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Archived threads in /3/ - 3DCG - 35. page
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newfags can't coneforce
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I looked up a tutorial on line, hope this works
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Here we go
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>>517272
>implying

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What happened to 3d Buzz? I used to get training from them awhile back but I just checked their forums and it's dead.
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Too much paid content.
FIND OUT HOW BY SUBSCRIBING.
Here is one of our weekly free videos. "How to launch notepad on windows machines"
>>
>>517537
no, what happened was there wasnt enough CURRENT content and Zakk joined Epic (with all the other failures that work there, like a pea in a pod)
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>>517539
So they don't produce tutorials anymore?

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Ay
Some game ideas , pl0x ?
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>>
Here are my top 3 ideas:

1. Kill yourself after realising /3/ is not the appropriate place for this thread

2. Go to /vg/ and find /agdg/ so you can shit it up worse than it already is

3. Go back to /b/ and kill yourself slowly you fucking 'pl0x' using faggot
>>
>>516824
no bully pl0x
>>
>>516821
2d platformer with pixel graphics

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Wassup peeps,

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
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>rusty
were you any good then?
>>
merge the vertices that are close to each other. they are creating extra supporting loops around the creases because there are more than one vertices there.
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>>516310
i was decent, but i want to be better now.

>>516311
alright ill try that, thanks!

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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).

Can anyone help?
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READ THE STICKY
>>
>>517506
I did. What about? It doesn't have any solution to my problem.

Dont tell me to google, because I did, and not a single result explained my problem. The problem that 99% of the google searches have are import into zbrush, from maya/max/etc.

If you are going to point me to the sticky, point me to something useful in it.
>>
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what's the best 3d program to model and render relatively easy scenario? (i need it for interior design works, furniture of various materials in their context).

i need to find a good balance between an intuitive program and a performant one, a friend suggested me 3dmax studio, what's your opinion?

also, what's the best guide to learn basics of 3dmax?
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well you have fancy things like homestyler
but with 3dsmax you have more options and control but its obviously harder to use

take ur pick
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>>517499
what about rhyno, or maya?

i heard that they are program used a lot for models and renders, are they tougher than 3dmax?

also are there good tutorials/guide for 3dmax?

i have some very very basic knowing of alias, but not much
>>
>>517500
same thing. maya is more prone to animation

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I need some suggestions on what laptops can render vray pretty fast

like how do i go about finding one
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>rendering on laptop
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>rendering labtop
GO HOME RENDER GIRL
>>
wouldn't bother. pick a laptop for general usability and quality then spend the remaining money to build a tower to render over network or whatever

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pretty nice

for an under budget amateur PS1 game
>>
>>517407

For fucks' sake, apply yourself.

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an old pic from the archieve made with blender
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another
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another
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yet another made with blender

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How do fps games mantain the same fov on the weapon but change it in the environment?

Do they use two cameras, and if so, dosnt this screw up the effects coming out in the front of the weapon because of different fov?

per example one camera with 60fov and the weaopn one with 30 all the time, its screwing my effects coming out of the barrel (per example a trail from the barrel to an enemy)

Thanks! I've been wraping my head around this
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>>515822
>mantain the same fov on the weapon
it's clearly different, the effect is less pronounced because it's closer to the camera.
>>
>>515822
its a pretty good subject though. what degree of FOV is best for fps games ? MW3 in particular is a pretty good example.
>>
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.

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Have you seen this documentary /3/?

https://youtu.be/HL0RH3x7Zzo?t=7m

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.
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oh wow. computers are autistic
>>
>>512332

>0:70

meant 7:00
>>
>>512332
I used to own this on VHS! Thanks for the nostalgia

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Hey /3/, could use some help.

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...
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>>517141
Here's his explanation of how the shader works in UDK. I'm having trouble figuring out how he "overlays" the baked normals.
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>>517142
Here are the three textures he used for all of the rocks. I understand how the first two are mapped via world space, but can't figure out how the third one comes into play.
>>
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>>517143
I also don't understand how that one baked texture created all of these rocks.

I tried looking around for tutorials to cover this topic, but came up blank.

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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.

