>>499184 These are the works of researchers who work on algorithms for better simulations and real-time game solutions. Like Unity shader editor adapted the glossy area light reflection solution and UE4 has built 3D volumetric explosions based on baking footages.
Here's another one that can be used as an ipad application. They are just coming up with awesome innovations.
Hi! I've been working on a model based on this image reference:
I've really hit a snag when it comes to hair though, I can't seem to make it nice and "fluffy", give it that volume I see in well done models of this kind. No matter how much I push and full verts, it just looks like a bunch of flabby banana peels instead of actual hair
Anything I can do to make it more natural? I've followed this tutorial for the basic body...
...and tried to follow... Comment too long. Click here to view the full text.
make cube bring in general shape bevel the edges make assload of loopcuts one one edge of the cube selsect every second loopcut and move further inside the cube to get your "wriples" use subdivision modifier or whatever its called in cinema4d and subdivide the fuck out of it
I am also new to 3d modeling. Is doing something like this OK or is is going to fuck me over when I want to do anything with the model? And by that I mean the faces with a bunch of edges at different points in 3d space like I have around the middle of the leg area.
>>500721 You broke the edgeflow by doing that initial chamfer on the corners there. That main large face is now a 36 sided face, when it used to be just 4 sided (a quad). Retain quads with your modeling operations, if an operation is going to generate n-sided faces, think of a different approach or a way you can quadify that face afterwards.
The simplest solution here would be to simply delete the large face and let it be simply an outside strip of polys for now. Then add thickness with an extrude once you're done... Comment too long. Click here to view the full text.
weapons / props should be separate objects. personally i would use a PointOnPoly constraint. (Rigging menu set > constrain >pointOnPoly) select a vert on the hand, then shift select the sword then apply the constraint. You can use the third last attribute from the bottom of the constraint attributes to animate the constraint on and off, which is useful for a character letting go of their weapon.
Hey guys , I need help, big time . Basically, I'm a beginner in Zbrush and have to make a character for school . I worked there for a week with Zbrush6 and saved my file as ZPR format . Now , i'm working from home and I only have access to the ZR7 format . What I'm asking you guys is if someone has the 4R6 version and would be nice enough to convert my file to ZLT instead because I can't do anything with it ATM. I can send it through email . I'm not sure how I could repay whoever helps , but I'd be extremely grateful . Thanks a lot.
Well, This isn't really an isometric drawing. It appears to be a cad model textured to look like an old hand drawing from back in the day. So to answer your question it would be a very easy task to model those items in a cad package and display (or plot) the items in a hidden mode using hatched for the textures. Its probably what I would (and have) done if I needed an image of that style.
The only part of the "look" that would be tricky to replicate is the emulation of the post processing effects of old displays as digital ones aren't as prone to distortion as current ones. Faking VHS bleeding etc.
It's a bit like using filters for emulators, you can get reasonable results, but they'll never be the same.
The outputted animation (or in the case of an emulator, the pixels) are the easy part.
>>500020 This 'true look' isn't about software it's about hardware. Record your stuff onto old media and then digitize the signal of that recording should go a long way to make it look authentic/shitty.
hey /3/ i'm a student doing a 3D modeling course at College, in not new to it but ive got a problem that ive never seen before, i'm using 3DS max 2016 and i keep getting this warning pop up when i open any .max file or just a new blank scene... please help, i have an assignment due in a week and i really need to carry on with this... ive already tried uninstalling and reinstalling everything AUTODESK related on my PC, i'm using the student version and my PC specs are good, ive never had this problem before
Wood is too shiny, metal could use some variation in colour and maybe some more detail, at the moment its kinda plain and one flat shade of grey. If that shiny wood is supposed to be old oily/waxy wood it needs brighter/lighter wood on the exposed most outer surfaces and darker crevices and more color variation. In general you should get some more color variation on, one hue for one material doesnt cut it.
What game is it for? Your game or some skin for a game? Looks a bit like a tf2 weapon skin. If its for tf2 you should get rid of the smaller ripples detail in the wood... Comment too long. Click here to view the full text.
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