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What is happening here?
Left; Regular model things seem to be going okay.
Right; Turn on smoothing and tons of polygons go bright green.
I have tried putting lambert material on but nothing.
I am working in Maya 2016.
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delete history
>>
then delete urself
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>>526754
I've done that

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does anybody know the name of a plugin/software for 3ds max vray that allows you to modify lights, textures and materials interactively? pic somewhat related, the video I saw some years ago was a bedroom scene and they changed some textures, made the scene look like night, etc.
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It's called Autodesk Fuck Master for 3DSMax. I know the name is kind of strange but trust me, that's it.
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Are you talking about vray RT?
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>>527050
no, it was a software/plugin/something that lets you modify lights, materials, textures of a render (rendered by vray + this plugin/software) in real time.

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how viable, and applicable will the 3D industry and being a 3D artist will be in the future.

From look at all the signs right now. a good education, skillset and understanding in 3D modeling looks like a great career choice for the future. as of now. The Video game industry is booming and more and more people are becoming "gamers" people are able to make a decent living by starting small indie companies, make small games, pump it into app stores/ steams and leave comfortably of of that.

3D printings are starting to become viable in all kind of different...
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>>526997
We're planning to replace all artists with 3d scanners. Just you wait.
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>ow viable, and applicable will the 3D industry and being a 3D artist will be in the future.

it completely depends.

in my opinion more studious are setting up but in the same time 3D is getting cheaper.
environment artists will get hit the hardest, since everything is becoming more procedural,assets are cheap to produce.
VFX and characters artists are basically safe as long as they can keep up with next gen tech

3D printing is getting big but if you want constant work you would need to setup a decent base to operate, possibly...
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>>526998
>We're planning to replace all artists with 3d scanners. Just you wait.

how the fuck are you gonna scan shit that don't exist or are bigger than your scanner.

GL scanning yourself a godzilla for the next movie

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I'm currently trying to learn 3D modelling as a hoby, but one thing through the tutorials I see continues to irk me. Whenever getting into character modelling, most every tutorial uses some form of reference, instead of just going at it, and, from my standpoint as a learner, I don't think that helps, since it just revolves around placing your mesh over an existing image. Do these tutorials truly help learn character modelling, or is it just crap?
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>>526653
The only people who draw/model without a reference, have done it with a reference so many times, they are etched in their head.
Use references.
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>>526653

In this instance it would just be for the height and silhouette of the character. You would still have to manually do all the wrinkles, style the hair and make the entire design work in 3d. You would be surprised how often concepts don't transfer well to 3d. Reference is vitally important for nailing likeness.
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>>526657
>>526661
Interesting, thanks. Like I said, I'm new, and was just making assumptions. Good to know that I'm on the right track, then.

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I've been studying Aerospace Engineering and am hoping to get a job with Boeing/Lockheed Martin so I haven't had much time for CG, but now it's summer and I have some time to myself for vidya, /fit/ and CG.


However I am having trouble getting focused on one thing to work on, and my mind basically only works if someone gives me a project to complete.


So /3/, give me a concept to create.

Pic related, old ass drone in Luxrender
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>>526884
why not just playing vidya all summer instead?
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>>526887
because i want to pursue this as a hobby and get my mind off airplanes for a while
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>>526890
k, try some to do some modelling
leave your comfort zone and make some weird shit like a character or a big penis

How do I model something like a rail station?

I don't need to make something super accurate or usable in actually building the railway?

I have some idea about how to position the rails and platforms at a terminus of a metro line such that it would allow for easy transfer between the metro lines, and I want to make a crude 3D model to demonstrate this.

Do I need to learn AutoCAD Civil 3D to do this?
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maybe, yes

if its just a simulation you can assist array and curve modifiers
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>>527002
No you don't need AutoCAD. Something simple like this just use sketchup it's free and for something crude you wouldn't need all the details, sketchup is more than capable.

I suggest you do a few draft overhead plans to get an idea of the layout and look at photos of train stations for reference.

How complicated you want it is up to you. A simple small station that trains just pass through would be really simple. If you need all the junctions gonna get much more complicated but I don't...
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What are the standard rendering engines being used nowadays?

I'm mainly a modeler / sculptor, trying to learn some texturing / shading / lightning to finish my stuff better. Where should I render my assets?

I don't know shit about game engines - should I be worried?
Should I learn more about pre-rendered stuff?
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industry wise? there is a bias towards proprietary renders like keyshot when it comes to rendering characters or objects

for rendering large scenes and visualization v-ray is the big thing right now.

in the end, it doesn't matter. some engines are more accurate than others whats important is your own artistic skills and knowledge of lightning and composition.
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>>526954

What about Arnold?
Heard a lot of folks saying it can be even better than v-ray w/o all the tech stuff.
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>>526953
What is the best for hair rendering guys? Renderman?

