[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]
4chanarchives logo
Archived threads in /3/ - 3DCG - 5. page
Images are sometimes not shown due to bandwidth/network issues. Refreshing the page usually helps.

Don't know if you guys can help (or if this is the right place to ask) but I am helping out a friend by taking screenshots of a DVD. I am just using VLC for this. Don't know much of this sort of thing. Thing is I am getting what seems to be inter-lacing lines on the movement frames.
Can this be stopped?
or is there a better program to use?

any help would be appreciated.

pic related (example of the snapshot)
8 replies and 1 images submitted. Click here to view.
are you sure its not just your shitty anime ?
sorry, this is the place were we make the 3d animations that are actually shipped with said DVDs. We CREATE the high-quality content you´re trying to pirate and rip-off, so i can safely say for sure that this is NOT the place to ask this question.
I am positive it is my anime. That is why I am doing it for him.

so where can I go.
I know I am risking you actually knowing something, but it is worth a try.

File: War_Axe1.png (688 KB, 1920x1080) Image search: [iqdb] [SauceNao] [Google]
688 KB,
Hey Everyone! made this today, was bored and streaming on twitch, will be for 2-3 more hours if anyone wants to watch
11 replies and 1 images submitted. Click here to view.
sorry but thats crap
A shit

Yeah... Do the texturing again.

File: WAP.jpg (76 KB, 1204x832) Image search: [iqdb] [SauceNao] [Google]
76 KB,
336 replies and 130 images submitted. Click here to view.
File: rabbitrender.jpg (29 KB, 902x555) Image search: [iqdb] [SauceNao] [Google]
29 KB, 902x555
i like making small animals, but sometimes its tricky to texture them
File: ザク.png (108 KB, 686x862) Image search: [iqdb] [SauceNao] [Google]
108 KB, 686x862
File: DreamSail_Ship.jpg (820 KB, 3623x909) Image search: [iqdb] [SauceNao] [Google]
820 KB, 3623x909
I've been working on this small airship

File: questions.jpg (33 KB, 428x281) Image search: [iqdb] [SauceNao] [Google]
33 KB,
Is anybody able to register for cgpeers? I can't even access the site unless I do it through TOR, but I always get an error when I try to make an account.
2 replies and 1 images submitted. Click here to view.
Retard.. Saged.

File: low_poly_tanks_WW2.jpg (104 KB, 640x480) Image search: [iqdb] [SauceNao] [Google]
104 KB,
Well, since the previous one appears to be pretty dead, I'm taling it upon myself to start a new QTDDTOT thread.

I just want to know if anyone has any decent guides/tips to modeling extremely low-poly stuff. I'm talking <1000 tris. Vehicles, buildings, etc...

Pic related, what I'm shooting for.
6 replies and 2 images submitted. Click here to view.
What is the general consensus on rhino3D?
I used Rhindo 3D for some time while making an architectural model and while working as an intern at a company that produces models of any kind. The program itself takes a while to get used to and to grasp its full capabilities, you really need to use it a lot, but in general it is a program that really eases the task of making models of any kind because of its tools. If you are looking for a comfortable way to make scale models and want to use it for work, you would probably go for rhino (or maybe autoCAD, but i cant give you any opinions on that). If you want to make animations of some sorts, you can forget rhino because it is (i think) not able to make any.

File: Blender.png (30 KB, 982x671) Image search: [iqdb] [SauceNao] [Google]
30 KB,
Does anyone know how to create a nice looking (but low poly and baked) ocean that I can import into Unity? I don't know how to make the material look good and, basically everything.
I'm pretty new to blender.
Also, the ocean kinda flows into a river and ends out in the ocean again, but it looks like the water melts through the island. How do I make it seem like the water is crashing or flowing?
6 replies and 1 images submitted. Click here to view.
>but it looks like the water melts through the island
yes. That's what happens when you just intersect a plane through geometry.

first you gotta into 3D, then use something better than blender.

come back when you have actually into 3D
Unlike these chucklefucks who have no idea how to answer your question but instead decided to shitpost. I'll provide some tips.

