>>503872 Just about anyone I know who work 3D for games admits to heavy use of google images for texturing. Especielly for heavy edits where the source wont even be recognizable.
For textures like the one in your Op if you own the texture library, or it is part of a free library; the typical license is for you to use it on your content as you please, but you may not distribute the texture as part of a texture library - which is where you are more likely to run into trouble.
The odds anyone is gonna come after... Comment too long. Click here to view the full text.
>>505358 Keep UV island sizes consistent and minimize seams. I can only make out the head and tongue on that UV map and you will have a hard time getting that mesh to have good textures unless if it's only just solid diffuse colors.
Show os the model for us to make a fair observation. If it is organic, it is best to keep it in pelt formation like poster said above. If it is man made/mechanical, lots of cuts and islands are usually necessary.
>>505358 make the most out of the UV space and focus on islands that carry the most detail or the detail that will be most visible in your renders. the bigger the islands the more defined is the texture on that island
>>502147 Well, if it looks like a mess if you look at it zoomed out, then it's not working. Your colors (and values) should break up the motorcycle in an interesting way that helps the design and/or form read. this is design 101 so I don't know where you'd start, start reading up on color theory and reading some design books or something. Concept art books like Skillfull Huntsman are good for this stuff too.
But basically: Your camouflage is adding noise that makes the design hard to read. Your accent colors... Comment too long. Click here to view the full text.
Its supposed to be floating right? Looks more like a snowmobile atm tbqh senpai. Were you trying to make it look kinda like a dragonfly? I like that, keep working and make it look more like a flying machine and less like a snowmobile.
Alright, I'm ready to jump the sinking ship that is 3DS Max. Has anyone here switched from 3DS Max to Maya recently? What resources did you use to get used to it? I know there's a few "Maya for Max users" tutorials floating around, can anyone vouch for any of those being decent?
For the last fucking time, stop trying to flag yourself with a single software like it's your identity or something. Max and Maya are used for different things. Use Max for modelling, especially industrial and architectural modelling, but it's good with spline modelling as well. Use Maya for animating, rigging, skinning and all that. Youtube has all the tuts you need.
>>505976 I *don't* just use a single piece of software, but Maya seems to tick all the boxes that Max does while actually being developed as Autodesk's flagship product while Max seems to be edging it's way towards death so I want to phase it out of my workflow. Easy to understand?
I've never been to a 3d school. Self taught myself 3d modeling and rendering since 2007. Now working for an architecture firm as a project designer. I make myself interested in the work that I make to keep going. The resource is endless out there to learn just about anything these days.
Nope. Software engineering. I do 3D as a hobby, the industry is incredibly competitive, makes you work a ton and doesn't pay that well. If for some reason I wanted to be part of the industry I can do it from the technical side and get a lot more money for less work.
Hello, is there someone who has or could do a 3D model of there headphones? Their name is DFH.B. I can`t find them anywhere, and I am absolutely shitty with CAD etc. I can provide you with more reference pics. Thanks, /3/
Gotta new job in animation, pipeline requires that all maps r created in 32 bit. What the actual fuck, i mean, for displacements out of zbrush i get it, but even albedo, spec, gloss? Wtf would i want more dynamic range in textures painted or made from jpeg. Can anyone explain that?
>>506039 Sometimes they are smoothed. Other times they are modeld to be the highest res needed. Like way more detail in the face than people are used to, fucking tear duct wrinkles and shit. But then low ammount of quads on the chest and back
Just downloaded Maya 2016 after years of not even touching it. Last time I used it was back in 2010 I think and it was the 2008 version of Maya which was buggy as hell. Has there been any major changes?
>>504618 Yes, the software has radically changed. The look of it should already be apparent enough. You'll notice the Viewport 2.0 and the options it has when you go to "Renderer" above the viewport. I can use DirectX 11 or OpenGL and thus doesn't need a workstation card to be accelerated anymore. There's the revamped modeling toolkit, revamped Hypershade, streamlined Node Editor to replace the connection editor. Bifrost... Comment too long. Click here to view the full text.
yo, I went to the art institute for 2-3 years in hopes of being into game art and design however the school was terrible and refused to teach us anything new and I taught myself basically everything I could while doing repetitive assignments about really easy things. I have been to nervous to post any of my stuff. So here it is tell me where you think I am I know im not professional but what do you think I need to do to get better at this?
your colors and textures are a bit noisy and contrastey, like each texture is screaming "LOOK AT ME" and it makes them all look messy. the colors could be a bit more muted and you could use some color correction and postprocessing effects to make it look better. these look like videogame models as well, I'm assuming this is for a videogame? another issue is that you seem to be just putting rust and dirt flatly over all textures
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