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Archived threads in /3/ - 3DCG - 27. page
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File: FOVcomparison.jpg (130 KB, 1023x621) Image search: [iqdb] [SauceNao] [Google]
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How do fps games mantain the same fov on the weapon but change it in the environment?

Do they use two cameras, and if so, dosnt this screw up the effects coming out in the front of the weapon because of different fov?

per example one camera with 60fov and the weaopn one with 30 all the time, its screwing my effects coming out of the barrel (per example a trail from the barrel to an enemy)

Thanks! I've been wraping my head around this
32 replies and 4 images submitted. Click here to view.
>mantain the same fov on the weapon
it's clearly different, the effect is less pronounced because it's closer to the camera.
its a pretty good subject though. what degree of FOV is best for fps games ? MW3 in particular is a pretty good example.
You have a camera/layer that only renders the gun so you can maintain same FOV on the gun if you want and it prevents the gun from clipping through the world geometry since its on its own rendering layer.

File: robot legs crossed.gif (875 KB, 352x264) Image search: [iqdb] [SauceNao] [Google]
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Have you seen this documentary /3/?


Its a documentary about computer animation both 2d and 3d, but mostly 3d, from 1988. Its definitely worth a watch if you are not familiar with old outdated technology and tools and where the 3d industry is coming from.

The process they went through to model and animate that guy at 0:70 seems totally ridiculous.
28 replies and 7 images submitted. Click here to view.
oh wow. computers are autistic


meant 7:00
I used to own this on VHS! Thanks for the nostalgia

File: mot_01.jpg (704 KB, 1280x729) Image search: [iqdb] [SauceNao] [Google]
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Hey /3/, could use some help.

I'm working on a project that's going to have a stylized, rocky environment. I was looking around when I came across pic related and realized it was exactly what I wanted to accomplish. The guy has a bunch of info on his website how he accomplished it, but I'm having trouble wrapping my head around it. Here's how I think he did it.

>sculpt rock
>bake high-res rocks' normals to low-res rocks
>apply hand-painted texture via...
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16 replies and 8 images submitted. Click here to view.
File: mot_09.jpg (580 KB, 1280x729) Image search: [iqdb] [SauceNao] [Google]
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Here's his explanation of how the shader works in UDK. I'm having trouble figuring out how he "overlays" the baked normals.
File: mot_08.jpg (538 KB, 1280x729) Image search: [iqdb] [SauceNao] [Google]
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Here are the three textures he used for all of the rocks. I understand how the first two are mapped via world space, but can't figure out how the third one comes into play.
File: mot_07.jpg (522 KB, 1280x729) Image search: [iqdb] [SauceNao] [Google]
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I also don't understand how that one baked texture created all of these rocks.

I tried looking around for tutorials to cover this topic, but came up blank.

File: equipmentprotection3.png (260 KB, 1024x1024) Image search: [iqdb] [SauceNao] [Google]
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An interesting conversation happened over on /v/ here: >>>/v/332409292. I was wondering if some kind anons could shine some light on the situation. It was my understanding that all companies looking to hire 3D or concept artists send out art tests. However...

>You're a retard and a sucker.
>Art tests aren't neccessary. The client looks at your portfolio and makes a decision. To hire you or not.
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9 replies and 2 images submitted. Click here to view.
While technically this anon is right, some "respectable" companies will do it anyways. Many of my friend have been scammed by Gameloft into working for free, and imho no one should accept such tests.
If the test is paid then it's a different story. But if it's not, it's a red flag.
Bottom line = don't work for free
I've never seen a studio that doesn't require an art test
well i've never done one and i've worked in a dozen small to medium sized studios. Not in america though

File: IMG_0212.jpg (780 KB, 3264x2448) Image search: [iqdb] [SauceNao] [Google]
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Hi /3/

I work for a jewelry company and 3D print custom jobs (rings, pendants, ect) on a 3d resin printer from the company Envisiontec using a material called pic100. This stuff is great and casts really well, and the printer can get down to 25 microns of accuracy.

I want to print my own designs but can't at work. NOWHERE else seems to have this printer/material. I tried contacting the company but they are shit to deal with.

tldr; is there a service any of you know about that 3d prints your design in this material and resolution and ships it to your door.
18 replies and 4 images submitted. Click here to view.
>>516849 (OP)
tried googling for online service bureaus to do this for you? If you want another jeweller to output it for you specific software forums of jewellers could help you with that.

I'm surprise you can't print it at work..I do that all the time, the grower allows you to fit as many designs in the print area lol, hide it between other jobs, I mean not that I even need to do that, but if you are trying to do your side business from work, yeah big no-no.
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OP here,

Thanks, I'll try out some forums. My boss who is also owner is actually crazy... Old and certainly has dementia. He sees everything as potential theft and i'd never dream of printing at work, since someone else tried and lets just say that ended badly. And I'd love to have a side business but of course it would be done exclusively on the side. The fact is that even huge companies don't pay very much relatively speaking. I'm not in poverty...
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Sounds like we have the same boss LOL! My boss loves throwing around "I'll sue..so-and-so.." as veil threats.

cads draftsman anywhere doesn't really get a decent pay past entry level, unless you've been doing it a long time with an impressive portfolio. with the new wax growers coming out cheap, you can buy one yourself instead if you are really serious about it - spend under 4k at least. but the industry is weird has its ups...
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How to model this in Blender ?
I have roughly 300 hours in this program
10 replies and 4 images submitted. Click here to view.
No you don't
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what were you doing jacking off to your shitty models?

