I love the level of detail height maps give my terrain. Is there any way I can use one in a character? For example, I'm recreating the Phantom of the Opera in real time, and for the pahtom's facial deformity, I need a pretty good level of detail to capture the effect of the mutation.
I don't want to use bump offset/normal mapping, since I want real height to this deformity, not the illusion of height. I don't like tesselation, it's GPU expensive since a model has to be subdivided.
I haven't looked into UE4's displacement mapping...
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>>495815
>, since I want real height to this deformity
I've got a KURAAAAZY suggestion.
What if you used POLYGONS to do this? Insane, I know.
>>495828
The lack of understanding about computer graphics in that statement is too damn high
>>495838
What? He wants a high detail model and normal maps aren't strong enough. He should just fucking model the detail into the mesh if he thinks he has the budget for it. Using the heightmaps will have the exact same performance hit, but require much more work to get looking good on a moving, deformable mesh.
Go eat a dick.
Hey guys, So i have to reconstruct a models face, any idea how? I'm using the tool kit in Maya 15 but I'm not sure if I doing it right. any one have a facial map for facial animation? whats the correct way of doing this?
I would use shrink wrap deformer + mirror.
Also I would make bigger quads and then subdivide to get more detail. The quad draw thing you got there looks messy.
What do you mean by reconstruct?
>>495810
Sorry, retopo
Am i being stupid by being a Buyfag?
I downloaded zBrush as a trial to try it out and compare to Mudbox, it's a whole new world with Tablet with too many options to stay with Mudbox.
Cost $800 of which i can't spare atm.
Do industry pros buy all their stuff?
Does /3/ buy all their stuff?
> literally spending money on anything
the very idea existing in your head means you're the dumbest fuck in the universe
Companies will pay for your software.
Unless you're making large amounts of money off of it, then do what you have to do.
>>495752
Yes, people in the industry buy the software they use most. And when you consider that updates for ZBrush have been free thus far, it's extremely good value compared to other paid software used in the industry.
But if you're not actually working in the industry yet, then you don't need to bother buying it yet. Just practice and build your portfolio with the pirated version till you have a good reason to be buying it.
Hi /3/
Ive been learning to make characters in my free time for a long time.
I dont have the money for going to a school so I'm using the internet for this.
The bad thing is I dont have a nice workflow. I mean, I followed tutorials from here and there, texturing, some modeling, retopo, etc
Is there any site, tutorial or anything which can orient me in the right way? I always get the feeling I'm doing it all wrong at the end.
I want to have a 2014-2015 tutorial from the very first polygon to the rigging and postpro tools.
Any nice websites?...
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>>495520
>I would pay for a complete tutorial.
I don't really know any specific one, but browse those tutorial websites, find something you like and download it on cgpeers. If it turns out to not be helpful at least you didn't pay for it.
>>495520
Who gives a fuck about workflows, workflows differ from job to job and often from model to model, too. As long as you know what steps to take to achieve your result it's all good.
>make mesh
>make uvs
>make maps
>rig
???
/3/ I need your help
>pic related
can you design an good looking elevator[blueprint] ?
>only make blueprint , I can model in Blender.
>>495449
This is obviously another 'raid' post!
/3/ is being flooded with " I use Blender . .. how do you make a cube?" type questions. This is probably somebody who uses /3/ and thinks they are being funny.
It's not funny and it's not clever!
>>495449
why dont you google for elevator blueprints instead of shitposting here?
I have a rather generous budget for building a new rig. This is not my first build but I want to make sure I'm buying smart. What are the most important components with 3d modeling in mind?
>>495448
>rather generous budget
Define generous
>>495448
Avoid bottlenecks.
>>495452
$2500
Hi. I don't have any interest in breaking into the video game industry. What software I use to model is my choice and I won't bother arguing about why I use it because my circumstances and preferences aren't necessarily yours. This isn't a thinly disguised beg for help thread and I think people who model guns to start their careers are at least learning hard surface modeling even if the object is unimaginative.
Also, I'm probably going to make a lot of porn (regular, non futa, non furry) and I have zero guilt about it. Who knows, maybe I'll...
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In fact, make that two textures.
OK, one more but you're really busting my balls here /3/.
>>495417
fuck you and your shitty opinion, no one gives a fuck, now just fuck off faggot...
Hey /3/
I'm quite new to modelling and everything there is to it.
