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... Comment too long. Click here to view the full text.
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.
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... Comment too long. Click here to view the full text.
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... Comment too long. Click here to view the full text.
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.
>>507503 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?
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.
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?
>>504520 True. 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.
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.
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.
Zbrush A polymodeller: 3DS Max, or Maya will do fine Photoshop
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.
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.
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