So I see lots of people who instead of creating one sound mesh, just create objects by "combining" sub-objects, more or less just pushing one mesh into the other, making them intersect with each other with tons of internal excess meshes, internal faces and other shit.
For example jeans with rivets just sunken into the pants mesh, futuristic helmets with design parts just placed on top of the helmet mesh, etc.
When is it okay to do this tongue-in-cheek shit?
I thought it's an absolute no go like using triangles where you can avoid them.
>>506299 For film, as long as the intersection of those two meshes is hidden, it is perfectly fine. (like the example of rivets, the cap at the top is overlapping where the mesh penetrates). Intersections create 100% hardness lines that normal maps can't really fix. If the object is only going to be seen from a distance, than it's not an issue.
For games, you'll often save a shit tonne of polys by simply intersecting geometry instead of trying to modify the topology to support that shape. Again though, you'll... Comment too long. Click here to view the full text.
The way videogames work, they generally render using gl_triangles (or dx equivalent), which means that disjointed triangles don't matter as long as they are all in the same object. You may even save on the triangle count. If it's many objects it's one drawcall per object, which is bad if the sub objets move the same way as the main objects and use the same texture espace and etc.
Now if your engine is somehow optimized to create triangle strips out of regular artist submitted meshes, it could be less optimal, yes, but it's an odd case.
For anything... Comment too long. Click here to view the full text.
If you want good, up to date materials for blender, you'll have to buy them. That's one of the major failings of the Blender community. Most of the good users learned blender in previous versions, and so the good Blender users have no more need of tutorials. Thus newbs are stuck using out of date tutorials for 2.5x or paying for up to date stuff.
The best place to get paid Blender tutorials, imo, is Udemy. You can get them for like $10 when they have a sale. Just check the Udemy facebook page for... Comment too long. Click here to view the full text.
What kind of attributes? Just like Maya, Blender treats their objects like containers and shapes, you can transfer shapes between containers and shit like that. Saw a few minutes of that video from where you said and apparently the guy copies the shape of the quaded pants into the shape of the non quaded pants, right? I'm no expert in Blender but I'm pretty sure it can be done. I don't know if they'll transfer the UVs automatically though, but it can be done, the process is a bit confusing from what I can remember.
lol @ all the greeble and shit hanging off his arms. There's a sniper scope or something on the arm, fuck knows what floating off his wrist, a camera embedded in his chest. No wonder he's locked in an a pose.
Turn down the bump on the masonry. Canopy and deck could be a different material from the walls. Wood maybe? Give your grass some topography if it's not too much trouble. If your walls are supposed to be stucco, add some control joints and a subtle texture. Walls are not all a flat material, they have joints and breaks too.
blender sculpting is usable but i don't believe its something you can make game models out of. its a good practice tool and you can bake nice things with it but its not really something you should stick to unless you get really good at it, also slowdowns after 700k polys
usually eyes and hair are seperate objects because you might want to assign different materials. so far not bad for a first model,people usually start with hard surface before sculpting to learn more about topology and 3D concepts
>>505890 I am going to attempt to make some robots and do them using box modeling techniques. I started with this sculpt because in art starting with the human face is pretty normal I think, though I still have no idea how to do hair.
So they fucking pulled shrinkwrapping from max 2015. Does anyone know a script or a good technique for shrinkwrapping. If you don't know how usefull this is for floating geo on curved surfaces, don't reply. Go be a noob.
yo /3/ how do i rig a simple rope like skeleton with physics in 3ds max where i can just pull the controller around and have it wiggle naturally? tried to find a tutorial but couldn't find what i was looking for (maybe it has a specific name that i don't know)
>>505594 I need a rig that can morph with gravity and movement, for exaple so i can put it in a rope or wire hanging from a character ad have it wave around as the character moves. anyone know how or where i can find a tutorial?
So I'm building a new PC purely for rendering 3D fractal animations. It's been about 4 years since I've built a new PC. Looking at the i7 6700k but I'm not sure what kind of cpu cooling to use and how much/type of RAM. Help me Obi wan /3/. Your my only hope. Any advice is welcome.
you definately want to go water cooled I used the corsair h110. whats you budget if its in the 2-3k area i would go xeon processors instead. I do animation and art with images up to 80 megapixels and i run 32 gigs ram with 3 gtx 780 cards in SLI for some progs the gpu is a far more powerful tool the the cpu and for some progs the number of cores is king. it really depends on the way the program your using works.
Hi /3/, so I'm new to everything that is related to 3d modeling, sculpting, animating, etc. I really want to learn but the thing is that I don't know where to start, I watched some tutorials about how to use blender but that is about it. Could any of you tell me a good way to start learning 3D animation? (Pic related, that is the best I can do sadly, I started 2 days ago)
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