>>512683 depends on what you are going for, most games that have car damage have meshes that get substituted for the clean parts once damage occurs. Some of them use meshes with predetermined crumple zones in the topology to allow them to deform according to impact angle. Texture decals for scratches damages and crumpled metal norma lmaps are also common techniques.
Just load up a game like GTA and crash some cars and you'll quickly realize how it's put together.
As far as modelling goes just straight... Comment too long. Click here to view the full text.
>>512701 Just look at the frame of a comparable car and make it fit your vehicle good enough, nobody except an absolute enthusiast really knows what a certain car make looks like without the chassis cover plates on.
I have the Subdivision Surface modifier activated but not applied. without it, these are normal surfaces. but how do I get it away? Ive deleted all overlapping corners and dots already and connected them but it doesnt help.
Is there any MotionBuilder expert here? I'm a begginer and well, I changed a part of the mocap animation, I mean, I moved the arms of the character and started posing the hands, but it happen that I didn't like it, but I want to keep what I did to the hands, I changed the arms in the base layer and the hands in a new layer. I saved previously a FBX file, so I'd like to know if it is possible to copy the original keyframes or that part of the animation to the recent FBX and how do I do it?
Ok, Anyone willing to help me with this? I have a 3d printer, and I have a thing I want to make, and I do not want to use pre made parts.
What it is is the the corner for a cardboard box, I'm going to glue it in place to make the thing have a bit more durability.
The issue is I suck dick at all 3d programs. In fact the first thing I made was with freecad, and the way I made it was i defined every fucking edge line, then selected them and made a face, while this worked, you can imagine how fucking tedious it was.
So I decided that maybe Modo would... Comment too long. Click here to view the full text.
>>511509 >inventor Requires an absolute fuck ton of resources I just don't have at the moment, would rather do it in modo if at all possible, considering I will likely be using it more than I will a cad.
So, /3/, I've been looking into helping someone start a render farm. I know most of the tech basics required, how to operate the software and how to organize some things, but there's always more to know.
Do you guys have any documentation with all kinds of info on this?
One specific thing I'm interested in is if we can make the client access the service directly and not have to send us the scenes beforehand. If not, I guess they'll have to interact with people, right?
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