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File: uv_layout_test_1.png (168 KB, 1024x1024) Image search: [Google]
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What's the best uv's for 3d painting?

I have been trying to 3d paint a post box but it is a bit of a struggle cause mudbox just crashes with-in 5 - 10 minutes of using it but, I was wondering how the uv's should be.

For example I wouldn't assume it would matter on their layout cause i'll just be painting onto the uv's. So if I out my model into blender and do a smart uv projection it just lays out the uv map everywhere. I know this is isn't amazing for texturing but does it matter for 3d painting?

Pic related, this is...
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>>525641
To be honest you can just shit on how they are cutout when they are at least scaled right
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>>525641

It depends. Strictly speaking only 2 things are important:

- avoid stretching and pinching as much as possible, to avoid a warped texture
- make sure that all UVs are scaled correct, to avoid texel size differences.

but...

- if you use small textures, it can be helpful to line up faces nice and straight so you won't see individual pixels too clearly.
- to make baking normals, ao ,etc. easier, you might want to have bigger/fewer UV islands, to reduce the risks of seams.
- also, having...
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>>525649 ok right, that's what I thought

>>525666 yep cheers that makes perfect sense, thanks

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I took up a school project to model a samurai and i have meager modeling skills at best. Help? I dont care if i have to pirate it when all else fails.
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>>525608
read the sticky.
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>>525609
What?
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>>525608
Why are there so many people trying to use /3/ to duck their school work? It's school as long as you try you will most likely get a B no matter how much it sucks. Just go low poly.

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I'm looking to hire somebody to make a number of low-poly 3D assets for a 2D project. (30 assorted mecha parts/weapons). No textures, just plain white figures. Where is the best place to hire a person for a job like that?
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>>525588
https://www.reddit.com/r/gameDevClassifieds/new/
>>
>>525590

Thanks, I'll give this a shot.
>>
>>525590
>reddit
not
http://www.indiedb.com/jobs/add

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I'm so mad right now, I've scrolled over 9000 Google results, but can't find an answer to what seems a really simple job.

I want to merge a huge amount of tiny OBJs into one single huge OBJ and keep all the textures, I don't want to group them so they give the illusion they've been merged together but actually are not, there needs to be ONE single mesh, an actual fusion. Pic related.

Each piece have a tiny overlap (done on purpose) to ensure that they touch each other leaving no open gaps between them, the problem with most reconstruction...
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this is not possible

you either have a mesh that overlaps or edited mesh, there is no in between.
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maybe it can work if you used dynatopo on really high resolution but its a slim chance
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>>525523
boolean with union can work too

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Are there any guides/tutorials out there on whats a good rule of thumb for stopping at the low poly model then making a high poly model to bake from?

I guess what I'm getting at is I don't know how much detail I should add to the low poly model before I switch to a high poly version to bake from.

This is an image from a tutorial I have and it shows how to do this but doesnt really go over how much detail to add.
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which tutorial is it?
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>>525468
https://cubebrush.co/mb/products/211

It's a really good tutorial but I wish he would elaborate on some stuff.
>>
polygons are for silhouette and functionality. texture maps take care of the rest.

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Modellign program for a kid?

So I have a nephew who is always really interested in my work, but his mum and dad are just total computer illiterate. I don't live close enough or have enough free time to teach him but I was wondering what you guys would suggest I could buy him so that he would be able to teach himself but also have fun learning it?

I know its a weird question. Oh he is 10. I was thinking skechup and maybe something like unreal or lumion, so he can play with landscapes too. Something with a good content library would be preferable so he doesn't...
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https://clara.io
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>>525418
Blender
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>>525418
blender is kid friendly, the kid learns the ui very easily compared to anyone that has previous experience.

ill start:


chamferzone
fausto de martini
robin dao
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huh, never considered that. I might have a lot of inspirational material from one artist but never considered it.
Seems like they dont stand out as much as say, a 2D artist.
Though I can name a few poser "artists" off hand. That may just be my bad taste.
>>
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Furio Tedeshi is mandatory
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>>525411
This. I look up to him like he's God.

