I've been putting it off doing this Windows 10 upgrade, but this shit keeps bugging me and now it's starting to download the update automatically without me asking it to. So, if I do the upgrade should I be concerned about compatibility with my 3D programs? I use 3ds Max with plugins like FumeFX, as well as ZBrush and occasionally other programs like Speedtree, RealFlow, etc. Will all of this work like it would in Windows 7, even if I use older versions?
I'm working on a game in Unity that uses this model as a base, allowing players to create their own character using sliders. I know Unity has support for Blendshapes which I intend to use for facial expressions. In older games I noticed that some used their armature to change the characters, though I'm not sure if that's still the case these days. Others have a few base shapes and interpolate between them, I think even Fallout 4 does this but then again it's Bethesda's using the same engine since last millennium.
Should I create the sliders for... Comment too long. Click here to view the full text.
>>505416 If we're talking mmo level character scaling and customization, then armature/bones woulb be best. Breasts are probably gonna need a mix of both bones and blendshapes. As long as the base skeleton rig for each body has the exact same number of bones and hiearchy then you should be fine.
I have several questions.. as someone struggling with complex mech creation do you think the people who model these kind of detailed mechs model it from scratch or use kitbash it for a library of mechanical parts (heard thats the best way to do it. talked to a guy oce who made this cool robot and he said doing it from scratch clouds your mind and makes you lose vision of the whole thing while you model 1 piece at a time)
also if you kitbash a high poly mech like this how would you retopo it for games?
last question. how do you even unwrap and texture something... Comment too long. Click here to view the full text.
Kitbashing is the lowest you can get when doing 3D stuff. It's literally lower than furries, zbrush blobmonsters and adding lensflares in your renders. It's taking what someone else made, piling them together and saying "LOOK WAT I MADE GUISE"
just get the damn program and play around with it. its modeling tools and interface are ahead of the pack. i'm still a heavy max user when it comes to modeling due to the abundance of scripts, but modo is catching up real fast because they actually listen, research and cater to the needs of artists, not engineers. i'll be switching to it entirely next year if autodesk releases another half-assed bloatware while maya receives all the goodies.
I'm looking at a laptop so I can work away from home a couple days a week. It will be used for real time PC game stuff in Unity. With some minor Maya and Photoshop type work to support that.
I'm looking at the Dell XPS range. So I can afford the cheaper models. Which one should I get? ps. Prices are a little lower than listed because Dell's sales people agreed to cut the price £70-100 when I said I was looking at the MacBook Pro.
If you are just using unity, Maya and photoshop then I would say a dell xps is overkill. Personally I would go with something cheaper, although a dell xps could be useful if you decide to do some work with unreal engine 4 or something.
>>505227 >If you are just using unity, Maya and photoshop then I would say a dell xps is overkill. Can you recommend some alternative models? I want something that will not need replacing in two years as well.
Hi /3/ I am really trying to figure out a good workflow for very high poly zbrush models and rendering out small animations through maya/3ds max whichever works better. I've noticed so far after following tutorials I mostly just get errors trying to texture in zbrush and export the uv maps / texture maps. so from what i remember, you need to just export the zbrush model zremeshed low poly to maya along with the high poly texture and other info from zbrush. where do you do the uv mapping and at what point?
Also if you are using zremesher for human body / face, at... Comment too long. Click here to view the full text.
>>504983 1. You user ZRemesher after you know you're done making any major/medium form changes (like, after you're done getting your ear folds in, do this on a separate subtool though).
2. You can export textured maps fine from ZBrush... just make sure you increase the UV Map Border size in your UV Map settings before you do "Texture from Polypaint". And use UVMaster to unfold the ZRemeshed model before doing your reprojections.
Do any of you guys know how to download videos from PluralSight (formerly known as Digital Tutors) or sights like Udemy? My internet cap is fairly small and thus I can't really afford to stream videos all the time. I know Plural Sight had some kind of offline viewer but it used some kind of token system or something and would only allow you to download a few videos at a time which isn't particularly idea for me
I'm stumbling into so many tutorials for creating 3D mashes from specific grayscale images, but I'm having a hard time finding how those images are made - some clever site says, maybe ironically, "they are made from 3D models". Is there any tutorial on how to create 3D grayscale images from a picture?
Bring the brow forward, especially just above the middle of the eyes, it looks as if the eyelids flow into the brow which looks unnatural. You might also want to smooth and bring the edge loops more in one line. Spread them out a bit, especially near the middle to prevent harsh transitions.
Other things you might want to look at is the mouth, the lips have too much distance between each other. Also smooth the corner indent of the mouth or bring it more into the face. You also have a triangle and two pentagons near the eye.
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