hey guys, what is the best way to boolean and cu shapes out without fucking the topology up.
i been experimenting to see what i can do after a boolean to clean up the topology the best i can to be used in turbo smooth so far best thing is to inset and bridge
got any tips?
I create the shape as a seperate object usually as a plane, and then use it as a stencil by making it transparent and placing over the designated area. I cut that shape along using vertex snapping, delete the stencil, and then just extrude down, delete face, bridge borders, and cleanup from there.
>>506757
the one on left is stencile the one on right is boolean. the same result. it seems fine with simple shapes but the other day i was trying to make a SNES controller and the shapes got all type of fucked up
in this particular case you can use inset
just avoid boolean alltogether and add in normal maps what is too small or impossible model
Is it possible to do simulations of electricity and magnetism in Blender, whether with addons or not?
I've seen that I can give particles charges, and simulate magnetic fields, but can I simulate induced magnetic fields and induced voltage?
Was going through some of my dad's old sketches and thought that his railgun-like thing looked interesting to try and simulate.
First and last bump
Might be easiest to just poly model the electricity and use modifiers or something to animate it, then add glow in post to make it look less solid.
>>505205
This is for the purpose of simulation, not art.
broke?
Blenderer here.
So my box is fucking glowing?
Why does he do that?
WHY!?!
>>507264
You did something Mark didn't you?
Still tampering with the ales bade eh, changing the material box as you see fit?...
>>507265
Tampering with the ales what?
Not sure I speak your language sir.
>>507264
would be nice if you provided some more info. Like image of material set-up.
Ayy /3/ i'm new to Blender and 3D modeling stuff. I wanted to make something easy and learn basic things and so i made lightsaber. It's only my 2nd thing i made so it's not perfect. Everthing is fine but blade (light) isn't blurred around like on a normal lightsaber. I didn't find any tutorials or if i found they weren't what i need. So maybe /3/ can help me? Don't hate pls :D
lightning seems to be alright, the rode should be little thicker with more emission, try to up the samples.
>>507247
Thanks for feedback :) It's not original image because i sent it through Facebook and saved on my phone so it may look diffirent. Original one had 4K resolution which looked pretty damm good and has 500 samples. I will try 750 or 100 and melt my GPU for best results x)
Try this
https://youtu.be/YbsYDOiph7U
Tried doing a clean uninstall of Mudbox, well now when I open up start menu I can't find Mudbox, but when I use the installer, it says Mudbox is already installed.
What the fuck do I do now?
dont use mudbox anymore
Try browsing to the program folder and open the program that way. Did you just start using a computer last week?
>>507225
> i don't know how programs store data in other folders
Did you?
It's a cheat method to model specific faces, but FaceGen was great for making recognisable models of celebs or real people. Now it's looking very out of date and I was wondering if any newer versions of the same method were around. I've been trying to find out myself and come up with nothing, but it seems like building models from photographs could be done much better now.
>>507204
Photographs are ambiguous information sources. You can't really perfect an algorithm to extract accurate information about shape from a single photo without building what amounts to a strong AI that understands what it is looking at.
If you have stereoscopic images the parallax should allow one to algorithmically extract a very good estimate of the shape tho. But I don't know the name of any such tool.
Faceshop :^)
Hi im looking for someone who can help me making a game. It is a card game and already excist but i want one with a other theme. here you can see what game i mean:
https://www.youtube.com/watch?v=DtHz0bg-TsY [Embed]
can anybody with experience of making games like this help me with this one? There is a reward.
I want the game be online on a website and after that in app for ios and android.
contact me on:
[email protected]
>There is a reward.
How much are you paying? Stop wasting everyone's time with this vague shit
post on freelancer.com
>>507109
Inb4 he's offering 50% of the profits once he publishes
So I keep getting this blocky normals map when I'm using xnormals. Any reason why this is happening? I mapped out the UVs beforehand, too.
It's just padding. How does it look on the mesh?
>>506775
Like ass.
>>506777
For reference, here's the high poly.
I fell for the 'Maya is good at modeling now' meme. This shit doesn't even have basic tools such as separating vertices evenly or creating circular holes. Hell even Blender has those, why can't they just port the Loop Tools panel from 3Ds Max? And the TWO fucking scripts available online are fucking old and not 100% compatible with newer Maya versions.
>or creating circular holes
i actually saw someone do that with maya, are you sure
but it is good at modeling. If you plan and don't fuck up your topology you can only maek gud.
>>506606
>separating vertices evenly
http://download.autodesk.com/us/maya/2010help/index.html?url=Modeling_a_polygonal_mesh_Splitting_polygon_faces.htm,topicNumber=d0e8483
/3/ how would u project the mesh ?
i tried nearly everything, even dropping a plane with a mesh as a cloth to stick to the shape but nothing works quite right.
it can't be that hard ;_;
Use shrinkwrap, although it's a bad way of doing things.
What's the best way? What's the proper way?
Hey /3/! Sorry if this is such a dumb question, But I don't know much about 3d model making.
Is it possible to make a 2d or 2d like model (That has bones to make it poseable) for use in sfm? And if so, how would you make something like that?
I'm asking because I want to make a short animation in the style of the Paper Mario games (2d characters with 3d backgrounds).
image files with alpha channel/transparency
yes.
https://www.youtube.com/watch?v=6vY7waCP0aA
>>506866
I don't see how you can make a 2D model with bone system.
But you can make a 2D like render of your 3D model.
You should make the animation in 3D and then render your characters in 2D style with the outlines and your background in 3D style.
Then put them together.
This is what I think you should do, just google how to do it. Good luck! :)
Why am I getting these blurry reflections in Vray?
I tried with a blinn and a phing material.
I tried with both a 2000x1000 hdr panorama, and a 11800x5900 and got the same blurry reflections.
Here is mental ray with same material.
Turn off fresnel reflections from the material.
>>506872
>fresnel reflection
Don't have that option for phong or blinn material.
Can anyone advise me, why are my uv's always out of ratio, sometimes very much so?
>>506012
Unfold them better ?
Dont scale in object mode! NEVER.
Now you have to enter object mode and use CTRL+A and select Rotation & Scale. Then you have to unwrap model once again. (just click E in uv editor in edit mode.
>>506040
Or just tick the "preserve UVs" option for any of the transformation tools.
Does anyone run backburner here on a local network?
I've got two spare pcs and i was thinking of hooking them up, but just some confusion (and iv'e searched for tutorials on youtube/google but all i can find is really outdated info in 360p).
I install maya/backburner fully, and then run a server on each pc where I want it (and on primary pc as well if i want it to render as well).
I run monitor on primary pc to engage all the jobs.
I create a shared folder on main pc and give it access on network to everyone (and somehow share the texture...
Comment too long. Click here to view the full text.
I run a 30 node backburner farm on ec2, what do you want to know?
>>506681
How much does that cost for a render of say 50 frames? Just curious, have been considering amazon too.
>>506709
depends on how long it takes to render. Its about 90 cents a machine hour. It takes half as much time to render on a 2.8Xlarge node as it does on my dual socket workstation.