>tfw I realize most 3D software uses realistic pig disgusting lightning where the light travel a rect line >tfw I realize for NPR and animu it would be better if we could control the lightning path as if it were a bezier line >tfw mindblow
I'm getting comfortable with normal-map baking in Maya. I've made a high-poly cube (background) and it's low-poly, normal-mapped equivalent.
There are three problems with the map: distortion (the obvious lines that appear on the map) and blurriness, both of which I know how to fix, but one thing I don't quite know what to do with is the edges of the model that appear to be either extremely highlighted or shadowed depending on the lighting. The effect bleeds over a little bit too far for my liking; the high-poly cube has this effect, but it is not as prominent as it is on the low-poly model.
Do you guys know how I can reduce this without sharpening the edge?
So I blocked out a scene from some sketch I found on pinterest. Looking to do relatively low poly / hand painted environment. I mainly do animation but I wanted to give this a shot since I've been told by a few people that i'm good at texturing so I want to give this little environment a shot.
What do you guys think? How could I improve what I have so far?
ps. im a shit modeler pls dont shit on me too hard.
Hey there, I´m new arround here and would like to ask you for help. Does any of you know a good free CAD programm and where to find it? I was having one when I was in college, but dont have that license any more... If I´m totally wrong here sorry for bothering you
go to autodesk.com lookup free student license. every software is free when you setup an account. make up a school name put that you are either a student, teacher or a mentor and you get a free 3 year license
>>503631 Says 1600 euro for a yearly subscription. The 4000 figure you drop is for the perpetual licenses they're about to discontinue.
Still though the market is plenty ripe for a 'purchase once' alternative to Autodesks bullshit schemes. Them acquiring maya and softimage was the cancer of our time, where's anti monopoly legislation when you need it?
Rhetorical question of course, it's in neverland riding Peter Pan's fictional schlong while pretending like it actually exists.
>>503633 Anti-monopoly only comes in when there is almost no competitors in the marketplace. 3D has dozens of competitors for DCC apps, so you can buy up one of them without issue and not have it be anti-competitive.
Tbh, if you're buying a perpetual license, you're kind of stupid, because the rate at which 3D tools are advancing means your workflows are going to become outdated within 2 or so years usually. It's much better to be paying a much cheaper subscription each year to keep your tools up to date,... Comment too long. Click here to view the full text.
Hey /3/, I've been using Google SketchUp literally for a day for modeling a few buildings and it seems really good and fun. What are your thoughts on it? Is it ideal for 3D modeling especially for importing into game engines like unreal engine 4 or unity for game development? pic related a quick building I made
>>506328 No. Sketchup is for quick architecture-visualization work for the most part. It create garbage geometry and UV mapping that isn't really usable for games. There's a reason it's so easy to use, it's not good for anything but creating things that work for archviz.
Anybody have any tutorials for unreal engine? Some of my professors like 3D animations of our projects (architecture student). they just want a walk-around but I really don't want to use sketchup+vray+ lumion, they look like a shitty sims houses and the project honestly doesn't come to life. A couple of my classmates starting using lumion and I felt bad for them, good designs went to shit just by using shit software, it was funny though, they also added shit house music to their video presentations. Pretty cringe inducing.
I am working on a sci-fi project, and we want to obtain a certain effect. Having a character levitate some kind of hologram above a desk, hologram in the shape of a box, like a cubic screen. And inside this cubic hologram display, zooming on certains parts of a 3D model. while the cubic hologram remain at the same size on the desk.
The thing is, the concept seems like basics sci-fi stuff, but we have absolutely no idea how to obtain this effect in 3D.
We thought of Bolean meshes, but the bolean way of "cutting" objects is not... Comment too long. Click here to view the full text.
Joining armature roots and having an amature with multiple children seems to be common practice with skeletons. But segmented Bbones don't seem to respond well to this: They curve weirdly at branches, and will not curve between roots. What do?
>>504685 Then why do they look like shit ? Aside from the top left and bottom left, the sculpts look like completely different people. Scanning my ass, atleast the artists can make sure the faces look right before releasing them into production and avoid shameful results like this.
I've been messing around with Unity's terrain feature a little bit lately and I had a question about the height maps it exports.
When you export a height map from a terrain, it produces a texture file with two channels, a typical color channel as well as an alpha channel. What confuses me is that the color channel contains the image on the right, while the alpha contains the left; the left is the kind of height map I'm familiar with, but I have no idea what the right is. I can't make out its effect on the terrain in Unity either.
What exactly... Comment too long. Click here to view the full text.
You also get that from World Machine. When it exports the height, it creates a gradient for every value. So if you can imagine slicing up a regular 32bit heightmap based on its brightness value, it creates another 32bit heightmap for every slice. Hence giving you that much extra definition for the heightmap so you won't get any stepping artifacts.
If you put the images on top of each other, you'll see that the more visible gradient parts correspond to the flat colors on the left to compensate for the insufficient depth data.
>>506333 That makes some sense. So, if I'm interpreting you correctly, it's like a height map using modulo? Say, take the original height values as a range from 0-100, and then take the modulo of that by 1, and record those values.
But how do you use it from a programming/shader standpoint? Since all of the sliced 32bit heightmaps you're talking about would all go between 0 and 1, do you just reference the regular height map to figure out where to start and where to end for each slice?
I.e., 1 on... Comment too long. Click here to view the full text.
>>506336 Yeah thats how they work. Dunno about the correct terminology for it but it's not for shaders. It's purely for other programs with built in terrain generators like Unity and UE4 to read from. Usually it's r16, r32 or RAW format with 2 grayscale channels which hold the two images you posted above. I'd go for world machine documentation to find out more about the RAW format.
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