I need nerdy names for my ferrets! I already am set on Pixel and Voxel but if I adopt a set of 3 instead of a set of 2, I need a third name! I found the term 'Texel' but it sounds too much like "Texas" Blech. Any other ideas that fit the theme?
Bf suggested Polygon, Edge and Vertex but wouldn't Pixel, Voxel and Polygon not quite fit themes?
RDNA hosts Smith Micro's official Poser forums; I wonder if SM will move to Renderosity or revive their own forums at ContentParadise since the notion of letting DAZ host their forums seems questionable at best.
>>513981 Based on Smith Micro's recent trend the company doesn't seem to give two shits what happens to Poser.
Poser remains uninspiring, and quickly becoming useless, and neither Poser, or SM do anything but pump out promotions to buy their latest box of shit in a new wrapper. People have been making reasonable complaints that continue to be ignored which clearly indicates the company's lack of care moving forward.
You literally cannot expect anything from Smith Micro, or Poser, as they obviously... Comment too long. Click here to view the full text.
Hey everyone, need help really quick I need to open a box like this on Maya, what`s the best way to do it? (note i`m not even a 3D artist i`m helping someone with UV mapping and realized the box should look this way, they are not replying and my friends deadline is today, plz help)
>>515511 dude don`t be an ass i just need to know if dividing the face would break the geometry or what would be the best way to do it, this is for a friends thesis and he feel asleep and i mapped and i got no idea how to do this shit
I want to make some fantasy style towers similar to the gothic style of architecture. Id like to watch some documentaries in my spare time in order to expose myself more to the design style while im not active.
I cant find any good documentaries in HD. Does anyone know of some good full length high definition documentaries on ancient architecture? All I get is old history channel stuff on youtube with piss poor quality.
So I've been wanting to get into 3d animation for a long time but I also know it's going to take me a while to get better at it. I have no problem pirating some software to hold me over. I'm not really looking to make money off of things just yet. But I've been tearing out my hair trying to decide if I should bite the bullet with completely learning Blender or Maya?
Seems like Blender has gotten better over the years but it looks like it's more headache and work over Maya.
I've read the sticky and I've been lurking for a while... Comment too long. Click here to view the full text.
Nigga you don't have to pirate Maya, get a student license. As far as pros, well Maya is widely used among studios as far as 3D Animation goes.
You CAN make awesome work on Blender as well I am sure, these are all tools to get a job done. But yeah, the amount of Online resources, job requirements, plugins, render engines, integration with other software, etc etc will vary on every software. One last thing: while you can make quality work on almost every package, it WILL be easy to do modelling on x, while rigging is easier on y, and animation on z, and so on...... Comment too long. Click here to view the full text.
blender will run better if you have a shit/average computer. far as animation goes its completely up to you, there are amazing animations done in both maya and blender if its for job purposes start with maya, if your intention is to just dick around with whatever get blender
Detailed Rigged Clothes. How do you do it? Any tips?
Usually I make a low-res version, rig, then subdvide and add minor details. but it's much harder to rig or add/fix things after it's subdivided. Because of this, my clothes are always average. Copying weights from low to high polys also results in a bad weighted mesh.
Should I really just go through the slow process of rigging the high poly version of my clothes?
>>515079 If you wanna make something like a vast forrest with tens of thousands of trees a billboard system is the only way you are gonna make it happen on current hardware.
Here's a rundown of how these things works: You have a mesh with several thousand quad polyogns with all their 4 vertices condenced to a single point everywhere where a tree is located. These are used by a mass billboard shader that uses some smart code to displace these 4 corners of the polygon based on their UV coordinates and the viewing... Comment too long. Click here to view the full text.
>>515098 So you're saying that your billboards just have a 2D picture of a tree as an alpha cutout that use the camera up/right vectors to look at the camera (and constrain to horizontal rotation).
I get that.
Are you saying that the billboards themselves don't accept 3d lighting information and just be the input tree texture? Are you saying that only near trees should be real 3d and thus have real 3d lighting calculations on them?
Should I buy a "professional" graphics card if I'm using software like Max and Zbrush and UE4? Are these cards aimed towards CAD and other technical programs? I'm never doing any real heavy lifting in max, no scene renders or anything, sometimes baking normals from a highpoly.
My old card (radeon 6870) died and I don't want to lower my graphics settings in the few games I play to add some rendering power that I won't use.
>>514875 thanks. the old card did pretty much everything I wanted except zbrush would lag sometimes at higher poly. Are professional cards rubbish for games or just not as good as tailored gaming cards?
Hello everyone, I post here because I have a project to create few medieval fantasy 3D scene (Dungeon and dragon universe) in order to make nice illustrations or short animations.
I have no skills in creating beautiful 3D models, but I know how to build scene and make animations in blender. So my first idea was to look for nice (and free) 3D models of medieval fantasy character. I've found some but there is some big issue. Free .stl file are easy to find (there is nearly all the monsters off D&D 3.5 for free) but it's only the meshs without texture.... Comment too long. Click here to view the full text.
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