if I get gud will I be able to make a living as a 3d modeler or should I just shoot myself and get it over with?
>>521679
just kys
Kys.
>>521679
realistically, it's going to take you a few years to do anything decent. Unless you eat, sleep, and shit 3d everyday. The only way to progress is to practice but even then, who knows how well you'll have done. Depends on what you want to get out of it too. Depends on what programs you intend to use.
Idk, you should probably just kys though
Rate my sweet eye I've just made. Isn't it cool? It was so damn easy.
Its not in VR 3d so why would we care?
its shit
>>521445
It's too reflective and blurry.
Hey all
I'm new and have been trying to get this model + two materials into Unreal. I'v been using the tiling/offset tools in the coordinate section of the material editor to adjust the textures.
I run into problems when I try to bake the textures, it always flattens the textures and makes them look bad (and the bake doesn't work).
In all the tutorials I can find they always unwrap the textures, but this seems like a waste of time when I can get just the same results with the tiling tools.
Is there a way to bake textures that have...
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>>521859
use substance
>>521860
Just tried this but the texture quality is still downgrading after baking
Someone here might remember about a year or two back a series of posts I made here about doing toon shading in Cycles. Of course, it never went anywhere and the end result was pretty ugly, but for anyone who may care and not know themselves already, I figured out a much better, simpler way to do it. I don't know if this is well known or not, or a recent addition, but I figured I'd post it because it's news to me and I had to figure it out myself(and because a quick Google search shows nothing better than what was there last time).
This is just a demo to...
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Again, the face is the only mesh I've set up with this shader, but here's a quick attempt at some colors you might actually use to demonstrate how you'd apply it. I just color picked the skin color from its arm and used a self-multiplied color for the shadow.
Another thing to note is that the closest thing to directional light in Cycles is a sun light, but if you try to use a Sun light as the object for the Texture Coordinate node, its rotation will affect the value which is something I don't think you want. I haven't tested much but it's...
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>>520478
Ah, sorry, I'm an idiot. Parenting an empty to the light would still result in the rotation affecting the calculation. The issue here is that whatever object you use in the Texture Coordinates node should only be used for its position, and from what little testing I've done it looks like if the object is rotated then it affects the position value received by the node(so, just consider it to be the position of the light, assume the light points at the mesh, and don't rotate it). If you wanted to auto-sync...
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Spent a couple of minutes and came up with this. Really, really fucking easy. Kind of makes me mad that this isn't a default shader/feature in Cycles, but I guess it's not part of the roadmap, eh.
This is replacing the Emission node with AO nodes and cutting out the Light Path node. The scene's AO distance is set to 0, there's(black) AO shading setting it above that.
Hope all this helps somebody.
How does one go about hiring a freelancer to model and texture a couple cartoonish and very low poly characters and objects without it costing a fortune (for a small mobile game that might end up being sold, but will probably just be released for free)?
(by without it costing a fortune I mean like $100 for two or three cute low poly anime girl and like three kinds of blocks that can be used as tiles to build the world out of)
>>521751
Character models take a while to make, even if they're low poly. They also require a baseline of skill not to look like shit. Good low-poly textures can also take a surprising amount of time to create. You're probably looking at a solid 5-6 hours of work to create a single character model for someone who's experienced, more for someone who's not. Swapping palettes and hairstyles can add a couple hours, having unique models for each character can easily double your workload.
Low-poly blocks, by comparison, aren't that hard to make (but if you want them to tile and look good, do count a couple hours for each.)
No respectable 3D artist will work for free. No respectable 3D artist will work a job that effectively pays them under minimum wage. If you want a dedicated artist who will work for free, make it a hobby project, expect to work with a student who will probably suck (if you get anyone), and offer to share the revenue if you end up selling.
If you really do want to try to get an artist for $100, my advice would be to hire a modeler to do the stuff you can't, then have your team finish up. If you have no one that can do characters, then hire someone to model you a waifu, do three hair variations, and unwrap/texture face and everything skin. Then do the rest of the work yourself, since I'm assuming you possess some art skills and are not planning to develop a game on a $100 art budget.
Simple question:
I use 3dsmax and I have a closed editable poly model and one of the faces has its normals fliped inside. I CAN'T SELECT IT cause the object is fucking closed.
There must be a shortcut without using tedious modifiers. Shift+click? No. Shift+Ctl+Alt+W+B+click.
C'mon what is the shortcut?
> I CAN'T SELECT IT cause the object is fucking closed.
You CAN select backfaces of polys in max. Are you sure thats the issue ?
>>521033
Do I have to disable occlusion culling to do so?
