I tried downloading inventor 2015, but I shut off my computer during the installation process, me being the retard I was chose to believe it was on Autodesk's end so I tried instead installing Inventor 2016. Now, when I try to open either, I get the age old re registration error. I've decided the best thing to do at this point is a clean uninstall, but whenever I try to delete the appropriate folders, my computer says the files are in use. I tried using the Autodesk uninstall tool, but not everything was uninstalled. I also tried using Microsoft Fixit(Ayy lmao)... Comment too long. Click here to view the full text.
>>512241 anything that you're comfortable with, i have a first price microsoft mouse myself. I used to have a mouse designed for 3D, with a stick on the side that you can map to navigate in the viewport, it's somewhat nice but not really necessary, plus expensive and unreliable (mine broke less than 1 year after i bought it). I also have another 3D mouse, like pic related, that i was given, but i never used it and never felt the need to. tldr, any mouse that fits in your hand will do
>>512599 Anon, I don't know where you got this shitty models from, but both have shit geometry and can't be made with walls easily, they need rework, mainly because of the inside geometry on the exhausts. Now, let me ask you the proper question. Why don't just you print them solid, they are just fucking 3.6 and 5 centimeters big?
>>512616 I think I explained myself badly, I did print them but the wings and ailerons broke because they are too thin... I meant making all the model 0.3mm or bigger. I got em from a guy that made a mod, he said he printed them in 10cm but I want them for a small scale wargame, that's why they are so little.
I work for an architecture office doing some model building. I've modeled some buildings in Rhino like I always do, then exported them as an STL file to my 3D printing software (Zortrax).
All the mesh options are set to default (has worked flawlessly every time), there are no naked edges, no open surfaces. Everything is a closed polysurface or a closed extrusion. I've modeled the buildings simply by extruding the curves I got out of the DXF file, then drew a closed polyline for the roofs and simply scaled and extruded... Comment too long. Click here to view the full text.
So Ive been using zbrush for quite a while and I'm wondering, whats easier? Model a T-pose character and then rig it in another software or jumping over all that work and start modeling a pose already?
How do I achieve this effect and style with 3D models?
I've been working on a project for a short film and I'm intrested in achieving this character style but there seems to be little info on what this effect is called. I love the cell shaded art style and I want to replicate this in a way that I can animate a specific character.
Whats the best way doing normal maps concerning low poly models, smoothing groups, hard edges?
At the moment I make almost everything smooth shading and and add support loops at hard edges(the low poly model) but I think it would be better to make hard eges instead of adding support loops because of lower poly count.
But I have problems getting nice even bevels for my normal maps on hard edges. I just found pic related. Is this the right way to do things? Do you have any tips?
>>513636 >I think it would be better to make hard eges instead of adding support loops because of lower poly count.
That's correct. I almost always end up doing multiple bakes, adding/remiving hard edges as I go. I usually start by hardening any edge that's getting a sharp bevel in the highpoly mesh. Makes it less work for the normalmap and less errors as a result. So far it always turned out pretty clean.
well the pixel density of the environment textures is lower than everything else, and the heavy handed depth of field is not covering it up.
The grass tufts next to the fire pit are super blurry while the bricks are crisp. Mr. Bald is so in focus he looks photoshopped and everything immediately around him is so out of focus it looks like it's all a million miles away. That is to say, everything that's blurry looks like it is all the exact same extreme distance away when surely come of it should be in focus. Especially if I can make out the texture of Mr. Bald's jeans.
Who the fuck builds a place like this in the middle of nowhere like this. The size of everything makes the building look like a shack. Granted, it is kind of a shack, but something about the scale feels way off. Like the people are too small, and the building needs to be bigger. I can't really put my finger on it.
Also, fix your fucking "O" in "Hostel", that shit is triggering my ocd so hard. It's so stretched and distorted compared to the other letters, and it has some sort of effect/bevel on it that the others don't.
>>513756 mate, this is dead easy. You create a series of blendshapes which cover diferent areas of the face. Then, you have a motion capture rig with dots for markers on the face. The movement of the dots drive the blendshapes
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