Texturing is vital for bodies of water, most 3d games with water uses an animated normal map to show water movement while others have some form of wave movement on the ocean model. If you looked at a river in Skyrim for example, you'd see that it's actually just a flat plane that has an animated texture on it.

For a blender animation, I'd just put a wave modifier on the middle of the island and adjust it so that it...
Comment too long. Click here to view the full text.

2 replies and 1 images submitted. Click here to view.
3 wise men in all fields

File: Screenshot (37).png (2 MB, 1366x768) Image search: [iqdb] [SauceNao] [Google]
Screenshot (37).png
2 MB,
Had some free time so I made this!
What do you guys think? The main goal was to achieve as good looking environment as I could. Used 3ds max to make the assets. I'm pretty sure there is a lot of things to improve, but I'm happy how the end result came out.
28 replies and 2 images submitted. Click here to view.
I like it. Fog, wind, all add to bring you into the environment. The large, defined shadows are nice, too.

What's your workflow like for the waving banners? Do you animate them in your program of choice and then import it all, as well as the textures?
I dig it
id improve some of the textures and weaken the fuck out of the wind.
Damn son, that looks amazing. Unfortunately I'm a scrub at 3DCG and can't offer any constructive criticism.
Hopefully I can do something like that some day.

File: LWorModo.jpg (159 KB, 1280x720) Image search: [iqdb] [SauceNao] [Google]
159 KB,
Between these two pieces of software, which should I switch to?

My goal is to do freelance CG work for a living. I learned on Maya and Mudbox, but fuck Autodesk. I own a legit copy of ZBrush and Photoshop already, and I would almost definitely do my texturing in Substance Painter, via their subscription-to-own thing. The price difference between Modo and Lightwave is small enough that it doesn't matter so much to me.

As I understand it, Lightwave is more stable than Modo. That's about the only real difference I know of that would apply to me, because of the reasons above.
11 replies and 1 images submitted. Click here to view.
software doesnt matter now post your work

Features and stability of software do matter. Now answer the question.

>inb4 you can't
all I know about modo as a novice cg guy is that friends who jumped to it for modelling said that other softwares can't really compare, it's so ahead its not even funny

If you start modeling today, what would you choose, and why?

Yes i've read the sticky more than once tho.

I'm looking foward to improve my skills in 3D , i already know Rhino which i can say is a complete piece of shit but hey it was the only think I learned in college (my teacher seemed to know less than me kek)

Here's why I don't like Rhino , I don't master de software but I feel like every step I do is destructive and if I need to ajust something later like a fillet or something I had do do it again instead of simply adjust its...
Comment too long. Click here to view the full text.
60 replies and 3 images submitted. Click here to view.
Max & Maya
They each have trial/student versions, just give them all a run for a week to see which one fits you.
Fuck if I know. I love each program so much. They have their strengths/weaknesses. Can't really stick to one, tbqh.

Max for modelling.
Maya for rigging/animation.
Cinema for vfx.

I'm proficient/experienced with all 3 and can't do without them.

File: Skylanders_07.jpg (703 KB, 641x1000) Image search: [iqdb] [SauceNao] [Google]
703 KB,
Hey guys, I recently finished painting over this render and wanted to share it. Will post the sculpts I made below.

16 replies and 3 images submitted. Click here to view.
File: Skylanders_02.jpg (2 MB, 2000x3118) Image search: [iqdb] [SauceNao] [Google]
2 MB, 2000x3118
File: Models_posed.jpg (1 MB, 1818x2027) Image search: [iqdb] [SauceNao] [Google]
1 MB, 1818x2027
good shit anon

File: image.jpg (23 KB, 264x220) Image search: [iqdb] [SauceNao] [Google]
23 KB,
In trying to do this for a friend.... And having issues, im trying to get the lion logo and the lettering from this shirt but my photoshop akills are not as good as i hoped.... Is anyone able to get this for me? I just need the logo and the lettering
4 replies and 2 images submitted. Click here to view.
sorry mate i cant ever so i recommend trying
>posting in /3/
File: lion who-hoo.jpg (713 KB, 1632x1224) Image search: [iqdb] [SauceNao] [Google]
lion who-hoo.jpg
713 KB, 1632x1224
Here, remove from this one. Also, you are a nigger.

