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... Comment too long. Click here to view the full text.
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.
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?
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?
>>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?... Comment too long. Click here to view the full text.
>>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.
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... Comment too long. Click here to view the full text.
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... Comment too long. Click here to view the full text.
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;... Comment too long. Click here to view the full text.
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?
>>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.
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