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https://picarto.tv/Shastro He's modeling ponies. Are you a bronie?
Invade it. Do it now.
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That is one ass-ugly pink horse.
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aefafaweawdawdawdawaewaegesgehrthd
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I want to cum inside pink deformed hourse.

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Will UV tiles work with UE4?

Pic unrelated
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Post them and I'll tell you.

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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
5 replies and 1 images submitted. Click here to view.
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>>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.
>>
Git gud at 3d you dumb fuck
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>>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

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Blender exports FBX 6.1 and 7.4. It imports FBX 7.4, I think.

My question is what year numbers do these versions correspond to? What year should I export an FBX out of Maya as to import it into Blender with rigging and texturing intact?
2 replies and 1 images submitted. Click here to view.
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>>506834

Bump, because this is basically all that is in my way when it comes to getting custom assets into SFM. I would just make them in Blender, but I don't know it.

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https://www.youtube.com/watch?v=5AvCxa9Y9NU

All their videos are a scam right? They don't have something unique everybody else can't do?
2 replies and 1 images submitted. Click here to view.
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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.

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Rate my comp please

Yea I know we see the polys I will fix it
9 replies and 1 images submitted. Click here to view.
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I also animated the little guy

http://piecode (dot) tk/video/uploads/runningTee3.mp4
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Care to post a .obj op?
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>>506542
For such simple shapes you might as well use nurb surfaces. No poly edges.

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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.
5 replies and 2 images submitted. Click here to view.
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>>506523
I've never used zbrush but aren't those vertex normals?
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>>506527
They look like vertex normals but I don't think they are. I can't move any of the vertices in between them. All I can move is the pins.
>>
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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.

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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
15 replies and 4 images submitted. Click here to view.
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Donate to lux
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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.
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>>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.

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How do I get rid of this red square?
If I try to change the viewport to rendered, only what can be seen inside the square is rendered... Help????
/Blender.
3 replies and 1 images submitted. Click here to view.
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ctrl + alt + b
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>>506640
THANKS!!!

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
15 replies and 2 images submitted. Click here to view.
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PerfectDark 64 took a crew, of over a hundred, years to make.

The "shittiness" of the graphics came from hardware limitations that masters of the craft took great pains to compensate for which is why the game looks as good as it does.

You're not making your job easier by setting the quality bar lower, and you've picked a completely flawed example of low quality.
>>
>>506251
Half life was made by 47 people.
How does that make you feel?
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>>506257
and it was also delayed 6 years.

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Should I buy a video card now (for example GTX 970) or should I wait for NVIDIA's Pascal cards?

I have saved some money over the past few months to buy a new PC for 3D modeling and game design.
7 replies and 2 images submitted. Click here to view.
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Depends, what do you currently have?
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>>506512
I currently have an HP 110 series
http://support.hp.com/us-en/document/c04077792

shit pc
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>>506512
>>506513
its a shit pc, but I will be busy for the next half year so I do not really need a new pc untill next summer

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I just want the poke dot pattern and I want to know how to make them in gimp maybe. I though people here would know more
7 replies and 2 images submitted. Click here to view.
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>>506518
wrong board m80
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>>506521
where then?
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>>506522
Don't open up the board list and look. That'd be too easy

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So I made this lowpoly thingy.

When I add a toonline to the gun, it makes something very ugly. I'm just looking for an outline of the gun. How would I go about doing that?
7 replies and 3 images submitted. Click here to view.
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here is the gun with the toonline
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>>506508
The gun is complicated ND the lines have no weight variation. There are options to make the outline thicker than any in lines and to make them taper at the ends.

You can also use a texture to control line weight.
>>
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>>506509
welp, that made the end product a ;lot nicer. Thank you!

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I'm not sure if this is against the rules. If it is, please don't ban me, just delete the thread and warn me and I"ll never make another thread like it.

I want to view some models in blender but I have them in the .max format. If anybody could just export them to .obj or .fbx I would greatly appreciate it.

If you can only do two Edna and Sorey would be appreciated. If just one Sorey please.

I normally would not ask a request but it's just opening and exporting the files.

https://mega.nz/#fm/PUljEBBS
7 replies and 1 images submitted. Click here to view.
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http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/3DS_MAX_Scene_Interchange

ggrks
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>>506496
I had already looked and found this, and the problem is it doesn't work unless I initially open it in max.
>>
The link doesn't do anything except bring me to my cloud drive. Nothing listed.

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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.
8 replies and 3 images submitted. Click here to view.
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Alright, so I did get it to import properly by exporting a .dae instead.

Any downsides to using different 3D files?
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>>506473
collada was designed to transfer a whole scene's worth of data. If it looks fine on the other end of the import then I wouldn't worry about it.
>>
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It worked for a while, but now it does this.

I don't know why this of all things has to be so fucking hard to do.

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