File: Popiersie2.png (38 KB, 960x540) Image search: [iqdb] [SauceNao] [Google]
38 KB,
So, I have a question:

When making 3d models for sale (game/3d graphic assets), should all parts of the model be connected? By vertex or armature that is.

I'm modeling since few years, but I was always making single-mesh models. Now, If I was about to model a block with it's back lid unattached to the rest of the clock, should I just model two separate objects and leave it be, or should I connect them somehow, so the thing won't fall apart in physics engine for someone who will be using it? I'm suspecting that it all depends on the model's...
Comment too long. Click here to view the full text.
6 replies and 1 images submitted. Click here to view.
let the market decide. Le invisible hand
I caught a fellow student using stock models in a project he was supposed to have modeled. Upon inspection of suspect models, I discovered the mesh simply used combine. Using seperate poly mesh and display said model in front of student and class, please explain all these unecessary details that is inside these 3 car models hmmmmmmmmmmmm?
No, game objects can be made of many objects

For example think about characters in a game. The character will have a body mesh and objects representing clothing, armour, helmets gloves, weapons etc. These are all seperate meshes in one object

File: 3ds-max-badge-400px[1].jpg (17 KB, 400x400) Image search: [iqdb] [SauceNao] [Google]
17 KB,
Hello, /3/!
Is anyone out there using 3DS Max 2016?
Did you find any bugs with it?
I've had a problem with it, when I import a model, any model, and apply TurboSmooth with 3 iters, I get a "KERNEL_SECURITY_CHECK_FAILED" blue screen. It also stopped working for a whole week, and even corrupted Windows once.
5 replies and 1 images submitted. Click here to view.
My team and I use 2016 with Windows 7 and this has never happened
I've only experienced that in past versions, years ago, when it uses too much memory. Have you tried it on a 6 faced cube? Why not just use 2 iterations then add another turbosmooth on 1 iteration?
Differences between it and max 2013?
Does it work well with Z-brush?
Has some cool shaders and options for hardware accelerated render?

hey /3/ can we get some zbrush tips and tricks thread going of shit we learned from sculpting/tutorials. ill post few that i can think off and contribute more when i remember more.

1. Clay brush with the imbed modifier set to 0 works as a grate cavity/hole eraser/blender (does not destroy topology and detail like smooth brush)

2. clay tubes brush with the alpha 48 at low intensity is a good way to add texture to your model if its too smooth or lumpy

3. the nudge tool is good for moving detail around on your model

4. inflating between a cavity is...
Comment too long. Click here to view the full text.
15 replies and 5 images submitted. Click here to view.
Hard surface is a real bitch in zbrush. Is there a way to keep the cursor straight along an angle while using precision brushes such as pinch and damstandard?
you can click than hold shift and drag to create a straight line but i think there is even a modifier in the stroke manue that only lets you make straight lines
File: a73e8b410b[1].jpg (205 KB, 1198x893) Image search: [iqdb] [SauceNao] [Google]
205 KB, 1198x893
yes. just checked go to your stroke menus, turn on back track than turn on snaptotrack and chose line, when u click and drag it will create a line when ur happy with the line just drag ur mouse back and it will create a straight line on that perfect line, this works on all tools

Pages: [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20] [21] [22] [23] [24] [25] [26] [27] [28] [29] [30] [31] [32] [33] [34] [35] [36] [37] [38]
Pages: [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20] [21] [22] [23] [24] [25] [26] [27] [28] [29] [30] [31] [32] [33] [34] [35] [36] [37] [38]

[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.
If a post contains personal/copyrighted/illegal content you can contact me at wtabusse@gmail.com with that post and thread number and it will be removed as soon as possible.