Long story short, I'm going to be setting up a system separate to my main gaming PC for the sole purpose of doing art and 3D/dev work. Was just wondering if anyone here has done the same thing, has any build recommendations etc. Really just looking for something that will let me do 3D work and photoshop painting at fairly high resolutions comfortably, without any performance hitches, for as long as possible. I'm still not sure whether to opt for a workstation card or just a regular, mid-range gaming graphics card to get the job done.
Any modern cpu will do. The GTX 1070 has a great performance price ratio, going to get one myself. 32gb ram. SSD's are great if you can get a high capacity one. Under 1tb is not worth it because you get low memory errors.
Have you been looking for any kind of tutorial on something random or overly specific that you just can't find? Or even if the subject is strange or taboo and this just had to find information on? I'm looking for ideas for tutorial vids I could do, but I don't want to just make the 10 millionth "how to model a head" tutorial.
>>523902 Yeah, I haven't found good tutorials for blender for a streamlined way to create large backgroun envrionments like this one here I created.I now know how to do large mountainy forests, but I don't know how to do fields, rocky things, other shit without it looking like shit. I'm interested in blender.
Whats your opinion about scripts that let your automatically rig a character? Im watching this video demostration and Im seriously amazed. Do movie studios use this kind of technology for their models?
Also do auto-rigs work so well? The tutorial for this tool is 12 videos long and implementing it looks more a hassle than anything else, but the facial rig is super powerful.
As you work your way through learning advanced setups you'll notice recurring control patterns (FK/IK switch, noodle limbs, zippers and so on) that require a bunch of extra control bones and, at the same time, you can set up very mechanically by following recipes, ie it's always duplicate those bones, place a bone at the root of each other bone and so on, that can really take ages to set up.
So long term it's well worth automatizing them since that'll... Comment too long. Click here to view the full text.
>>525963 Well put. On a side note, this is where computer science and art comes together, and there are plenty of technical art jobs in the industry (at least here in LA) just looking for people who enjoy aspects like scripting and speeding up workflow through proprietary tools.
Hey, /3/ I'm somewhat of a beginner to 3D animation and modeling, and now I've gotten to the point of UV mapping. Mostly I use 3DS Max for just about anything, then KeyShot for a few test images (very rarely though). Planning to switch to Blender and Renderman.
But for now, every time I try to UV map in Max it gets really really slow and crashes. Doesn't matter how many polys, tried with a 3D scan of myself with 2bill+ vertices, and a ripped model of Gta3's Claude (about 500 tris).
Do any of you know of any tools for UV mapping? Could really use one.
yadda yadda im a beginner okay do you guys know of any reputable sites for consistent orthographic reference photos? It doesn't have to be people or anything really, just so long as there's a defined front, side and angled view and its easily accessible. /ic/ has some good reference threads but they're typically single images, not series of the same subject.
I am familiar with posemaniacs but that's not really what I had in mind.
Hi, I'm middle of a bottleneck situation here. I have a crappy GPU, gtx 580, but a very good CPU, intel 990x 5 cores 12 threads OC at 5.0 GHz. While I'm pleased with the rendering times in v-ray, when I try to simulate MassFX collisions and forces in Max, it is veeeery slow, like 1 minute per frame. Baking the simulation is also slow.
Is there any way to turn the processing of MassFX to CPU usage, or do I have to upgrade my graphics card? I have the money for the gtx 1080 but I don't know if I should spend it.
I'm having a problem in both Max and Maya with smoothing the weights. How do you smooth a weight properly between 4 or more bones?
In Max I use the 'Smooth Weights' paint tool, but it does not smooth evenly between all the influences, it seems to have a preference to giving the most influence to the currently selected bone so you have to ping-pong between multiple bones smoothing each time you select a new bone. Also, Max loves to suddenly balloon out the weights, going beyond 100% and breaking it completely.... Comment too long. Click here to view the full text.
custom bone shapes for better selection and posing. They are simple vertex meshes (the rigger has to make then by himself) set to world origin position and hidden on some unused layer. Somewhere in the bones panel you can change the appearence of a bone to any other shape you've created in the scene. This way you can select the bones better and by giving it a special form you can better recognize it's movement direction or function. This is especially usefull when someone else is making the animation than the rigger. He can see rightaway which bone does what... Comment too long. Click here to view the full text.
I need a short, maybe 7 second, intro for my youtube videos and have been quoted $1000 USD and up. I only have $100 USD max to spend, I dont need one built from the ground up, I dont care if its from a premade template. I just need to add my channel name and some music and done. I made a rough go of it using Blender templates from Youtube but my shitty computer wouldn't render it. Is this even possible at this price or should I give up now?
>>525681 I'm 28 and work a full time job, I still don't see why that means I should pay over that am out for a 7 second template based project. Wouldn't it be better to answer what I asked instead of being a shitbag?
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