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Archived threads in /3/ - 3DCG - 2. page
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Hello /3/.
I'm looking for help with 3d models and animations .
I'm new with 3D modeling , and I still dont know many things about it. The biggest question that keep bugging me , is it worth it to Rig models , or it's better to animate with your model bones . I'm asking this , because I'm working alone with games graphics , like the model in the file , and I try to save as much time as possible on my projects.
Also , I wanted to know what is the best number of poligons for a hero of the game and simpe units, also , how much poligons are too...
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Most games have rigged models as it's easier to animate with a rig and non destructive.

Polygon counts depends on the type of game. Uncharted 4 characters have upwards of 100k but an RTS might have just 5k.

Get xnalara and download some models from different types of games to get the best idea.
Best to get into the habit of rigging controls and animating those rather than directly animating the joints. It's a little lazy doing it the latter way and on the plus side you get some practice rigging.

As for the poly count I second the comment above me. Definitely depends on the context: what engine, what genre of game, are the backgrounds 3d or mapped images, is the character a classic biped or something else. Last month I did some freelance character for a mobile game built in Unity and the guy asked...
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Thanks for your help , that should help me out with my work.

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Crits please.
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decent execution, horrible design. honestly not one single bit of that design is appealing. Is it supposed to be like a Halo grunt? What are the too-large pipes on it's back? Why is the helmet the size of it's torso? It'stop heavy yet it has tiny skinny legs.
its good i guess

but... whats going on here?
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>honestly not one single bit of that design is appealing
My main inspiration for this was a lot of more bulbous suits, instead of the blockbuster, Hollywood-esque iron man or call of duty type
body armors.

I'm deliberately going against the norm.
To go against expectations for emphatic response (two eyes, recognizable face features, two arms and typical familiarity) I made it faceless, asymmetrical with the one big arm, and two tentacles.

See pic for my inspirations.

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So right now I'm working on breaking apart the bones for a character I'm CATRigging. The one thing giving me pause is these lil ribbons here. The design calls for the tools on the end to be weighted so they jingle around on the ropes during animation, and I can imagine key framing that would be insane.

So... I'm about to make the right thigh bone and wondering how I handle these. Should I include them in the right thigh bone, or make them their own limb? Make each quad in the rope its own bone? I ask because currently they are completely unaccounted for...
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A turn around so it's easier to understand what you're looking at.
This'll be no help to you, but having come from stop motion animation and being part of the "do it the hard way" school of thinking I feel you should take complete creative control over your danglies and keyframe them. Maybe someone will come up with a clever answer after I post.

I'm a noob but isn't this the sort of thing that's handled by drivers or whatever?

Like isn't jangling tools the lesbian cousin of boob physics? Sorry if I'm a retard

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Honest question, why everybody here hates Blender? pic related a render made with blender
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Because it doesn't have the same amount of support as the industry standard stuff.

Blender is good but not as good as the others.

Look up at the top of your screen, where the URL bar is. Do you see the "4chan" in there? That's a good indication that you're going to be dealing with trolls and asshats.
>doesn't have the same amount of support as the industry standard stuff

This is basically the only reason why. It can do almost everything the other programs do but when something craps out late at night or you run into a problem, autodesk is just a phone call away 24/7. This is a big dealbreaker for any company.

Look at Avid and 99.9% of the editing world. Not too many films/shows get made in Final Cut or Premiere. that's why it's such a big deal when they are.

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tips for human head modeling, vids, techniques, images

i always have trouble with the nose, eyes and the forehead. never really got how to do the ala of the nose properly. eyes and forehead I think I need more practice with and make sure my topology isn't incorrect. forehead in particular i often get a horrible blocky line down the middle that can't be smoothed out properly.
5 replies and 4 images submitted. Click here to view.
keep practicing with sphere and have lots of ref images

keep subdivision low until you read the nose lips and eyes, spend more time on the form until you reach those parts
Reference, reference, reference.

Also search for basic drawing tutorials, they teach you some usefull guides.
(A face should allways be arround 5 eyes long, and the distance between two eyes, one eye. The lips should be as long as the distance between the two irises.)
can someone dump some good human head reference images in this thread? I don't mean tutorials like the sticky has, but rather photographs of people like pic related.

