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Archived threads in /3/ - 3DCG - 23. page


File: chest.png (707KB, 771x794px) Image search: [Google] [Yandex] [Bing]
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How can I avoid getting undesired normals?
I've just made a chest and I'm getting this undesired stuff
>pic related
25 posts and 5 images submitted.
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File: wireframe.png (868KB, 788x839px) Image search: [Google] [Yandex] [Bing]
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Wireframe if it does help.
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Are the uv's overlapping where that lock is. I would do an exploded bake, do those locks and rings separately and combine in photoshop.
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Uvs look fucked, possibly baked wrong.

Hi there, Me and some pals are making a game as a personal project.

In our first demo level we are making a small city. Now my question is: What's the best way of going about making/texturing the place.

my friend who modeled the city layout suggest we just make a big blender file, texture everything and import it into unity.

I suggested you make every building and street a standalone asset and texturing it separately and putting it together in unity afterwards.

thoughts?
4 posts and 1 images submitted.
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separate but organized in folders and shit, doing one big file is going to only be one big fucking mess. Also importing one big file and making sure everything works is a big bitch too. do it separate, make sure each thing works and shit. fucking shit. Also your friend is retarded.
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http://polycount.com/discussion/144838/ue4-modular-building-set-breakdown
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>>518904
>http://polycount.com/discussion/144838/ue4-modular-building-set-breakdown
ty, ill be sure to pass that on.

File: blender.jpg (8KB, 242x208px) Image search: [Google] [Yandex] [Bing]
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any good tutorials to start in blender?
55 posts and 2 images submitted.
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>>512228
The fucking sticky you idiot.
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https://www.youtube.com/watch?v=7d6NMty73gk
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>>512228
tut4u videos got me started i put all the links in my images on my deviantart page

rezkel.deviantart.com

Then i started moving on to BlenderForNoobs and Blender Guru both of which have extensive youtube libraries.

After that its starting your own projects and looking at tutorials that might be similar or close enough

File: Elsa Walking.webm (809KB, 960x536px) Image search: [Google] [Yandex] [Bing]
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How to create some sexy walking animations, /3/ ??
5 posts and 2 images submitted.
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mocap.
or learn animation and body gesture
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for women you hip sway
for men you shoulder sway
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>>518567

Dat Hips tho.

File: pwywo.jpg (339KB, 1204x832px) Image search: [Google] [Yandex] [Bing]
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Last thread is sinking into the internet >>514290
340 posts and 142 images submitted.
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File: vrthing.png (391KB, 2048x2048px) Image search: [Google] [Yandex] [Bing]
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This thing
>>
this guy
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>>516174
but for what purpose??

File: _tP7162436.jpg (37KB, 400x300px) Image search: [Google] [Yandex] [Bing]
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i just want to ask you how quickly can you get your game assets done. i'm making assets for my game and right now i'm working on a block of flats. i finished modeling most of it but it took me three days of working on it for for like 4h a day. and i only got most of the segments modeled and prepared for sulpting and texturing. if my modeling won't get any faster i will finish this single level in december 2016. i don't think this is normal. cleaning uv layouts also takes me a lot of time. can you give me some insight on how to speed things up and be more efficient?
20 posts and 2 images submitted.
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>>518770
How experienced are you at creating game assets? Is this your first time? Is it your first time creating an entire level?
>>
Please post a pic of the asset, and one with wireframe.
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>>518771
i've been modeling as a hobby for years, i used to created some models for SAMP and some other games. but this is the first time when i actually attempt to create an entire level without using someone else's assets

File: front.png (41KB, 646x454px) Image search: [Google] [Yandex] [Bing]
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hey /3/, can I get a critique for the 3d model face that I made?

is the overall topology right or good enough for facial animation? I intend to put some more edgeloops and remove some to make better edge flow, but I am wondering if the topology is good enough.
16 posts and 4 images submitted.
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File: side.png (34KB, 639x455px) Image search: [Google] [Yandex] [Bing]
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>>517361
this the side view of it
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File: persp.png (24KB, 639x415px) Image search: [Google] [Yandex] [Bing]
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>>517362
this is the perspective view
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anyone?

File: xsi-mgs.jpg (126KB, 468x351px) Image search: [Google] [Yandex] [Bing]
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Alright /3/, time for a retarded question.

Why is it pronounced "soft immAHJ"?

I don't know a single damn person that pronounces "image" as "immAHJ," and yet that's how everyone seems to pronounce it.

