So if one wanted to make models in this style, which includes the lighting going on, which shader would I be concentrating mostly on? At first, it looked like your basic rendering settings you get when you output it in 3d max, but there's some details going on I can't get by default.
directional light with global illumination it seems
the mats should be basic diffuse, seems like to have standard specular on the characters the bubbles are translucent ior shader if you actually sit on your ass and learn it it won't be too hard.
the there is a light falloff that go through a small meshes to create the downpour lightning, which is essentially directional light with light falloff maybe there is some color correction going on too
>>523559 Looks like they might be using falloff as self illumination. It's a classic trick to make renders look more globally illuminated dirt cheap.
Made pic related as example, teapot is lit by a single red light, the rest of the light is emitted from the object itself making it look like it's receiving light from the environment. Today you'd use IBL for a better version of this type effect, but if you want it cartoony or retro looking this works.
>>523588 Since the light is usually coming from above, and the floor is bellow darkening out the underside it's also useful to let self-ilum solutions like these have a 'lit from above bias'. Pic related again demonstrates. Experiment with that and you probably find your look, also as you can see this effect can display in max's real-time viewport these days.
So I've been modelling things for quite a while now, but now I need to actually learn to render them, as in scenes etc.; as you can see by pic related, I am... quite a shit at it. All I can find is things like "how to reduce grain" or "how to make renders look even better" (geared towards intermediate). I can't find anything that assumes I know absolutely zero about setting up a scene and how to make my first renders not look like dogshit. Yeah, sure, I can stick lights in there, but my renders still look like they were made in the early 90's.
tl;dr... Comment too long. Click here to view the full text.
>>524739 I haven't used max in years, but as far as i remember, modifiers are just history. "delete history" may be named something else in max, but you should have the UVs flattened to the Mesh, not an active uv unwrap modifier.
>>524566 Not sure if this fits your usecase, but I've heard about Facerig. It uses a webcam tries to make the model's face move to match yours. There are also sliders to manually position the model's face.
Hey /3/, as I'm new to modelling, I'm looking forth to specific advice...
Not sure how to say this, but call me a newfag if you care to choose so, but I've been trying to look for the best model file maker to make 3d models for warcraft 3, as I want to make a representation for a character of mine, in a 3d form in which I could suit her for some spells that I'd like to attribute to her,
I've tried blender, but I have only gotten limited amount of options on knowledge on to get a body to operate, but is there a good enough tool that's... Comment too long. Click here to view the full text.
There is nothing "for warcraft 3". it doesn't matter what you model in. There is no program that is somehow going to make anything easier because you intend to import it to Warcraft 3. Blender or Maya are your best options. if you intend to model texture rig and animate a character those are your best choices.
I'm pretty much good at coloring a model file, but rigging and animating the model is a thing that's pretty much new for me.
I tried blender, but not Maya, does Maya cost money for usage? I just looked at Maya two seconds ago and after a Google search it seems like it could make a good 3D model, I'll just need to use the references of my character available for the model and then start.
>>524669 whats the point of animating warcraft 3 models when someone else (a professional) has already animated them? you can simply make rigs in mixamo and animation in source film maker, you don't really need maya
alternately, pragmatic modeling. I've been prototyping a lot of stuff lately, tools mostly, in stainless steel. It's been one hell of a learning experience. Would like to hear about your projects, process, outcomes, etc.
>>519358 No way of cutting that shit ontop, m8, only if it's cast, but good luck casting a 1x3 cm stainless steel object. Also, the thread seems too bulky, it will have trouble penetrating hard surfaces like wood.
>>524485 Don't have anything right now, was a while since I dabbed in this. But I can definitely match something like this: https://www.unrealengine.com/marketplace/photorealistic-landscapes-pack Not even hard, maybe 35 hours work for that entire pack. Which is why I was surprised at the price that was selling at, and it got me wondering if it could actually be worth spending some time on it.
Of course if I suck I'll just find out by not being able to sell anything. I'm mainly interested in how much... Comment too long. Click here to view the full text.
I exported the Daz3d Gen 3 female character to look at the skin weights in Maya. I've never seen volume preservation like this before with out fancy blend shapes or something but it seems like they did it here with only skin weights.
How did they get the weights so perfect and how is the bottom keeping its volume when bent this way?
In my image on the right you can see a normal smooth bind and on the left is theirs. I've tried painting over their model myself but can't get the same results. The butt always collapses.
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