Whats the hardest stuff you find in 3D modeling? And why?
For me its the hands and foot... using Dynamesh in ZBrush to model a hand/feet its soo damn hard. You need to move things, inflate, and see proportion, and then move more, and inflate to get to the shape, and when youre going to see the result, its like a fuking alien raptor hand instead of human hand....
@OP, 3DS Max and Maya are currently the best (Maya is a little less autistic of an interface though). I've heard 3DCoat has pretty nice UV unwrap tools as well, but that program is developed by religious nutjobs who don't want you making anything "sinful" with their software.
I'm texturing a obj., and for some reason the texture keeps disconnecting from the model. Instead, a new file is created in the temporary items folder and it forces me to save and reimport everything. Its really annoying.
Animation student here, yeah I know it's shit skip over that. I have a problem with the output. Max shows me in the renderer that everything is perfect, just the way I, a shitty animation student, want it. Then, when I access the output-ed file, I get this shit. It isn't the gamma I already tried adjusting it. What the fuck is wrong with it?
>>503728 I actually just tried that and it didn't work. It looks like the rendering works just fine as I can tell by the individual preview images look fine. But once I try to run them in the RAM video viewer it messes the picture quality up
I guess what I am really trying to do is compile my animation into a video format that can be used in a video editor.
I have tried a preview animation, it looked all pixelly, as well as rendering freame by frame then compiling the frames in the RAM player (result is picture).
Is there an easier way to do this? My professor never actually taught us how to do this shit so I am on my own and have been trying to figure it out via shitty youtube videos that don't actually help me.
>>503672 Make its material less reflective/luminant. Being in a clear, sunny day in the desert the text should cast a strong, sharp shadow. Also the text should be slightly blurry, matching the focus of the camera (but that's in post and you're not there yet).
upper head is bigger than lower part eyes and nose are 75% of the face spine is all the way up to the head, it should stop in the back, then curve a space for the neck eyes are really small for such a big head
High school inventor noob here. I was using NACA airfoils before, but then I found some problems that I don't know if are actually problems. The fact that the camber line is made from two parabolas that are pieced together at the point of maximum camber means that the two curves on the upper surface are only first degree smooth with each other. Same with the two curves on the lower surface. Also, the two curves that intersect at the leading edge are only second degree smooth with each other. I tried to make my own airfoil where the surfaces are made from one, continuously-changing... Comment too long. Click here to view the full text.
>>502987 For hero characters? No For environments and procedural modelling of said things? Yes. Depends what you want to do, but you'll probably be better starting with another general 3D package to get the basics of the medium down
>>502987 Maya is really the best package these days to get into 3D. The workflows are simple, the UI is easy to use and organized now, and it's the best all-around package now. It also has a shit tonne of learning resources for it.
Is AutoCAD part of /3/? I bet it fucking is. How come when subtracting an extruded circle from an object the said object is deleted while volume it uses is not subtracted from the main object? What am I doing wrong?
>>501095 Well I feel silly. All I had to do was subtract the insides of guitar when it was 0.1 units lower than the outside of guitar. Otherwise this happens. And All I had to do was render the whole deal.
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