how the fuck do people get so good at knowing where to cut and what to pull and where to put the supporting edges in hard surface modeling. im watching this guy do and its cobfusing as fuck. i try to replicate it the whole thing goes to shit cuz the geometry is crap
>>506935 Practice. That's all really. At some point you've created hundreds of different topologies to solve your modeling problems and you know how different edge flows tend to behave when subdivided.
>>506936 i been jumping back and forth between zbrush and max for the past 2 years. sculping is so much simpler to me than hard surface modeling. i still cant get the hang of it. shit sucks, cant even make a simple sword
Their software just reads massive point cloud raw volumetric data fast as fuck. current gaming pipelines do not use this kind of tech in any form.
But their tech is amazing for people who use a lot of 3d point data. As a result they are actually doing business and will be fine. Maybe one day well see if they decide to go after the game market again.. Maybe in the future with VR.
Does anyone have any idea what these little pins are on my zbrush model when I zoom in? I've been having issues sculpting objects lately and I think whatever's going on here is the problem. I'll sculpt on a relatively low poly object that my computer should be able to handle and my brush starts lagging like it's a huge multi-million poly object.
Any help is appreciated because this is driving me nuts.
Just opened my file back up and when I turn on draw polyframe it looks like this. Alternatively, I can mask polygroup a small part of my model, hide said small part, and start sculpting like normal, but when I unhide the part the laggy sculpting starts up again.
I love Luxrender, I really do, if they made a body pillow with the Lux logo on it, I would fuck it so hard it would stand erect. However, when I use it in Blender, it is slow. The main problem is, sometimes I render out a frame and I go do something like take a shower, and I come back and find a gorgeous photorealistic scene, but the software says it is still rendering when it doesn't need to or should be. What do I do?
Pic related, pretty good looking scene but not textured yet.
Note, I have set Luxrender to render internally in Blender
Ok, I think one of the problems is that Blender won't export to the Luxrender GUI. It says cannot find Luxrender at path C:/Users/AppData/Local/Temp/Luxrender.exe however there is no option in Blender to set the Luxrender path.
>>506476 Luxrender is a progressive renderer. It will continue rendering forever until you tell it to stop or if you set the max samples per pixel or set a specific amount of time you want it to render.
I'm not super ambitious. How long does it take to achieve the skill with Blender to proficiently make movies with shitty n64 graphics, so I can make movies just like Tawainese News: https://www.youtube.com/watch?v=259jj-5YgdI
So I'm trying to create basic objects for a game making tutorial in C4D (left), and import it into Unity (Right), but I can't find any way to get Unity to understand the tiling that I want.
I tried to export an FBX from C4D to Unity, but the tiling just won't do the shit it's supposed to in Unity.
I don't want to have to UV map an object like this either, because I want precision, and from my experience with Bodypaint so far, it's a wibbly wobbly trainwreck that's only acceptable for more organic models.
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