>>502759 add a finger as a seperate mesh then go into transpose move tool, hold alt and move a finger and it will duplicate non masked geometry then merge both tools when you happy and redynamesh at a high enough resolution
Hello /3/ So I decided I want to make a 3D model of an armor, I have been drawing my whole life, and meanwhile, learn to model. First I tried Blender, as I heard it mentioned often (for making Skyrim stuff for example), but I quickly got overfrustrated by its un-intuitive and annoying UI. Then I tried Maya, and the same happened - terrible and unhelpful UI. What would you suggest me to do, stick to one of those, and contunie learning it, until I get used to it, or should I try something else? What I want is, for the 3D models to be exportable for anywhere (games, game engines), and for the software to have lots of options for designing.
>>504799 No 3D software is so intuitive that you can just open it and "get it". Stick with Maya and go look at BEGINNER videos on Youtube. Firstly how to interact with the interface and the main used modeling tools.
>All I want to do is get a premade model, load it into blender and animate it for 5 seconds >useless tutorials surround the internet. >program doesn't want to cooperate. >other programs are just as frustrating. >sfm isn't cooperating >maya costs too much >ive been trying multiple programs for weeks. >end my life /3/
>>504590 >>All I want to do is get everything spoonfed to me >>I don't want to spend time learning how to do it >>something went wrong... It's the program's fault! >>other programs take just as much effort to learn >>I'm so bad I can't even figure out sfm >>can't even afford free.99 Comment too long. Click here to view the full text.
>>504591 It's not that I want things spoon fed to me. Id like to take the time to learn a program. I just wish that the resources were better. I've followed them on point and the outcome is different. this was my problem with sfm.
>>504590 The resources are fine, loads of people have self-taught themselves 3D using free tutorials on the internet, why can’t you? It’s not going to be easy OP, because this shit is hard you going to just have to put in the time and work hard to learn, you don’t get good by not putting in the effort. You can do it OP I believe in you, you fantastic disaster of a person.
>Do you think printers will be able to handle higher detail items like miniatures for wargaming in the future?
No reason why they shouldn't - even the I3 can handle a layer high of 50 microns and with acetone smoothing you should be able to get some good results, and if that's what things are like now, then you can only dream of what they can come up with soon.
...Should alpha channel ever be non 1? Say I hand paint a texture of a blade of grass that fades out from white to black. I have to make an alpha channel, but does it fade out as well or is it always white?
If its always white, why is it this why? Why can't the alpha fade?
But it can, you idiot Did you even try to apply the alpha channel or even SLIGHTLY experiment, or did you decide that it's better to post a question on a really slow board and wait 3 hours for the first reply White = 1 Black = 0 50% Grey = 0.5 And everything in between
This was a thing in /mlp/. First thread ended up getting scruffed, so I decided to post this with all the images draw friend created so that other Anons who wanted to see them could. Let's get started then, shall we?
>>504855 Normal maps don't capture depth information, they capture curvature info. If you've cut lines into the surface that are completely perpendicular, they won't show up in your normal map.. They have to be angled outward like the two sides of that main section you have at the top.
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