A tutorial video (it's about 5 seconds in) showing what I'm talking about: https://www.youtube.com/watch?v=bcD_CnPBp_o&nohtml5=False
9 posts and 2 images submitted.
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most english words come from french. Image is a french word, pronounced "immAHJ". Softimage was developed in french speaking canada
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>>518555
Thanks anon, I would never have known that, considering it's owned by autodesk now.
>>
>>518555
pretty sure most english words do not come from french but from german as english is a germanic language not a romance language

Just wondering; does anyone know which program all those porn game makers create 3D characters with?
11 posts and 2 images submitted.
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>>516738
they use ubuntu
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Poser
DAZ
iClone
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>>516738
That one looks like gen3 of the base models for poser

File: Untditled.png (418KB, 1890x1002px) Image search: [Google] [Yandex] [Bing]
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guys, my render is taking forever.

what is wrong?
6 posts and 3 images submitted.
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>>518028
>>
Your quality settings are insanely high

- branched pathtracing
- full GI
- 10 000 AA samples
- 250 000 diffuse samples
- ...

and fuck knows what resolution you're rendering at.

Not even pixar renders at a tenth of those quality settings, I bet

There are also a tonne of tutorials on youtube etc how to speed up rendering with various tricks (clamping, light portals, ...) and you can render on GPU (or GPU + CPU simultaneously) which is 2x-10x faster.
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>>518660
Turn down your Bounces under 'Light Path' . . .set Min at 0 and Max at 3

File: 3d.png (62KB, 839x835px) Image search: [Google] [Yandex] [Bing]
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Is 3d dying?
30 posts and 12 images submitted.
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More for us. And with all the virtual reality hype going on right now I doubt it's dying at all.
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Due to marvelous designer games will be overrun by faggots and women. Head scans will become the norm. Everything will use procedural textures. Programs will have make art buttons.
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>>517666
>And with all the virtual reality hype going on right now I doubt it's dying at all.
All there is is marketing hype, not actual hype. Critics panned oculus

Alright.

I'm trying to buy ZBrush but for some reason it keeps just saying declined.

Anyone else had this problem? Should i use paypal instead.
4 posts and 1 images submitted.
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arrrrr Tiss a sign, ye can just sail the internet seas matey!
>>
You probably need to call your bank.

When I was younger & got my first bank account, I remember trying to buy computer parts and having the same problem.

A ton of bank have online fraud protection & won't even let you buy certain things over a certain amount.

Like with the bank I have now, If spend a few hundred dollars on something online, I get a phone call within a few minutes asking if it was really me that made the purchase.

Call your bank, explain what you are trying to do & your card should stop declining, assuming that's really the problem. IDK though just guessing.
>>
>>518708
Yeah, It was that.

File: MFX-220-1S.jpg (804KB, 1920x1080px) Image search: [Google] [Yandex] [Bing]
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16 posts and 4 images submitted.
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Looks cool, maybe a bit too repetitive on the synth
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>>515380

8 octaves? That's 96 keys. That's more keys than a piano has. Most synthesizers are only 5 octaves.

What are the functions you're modelling? Where are your pitch bend and modulation wheels? Think about what it is the synthesizer is going to do. How it's going to be programmed. How the user is going to interface with the synthesizer and then model it from there. Have your waveform controls, your envelope controls, effect controls. This just looks like you've made sections of random patch points and knobs with no real thought put into what those knobs and patch points are for.

Those cloverleaf knobs are not going to feel good on the figures and when you're playing a synth you're usually modulating and twiddling with your left hand, you're going to want knobs that feel responsive and comfortable and don't fight with you.

Put more thought into the engine of your synthesizer and then build your model from it. Form follows function.
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The black keys need to be taller. They're too short, it would feel very awkward playing that.

File: VSvry.jpg (246KB, 1846x974px) Image search: [Google] [Yandex] [Bing]
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What would be faster for rendering animations?

Quality to time which one is stronger?
4 posts and 1 images submitted.
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I don't know if they added support recently, but V-Ray does not support GPU rendering.
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>>518659
Vray does, at least the version I have they do. Version 3.20.03. Its very finicky though, it works with some things and just flat out crashes other times.
>>
Simple is better. Corona will (and is) way more simpler. And lighting scene just works way faster.

V-ray - shit load more of benefits. But dig through way more settings and have nasty gi flickering or brute force. ahh.

But look at the price tags and think again.


Me - I use octane and it rocks.

File: superbag.jpg (70KB, 1203x676px) Image search: [Google] [Yandex] [Bing]
superbag.jpg
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what now?
10 posts and 2 images submitted.
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>>518604
Make a sphere.
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Pick 3 slightly harder objects to model, and a time frame. Like 2 days. Finish them within the limit. After that, just keep picking more complex objects and harsh time limits until you can create an entire scene within 8 hours (minus render).
>>
just keep making teapots until you get hired

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