Although I have made some guns and guitars in the past, I can't seem to model a car yet. I guess i just can't control all 3 dimensions at the same time. I start from the side and when time comes to front/back, i realize everything is misplaced. Maybe I set the blueprint wrong.
Any tips on modeling cars? Do I make doors, bumpers and hood separately or all in one mesh? Where can I get a scene with a blueprint set up correctly to practice? What are the "easiest" cars to model (in terms of body shape)?
>>516076 Ignore all the creases in the beginning, model your car as if it had no doors, no separate bumpers, etc Then cut your mesh when you're satisfied with the curvature Treat the outer glass shell of the lights as body parts, too. Compare your model not only to the blueprint, but also to reference photos, all the time.
get pcsx emulator and iso of game with desired look from rom hustler or emuparadise and run the game with wre frame setting to see- well, the models in wire frame. also, a lot of psx games used segmented body parts so they didn't have to deal with shape crush corrections when limbs were bent. but i would forgo that and just stick to simple meshes and textures.
>>516600 Modelling should be the 2016 equivalent of Polygons + something else from earlier versions
PersonallIy I'm using 2014, I suggest 2015 however instead of 2016, since the UI is very different (which can confuse people new to it, comparing it to tutorials and videos using older versions)
2016 basically fucked the UI up, and it does take a few extra seconds for me to do stuff in there when I try to use it after using 2014 this entire time, and I don't think there are many on /3/ using 2016 specifically
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How can I get two particle systems to attract particles from their same system and repel particles from the other system? I tried using charge and a negative field weight for charge, but that just causes the force to cease.
>>516432 I'd prefer not to use boids, this is just to test a physics concept. How easy would it be to modify Blender by myself to make a new particle forcefield that's like charge but with reversed effect?
>>515746 depends, it can be a pain in the ass depending on the level your employer expects you to be good at, but not uncommon either, plenty of people have switched softs or use several on daily basis, so no reason you can't do it as well. If you're an animator it's easy mode If you're a rigger i hope you love tutorials
The old QTDDTOT thread hit post limit. Starting a new one. Post all the questions you dont want to start a thread for in here.
I'll go first.
How do you open a multi-layer EXR image in photoshop? I've installed the Open EXR plugin, and all I get is a black frame when I import. With and without the plugin. I've tried searching around forums and such, but I haven't found any concrete answers apart from "huh that's weird, works for me!" type shit. Any help?
Which production companies out there do animu or 2D style cg pretty well? In Japan I know there's Sanzigen, Studio Anima, and Kamikaze Douga, interested if there are any western houses that have done some interesting things with the medium.
How do i blow out my specular on purpose in Maya without having to do it in post? Like for a toon shader? See pic on how it looks vs how i want it. I want to make a toon specular material and then use a mask to put it on the shiny areas like the nose.
I thought maybe i could take the color output from a black material with specular, stick it through a multidivide node with a high value and then feed that in to another material, but i just get black with no specular:(. Any help would be great <3.
Im new to 3d modeling and since i'm more of a math oriented person i want to specify exactly where the points are going, i know how to go into editing a shape, but is there a way to just select a vertex and enter xyz coordinates?
Anyone knows how the hell I can make this work? I need the 'file' that puts all the textures in the right place. I tried "Render to texture" and when I tried to apply the texture to the 3d model , it was basicaly just a picture that kept looping on the object
>Learned 3D modelling in a multiple year course in high-school a long while back >Finally want to do something with what I learned then >Slowly find out that the teacher was absolute shit and taught us to use some of the worst habits for modelling >Taught us with 3DS Max >Trying to model is a fucking nightmare >Decide to try Blender >It's like a whole other... Comment too long. Click here to view the full text.
I've been building my business, trying to be self-employed, and I just got a 3D printer. I've had my eye on this model for quite a while now, and wanted to test my printer's capabilities, but it turns out this website has a download restriction that makes it more or less inaccessible.
Does anybody have a 3D Cad Browser account that could nab this model of a shadowcat from the Mechwarrior series for me? This is the exact model I want, the one from the fourth game, and this is the only place I've been able to find it. If possible, I'd like it in... Comment too long. Click here to view the full text.
worth going there if you are serious about the industry?
heard a lot of good things about it and heard some bad saying "not worth the money" but compared to other schools its pretty cheep. like in NYC SVA (art school) its like 65k per semester while gnomon is like 20k
>worth going there if you are serious about the industry? >the industry
Which industry mate? If you're "serial" you need to put shitloads of time in - years - and it wont matter if you go to school or not. Similar to how Quentin Tarantino didnt go to film school but look where he is now - he loves film so he mad it work ...somehow. With 3d its even easier because all the equipment is on the computer...
>>516270 its worth, basicly a 2 or 3 year bootcamp for the industry. obv you can learn this shit on your own it will take longer and it might be hard to know how to work at production speed. gnomon sorta forces you to be good and efficent because of how insane the program is.
having a job while going to gnomon will significantly affect your work negatively. its almost impossible to do have a job and go there.
your life will be gnomon and nothing else for 2-3 years, but when you get out you will be a badass. i always... Comment too long. Click here to view the full text.
Hello, totally new into 3d here. I'm using 3dsmax and substance painter. I want to create a normal map for a mesh using the two of these programs. I don't want to do it with zbrush or inside max with progection. I want to do it in substance painter.
Here's is my workflow: I unwrap uvw the low poly mesh and extract as an fbx. Then I apply to the same mesh a turbosmooth (I've got supporting loops etc, it is a same mesh but with a turbosmooth) and uvw unwrap it and save that as an fbx as well.
Then I go to substance paint, load the low res and... Comment too long. Click here to view the full text.
>>513743 Do you use a cage? Do you have the right settings? What exactly looks off? Show pictures in SP and in Max. Also settings. Why not bake in Max? I use Substance Designer to bake because i work in C4d and its native baking tools are shit. No problems importing all kind of normal maps into C4d. Whats your excuse for not using Max baking tools?
I want to understand normal maps. Simple question, look at pic related: Can I turn object (A) to project (B) without increasing polycount by using projection and cage? It is the shame sphere only that the (B) sphere has Turbosmooth applied.
And i agree, animating in Max is horse shit. But what are you gona do, not apply for the job because you can't use their software? ask them If they'll buy Maya instead? >>516286 That is a completely useless comment.
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