>Project Tango is a Google technology platform that uses various things to detect their position relative to the world around them without using GPS or other external signals.
>This allows application developers to create user experiences that include indoor navigation, 3D mapping, measurement of physical spaces, recognition of known environments, augmented reality, and windows into virtual 3D worlds.
>lenovo and google build... Comment too long. Click here to view the full text.
I'm gonna try to be actually helpful instead of shitposting for once.
So say you started in Sculptris and you made a 5million poly scuplt of your waifu's boobs. With all the little bumps on the nipples and everything. But you need to put this shit in waifu simulator2k4.exe right so you need to bake that shit for like a good 20 minutes. First thing you do is you open up your Blender and and shove that shit in there, and make it all lowpoly reopo. I'd tell you how to do it but I'm not a cromagnon so I don't use that shit. Anyway now you got your... Comment too long. Click here to view the full text.
So I've painted some weights in Maya. When I smooth the mesh it usually normalizes the weights and screws everything up. So I lock the weights and smooth, which distributes the weights properly when smoothed. But when I export the mesh, it exports the unsmoothed lowpoly version. So when I delete the non-deformer history and export, it normalizes the weights again.
How do I get the smooth mesh exported with properly distributed not-normalized weights ?
First time posting so don't kill me, please. These are just some random inquiries, really. I'm a 2D animator who uses 3D spaceship models as a base and then hand colours them frame by frame to try and attain a "hand drawn" retro anime feel. An example: https://www.youtube.com/watch?v=PN_CP4SuoTU&lc=z12fhpcrewyzepngq04ccfpa0zqdv55z5k00k
And the technique I use: https://www.youtube.com/watch?v=X0taAlZ_MxA
This is totally not final, but my next pro gig is looking like it will be a 60-90 second anime rendition of stage 1 of the... Comment too long. Click here to view the full text.
>>503785 >I'm in a hurry right now, will check those links later. You know, Dobkeratops (red thing on left) is like the trademark boss of the series. R-Type Delta, Final and the PSP games have it in 3D. IDK about ripping it from them, but all the games are emulatable, so you can play them and try to do it yourself. Final and PSP have a model "viewer" option too. I have some pics of R-90 (from the Third Lightning) for paper-craft and dedicated R-Type pic folder, but it's mostly all ship related, if anyones cares.
>>503795 Cheers! That would be much appreciated. Though I might not even be doing this so it's not worth going crazy (I need to wait for word from my project lead). Incidentally, be dazzled by my 3D skills. That's one ship down.
I love /3/ and this community. I just started lurking recently but seems not a lot of y'all are active most of the time, so my questions is: Are there more places like this in the internet you guys also frequent. pic unrelated.
Hi guys. This is my last semester as a BFA at Calarts. Now i kind of fucked up. I ended up in the film/video department rather than the character animation dept. It wasnt a waste of time, and pixar still hires film majors (not just animation majors) but heres the deal - there is no basic maya classes at this time. I am planning on taking a zbrush/maya character creation class, a maya rigging class, and cinema 4d. My roomate upstairs says that in my case, cinema 4d would be redundant and not really help me get to pixar or learn maya. What do you guys think? Is it worth taking... Comment too long. Click here to view the full text.
Hi all, first time poster. Was redirected here from /g/
I am trying to print a 3D model. Working in Blender for the first time. I have a shape that i want to print (pic related, it is hyperbolic paraboloid).
I need help. I got this model from Thingverse and it has shitload of faces and edges, really hard to work on. Would like to build a same model myself from a cube but do not know how to do it. What i need to do is to put a point in the middle of the edge of cube and then extrude it, but do it so the end is not sharp but round (extruded shape would not be a triangle... Comment too long. Click here to view the full text.
I'm not experienced in either of these, but here's my thoughts: NURBS might help you on the modelling side, but eventually the 3D printing software will probably convert it to a mesh of polygons anyway.
>>507717 i woke up with the sudden urge to sculpt a wendigo from until dawn. i been at it all day and it looks shit. the anatomy isnt that bad, but it just looks shit. ashamed but here it is, maybe someone can give a some advice on whats wrong... should i keep working on it? maybe detailing/posing might save it
>>507716 Put in the hours, think about the subject, sculpt, sketch, and observe various people already proficient going at it. Keep doing that for a few years and you will become a solid sculptor.
Picking up 2D probably teaches you the fastest because a big part of creating shapes is having a very accurate eye for reading curvature, and the motor functions to replicate them. Sculting allows one to dick around more nudging shapes into existence, drawing objects/people are more unforgiving and will force you to develop... Comment too long. Click here to view the full text.
>>508244 setting up a dynamic system for this simple task would be like getting out a caterpillar to dig a 1 foot hole.
man the fuck up op. I've been in multiple classes about 5 years ago with someone who was animation director on a movie that won multiple oscars and he would never let anyone animate with physics on anything
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