File: Screenshot 2016-06-06 21.30.02.png (425 KB, 692x1050) Image search: [Google]
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What do you think /3/?
need some serious feedback/redlines for this work
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File: Screenshot 2016-06-06 21.30.18.png (243 KB, 470x1050) Image search: [Google]
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another angle
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Pretty good, here's a few notes :

Needs more muscle definition on the thighs.
The inwards pinching on the cheek look wierd.
The colors are bad, I'd use skin tones.
Don't do the hair with zbrush

so whens the porn coming ?
>>
>The colors are bad, I'd use skin tones.
not textured at the moment

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I want to make a video like this, https://www.youtube.com/watch?v=s1E9MU_iHgg but then with my own shit in the background, I only can't figure out how to make the countdown timer and then place it in the video sequence editor.
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>>525295
The only way to do that in blender would be so god awful tedious you would give up half way. The best thing to do is to make the video then add the timer with some other software.
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>>525295
Dude, that timer was made in after effects. Just use that
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>>525295
>I only can't figure out how to make the countdown timer and then place it in the video sequence editor.

So you don't know how to do anything.

The whole countdown comp is a 2D mograph thing. Do it in After Effects or Motion.

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>>525148
Creepy/10
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>>525148
Fix the eyes, please

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Is there a Photoshop plugin that allows you to draw textures seamlessly?

I hate working with the offset filter. It's very limiting.
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>>525022
under '3D' there is a function called "new tiled painting". But it feels like a unfinished feature in the version I'm using anyways.
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Krita has, it's called wrap around. Repeats the canvas in all directions and you can paint on it seamlessly. You can even zoom out a lot to check if there's any visible pattern.
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you can simply use stamp clone tool

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any good books or videos on how to model landscapes? Pic related is something I really want to learn how to accomplish but I have like zero idea how to go about the work flow for something like this.
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lern zbrush
get rock alpha brushes
do sum randumb rocks
bake it to lowpoly
done
>>
I think blender guru made a video on how to do a cliff or something like that, he got something like that pic.
Even if you are not on blender the video will teach you the workflow.
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>>524810
https://www.blenderguru.com/tutorials/how-to-make-cliffs/

lern 2 displace

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N00b Maya question.
Does Maya have some kind of predictive selection thing?
I go into Vertex selection mode, drag select some verts, and Maya goes 'Oh, you dragged over a bone too! That must mean you wanted to select only the bone right?' Fuck no i didn't want to select that bone at all damn it.
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Put bones, controls and mesh in separate layers.
Hide or switch to reference on the bones layer

Stop being a little bitch because you don't understand a software right away
Use google and the maya documentation
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These will prevent you from selecting various objects when disabled.
The left and second on the left are IKs and Joints.
Maya does indeed have a selection hierarchy and it is extremely useful.
it is still good practice to separate your mesh, lights, joints, and control rig to individual display layers though.
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>>525444
this is /thread.

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As an absolute beginner, I would like to know which of these three programs would be the best to utilize in character creation( for use in games/animation). So far, I have ZBrush, Blender, and UE4. (Maya isn't available in my country). In order to save time experimenting with each i would like to know which would be the best to start with.

If there are any other programs that could aid a beginner like me, that would be appreciated.
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torrent maya and zbrush, ue4 not very good for more complex geometry
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you do gingerbread-men and later learn softwares
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>>524256
Not OP but I am more interested in which software is easier to use for a complete beginner. Maya or zbrush?

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Let's say I wanted to create assets for the purpose of putting them in a game with Create-a-Character. I don't plan on using body or face sliders/morphers ingame, but I would like to use switchable clothes that can be used across a variety of body types.
How should I go about doing this? Are there any resources or information on good methods to create assets for a Create-a-Character system?
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>>524133

Games like fallout and elder scrolls have a uv mapped base mesh that can be made into an endo morph meso morph etc. High poly data is projected onto the uv map so the muscular model looks like Arnold and the skinny one is ottermode.

Skin tight outfits are the same principle. Props are skinwrapped onto the base meshes. Some programming will have to be involved depending on the complexity.

Look through skyrims files to get a better understanding of it.
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>>524142
>base mesh that can be made into an endo morph meso morph
Is there anything special you need to do to when creating the mesh to make sure that body/clothing deforms right?

Either way, I'll look into those Skyrim files. Thanks for the response anon.
>>
not op but follow up question. Could this same thing be accomplished with blend shapes?

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