What I'm trying to achieve here is to "hollow" out this model, and just keep the outer "shell". (Yes, it's a scout rifle from the game Destiny).
I'm trying to make this to be like the third gun at the bottom. Fully hollowed, no pieces or tubes or anything of the sort inside.
I have a bit of knowledge on Meshmixer, but I believe this isn't the right program to use to achieve this (I've tried everything in there).
I downloaded Blender and gave it a...
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>>495383
bump?
This is basic 3d and you're asking the wrong questions.
What you need to achieve what you want is very basic modelling abilities and I have no idea where to even start. What the fuck is mesh mixer?
There is no quick way of learning this stuff.
iirc there are game engines which can do this automatically. There's probably something you can get to do it for you. I'd tell you to Google it but I'm not sure what you'd google.
I want to get a 3D scanner so i can do some body scanning, where would you recommend looking for one?
>>495310
gewgle
Get a couple of PS2 Eyetoys and scan away.
Or you could just google it or tell us something useful like your budget.
>>495310
You can do it with one dslr. You just have to make your subject be very still and use shorter shutter expositions.
I don't use /3/ much at all, but I didn't see a dumb-questions thread, so I figure making my own thread for this is fair game.
See pic related. How come when I rotate the end joint it about it's local y axis it spins about a some other line? It even shows the right line I want to rotate about, but spins differently. I can do this just fine in max, but I need to explain 3D to people who can only install blender. Not saying one is superior. Here's the information I have;
The whole arm is IK rigged, as I was told you can only apply IKs to bones;...
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>>495301
Welp, I figured it out. I needed the end to be setting it's local rotation to the world rotation of the forearm. Thanks /3/. Stupid questions general if noone comes around to clean this off.
>>495303
Welp, nevermind I didn't figure it out. That just changes the problem. Now I can move the object side to side and rotate it up, but when I move it while rotated, it freaks out.
Okay, so logicaly what I need to do is make all the green axes always face the same direction. How do I go about that?
POST /3/ CORE BOOKS
I'm quite fond of this one, personally.
Hey All,
I'm very new to 3DS max, but am learning a lot of necessary stuff through tutorials online. I was able to create the start of a wheel rim / tire (shown in this picture); however, cannot seem to get the rim to look chrome.
What i've tried so far:
Add a standard material with a diffuse color of black (R:0,G:0,B:0) and change the specular level to 90 and glossiness to 80. Went to material/map browser rollout, maps roll out, standard and chose Raytrace and dragged this Raytrace map to the reflection input socket of my standard chrome material. This i got from my 3ds max 2015 essentials book and did work on the exercise but not this rim model.
Could it be because the Rim is just a linear plane right now? There is essentially 0 thickness to the rim design. If i was to fix this would one way be adding thickness? Also it looks like i 'converted to editable poly' way too many times on this rim, and when i try to edit it, it is nearly impossible due to how many vertexs / edges there now are. Is there a way to 'undo' a convert to editable poly?
Thanks!!!! Would greatly appreciate any help.
Google chrome rims.
what makes chrome look chrome? The reflections. Your rims don't reflect anything.
>>495203
>There is essentially 0 thickness to the rim design.
Thickness is irrelevant.
> Also it looks like i 'converted to editable poly' way too many times on this rim, and when i try to edit it, it is nearly impossible due to how many vertexs / edges there now are. Is there a way to 'undo' a convert to editable poly?
You've fucked up.
When it comes to some advanced 3D modelling stuff, I'm too lazy to do anything.
My appretinceship may soon begin, so I've decided to make something quick. SketchUp 3D Warehouse stuff and Mixamo Fuse 3D chars; all put together within Unity.
Wonder how long did it take you.
How do you fuck up graphics that bad in Unity?
>>495201
I just finished watching scenes from Metal Gear 5. You've failed to make this seem interesting in any way.
If you can't sell it I do not know how you'd expect anyone else to.
>>495073
no
I don't know.
Could you repeat the question?
I'm looking for image reapers, it allows you to download all images from a website for reference.
I was told about this by someone in the game industry.
>>494550
Are you talking about browser plugins like DownThemAll?
>>494552
Nah, It literally downloads every image on a webpage at once.
>>494550
The type of software you're referring to is known as crawlers. Google for 'image crawler' or 'site crawler' and you'll come up with several.
Haven't used one of those in years so I wouldn't know what to recommend specifically.