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... Comment too long. Click here to view the full text.
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.
- 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... Comment too long. Click here to view the full text.
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?
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... Comment too long. Click here to view the full text.
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... Comment too long. Click here to view the full text.
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.
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.
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.
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.
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.
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?
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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