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Archived threads in /3/ - 3DCG - 30. page


so what do u guys think of gnomon?

is it a good school?

worth going there if you are serious about the industry?

heard a lot of good things about it and heard some bad saying "not worth the money" but compared to other schools its pretty cheep. like in NYC SVA (art school) its like 65k per semester while gnomon is like 20k
34 posts and 3 images submitted.
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>worth going there if you are serious about the industry?
>the industry

Which industry mate? If you're "serial" you need to put shitloads of time in - years - and it wont matter if you go to school or not. Similar to how Quentin Tarantino didnt go to film school but look where he is now - he loves film so he mad it work ...somehow. With 3d its even easier because all the equipment is on the computer...
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>>516271
but you cant act like getting 2-3 years of professional training is the same as sitting at home and watching youtube tutorials.

not to mention in this line of work you need contacts..
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>>516270
its worth, basicly a 2 or 3 year bootcamp for the industry. obv you can learn this shit on your own it will take longer and it might be hard to know how to work at production speed. gnomon sorta forces you to be good and efficent because of how insane the program is.

having a job while going to gnomon will significantly affect your work negatively. its almost impossible to do have a job and go there.

your life will be gnomon and nothing else for 2-3 years, but when you get out you will be a badass. i always think of this shit when i i think of gnomon

https://www.youtube.com/watch?v=Nm4C-A3kgJg

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Hello, totally new into 3d here.
I'm using 3dsmax and substance painter. I want to create a normal map for a mesh using the two of these programs. I don't want to do it with zbrush or inside max with progection. I want to do it in substance painter.

Here's is my workflow: I unwrap uvw the low poly mesh and extract as an fbx. Then I apply to the same mesh a turbosmooth (I've got supporting loops etc, it is a same mesh but with a turbosmooth) and uvw unwrap it and save that as an fbx as well.

Then I go to substance paint, load the low res and bake the normal map with adding the extract details from the high res model.
The normal map DOES get created and it DOES get applied inside max to the low res model.
The problem is that that it looks totally off. I don't get the result I want.

tl:dr I want low poly object to look like if it is turbosmoothed, while maintaining the low numbers of polys. How do I do it with substance painter and 3dsmax?
10 posts and 5 images submitted.
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Create high poly of your model in 3ds max and bake it to the low poly, but you have zbrush so make use of it to bake out cool normal & ao maps, I wish I had zbrush.
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>>513743
Do you use a cage? Do you have the right settings? What exactly looks off? Show pictures in SP and in Max. Also settings.
Why not bake in Max?
I use Substance Designer to bake because i work in C4d and its native baking tools are shit.
No problems importing all kind of normal maps into C4d.
Whats your excuse for not using Max baking tools?
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>>513808

I want to understand normal maps. Simple question, look at pic related:
Can I turn object (A) to project (B) without increasing polycount by using projection and cage?
It is the shame sphere only that the (B) sphere has Turbosmooth applied.

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hey /3/ i been learning how to hand paint textures for the past 2-3 days and just wanted to get your opinion on how im doing and how else can i improve.

before this i didnt know shit about how lighting works and how shadows work...

heres something i painted today...
59 posts and 11 images submitted.
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its great
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I dig it
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>>513250
That's fook'n great mate. Show us some more.

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Continuing from
>>483148
271 posts and 81 images submitted.
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It's so simple yet looks great.
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>>506480
I'm glad that you took my model as the thread image.
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>>506494
love the way its thrusters look

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https://www.youtube.com/watch?v=2WAd0oV-jBQ
20 posts and 1 images submitted.
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Downvoted all videos by user. Thanks senpai!
Now, to report some for copyright.
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>>515775
gj anon
kill yourself
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>>515774
>LOOK AT ALL THE USELESS DETAIL I CAN DO

also, pretty shitty drone, camera is not secure, and for some reazon it's lazer? Pretty shit concept to be honest.

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Hey /3/, i need to learn to animate with biped rigs in 3dsmax quickly for a job opportunity. What are the best tutorials for doing this?
5 posts and 2 images submitted.
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>animating
>3ds max
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>>516286
>for a job opportunity
>>
>>516291

>>516288
Not OP

And i agree, animating in Max is horse shit. But what are you gona do, not apply for the job because you can't use their software? ask them If they'll buy Maya instead?
>>516286
That is a completely useless comment.

