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Archived threads in /3/ - 3DCG - 54. page
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File: work in progress.jpg (811 KB, 1920x2400) Image search: [iqdb] [SauceNao] [Google]
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Hey /3/. I'm currently a senior applying for colleges to do Game Art and Animation and I plan on sending in a portfolio of my work, but my main concern is whether it would be considered inappropriate or wrong of me to send in 3D models of weapons which, sadly, is all I have. I don't really have any diversity to what I make currently and I was planning on doing more diverse stuff in college. Pic related is one of my better works of art.

I'd assume it's somewhat ok to send in such models because they'll know I'm applying for a major in basically...
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Another piece of artwork.
Shit texturing
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T-Thanks anon.

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I'm calling this done for now, how often do you draw your models?
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File: storm giant king.jpg (162 KB, 737x500) Image search: [iqdb] [SauceNao] [Google]
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also r8 my latest model
Sculpt muscle fibers then bake it. Looks like shit without it
i want it to have an anti-alias handpainted look to it, i'd like to avoid sculpting and occ map

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Hi /3/
I'm starting in this whole world of 3D modeling, so I've been thinking on changing to Ubuntu, so far I know there are some good alternatives to what you use on Windows and I know Blender is the shit but are those alternatives good enough?
I want to know your opinions/experiences on that subject, would be much appreciated.
19 replies and 4 images submitted. Click here to view.
I would recommend Xubuntu instead of using Ubuntu. XFCE has a slightly better performance in OpenGL (for the viewport), and it has no annoying things like this Amazon ads Canonical brought to Ubuntu (i don't know if they are still doing this but thy did in the past).

I use Blender on Xubuntu, and i have nothing to complain about. The only thing you should do is to install Synaptic (this package manager frontend is much better then the one Ubuntu/Xubuntu uses by default) and to install nvidia-modprobe. Both are easily installable by using the packages Xubuntu provides...
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I assume you're using a Nvidia GPU, what i recommend too.
Many thanks, I'll be trying that what you said.
I'll be posting more doubts in the future.

File: hogsmeade.jpg (94 KB, 1008x633) Image search: [iqdb] [SauceNao] [Google]
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Major noob here

How can I rip the meshes from this environment exploration game? I want to be able to open the Hogsmeade environment in 3D Studio Max.

Are these even 3D models or just images?
4 replies and 1 images submitted. Click here to view.
OP here.

Forgot to post link

its pre rendered

Thats not real time you retard.

hey guys super quick question: how do i fill single poly with color in c4d. i just need to block out some colors, like in the picture.
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>negro facial features
to be fair gambit always was the annoying maggot looking bitchface jealous shitbrain of the x-men

How would you go about recreating this sort of "style" you see mainly in ps2 era japanese horror games in game engines like Unity or Unreal?

First thing I notice very high contrast textures(very dark darks and very bright lights) . Detail and shadows mostly part of the diffuse texture. Most likely no normal maps. Some kind of color correction maybe? Pre baked lightmaps for static enviroment. What kind of shaders are mainly used?

For Resident Evil 4 it almost looks like they used some kind of matcap or some sort of rim lighting shader that makes the edges...
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That one there might have been early ps3/360 or something but nonetheless

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What program was used to create this ?

-pic not related*
2 replies and 1 images submitted. Click here to view.
3dsmax, Maya, Blender, Arnold, Sony Vegas Pro, After effects, Softimage, C4D, Photoshop and a few more

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What are your thougths on 3D modeling/animation schools in general? Can they get you a job in the video game or animation industry?
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Wanna know how I know that you'll be working at McDonald's for life?
>Can they get you a job in the video game or animation industry?
Maybe you'll do short term work for no name companies - online - then you'll be back to your day job
Stay away from "for profit" ones at all costs. Go to a public uni that has a program if you want the degree, that way you can do more with it.

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I love this face - if I recall correctly I first saw it on a thread here with more of the same stuff by the author.
Can anyone help me out in finding the rest of this author's stuff and/or the edits of it?
If someone has them all saved it would be nice if they were posted here or on some image hosting album.
6 replies and 3 images submitted. Click here to view.
Looks like shoenice
I am request video of upmost importance. It is 3d film about talking computer and other guy and advent unturned including opening up burger shop. Thanks in advance
Franklin and Beyond

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What should I major in if I want to do 3D animation?
I've been googling the past few days and all that seems to come up is kind of niche programs at CSUs or for-profit art institutes.

