i'm doing a level 3 it course and a part of it is about animation and 3D modeling i'm using 3Ds max and i have some knowledge into 3Ds Max (not much though) however i want to create character models but i don't know how to start with them does anyone know any good tutorials? it's the 2016 version of 3Ds Max
What's the deal with gamma correction? It makes sense that doing linear math with non-linear assets produces wrong results, but what is the correct way to prevent this? For instance, should textures be non-linear, and converted to linear during rendition, or should textures be converted to linear beforehand and thus look dark in an editor? Does the former approach preserve more resolution?
>>516204 Resolution has nothing to do with color-space... The answer is, let your software do gamma correction on the textures into linear space at render-time if it has the option to, like Maya does. Otherwise do it yourself.
Textures should be stored non-linear, at least if they're 8 bits per channel. Storing color-data in linear at an 8-bits-per-channel resolution will result in terrible banding. Storing textures in linear (even when using 16 bpc or more) is also somewhat impractical unless you know everyone in your team has an image viewer/editor that reads & respects the color-profile from the texture and then displays it correctly.
If you need to do any kind of math on your colors (i.e. do anything with them other than just copying them from A to B) you should linearize them... Comment too long. Click here to view the full text.
Although I have made some guns and guitars in the past, I can't seem to model a car yet. I guess i just can't control all 3 dimensions at the same time. I start from the side and when time comes to front/back, i realize everything is misplaced. Maybe I set the blueprint wrong.
Any tips on modeling cars? Do I make doors, bumpers and hood separately or all in one mesh? Where can I get a scene with a blueprint set up correctly to practice? What are the "easiest" cars to model (in terms of body shape)?
>>516076 Ignore all the creases in the beginning, model your car as if it had no doors, no separate bumpers, etc Then cut your mesh when you're satisfied with the curvature Treat the outer glass shell of the lights as body parts, too. Compare your model not only to the blueprint, but also to reference photos, all the time.
get pcsx emulator and iso of game with desired look from rom hustler or emuparadise and run the game with wre frame setting to see- well, the models in wire frame. also, a lot of psx games used segmented body parts so they didn't have to deal with shape crush corrections when limbs were bent. but i would forgo that and just stick to simple meshes and textures.
>>516600 Modelling should be the 2016 equivalent of Polygons + something else from earlier versions
PersonallIy I'm using 2014, I suggest 2015 however instead of 2016, since the UI is very different (which can confuse people new to it, comparing it to tutorials and videos using older versions)
2016 basically fucked the UI up, and it does take a few extra seconds for me to do stuff in there when I try to use it after using 2014 this entire time, and I don't think there are many on /3/ using 2016 specifically
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How can I get two particle systems to attract particles from their same system and repel particles from the other system? I tried using charge and a negative field weight for charge, but that just causes the force to cease.
>>516432 I'd prefer not to use boids, this is just to test a physics concept. How easy would it be to modify Blender by myself to make a new particle forcefield that's like charge but with reversed effect?
>>515746 depends, it can be a pain in the ass depending on the level your employer expects you to be good at, but not uncommon either, plenty of people have switched softs or use several on daily basis, so no reason you can't do it as well. If you're an animator it's easy mode If you're a rigger i hope you love tutorials
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