Hey guys, I'm starting to learn zbrush and I was wondering if i could get a few things from experienced modelers, if its not to much.

First off, where do you get your concept art?
Can anyone provide me with some concept art that would serve as good practice ffor a beginner.

And lastly, long did it take you all to learn Zbrush?

Any help is greatly appreciated.
27 posts and 5 images submitted.
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cgsociety
pinterest
personal blogs of those artists

I'd dump my massive hardsurface and mech folder if my internet wasnt so shit lately
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>>516202
>I'd dump my massive hardsurface and mech folder if my internet wasnt so shit lately
feng tzhu just talked about the trap of gathering too much reference. You fucked up boy
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>>516202
Hey, thanks mate. I really appreciate that. Know of any hard surface blogs? Also, hard surface tutorials or modelers that make tutorials.

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https://sketchfab.com/models/ad5fd15ab0cd46bea74ea56241dd37fe
21 posts and 6 images submitted.
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jesus christ...
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>>515805
>>
>>515804

You know he eats his own shit.

https://www.youtube.com/watch?v=NKDF0zfcZdA
It's blender ok for professional AAA work?
16 posts and 1 images submitted.
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> talks about photorealism
> invents blender

also why did you post that cute bait chunli then post an irrelevant video. now all i think is chunli
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>>515023
Yes but not as well as industry standard software.
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>>515052
this :^)

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this is a practic of likeness work in progress, made in zbrush
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another view
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can we see a photo of the person its supposed to be?
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>>515451
is lexa from the 100,,, still working on her

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I have a dilhemmia

http://creativecrash.com/downloads/buckid

My teacher gave us all the one he had done, the only problem is when rotating the body the head doesnt move with it.
any ideas?
11 posts and 1 images submitted.
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>>515955
is that Rayman?
>>
your teacher sucks ass.
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>>515956
No, it's named buckid and I'm pretty sure it was pulled from a 3D Tutorial site like the link above

Post what you're working on! - Bizarro /3/ edition.

- Criticizing
- Attention seeking
- Not caring about others work
- Talking to self
- Waiting for responce
- etc..

All welcome.

old thread >>511172
332 posts and 123 images submitted.
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Muh robutt

having newb issues in 3ds max
>bone also rotates y and z when I only rotate x

anyone know why this happens?
>>
Hey people, how's my fabric sculpting?
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>>514374
Close up

I'm trying to model a condenser microphone (pic related), and I would like to know how can I make the grid of it, I mean, I would know how to make it, but how do I make it "wrap" on a squared shape of my desire, isn't there a modifier or such who can help me with this? I've tried with bend but it just doesn't comform to the shape I want.
Any tip appreciated
15 posts and 1 images submitted.
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Make the shape first. Uv the shape. Make a tileable texture like the grid. Add a displacement map to the shape.
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>>513186
http://www.luxrender.net/forum/viewtopic.php?f=14&t=9245&start=30#p89228
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>>513192
>>513228
Really appreciated, thanks

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hi guys, what tools do you use to create a movie file from a rendered image sequence? What do the "pros" use?
13 posts and 1 images submitted.
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In our pipeline we use Nuke to render image sequences, but I'm pretty sure all compositing software can do the job. If you're using Maya then you can use fcheck to view.
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>>515309
im using maya and renderman. i end up with 1000 images in one folder and want to create a 40 sec 25 fps movie. years ago, when i tried to render a movie i would simply add the files to quicktime pro and create my movie. I thought that maybe there is a typical way of creating an uncompressed movie from this out of maya or renderman.
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>>515310
usually u render it as png sequence and import it into a compositing software like After effects or nuke. u should render out different passes so you can individually work on them.
you just choose all your rendered png images and import it as png sequence. the software will create a clip.

I can't quite get my mind around how to make 3D videos for VR. I'd be happy to share once I have something.

Does anyone have experience with this?
7 posts and 1 images submitted.
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>>515576
Render the scene with two cameras 3 inches apart on the same horizontal plane.
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>>515577
Is that really it!? Holy crap I'm an idiot. I was making it way more complicated than it had to be.
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>>515584
That's all there is to it.

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