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>>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
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>>517276
I've never seen a studio that doesn't require an art test
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>>517279
well i've never done one and i've worked in a dozen small to medium sized studios. Not in america though

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Hi /3/

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.
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>>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.
>>
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>>516917
>>
OP here,

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...
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>>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...
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How to model this in Blender ?
I have roughly 300 hours in this program
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>>516835
No you don't
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>>516835
>>
>>516835
>300
what were you doing jacking off to your shitty models?

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Can we have a second life thread? Anybody here make shit?

This is literally my first time making anything.
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And a flag pole. Soon I will update it to dynamically show ads
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A comfy and practical chair that would fit nicely in anyone's loungeroom
>>
I'm sure there are a few lurkers making shameful amounts of money from rigged dicks but the SL train has come and gone.

Everything now is poorly ported from poser without properly reducing polycount.

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>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.
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I don't think that andrew price is visiting /3/
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>>517225
Who in their right mind would?
>>
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If you require any more than cycles, you should have moved on to something more professional than blender.

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First time posting here.

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?
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>>
Max / Zbrush for modelling
Maya for animation
Max / Maya for rendering.
You just gotta watch about 1000 tutorials and you're all good to go
>>
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come on dude. You're a big boy. You can't do 10 seconds worth of looking around? Despite the fact that almost every board has a sticky? You know, the first fucking post in the board?
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>>517208
haha shit dude, i couldn't find anything anywhere

>>517207
thanks man!

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Tips on UV wrapping buildings?

Here's a pic of a house im working on. Whats the best way/most efficent means of uv wrapping a building kind of like this?

I'm planning on hand panting the uv wrap after I get it all nice and clean/organized.
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>>
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
>>
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>>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...
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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.
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>>514028
https://www.youtube.com/watch?v=8N8dTpzC4A0
>>
>>514029
This is great. Thank you very much!
>>
https://www.youtube.com/watch?v=CjB3Ao1tNxs

a little bit more stylized

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when you take a break from zbrush to study 2D than you come back to zbrush and your skills are 20x better than when you left...

how?
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>>
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.
>>
>>517008
You train your eyes, you hand and your brain.
You use your eyes, your hand and your brain.

Simple questions;
does 3dsmax has somewhere hidden an option to enable normals arrows for faces.
And if not, WHY NOT?

thank you.
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>>
Use an edit normal modifier. Or convert to an editable mesh and tick show normal under polygon.
>>
It does have one. Somewhere.
Last time I used 3ds Max was years ago though.

It'll show the normal vectors as a colored line going outward from the plane.

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I saw a battle station thread on this board a while ago and I thought i'd start a new one. Show us how you live.
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sorry guys i found an active battlestation thread, there is no need to use this one.
>>
>>516993
>>516980
i-is that a monitor through the window?

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Anyone able to help me get those grids around my object like the picture in a right has ?
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>>
Display > Gouraud Shading (lines)
>>
>>516961
Thank you so much!
>>
>>516962
no prob bob !

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How much would it cost to have a keychain made in 3-D to 3-D print?
Probably going to have a name and phone number on it
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>>
https://www.shapeways.com/creator/keychain?li=nav
>>
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>>516853
Thank you anon
>>
>>516860
np brah

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Sites with free after effects plugins, intros etc etc

http://www.graphic4share.com/tags/Videohive/

http://gfxmafia.net/after-effects-project/

http://aebuster.com/

http://shareae.com/after-effects-project/openers/

basically looking for sites that rip everything from envato
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>>
Don't be such a cancer

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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
2 replies and 1 images submitted. Click here to view.
>>
I remember learning from this guy when I was starting out

https://www.youtube.com/watch?v=qPJHq1zWpC8

Most tutorials seem to be for Maya now. Poly modeling techniques are pretty standard just look for the equivalent tools in ur app.

https://www.youtube.com/playlist?list=PL_6ApchKwjN-BRCbJJd5bKjruR02Oa3lg

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anyone an oldschool openGL expert? specifically in java and using xml scenegraphs to create a 3d scene
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>>516640
maybe

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I want to put my skills to the test in blender and create something creative.

(A drawing would be helpful to make it more accurate)
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What is it you want?
Fishing for ideas?

http://www.turbosquid.com/Models-to-Make
>>
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>>516278
>create something creative
>tell me what to make?
Anon..
Make a penis.

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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?
4 replies and 1 images submitted. Click here to view.
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>>516204
http://www.slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting
>>
>>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...
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