Blender and photoshop tutorials please
>>507986
You forgot to type
>pic related
When I click on render view, all the polygon shows up black even when I have lights setup, render pass etc, how do I fix this?
This is the viewport
maybe its your normals homie, but ive only been doing this for 3 days so i dont know shit
What lights did you use?
hi i'm in need of a name of the white parts on the bubbles
they are like glows or reflections but i dont know the correct word
thanks alot
>>507837
specular
>>507842
specifically, specular reflection.
>mfw when Americans call bubblywhiteys "specular reflections"
http://i.imgur.com/AsFkN3Q.gifv
>>503398
Just imagine, someone somewhere sat down and thought real deeply about how to go about doing this. And then managed to actually convince someone to try it out, as a 'proof of concept' type deal.
And now days they're able to show this to people, and actually have them pay money to perform this act upon them.
>>503398
Transsexuals should get together and start a foundation to fund time travel research, because it's clear from watching this that anyone in the market for a new set of genitals are born about 500 years to early.
>>503400
Yeah just watching this I was like... how the fuck did anyone ever come up with this? Let alone have the ability to even manipulate skin like that.
Hi all,
How can I get these rings on the top of the table repeating around itself from center like the reference photo's table has? Rings should be one size.
This model is my sketch and I attempt to archive structure of tables from the reference photo.
I've made this base model with help of duplifaces (the orange circle )
>>507823
array
can you extrude a spline/shape into a mesh in Blender? if so, just create a spline circle, duplicate/ scale as desired, and extrude them all.
Is this what you want to do?
where should someone start when it comes to 3DCG in the context of improving their skills for game assets?
3dsmax,maya, or zbrush? most employers i see say exp in max is a must, but if i'm just learning right now should i do it?
>>506074
take a class, watch tutorials. where you start depends on what you want to end up doing
>>506074
Do you want to make characters and/or organic stuff mostly? Get ZBrush.
Do you want to make non-organic things mostly? Download both 3dsMax and Maya and try em both, then take whichever feels better to you.
>>506737
is it basically impossible to choose both being a character model and a set modeller?
if so, i want to make characters in ebmossed armor and overly layered frills, but the thing is i also want to make props for them, like a pendant or hairpin that would have sharp shapes in it. do i have to focus on one or the other to really get anywhere that's considered "worth hiring/commissioning"?
Hi there,
How should I render a scene with Archicad? With Artlantis or export do 3DS and do it with VRay? Thx
You're the artist, you choose.
Im a beginner hobbyist and want to eventually make my own portraits and character art. How good at traditional drawing do i have to be to make things of this quality? How good at 2d must one be to make quality texture maps?
Just a little better than picasso
very good
watch zbrush summit, they have some concept artists there
>>507606
You'll get better the more you do it. Just keep working at it.
So I set my material to glass in blender, rendered it, and it turned out like this. Why?
>>506501
nice fingerprints
https://support.apple.com/en-ca/HT201361
Please, try again.
>>506501
I appreciate a good false flag as much as the next poster (which is to say, not at all) but this is going a little too far.
You know how the Millenium Falcon has all these pipes, gadgets and gizmos, and box-like extrudes and plates on its surface?
I wanna do that for my own spaceship in Blender. How should I do that? I've modeled pipes, plates and other junk, how do I add it to my spaceship. I'm thinking a partical system.
Form follows function. Never add crap just to add it, that you don't even understand.
Read the sticky.
the keyword you're looking for is "greebles"
>>504224
>Form follows function. Never add crap just to add it, that you don't even understand.
How ironic given that the falcon is covered in kit-bashed greebles. The basic idea of which is to keep adding random crap until it fills a surface.
There is no function for form to follow, because the ship can't really fly.
Op, read up on kit bashing and then create your own custom assortment of greeble meshes used for detailing such surfaces.
Anyone else have the problem of spending alot of time on personal projects but on work you'll pump that shit out in a night and it looks perfect?
You should value yourself more.
>>507718
be a man and post your folio.
implying you have a 3d job lmao senpai
Could anyone tell me how the flowy effect of the wolf is done?
https://youtu.be/V2--vCvMdto
Is it particles or textured mesh?
I'm sorry if its a dumb question to you guys but I'm in need of understanding how its done
Thanks :P
Trails. Most game engines have an inbuilt system to create those effects.
https://www.youtube.com/watch?v=vKAvvauNQ8M
>>507640
Thanks a lot.
This was very educational. :D
>Could anyone tell me how the flowy effect of the wolf is done?
Yeah, the guy who made it can:
https://www.youtube.com/watch?v=QoevDfNJw7w
I'm broke asf I'll make a 3d bust of someone's character or whatever they request for the cheap price of $35, fully textured too. I'll post contact info if anybody is interested.
yes im interested give me an email or steam name
Trying to implement vector displacement mapping in UE4. The thing is I am pretty new to UE4, so I can't seem to find the type of node in the picture I have circled in red. It appears to be a parameter node, and it seems important, but whenever I search for nodes, it doesn't pop up.
Help pl0x
I think they're just Scalar parameters which have been renamed
It can't really be this long-winded can it?
I just did research on how to do this and all I can find is that you
build UV -> unwrap -> create texture map -> export model and map to your other software (I'm using lightwave) -> MANUALLY put the paint back on its correct spot
Am I missing something? Is it ACTUALLY take it off just to move it and put it back on again?
Is there no way to automate putting it back on?
COME ON software devs
you should bake the polypaint texture map with xnormal or something
>>507651
cont. if you don't bake polypaint from highres mesh it would be just a muddy mess
>>507643
>UV Map model
>Subdivide enough to polypaint
>Texture Map:Create:From Polypaint.
Done. Use the texture with the un-subdivided mesh.