>>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.
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... Comment too long. Click here to view the full text.
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... Comment too long. Click here to view the full text.
>>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... Comment too long. Click here to view the full text.
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)?
>>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.
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.
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=studiocompiler Comment too long. Click here to view the full text.
>>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... Comment too long. Click here to view the full text.
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.
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.
>>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... Comment too long. Click here to view the full text.
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