I'm working on a small project in Blender3D. It's supposed to be viewed in the Google Cardboard VR glasses.
Using the 'Views' and the 'Stereoscopy' functions I was able to achieve the result you see here in the pic. I can't figure out the barrel (lens) distortion though. Mainly, how much barrel distortion am I supposed to go for? How should I apply the distortion?
Also, since I've already rendered out the whole video without the distortion, I'm thinking of adding it in post in AfterEffects. Again, any idea about how... Comment too long. Click here to view the full text.
Does Blender have a MR/VRay equivalent? Everyone uses cycles but doesn't bother to render enough passes to not look like shit. Are you actually OK with those shadows? I get that it's not a final shot, but can't you just leave it to render for 5 mins?
Listen guys, I know what you're saying. But this project is a free demo for a client that just wants to see the VR in action. I really don't want to allocate more than the very basic resources for this right now.
Also, I just want to know about adding in the lens distortion. I can always improve on the render quality later and actually put some effort into the scene when I actually get the job.
I have a strong fetish in woman in specific clothes (blouses, leatherskirts, etc.) so I want to learn creating 3D animations or images of woman wearing those. I already know how to use Cinema 4D but I don't think it is the best software for that kind of modelling. What could you recommend me for creating clothes and use them on a woman model (also any advices which one?)? Thanks a lot
I use Blender with the mouse buttons swapped (that means using it with left to select like it's normal in most systems).
Now I tried Retopoflow and it seems like I can draw with the LMB but select does not work.
Everything works fine when I swap the mouse buttons back to special snowflake mode.
Some other guy had THE SAME EXACT PROBLEM but instead of telling WHAT actually solved it, he just said it was "an user error" and vanished. I fucking hate idiots like that. https://github.com/CGCookie/retopoflow/issues/101
Does that shit run... Comment too long. Click here to view the full text.
>>501568 Most of his work involves just kit-bashing pre-made mechanical parts, warping their shapes and doing booleans. Not much of what he makes is a usable mesh for anything but static object shots or turntables. He is considered a 3D concept artist these days, so his workflow has adjusted for how fast he has to churn shit out.
Which is why he uses moi3d now, because it's perfect for that kind of workflow.
Why do resources on 3D character animation seem so limited? Even the sticky is pretty scarce in information on the subject, and the vast majority of guides seem to just run over the UI of a given package and little to nothing on techniques.
Is there really nothing else to it? Just brute force and attention to detail?
Trying to set the standard of outdoor/fall/rock look. All trees were bought, so I kind of cheated, but the rocks were hand made with Zbrush, and texturing was basically painted on. Made in 3ds max, the project itself takes around 7 minutes to load. Renderer used is Vray 3. Everything is 2x scale, textures are at 4k minimum.
I'm getting really frustrated with UV's, I'm quite new to 3D but for the few models I've made i've had constant problems with the UVs which have ultimately ended up with me abandoning the model because they look like shit or the textures constantly break.
Are there any good resources on a workflow for getting UVs right, how did you learn how to do it properly? I just wanna make lowpoly waifus.
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