Is it really worth it?
8 replies and 1 images submitted. Click here to view.
google animation school
Well my issue currently is whether or not I should even go to school for animation?

If so, then lately I've been looking into CSUs (California State Universities) such as Fullerton, or Long beach. Both said to have great programs. Would you recommend this as well? Or is an "animation school" more preferable in your opinion?
go to a specilized school like gnomon and alikes that only have teachers with industry experience

learning things in theory can only get you so far, you have to establish modern day workflows only a good industry person can give

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Could we have an objective thread about hair/fur rendering?

How does Disney achieve this level of realism and detail (pic related, upcoming Disney movie)? What software do they use?

Is it okay to fake hair/fur by using onion style texture planes to safe rendering time or is this an absolute no go now?
I find it hard to justify 5 hours of rendering with physically correct hair particle systems while the same render without any particle system fur in it would take 10minutes.
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> I find it hard to justify 5 hours of rendering

lel, a single frame in an animated feature would probably take thousands of hours to render on your home rig, disney probably writes their own software to generate fur/hair per production requirements, they're rendering with Hyperion these days i think, which is also in house

obviously the techniques you use are dependent on the application, it's "ok" to do anything you want as long as the client is happy, how is that even a real question?
I just wonder about the current climate, for example if people automatically get hair loss and diarrhea when they recognize fake fur/hair on renders instead of state of the art particle usage.
I know it's still "ok" for games but just wondering about still renders.

No they really don't. It's dependent on the application and the look you're going for. I'm guessing from your question that you're asking about making pieces for your portfolio? Make shit that's aesthetically pleasing and shows off your talents. Nobody is gonna change their opinion about whether they hire you or not if your otherwise good looking character uses poly/transparency hair unless you're applying to be a hair system specialist.

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Hey guys i have a rally fun project for all of y'all. Its a semi low poly island or chunk of a biome. Its good cases its relatively easy and teaches about staging with the golden ratio or thirds. Let me know what y'all think about it.
6 replies and 1 images submitted. Click here to view.
the golden ratio / rule of thirds is some shit theory that doesnt apply to modern graphics ie realtime 3d
The Unreal Engine Kite demo is better at explaining how to design these sorts of things.

>not using algorithms to design your level for you
>using 1 point light
>no lights in house

What program does Nintendo use to do all their 3D marketing artwork? And how hard is it to learn? Thanks in advance!
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This type of 3D work. What program(s)?
I'd imagine it's a combination of a ton of different software in their workflow.

And at higher levels of the 3D industry, it ultimately comes down to whatever the pro is comfortable with. So realistically, it's really anyone's guess what specifically they use.

You'll probably want to look into the following though.

A polymodeller: 3DS Max, or Maya will do fine

And that's just to start. You'll probably want to start looking into rendering engines and shit like that later. And that doesn't even begin to cover additional shit like plugins that no doubt Nintendo uses.

Basically, its a fucking career. You're not going to learn Nintendo level skills for fun on the side.
probably softimage for modeling. that's what seems to be most common in the japanese game industry at least. it's as hard to learn as any other 3d package.
also this: >>508413

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I was modeling this fine lady when all of a sudden a huge hole appeared right on her bottom and genital (no jokes pls)

How do I fix this? It's only like this when I turn proxy smooth on. Otherwise, there's no problem with the mesh. The polygons are still there, they're just see-through for some reason. The only material on the mesh is a blinn.
6 replies and 1 images submitted. Click here to view.
Try deleting the history.
Op here. Thanks. It worked. How do you know?

Because everything you do in maya creates a node, and the very next operation creates a node on that node.

If you don't delete history, then your mesh is a veeeery long string of nodes and if something goes wrong in only one of them, then shit hits the fan.

Deleting the history brings it back down to one node (The mesh itself).

See ya next semester, Emile.

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/3/, how would I make this sports shorts material in blender? I've tried using a double glossy mixed with anisotropic shader but the material is close but isn't a match.

Any ideas?
13 replies and 4 images submitted. Click here to view.
Do you have a well lit scene? If you're just using a single lamp and World illumination you're not going to get a good result no matter how complex your material

I'd either keep playing with anistropic shader, or look at some Shaders on Blendswap
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I'm not sure the lighting is the issue
have you tried the Fresnel or Layer Weight node with those glossy nodes? Use them as the factor in a mix node.

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