Couldn't find any general thread
So this is just a PNG image assigned to the face of a 3D box
How do I remove the white coloring of the texture so that it becomes transparent?
10/10
>its not usefull to know the program you are using or anything
>>501347
dont forget the render engine either
It's ok you friendly bunch,
I discovered a solution through the introductory of alpha channels in textures
Thanks for your help anyway
http://www.horribledeath.com/tut-alpha.htm
will you critique this stupid thing please?
I going for super hyper witcher 3 cinematic realism.
It looks OK but missing eyelashes and hair. The back of the head looks kind of off, the ear seems to be rotated or something but if you correct that and cover it with hair nobody will care.
>>501291
Is that how you believe eyes transition into foreheads?
Interesting.
>>501291
Mfw
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...
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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?
>>501212
he can use luxrender
>>501212
>>501213
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.
No amount of tweaking or work makes a grass texture look good in an environment. People always use polygon grass.
Why is it that environments with grass textures instead of polygon grass look like shit?
Pic related, a grass picture I took
because grass textures lack depth, obviously.
Same reason everyone thinks low polygon hair looks like shit.
>>501174
Because you're expecting it to have some sort of depth but really it is just a 2D image end you end up disappointed.
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
Anyone?
>>501114
>C4d
brah u need zbrush to make organic shit
>>501114
Marvelous Designer is the best for clothing. ZBrush is the best for organic modeling.
Blender users literally on suicide watch!
http://www.blendernation.com/2015/11/07/blender-logo-look-alike-brighton-uk/
>>501084
Can you really blame them?
>>501084
hilarious
>>501084
Oh well, I don't care. I still use Blender in 2015 but I will have to make the switch to Maya or 3ds Max eventually.
I seriously want to know.
I like the way you used the Microsoft 3.1 spray can for your post processing.
>>501017
I honestly believe this is just a troll thread and that's all there's to it.
>>501017
I think you can do better, but maybe not so much better.
That's why you resort to le epic trollan to get attention.
Everytime i save a file and i try to open it, pops out this message and closes Zbrush. Any help?
Bumping for help
>>500957
>Aceptar
Third world language detected, potato computer confirmed, cause of issues discovered.
Also, upgrade to 4R7 P3, you scrublord. It has zModeler and so many other great features, and more bugfixes.
Try opening the file by double clicking on it instead of opening from ZBrush. Also, go to Preferences>Performance and do the performance test.
I double clicked the file before i read you, it worked, thanks anyway. English isn't my native languaje, so potato is good.
No matter what scene i'm working on (low poly/heavy), 3ds max will only keep eating up more memory even in idle - all 32gbs of it after an hour of modelling or so.
didn't find any workaround, so i'm asking you guys. any1 else going through it or managed to fix it?
basically this: https://www.youtube.com/watch?v=34KgyO5HAQk
gc()
freescenebitmaps()
clearUndoBuffer()
these commands don't seem to work either
>>500918
You've broken it somehow.
>>500918
Autodesk is killing off 3DS Max and they're trying to subtly get people to move away from it now.
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...
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>I use Blender
Use a real tool, kiddo.
>>500781
>le real tool maymay
here's your reply
Okay, solved the problem.
Unlike that douche I will tell you what the problem was.
When you swapped your mouse buttons you have to hold CTRL while LMB clicking to select stuff.
So apparently the plugin fails in completely adjusting to the mouse button swap and the CTRL clicking for selecting shit isn't documented anywhere either.
Ah well, better this than not working at all.
My rig deforms properly (with a few exceptions being the forearm) but when trying to paint the weights on the rig it shows up with the weights unevenly spread all throughout the rig?
Why is this happening? is it worth re painting the weights or is there a simpler solution to this?
>pic related (its the rig with the bad weights)
git gud
>>500534
>>500532
Use Geodesic Voxel Bind when you do the initial skinng.
But anyways, just paint away the influence you don't want. If it works, it works.
So a guy called vitaly bulgarov makes the most jaw droppingly amazing 3d stuff. mainly robots and ID.
he claims on instagram he mainly uses MOI3d nowadays.
I tried it, and it seems like an incredibly simple software.
wtf? is he bullshitting?
>>501568
Shilling maybe?
>>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.
saw his facebook post right before i came on here
he got them 3d printed
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?
just move your NURBS curves and set keys, butthead
>>501520
I guess it makes sense. They wouldn't be able to outsource this kind of thing to unskilled koreans if it took any kind of advanced input.
>>501521
like what? Wiggle your ear around? Are you trollin?
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 need criticism
>>501223
Nah, dude.
No wireframe, sorry man. Hopefully somebody will fall for it.
i dont like all effects of the bugs of the photo-camera you did
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.
>>501851
learn about UV seams. Use Maya. The new 3D unwrap is just fucking sick, you have to be a complete retard to fail at it now
Is it normal for it to take so long, I have a model that is sub 1000 polys and its taking me hours and hours and hours to finish the UV which ends up not even working very well.
>>501868
it should take 3 seconds