I'm new to making games, and right now I'm trying to create animations in the Blender Action Editor that I can import into Unreal Engine 4.
I've searched around a lot on google, but I can't seem to find a tutorial on how to animate different parts of the body seperately, and then add them together in UE4. For example, a guy can either have his hands by his side, or hold a gun. But you don't want to create a walking animation for both the arms hanging down and holding the gun, you want to create an animations... Comment too long. Click here to view the full text.
>>536079 >Also, making each animation a file and exporting it to UE4 also seems to be a bit of a problem, I can't find anything about turning animations into their own files. If anyone know anything about this I would be even more grateful. Been awhile since I tried importing animations into UE4 from Blender but I remember having to make them into Actions in the NLA editor (so I could give them proper names like walk, jump etc).
Change the FBX export to animations and you'll see... Comment too long. Click here to view the full text.
>>536155 Yeah, I found out how to export everything, but not single animations. Seems like other people have trouble with that too, but I'll try with the muting.
>>536082 Weirdly enough, I can't seem to find anything in depth on this subject, neither in blender or UE4. I think I'll have to watch a video series where they create an entire character to get to that point. Google doesn't give any answer, not anything that I've found at least.
I was thinking into rendering a short movie in 4K, nothing but simple physics simulation. What's the best renderfarm there is in the internet ? Is a 1080 worth the price for rendering animations ? Does any of you own a render farm ?
/3/, what do you find yourself making when you just want to blow people's minds with how "skilled" you are? I have an assignment to simply make a high-poly model of something, and I'm just wondering what's something I could do that would basically scream "wow look at me, I made this hard to make thing and I'm amazing because of it" without it actually being that difficult to do.
Right now I'm thinking maybe a realistic bust of an old man head or something, but that's so boring. I'm still thinking.
A bust isn't impressive. make a full character sculpt. quality/balanced design is far more impressive than just sculpting. demonstrate your understanding of 3d forms. Sculpting fine detail on a bust doesn't do this.
Flowers are fairly easy but can look really classy and aren't done so often that everyone is familiar with how hard they are.
Insects and similar can work as well. A millipede is basically just one segment copy-and-pasted many times plus a head and arse. Plus most people don't really know exactly what they look like up close so you can get stuff a bit wrong.
In the meanwhile this shit is on Ebay germany's front page : http://www.ebay.de/cln/universal-arts/Computergrafik-Digital-Fine-Art-Prints-Originalgrafiken-limitiert/335031761013 I dont know if they are being serious or if its a really bad taste of art style but any way fuck them . your opinions? heres the direct youtube link : https://youtu.be/PN6Sr12RW6Q
Full disclosure: I am not nor do I want to be in the 3D modelling business. You're all serious, you all know what you're talking about, I get it. I have my own things too. 3D art is just stress relief for me. Bring on the love.
I've thought about doing a 3D Sonichu animation, or better yet, a 3D Sonichu-like animation which does not infringe copyright. It could be a way to sharpen up my animation skills, much like the whole Ratboy Genius thing. (No, I am not aiming for realism or "high-quality geometry".)
Chris didn't respond to my... Comment too long. Click here to view the full text.
Alright you little faggot, that's not helpful feedback, but I'll take it as feedback anyways. Yes, it's an autistic fucking model. I quite literally traced the head from one of Chris's drawings, AND I did the proportions of the body to closely match the proportions most frequently drawn of Sonichu. I realize that it makes the character look like a flabby middle-aged man in a fursuit, but isn't that what we love about Sonichu?
So thanks for the feedback, but what I really want to know... Comment too long. Click here to view the full text.
just think about it. 3dcg was in the early stages especially for games. just adding bumps or details wouldnt work on those low poly assets. to not make it look so bland they choose noise for better recognition and more detail. also yes. its kind of a style question too.
It's because the mesh has a sharp edge bu the normals along that edge are smoothed, and you have very few faces so the normal shading is averaging over the entirety of the face adjacent to the smoothed edge. Or at least that's usually the case with this type of shading.