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I'm thinking about going to an art school. They'll teach me how to make stuff like this:
https://www.youtube.com/watch?v=yvAxfjkznA0
https://www.youtube.com/watch?v=rGomrMgHDIo
https://www.youtube.com/watch?v=M7m73jxJYWM
Do you think that making an portfolio with models, sculptures and animations on this level would be enough to get a job or at least an internship?

I want to become a 3d artist, but I'm worried that the industry is so oversaturated that my goals simply aren't realistic.
I need a red pill, /3/.
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art school is good for only a few things:
1. foundation art studies
2. networking
3. getting advice and education from veterans of whatever industry you've studied (not a guarantee at all schools)

a better use of your money would be to look for colleges in your area (including community colleges) with good foundations classes. classes on the basics of 2d and 3d design, color theory, drawing, painting, life drawing and anatomy. if you take them seriously, you'll learn a lot that will directly applicable to 3d cg art. a major that's more rounded...
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>>526501

No none of those are production worthy models and yet this is the stuff that 3d schools pump out constantly.

I don't know what sector you want to join so I will talk about games. There are about 200 character artist positions in the industry and it's ever decreasing as tools become better.

Go an artstation.com and search for people like Frank Tzeng then go to his likes page to see who else is good. You must emulate or be even better than these people to get a job in the industry.

For...
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You should save your time / money and work a real job and do 3d as a hobby until you get gud enuff (if you get gud enuff) to get gigs

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Hi there /3/

I wanted to know if someone could help me?

I would like to 3D print a video game character to paint-up as a static model, I am a novice air-brusher.

I wanted to ask if someone would be able to extract the model of the player character from Doom4 and maybe a weapon model (super shotgun?) and convert it to a 3D printer file and make it available for me to download..

The model will most likely need to be posed appropriately.

I don't really have anything to offer in return except for photos of the finished model airbrushed and...
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perhaps I could get two printed, then paint up both and post one as payment?
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not sure if any artist would help you commit this felony

maybe you can ask "fanart" model from really good sculptor but it would cost you a fortune
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>>526091

felony? You're joking right?

I would extract the model file myself but I am unable to get the resource browsing program to run..

It's not complicated, people have been extracting all sorts of model files from this game and 3D printing them... I highly doubt the studio or publisher are going to anything about some hobbyists..

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I'm having a couple issues rigging. After setting up the ik handle on the eyes they moved out of place a bit and when I move the main control they move in a weird way. I noticed the eyes aren't orientated like the video. Is there a way to orient them after they've been setup or a way to fix this lazy eye thing? Also on another rig I have a ribbon connected to a blendshape for the lips but after connecting it all I have to move the lip controller half way across the face to get any movement. Any ideas would be most appreciated.
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Here is a picture of the lip controls. Thanks

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sup my dudes - i use max msp to edit video and 3d graphics and whatnot but i had no idea till recently that this new tech is actually accessible - there seems to be a plethora of different apps - have any of u used this technique / have any recommendations ?
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https://www.youtube.com/watch?v=vda2RAEuW_g
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>>526951
nice that looks so simple - have u ever used it ?

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What's the best/your favorite texturing solution?
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>>525995
The best solution is photoshop, my favorite solution is photoshop. /thread.

Honorable mention goes to substance, mari and mudbox.
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>>526002
The best solution is the tool or a combination of tools which gives you the best result in a minimal amount of time, and you have fun doing it.
The old school method i use everytime: Photoshop.
Photoshop is the hub, where the layers and elements get assembled.
But for 2d painting on the texture itself i often use Krita. Especially for characters because of the symmetry tool, and for tileable textures because of the tile workflow.
If i want to paint directly on the model i use either Mari for very complex...
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>>526016
>Sometimes i consume illegal substances while i design substances with substance designer.


can only recommend you

https://share.allegorithmic.com/

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Hi guys, first time using zbrush I figured the best way to get good was to just work on the human body. How am I doing so far?
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>first time
>model something as complex as a body
Nigga are you for real right now?
Start off with something simpler and smaller, like a hand or a tree log.

But for the most part this looks pretty good (for a firts time). Keep on going.
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>>524887

Don't start with a figure.

Create a skeleton first. Learn how the muscles attach to the skeleton and make an ecorche. This will greatly improve skin sculpts.
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>>524892

mama didn't raise no bitch

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Does anyone have some shitty blender armature animations? Or those beginner "robot arm" ones?
ITT: shitty old animations you've made
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http://imgur.com/WSDeiVb

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cmon 3 make this real for me
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>>526879
/3/ is not your personal mod team
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>>526879

You can mod Ocarina of time?
What are the polygon limitations.
What are the texture restrictions.
How do you import models.
>>
no thanks.

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