Anyone here used turbosquid to sell models? I know someone who is poor and wants to sell some models on turbosquid to make money. This person might (and this is only a might) be using a torrented version of Zbrush and Max. Can he still sell models? What are the odds the police will show up and check that he has legit programs? Remember this is just a hypothetical situation here
>>508973 impossible to sell without a legit license, the poliece have trackers on turbosquid that checks the key for every upload. you ( or as you say, your "friend" ) will need to invest in a license to sell anything. or go to jail, your choice
Between these two pieces of software, which should I switch to?
My goal is to do freelance CG work for a living. I learned on Maya and Mudbox, but fuck Autodesk. I own a legit copy of ZBrush and Photoshop already, and I would almost definitely do my texturing in Substance Painter, via their subscription-to-own thing. The price difference between Modo and Lightwave is small enough that it doesn't matter so much to me.
As I understand it, Lightwave is more stable than Modo. That's about the only real difference I know of that would apply to me, because of the reasons above.
Don't know if you guys can help (or if this is the right place to ask) but I am helping out a friend by taking screenshots of a DVD. I am just using VLC for this. Don't know much of this sort of thing. Thing is I am getting what seems to be inter-lacing lines on the movement frames. Can this be stopped? or is there a better program to use?
>>509512 sorry, this is the place were we make the 3d animations that are actually shipped with said DVDs. We CREATE the high-quality content you´re trying to pirate and rip-off, so i can safely say for sure that this is NOT the place to ask this question.
>>507665 Hongfire forums. The guys there mod the game to add new dresses and animations. Some guys know the model format and most likely the utility used to modify the models is open source. I would try there.
Does this board not have a general questions thread? I don't feel this is important enough to warrant it's own thread but I don't see anywhere else to ask it.
Anyway, I'm wondering if in blender there's a way to either straighten out the curved bit of the uvs in my screenshot here so that the whole thing is straight, or do some fuckery with modifiers to make an arrayed curve shrinkwrap to it without having to apply the curve modifier first.
I'm trying to convert a track from one racing game to another, but they use different methods... Comment too long. Click here to view the full text.
>>506889 Forgot to mention this, but this is what the visible mesh for that same section of track looks like.
I want to take the uv mapping from this, and transfer it to that mesh in the OP pic. If I can't do that I want to remake the mesh you see in the OP using an array along a curve in blender so it can easily be textured.
You can see here on the left how the visual part is textured, the mask for the asphalt texture follows the curve. I somehow need to get that mess of vertices to do this.
In trying to do this for a friend.... And having issues, im trying to get the lion logo and the lettering from this shirt but my photoshop akills are not as good as i hoped.... Is anyone able to get this for me? I just need the logo and the lettering
>>508658 It can make a great start, you gotta set the heightmap properly. But there is no 3d data in a 2d picture. Make it b/w, make it a smaller resolution, like 500x500, create a plane, subdivide it so that it has 500x500 faces. Separate the profile from the other part of the picture, make it lighter, so that there isn't black spots that would result in 0 displacement. Make the background black. Make the plane exact same dimension as the picture and cut it so that every pixel has a face to bump. It's looking pretty... Comment too long. Click here to view the full text.
Say I had the next year with an extreme amount of freetime, How advanced can 1-3 people make CGI by themselves? Obviously movie teams consist of million dollar budgets and huge teams, but what is achievable at home?
Maya, 3DS Max, ZBrush are supposedly used for most modeling, and After Effects seems to be the best video rendering/editing program, but beyond that what can be used? What would you have to use for lighting and animation and what not to have it not look like a homemade youtube blender kidshit?
>>508660 Depending on what you're going after. Do you want a cartoony thing like ice age, or realistic fantasy like the wc3 trailers, how long do you want it to be? You need mocap in any case, an animation capable 3d program, a renderfarm, a very good pre-production. Seriously, you need to decide everything at start, so you can do it one by one and render it one by one, you need to start rendering as fast as possible, preferably after the first month. You need to have scenario, a sound editor, a good workflow.
Hello, /3/! Is anyone out there using 3DS Max 2016? Did you find any bugs with it? I've had a problem with it, when I import a model, any model, and apply TurboSmooth with 3 iters, I get a "KERNEL_SECURITY_CHECK_FAILED" blue screen. It also stopped working for a whole week, and even corrupted Windows once. Anyone?
Is there money to make in 3D porn? I often find websites where you can buy a package with 60 renderings or one short animation video for around 10$ each. There are many sites like that. I always thought it is impossible people buying those for 3D porn instead of just watching a real porn for free.
>>506217 Yeah well those porn sites with 35 dollar a month subscriptions still make money too. There's still a big market for porn in a traditional "consumer exchanges money for product" kind of format.
>>506217 the only problem is it's really easy to steal porn games. Your best option would be to create a subscription service that allows access to content you broadcast from a browser, preferrably using unity, html5, or flash player. this will guarantee ppl needing to keep spending to keep accessing your content.
>>509080 Also, I don't know which key I pressed to do this, but my "edit mesh" and "mesh tools" have suddenly disappeared from the top menus. It's still there in the spacebar menus, just not on the top ones.
Oh the windows are tricky, they can open and close and even multiply like browser windows, I recommend you look for some videos on youtube. Look for a tiny scrolling menu that lets you switch modes, It has a little black arrow I think
Hey /3/, it's been a while. Haven't visited here in well over four years, so forgive me if I sound like an idiot or break some new board culture that I'm not aware of.
I've been out of the 3d scene for a while because I got a job as a programmer. Recently I learned how much people can make just by doing some 3d porn, and I kind of want to get in on the action. I've whipped up a little game and am currently modeling a few high-demand character.
I've never really done much character modeling, so I'm not well versed on the important... Comment too long. Click here to view the full text.
>>508919 Yeah, it really did need work. I've decided the model really needs to be retopologized in some major areas and have gone to work on it.
A big problem is the character is humanoid in shape, but not actually a human. They don't have any defined muscles or anything of the like, so I'm trying to get proper topology without defining muscle groups since that'd look super awkward for the character.
>You can use blendshapes to correct deformation too My project... Comment too long. Click here to view the full text.
When making 3d models for sale (game/3d graphic assets), should all parts of the model be connected? By vertex or armature that is.
I'm modeling since few years, but I was always making single-mesh models. Now, If I was about to model a block with it's back lid unattached to the rest of the clock, should I just model two separate objects and leave it be, or should I connect them somehow, so the thing won't fall apart in physics engine for someone who will be using it? I'm suspecting that it all depends on the model's... Comment too long. Click here to view the full text.
I caught a fellow student using stock models in a project he was supposed to have modeled. Upon inspection of suspect models, I discovered the mesh simply used combine. Using seperate poly mesh and display said model in front of student and class, please explain all these unecessary details that is inside these 3 car models hmmmmmmmmmmmm?
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