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Sup /3/ I need your help:

I'm need to do the fur part for a character cape/poncho thingy, but cant figure it out how to distribute the planes for the fur projection.

I know there is a way for doing it on 3DS Max, cant remember how.

I'm stuck with scater that wont do for me, its all messie, wat I need is that it follows the normals of it.

TY for your time
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thats how the scater looks, the black object is the one to distribute along its cape

any Ideas?
Is this some kind of chicken man with wrong colors?
Dude there's millions of YouTube tutorials on 3ds max fur creation. Find one that is making the kind of fur look you want and copy it

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Its getting close too the 4th 'o' July.
I think a firework thread here would make good.
Post firework based stuff here.
Maybe even memes.
I dont know,I be here posting pictures of some firework stuff and you guys can talk about it.
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these aren't ducks
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What to model ?
>>pic related, I think its missing something
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Updated version. The mountains in the right back are placeholders.
I might need to add that this is inside a Game.
i liked the older version better. the new update u added makes the foliage look unrealisticly condensed in a area with alot of shade that probably wouldnt realistically have as much

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Hey /3/
I was wondering if someone could orient me on how to finish this surface
Im using Rhino5
the problem is, i can't use curve network because the peace divides in 3
if using patch it just wont respect the curves how i would like
if using curve network on each of the 3 parts i am left with a ''triangle'' where they join, and then again patch just goes all crazy
anyway, thank you
10 replies and 5 images submitted. Click here to view.
if you were using geo this would be done
software? plugin?
sorry never heard of it and cant find anything

I am making a forest like this in Blender (I have the trees yet) so I need ideas of how to make the floor
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I sure hope you have a hell of a machine, OP because there will have to be a lot of displacement and particles goin on in that scene
Well I thought in make it more simple, like make the ground with a texture and leaves over it but i'm not sure at all about it
dont understand what u want man. u want it to look realistic? then yeah like that guy said u need displacement maps and badass pc. cos putting a texture on a plane with some leaves is gonna look like ur in world of warcraft

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So, recently a girl from my university faculty leapt out of the window and died.
Sad things being sad, she was working on her master degree diploma in Arts. So, i think it's only fair if i somehow get the world to see it.

Link below

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researched to see if this was legit

kinda sad now.
This is the very first time ever that I visit /3/ and this is the first thing I see.


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Does anyone know this program and know where to download it for free ?
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Sorry, but you won't find it for free.
I just researched it yesterday on CGpersia because i remembered it and searched for a download.
One of the crackers wrote that its nearly impossible to hack since all legal customers connect directly to one server who sends all the geo-data to their computers. Without hacking their server there is no way.

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What exactly is the animated movie aesthetic /3/?
According to their papers they keep their lighting as physically correct as they can, so it's nothing to do with lighting. The material work is also always pretty consistently realistic, so what seperates pic related, for instance, from photorealistic rendering? Is it simply the models used, or is there more to it than that?
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once you go the talking animal route the brain can never accept it as real
its realistic texturing and cartoonish proportions

id say its damn hard to nail
sometimes things such as SSS/translucency, glow, are pushed extra (tangled, ratatouille). this is kinda old but worth a read https://renderman.pixar.com/view/pixar-ratatouille-shading-food

other than that it's mainly the design aesthetics

Do you think it's possible to model a better horror robot than the original t-800 terminator? I often think about trying to make one as hard surface modeling tools have become faster and Hollywood has destroyed the terminator franchise.

Attempts to make new terminators in newer movies have been terrible, though some of that is because it was no longer a horror movie.

I can never decide where to start, is a metal human skeleton always going to be the most unnerving robot for people? The T-600 was the only decent attempt at a different design but it was just...
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Childish and cheap having the red eyes. Same with matrix. Doesn't look menacing & scary to a soldier fighting them, looks like a target.

Matrix drones are guilty of the same. Whatever your design is no fucking neons. Just imagine what a joke Jason Voorhees would look like should they've made his eyes glowing red.

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