>>521036
you mean backface culling ? if its automatically on just disable it
Found it on VK, its got texture, videos, .blend files etc. Posting in a reply since it thinks the link is a spam.
https:///blenderlessons?q=architecture%20academy
Add vk.com between the // and /
Add m.vk.com ****** sorry
https://vk[DOT]CUM/wall-40274728_9926
https://www.youtube.com/watch?v=v9MT8h_Tb9k
your work is balls
>>521755
Бpaвo.
Gentlemen, Let's make some TF2 Items.
Basically, New community project is up and called "MAYANN Project' and i'll quickly explain how to create concepts and maybe make weapons.
You'll need the following items installed or downloaded.
>MDL Decompiler Fixed
http://steam.gamebanana.com/tools/5083
>GCFScape
http://nemesis.thewavelength.net/?p=26
>Studio Compiler
http://www.chaosincarnate.net/cannonfodder/cftools.php?program=studiocompilerComment too long. Click here to view the full text.
>>518446
After this you'll get a SMD File and now you've gotta import that file into 3D Max.
After importing you'll get an option to import animations and the mesh and flip it.
>Animations = Bones
>Mesh = Model
Ignore animations as we want it for concepting and then flip it, if its not the correct side up if you've clicked flip then don't click flip and reimport.
Once it's open then hit Printscreen on the front.
Open...
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>>518447
If you can't read that because your dyslexic then watch this video, it's older video but it should the bulk of how to extract and even compile.
https://www.youtube.com/watch?v=TTY0U8UL8Ts
However somethings may be incorrect, broken or out of date.
Also, As for Photoshop if you don't have a bamboo tablet then just use your mouse to draw.
It's a little harder but its fun!?
If you've got any questions, i'll be on here
https://facepunch.com/showthread.php?t=1513155&p=50062247&viewfull=1#post50062247
OR
https://facepunch.com/showthread.php?t=1494123&page=91
Just ask them there and I'll answer them.
Also, If you want some reference and such for items along with brush packs and such.
https://dl.dropboxusercontent.com/u/8581927/Mod%20Releases/TF2%20Resource%20Pack.zip
>>518446
Just an update.
Another good Decompiler is called Crowbar.
>http://steamcommunity.com/groups/CrowbarTool
Another Tut.
>https://www.youtube.com/watch?v=pNGm0C4yxR8
What can I improve on in this scene?
>>520686
Tone the glow the fuck down
We're not on a boat, I'm getting dizzy just looking at it
No composition , pose is meh
Flat lighting everywhere, no shadows
>>520688
There is a direct shadow pointing to the left of the image. you can see shadow on his chest and on the pathway behind him.
>>520686
Lose them BS proportions currently they are blizzard-tier. Enhance the design by making him look more like a warrior and less like an homoerotic laser-disco mecha by removing all the glowing crystals.
Instead provide his helmet with slits so he can do useful combat tasks like for example see things and breathe.
Lose the nuclear lolipop typ device and give him a dangerous looking weapon like a sharp axe of a size that make it look actually usefull as a weapon.
Isolate him from the background and improve...
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I know it looks like pure fucking horseshit to you more experienced people, but I was just wondering how i remove all the noise. More render samples? or is there a better way?
Done in blender btw.
SMOOTHING
GROUPS
...i don't know what they're called in blender
>>521635
increase ray bounces, samples
Thanks, appreciated!
What program do you use for viewing your BVH mocap files?
Every one i've tried kind of sucks, like no support for quickly browsing through tons of files in one directory.
lel
Anyone?
>>520952
Pixar doesn't use mocap.
Hi chan. What is this for? What is the purpose of Adobe Fuse? What it can do, what for is the good idea to choose Fuse for what exactly is this all? Is that somehow related (or compatible) with Unity or Unreal Engine? Or Cinema 4D or Blender or what? Thank you.
>>519909
It used to be Mixamo fuse. Its just a set of premade characters that you can use sliders to customize. You can also import ur own character and use the programs autorigging software which is great if you cant rig. Adobe has fucked it up a bit now with the cloud bullshit. If you can make ur own characters and rig it's not really worthwhile.
Aey
>>519909
Use DAZ Studio instead, it's free and there is a huge market for figures and other models - or simply create your own when you are not a total fegget
Can someone share them?
my penis tho
>>520996
Sure, they are available on his patreon.
>>521004
Not OP but back when I supported him, his downloading methods were a fucking mess. I had to dig through a bunch of fucking emails and a poorly formatted content blog to find passwords to get through like 3 layers of security. Plus he changes the way you do it like every other month. That guy really needs to get his shit together. There's plenty of ways to set up a secure enough file depot. Going through all that when there's literally nothing stopping me from just unpacking and re-packing all of his models...
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Show me your models
>>518726
>no texture
you fucking primitive
>>519159
HA!
It's funny because it IS a primitive!