>>522760 Scrolling texture + post effects. Use any 3D content application and use their built in post effect filters if present. Alternatively use a program such as combustion, after effects or similar, or a combination of the two.
>>522880 If you need a DCC for modelling and game dev/ modding i would advice to not use C4d. Maya, Max, Modo, Blender are better tools for that. Register at Cgpersia.com (this might take a while since they don't allow registering everyday). But you'll get every available cracked 3d tool/plugin there.
>>521834 I've been trying to export to maya, and I tried, everything. The only way that worked for me was exporting to Cinema4d and then exporting again as an .fbx file. But you have to make up for the different ways programs read the project units. There's a lot of clipping with cameras that you have to adjust.
>>521834 I couldn't tell, as I've never used nuke, but if you're trying to make 3d VFX then yeah I guess, as AE is not for 3d heavy scenes, only for basic stuff. I mean, exporting to c4d and saving as a fbx is not exactly a huge workaround.
>>522569 1. Your work is shit and you get butt hurt when told so 2. This is a blue board 3.SFM has had decent threads, you are just a retard. 4. This place is fine once you get past the trolls 5. so shut the fuck up and get off this website because 4 chan is +18
1. fucking with other peoples models is something anyone can do, so there is no point in asking critique or opinion about it
2.porn is just pandering, and everyone knows that. so if you make porn or have half naked animu girls as part of your art it only means you can't produce quality art without it or too scared what others may say
>>522497 .png's are compressed, .tga's are usually not. What with how weak consoles are you don't wan't to be wasting precious processing power decompressing .png files when you could be reading some .tga raw.
pic related I have modeled this for a game now, but cant texture for shit, I have made the UV maps tho. In the pic related theres a screenshot I used as reference. How do I make these scratches for example ? and make it look realistic ?
I'm looking for a career change. I'm a cinematographer. Award winning, better than many. But I am anti-social as fuck. I can't network to save my life, literally.
I was looking at 3D animation for a while. I've noticed 3D animation jobs tend to have clients come to you, rather than the other way around. I also wanted to do something design oriented. As a result, I was thinking about doing jewelry design. I used to do this a while ago for fun as prop preparations. I figured if I learned how to do... Comment too long. Click here to view the full text.
If you want to see if you like jewellery start by making wax then attach a feeder and cup then make a plaster cylinder around that and you can pour liquid silver in that. Then just melt it and start another one to save money. Way cheaper than any other way to do it. Can even make your own centrifuge if you want
I've been an on-again-off-again user in the 3d world, dating way back to 3ds max 6. By no means am I any good. I've just been messing with modeling for years with no real commitment, which has slowly been changing this year. I recently stumbled across Modo, but since I'm not really part of any 3d communities, I'm curious what the general take on Modo is. I saw some pretty neat stuff with it, but people have been making miracles with even the crummiest of software and making it look easy.
Any users out there? What do you think? Would... Comment too long. Click here to view the full text.
>>522400 I went from Photoshop to substance designer. Texturing in photoshop feels archaic in comparison. >Not being able to see what you're working on as you make chamges across the albedo, metallic, roughness, normal, and emissive maps.
But Mari is >Industry standard right? And was expensive as hell for years. Can I use Mari to texture game props, characters etc?
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