>>513121 There are many different ways lighting is calculated in games, but usually even if there are scores of lightsources in a scene only a small subset of them are set to cast dynamic shadows at any one time. The engine dynamically prioritize when a light becomes shadow casting and when not. Typically just by range to the light source and a light priority value so more important key lights gets prioritized in the render que.
Non shadow casting lights are themselves cheap to calculate so you can have scores of... Comment too long. Click here to view the full text.
>>513127 >is this how my game should be built if I want 60fps?
Nah, It depends on your hardware and engine. Games like Mortal Kombat that takes place inside a small fixed arena and move along a fixed axis is quite different from open world games where you move around inside a vast environment. Like say driving around in GTA V.
Like at night there are streetlights everywhere so you need many shadow casters, but each light only acts within it's given radius so if the distance... Comment too long. Click here to view the full text.
I'm new to 3D modeling and just started learning Blender a week ago, this is the first thing I've made but it took a lot of problem solving (I didn't know 2D edit mode or vertice/face mirroring was a thing until after I made this & I'm pretty sure it would have helped me with the geometry-I kept using the side view instead). Are there any good comprehensive guides on shortcut keys, shape making, workflow and problem solving? Also I find it extremely painful to sit down and watch hour long multi-part tutorials on how to copy someone elses work and think... Comment too long. Click here to view the full text.
>>512998 I've been modeling for a while as a freelancer and in my personal experience you only get fast when you are worried with not meeting deadlines and not having a life anymore because all you do is 3D.
>>512998 Spend fucktons of time modeling and spend time with other people who do as well. This is more important than anything else you can do.
Spend a lot of time making things quickly. You get fast by practicing fast. (note: this doesn't mean you shouldn't have projects where you take your time)
Look at other people's work, but don't treat it as law. It's not usually useful to copy exact solutions for problems. Tutorials for objects are basically worthless on their own, what you want to... Comment too long. Click here to view the full text.
Hello everyone, I'd like to ask you something about normal maps, how do you get right of hard edges sticking out of smoothed normals? Im not talking about the 90° uv split or smoothing groups, I already know that, but still, if I have for example a box like pic related, and the high poly has smooth edges, those sharp ones in low poly will always stick out, fucking up my normals, how do I avoid that? It happens to me with every smoothed edges normals, any tips?
need helping with the placement of the texture in 3ds max
i rip the frames and texture and w/e from guild wars 2 using 3d ripper and was able to find and apply all the textures back onto my model, but for some reason, the head part of my model keeps using the top left part of pic related, i need it to use the bottom left part
im completely new to 3ds max and had a very brief training of it
3ds Max and VRay is the most widely used combo in architectural visualization. There are a ton of tutorials out there for it, too. The ones on viscorbel.com are a good introduction and will get you reasonably close to photorealism if you're willing to invest the time. If you want to go the extra mile and REALLY want things to look real take a look at Grant Warwick's Mastering VRay course.
What's the correct procedure to animate using modifiers? Whenever I try to animate with a modifier, I can't use the set key method. I set key, move to the next frame, input the new parameters for the modifier, and then set key. When I move from that frame, the new parameter disappear from the modifier and both frames are the same.
The auto key command works, but most of the time, it creates a key at the frame I want, and at the very start of the movie, which requires me to move it in the timeline.
The effect I'm trying to achieve is, for instance,... Comment too long. Click here to view the full text.
>>512830 That's another issue. I looked in the curve editor and I cannot find the frames for modifiers. I see the position (XYZ), scale, visibility, but I don't know how to edit frames involving modifiers.
>>512826 for modifiers, you can apply the modifier as a shape key, then in the vertex data it will show as a shape key and you can animate from there. for constraints or parents select all the bones, or the object, then go object/pose -> animation -> bake animation, if you wanna keep the constraints, just tick off clear constraints/parents whatever
My friend showed me how to use his model program and he even gave me a free copy so I've been practising. I've made a man but it's really hard. How do you get better at this? I thought I could learn how to do this and then maybe get a job on the next call of duty game or something but I don't think I'll be able to yet.
>>512532 You got the hierarchy wrong. Every object needs a material. After you've added one, go to the textures tab and select "Material" as texture domain, then add your texture and define how it influences the material.
>>512532 For Blender Internal add a Material to the table, then just click the little Circle icon to the right of World.
For Cycles (this sounds like a lot but it's also just two clicks, I just described it in detail): Add a Diffuse shader,
connect an Image Texture to the color channel; ideally in Node Editor (you're going to love it once you learn it) but for right meow you can click the little box next to the color and choose Image Texture
Either click Open and browse to the file, or because you added it to Texture panel you can click the drop down menu and select "Texture" (that's a shit name, ALWAYS name your shit, name everything)
You should really use Cycles, even though BI is "faster" by default you can make Cycles just as fast by setting it up properly but without getting BI's weird unrealistic renders.
Hey there everyone! So, I was wondering if someone of you had some photoshop skills enough to make these blue lines more like "neon", emanating a little light (sorta like Tron). It's for my cinema 4d project, but the only good template I could find it's this. But I can't add this some neon effect
>>512892 OP here Thank you so much for the response! It's really cool but I was thinking of a low light emanated by the line (black has to be fully visible), like if the grid are blue neons in the dark. Could you do that? Thank you so much anon
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