I love /3/ and this community. I just started lurking recently but seems not a lot of y'all are active most of the time, so my questions is: Are there more places like this in the internet you guys also frequent. pic unrelated.
Hi guys. This is my last semester as a BFA at Calarts. Now i kind of fucked up. I ended up in the film/video department rather than the character animation dept. It wasnt a waste of time, and pixar still hires film majors (not just animation majors) but heres the deal - there is no basic maya classes at this time. I am planning on taking a zbrush/maya character creation class, a maya rigging class, and cinema 4d. My roomate upstairs says that in my case, cinema 4d would be redundant and not really help me get to pixar or learn maya. What do you guys think? Is it worth taking... Comment too long. Click here to view the full text.
I'd imagine it's a combination of a ton of different software in their workflow.
And at higher levels of the 3D industry, it ultimately comes down to whatever the pro is comfortable with. So realistically, it's really anyone's guess what specifically they use.
You'll probably want to look into the following though.
Zbrush A polymodeller: 3DS Max, or Maya will do fine Photoshop
And that's just to start. You'll probably want to start looking into rendering engines and shit like that later. And that doesn't even begin to cover additional shit like plugins that no doubt Nintendo uses.
Basically, its a fucking career. You're not going to learn Nintendo level skills for fun on the side.
I'm gonna try to be actually helpful instead of shitposting for once.
So say you started in Sculptris and you made a 5million poly scuplt of your waifu's boobs. With all the little bumps on the nipples and everything. But you need to put this shit in waifu simulator2k4.exe right so you need to bake that shit for like a good 20 minutes. First thing you do is you open up your Blender and and shove that shit in there, and make it all lowpoly reopo. I'd tell you how to do it but I'm not a cromagnon so I don't use that shit. Anyway now you got your... Comment too long. Click here to view the full text.
So I've painted some weights in Maya. When I smooth the mesh it usually normalizes the weights and screws everything up. So I lock the weights and smooth, which distributes the weights properly when smoothed. But when I export the mesh, it exports the unsmoothed lowpoly version. So when I delete the non-deformer history and export, it normalizes the weights again.
How do I get the smooth mesh exported with properly distributed not-normalized weights ?
So /3/ seems much more focused on gaming side of 3d creation. Anyone know where I can go to talk about and argue over different architectural/urban design based programs?
Like autodesk, sketchup, lumen, vray, etc etc etc
What I am facing right now is a good way to take complex large urban designs into a good real time renderer. Currently testing and playing with LumenRT. I have tried unity in the past but it didn't play well with sketchup.
I used lightup in sketchup for a while but it just wasn't giving me the quality I wanted for larger areas.... Comment too long. Click here to view the full text.
>>508244 setting up a dynamic system for this simple task would be like getting out a caterpillar to dig a 1 foot hole.
man the fuck up op. I've been in multiple classes about 5 years ago with someone who was animation director on a movie that won multiple oscars and he would never let anyone animate with physics on anything
Please just don't pirate it. A shame, really that it's so easily accessible. You can go to kat.cr and search Zbrush, click "age" to bring up the latest torrents, and find 4R7 with the P3 update, but I highly recommend you don't.
I want to lay the foundations for non problamatic work for the next few years, no need to interact with shady torrents etc. The market has shifted, money comes from ads so viruses aren't the issue anymore it's adware/ user data collection.
I'm thinking of buying Mudbox Perpetual license before the deadline. I'm not fully sure what will happen to Mudbox but if it does die in the coming storm will it be good to have it and not being stuck with zBrush?
To give an idea of use, i use zBrush to sculpt atm however my workflow consists of semi high detail base meshes to sculpted detail. So i'm not creating base meshes in zBrush to give it an advantage.
Still on the fence, will buy it if /3/ decides for sure with some good pro/ con info.
>>508216 Mudbox is absolutely dead. It's being merged into Maya with better features. I'm not sure why you would choose Mudbox, which hasn't been updated in over 2 years, over ZBrush which is miles ahead in features at this point.
You should be learning a concepting workflow in ZBrush where you work from dynamesh and the n project the details to a retopo afterwards, to not restrict your design until it's ready to be base-meshed fully.
Use zBrush for sculpting. It really is tons better and faster for that. However, zBrush isn't anywhere near as good as Mudbox when it comes to texture painting. That doesn't matter if you use Quixel or Substance Painter or something like that, so there's where your decision should be made. Figure out which 3d painting solution you like the best, and go that route.
Seriously though,... Comment too long. Click here to view the full text.
The easiest way would be to go into the VRay settings set the color threshold to something absurdly low (e.g. 0.0001 or lower) and up the max samples to 100. The result will be noise free, but will take ages to render.
The smart way is to render out the lighting and reflection passes to see what needs fixing. Noisy reflections = increase subdivs on the materials. Noisy shadows = increase subdivs on the lights.
Once you've done that you can try fiddling with the sample rate/color threshold values in your VRay settings to optimize render times.
>>508120 put portal lights in front of the windows so they let more light come in.
to reduce noise decrease the threshold and increase the max subdivisions in the "Antialiasing" tab in Vray settings. I used to go with 15 subdivs and 0.001 threshold, but the render times got too long and i started rendering in a larger resolution with 32 subdivs and 0.01 threshold and then scale the picture down so it looks less noisy.
your picture isn't that noisy tho, it looks fine to me
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