File: 3D.png (1 MB, 1107x1088) Image search: [iqdb] [SauceNao] [Google]
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Can we have a second life thread? Anybody here make shit?

This is literally my first time making anything.
15 replies and 7 images submitted. Click here to view.
File: Flag pole.png (1 MB, 1107x1088) Image search: [iqdb] [SauceNao] [Google]
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And a flag pole. Soon I will update it to dynamically show ads
File: Chair.png (1 MB, 1107x1088) Image search: [iqdb] [SauceNao] [Google]
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A comfy and practical chair that would fit nicely in anyone's loungeroom
I'm sure there are a few lurkers making shameful amounts of money from rigged dicks but the SL train has come and gone.

Everything now is poorly ported from poser without properly reducing polycount.

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>Download Andrew Price's pro lighting skies demo
>HDRIs are at the exact horizon
>Only work for Cycles
>Literally cannot use them in any other renderer

Seriously who would do such a thing like this? Why would you only allow your customers to use them for only one renderer? The idea of having an addon with all these HDRIs is great and all, but what he's doing with it is fucking retarded.
7 replies and 2 images submitted. Click here to view.
I don't think that andrew price is visiting /3/
Who in their right mind would?
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If you require any more than cycles, you should have moved on to something more professional than blender.

File: banner-3d.jpg (88 KB, 620x308) Image search: [iqdb] [SauceNao] [Google]
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First time posting here.

Been thinking about experimenting with animated movies. I want to learn the process and try it out to see how it is, but i have no idea what type of programs i should learn or really anything. Can't find muh online about it either, other than gaming engines and modelling software. Anyone know of some good resources on learning this stuff, and what types of software i should look into?
8 replies and 2 images submitted. Click here to view.
Max / Zbrush for modelling
Maya for animation
Max / Maya for rendering.
You just gotta watch about 1000 tutorials and you're all good to go
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come on dude. You're a big boy. You can't do 10 seconds worth of looking around? Despite the fact that almost every board has a sticky? You know, the first fucking post in the board?
haha shit dude, i couldn't find anything anywhere

thanks man!

File: ut7gigjuk.jpg (118 KB, 718x780) Image search: [iqdb] [SauceNao] [Google]
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Tips on UV wrapping buildings?

Here's a pic of a house im working on. Whats the best way/most efficent means of uv wrapping a building kind of like this?

I'm planning on hand panting the uv wrap after I get it all nice and clean/organized.
3 replies and 2 images submitted. Click here to view.
if the house is symmetrical or have even pisces make a seam crossing it all in the middle, then unwrap
obviously everything else is gonna give you trouble, especially the windows then start to unwrap those individually and slowly arrange them.
if you are not experienced with unwrapping it might a while
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I personally unwrap the main structure into a single texture sheet, and then I unwrap things like the trims into a second texture sheet. I do it this way so that I can have unique detail on every pixel, it may not be the best way because I sacrificed extra resolution for that detail, but the detail is important enough to me that I'm willing to make the trade-off. Your use case may vary. A lot of modern games use tiling textures with splat maps over them for individual detail. It's just a matter of the methodology...
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File: tf2_scout01.jpg (120 KB, 875x700) Image search: [iqdb] [SauceNao] [Google]
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Hi /3/, I was wondering what are some good tutorials to follow for low poly character moedeling like pic related (I did read the sticky).
I want to know if there are some videos or books I can look up so I (and others) can practice and get better.
156 replies and 13 images submitted. Click here to view.
This is great. Thank you very much!

a little bit more stylized

File: b349985a62[1].jpg (45 KB, 460x318) Image search: [iqdb] [SauceNao] [Google]
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when you take a break from zbrush to study 2D than you come back to zbrush and your skills are 20x better than when you left...

3 replies and 1 images submitted. Click here to view.
Because sculpting on a tablet is inherently very similar to drawing.
Because learning 2D will generally improve your sense of design, proportions, etc...
Because doing anything art related at all will help you grow and improve all aspects of your art.

I really don't understand artists who refuse to learn certain things, in particular 2D artists who wont learn modelling in maya or max. You should be learning everything you can about everything you can if you hope to be successful.
There is no downside.
You train your eyes, you hand and your brain.
You use your eyes, your hand and your brain.

Simple questions;
does 3dsmax has somewhere hidden an option to enable normals arrows for faces.
And if not, WHY NOT?

thank you.
3 replies and 1 images submitted. Click here to view.
Use an edit normal modifier. Or convert to an editable mesh and tick show normal under polygon.
It does have one. Somewhere.
Last time I used 3ds Max was years ago though.

It'll show the normal vectors as a colored line going outward from the plane.

File: battlestation.jpg (693 KB, 932x1464) Image search: [iqdb] [SauceNao] [Google]
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I saw a battle station thread on this board a while ago and I thought i'd start a new one. Show us how you live.
3 replies and 1 images submitted. Click here to view.
sorry guys i found an active battlestation thread, there is no need to use this one.
i-is that a monitor through the window?

File: grid.jpg (264 KB, 1920x1020) Image search: [iqdb] [SauceNao] [Google]
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Anyone able to help me get those grids around my object like the picture in a right has ?
4 replies and 1 images submitted. Click here to view.
Display > Gouraud Shading (lines)
Thank you so much!
no prob bob !

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