>>522992 intersections happen because the interpolated surface of the faces may be crossed by an underlying vertex whose coordinates aren't the same as said interpolated value. The simplest way to avoid that, used by DoA, is to have the topology of the tight areas of the clothes replicate the underlying topology exactly and use the same weights as the underlying vertices (or the underlying interpolated point).
In other words, if you want a skin tight bikini, starting with a naked body, you can copy the body mesh,... Comment too long. Click here to view the full text.
In Blender, you click on the button (exemple: cube) and the primitive appears wherever the 3D cursor is with predefined dimensions (2x2x2 meters).
In 3ds max, you select the type of primitive you want (exemple: box) and you click wherever in the scene by draging the mouse, thus defining width and length of the box, then you release LMB and you define height.
Blender is open source, so this means literally EVERYTHING is possible in Blender. Either invest some days in figuring out how to script this (Python) or pay some dude a week's worth of happymeals to script it for you.
>>522665 Okay, smartass. Try to make a curved object that is bending (Iike a potato chip or a chair seat) and has rounded corners. If you know how to use Revit, you won't even bother wasting your time because you would know it's impossible to have a form like that without importing geometry.
>>523768 yeah i had a picture of a dog i was using. maybe i need to go back to basics it's been over a year since i've attempted to model anything. is there any good sites where i can refresh myself for free?
>>522710 1. Everyone starts off learning 3D by making firearms because they are relatively easy forms made largely from primitives, and they also make you look masculine to your friends who would think you were boring, or just a fag, for making a piece of furniture or a lamp. On the opposite end of the spectrum are people who sculpt "aliens" because the lack of standardization excuses then from making their "masterpiece" from resembling anything, making them immune to criticism.
2. Your gun doesn't... Comment too long. Click here to view the full text.
The guy before me had some points. Really it's not easy to come up with some fantasy design of any kind of object without knowing very much about the subject and engineering of said object.
First it looks too big and unwieldy in order to be practical (you could say it's for some centry bot or robot, but then it would look completely different, no grip and it wouldn't look like a assault rifle)
This is mainly because the sights, rails and grip are tiny compared to the rest of the gun (make the bigger in proportion and it would look much more realistic)
Second... Comment too long. Click here to view the full text.
>>525023 No. The UVW space is typically mapped so that a square texture is placed in the 0-1 range along the U and V coordinates (the X Y plane of the UVW space). You can place a bitmap of any dimension inside that space.
>>525026 There are various ways to extract heightmaps from normal maps but they're not very clean methods since the information you're trying to extract isn't fully present in your source. It's not something you'd typically would end up doing either since you need a model to generate the normals in the first place and you can get your height map from there.
If you created a normalmap manually by painting it in photoshop or something it will make a even worse source since your guesstimation of... Comment too long. Click here to view the full text.
>>522334 imagine in 50 years where personal 3d printers are just a common household item.
Every kid is going to be walking around with the newest meme keychain, phone case, lunch box.
>be me in 50 years >child comes home from school >daddy daddy, i need your help! >get excited because i love to assist my baby in any way i can >how can daddy help? Comment too long. Click here to view the full text.
I've got this 'lovely' little piece of geometry that I'm not sure how to smooth for sculpting. It's a smaller piece of a larger model, but it's the last bit I need before I take it into Mudbox. Any suggestions for smoothing, or rebuilding what geometry is there?
>>524914 I'm well aware of this. I'd looked through it. It's all general tutorial sites, and I did try googling this matter. I hoped to get a suggestion or two on this very specific and small problem rather than spend hours through the sites, find nothing on this issue, and inevitably post a request for assistance anyhow, here or somewhere else.
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