10,000 hour rule if you have 6 years to flounder then try everything at least once. once you know what's what then pick something you find fun because youll be doing it every day. the only think that will get you into the industry easily is if you take that skill you made with 10000 rule and turn it into an art. or just know someone because in this industry you'll be working contract to contract so making reputable connections is a must if you aren't the best >stable oh, go work at Walmart because it's go big or go home
Unless you're ridiculously good in 3d animation, I'd recommend spending the next 6 years just building your portfolio. Animation is more about what you can do, vs what you know. People are going to want to see your portfolio+demo reel over everything else. Your degree is just icing on the cake. Getting a CS degree will help with scripts/game dev/whatever if you want, but that's really up to you.
Also, if you wanted a stable job, you picked one of the worst industries for it.
>>532952 if you are 3d animator I'd reallyy recomend looking into Street Fighter IV and V character animations and how they move, I have never seen such detail in animations almost in any game. just slow down videos and look how characters move, every one of them has theyr own characteristics etc, I really don't know why people are not using that game as refrence to character animation
Why 3d modeling seems to be so hard for me? I mean, I really wanna get into some serious projects, but after 2 hrs modeling, I just get incredibly frustrated by my mistakes, my model doesn't look how it should, and I dump it, and repeat the loop, what do I do? I love game models creation but modeling really kills it, why is that? I use 3ds max and I know it pretty well, I also studied a lot, modeling techniques and shit, still feels like im at the starting point >pic unrelated, shotgun I wanted to make
You can't expect to model really realistic stuff outright if you're just starting, if that were the case anyone could do a couple of months of modelling classes and join the AAA industry, start small, make mistakes, that's how you learn anything. You'll get there eventually
I don't understand really well about this Back light concept,from the 3 points light. I mean its supose to "cut" the person from the image, but in my vision the back light its just a light behind the character, i do not see the difference with or without the back light...
can you guys help me or give me tips about this light, and how does this work??
>>537113 It's kinda silly imo too and I was never a huge fan of it but just think of it the way it's called as "rim lighting". You set up your light sources so that the falloff illuminates the edges of your object/subject. It's supposed to give more definition, making it easier to focus on.
Not sure who out there is having so much trouble focusing of what is dead-on front and center but whatever.
What is the best way to model clothes for a video game character for a RPG type, (where you are supposed to change your attire)?
How is the mesh supposed to be?
Do you make a naked body, and "dress" it with clothes over (layering the meshes) or do you separate parts (say a head, a torso, and legs) and remove the naked "torso" mesh to replace with a T-shirt mesh for example?
>>534904 You model the mesh naked with loops in tactical locations, then you have different versions of your naked mesh for different clothes. Like say a head and arms only upper body for wearing a T-shirt, head and hands only version wearing a sweater, and so on and so forth.
>>537229 The same as it comes in, its obj/stl/STEP, they are all included. I looked up some company on the internet who prints 3D by the hour, so I just want to send them the modified nameplate and get it printed.
Topology! I'm learning it for the first time and I just dont really know where to start! Thinking so far ahead to rigging to animation I just dont know either very well so its like how do I get this down right the first time so I dont find out down the road I fucked it all up?
This model here, this bowser one I want to rig it but Im not sure if I should make the shell separate should I put him in a t pose before rigging? Should I make it all one group? So many questions I just dont know... could you guys give me some advice?
>>535212 I would just like to get things right the first time, I would like to experiment but Im trying to become a one man army and do every step of the production process! So sadly time is crucial to me right now I can't afford too much experimenting.
>>535213 impossible. experiment, figure out what works and what doesn't. then, when you're done breaking your back to get that shit working right after your first attempt and doing it, you're going to sit back in your chair and go "i can't use this"
then you do it over again and it will always be better. you will not ever ever do something "right" the first time
better get started now, this is all time consuming.
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