit in Maya 15 but I'm not sure if I doing it right. any one have a facial map for facial animation? whats the correct way of doing this?
So, I decided to make a /3/ server on discord where we can lounge around and chill/discuss anything 3dcg related. For those of you who don't know, Discord is a new chat client that is basically like IRC and Skype had a lovechild. It's pretty comfy. It works on browsers, windows and android. So far there are only 2 other people besides me there, which is alright considering I made the server 5 minutes ago. Hopefully it can grow. Anyone is free to join. You don't need to register, but if you want to claim a username you can do that. Here's a link to the room:... Comment too long. Click here to view the full text.
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