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Archived threads in /3/ - 3DCG - 36. page


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I tried downloading inventor 2015, but I shut off my computer during the installation process, me being the retard I was chose to believe it was on Autodesk's end so I tried instead installing Inventor 2016.
Now, when I try to open either, I get the age old re registration error.
I've decided the best thing to do at this point is a clean uninstall, but whenever I try to delete the appropriate folders, my computer says the files are in use. I tried using the Autodesk uninstall tool, but not everything was uninstalled. I also tried using Microsoft Fixit(Ayy lmao) and that didn't work either. Pls help, I need to get to work on a jet engine
Note: I am on Windows 7
5 posts and 1 images submitted.
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Try deleting autodesk related things from your APPDATA and PROGRAMDATA folders.
Also stop stealing.
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>>513417
>implying I'm not using the student version
How dare you call me a pirate fag
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try seeing if any scripts are running and kill them.
also you can try deleting the smaller stuff first then the bigger stuff

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What's a good, relatively cheap mouse I can get (<$40) for 3D modeling in Max and Maya?
10 posts and 4 images submitted.
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>>512241
anything that you're comfortable with, i have a first price microsoft mouse myself.
I used to have a mouse designed for 3D, with a stick on the side that you can map to navigate in the viewport, it's somewhat nice but not really necessary, plus expensive and unreliable (mine broke less than 1 year after i bought it).
I also have another 3D mouse, like pic related, that i was given, but i never used it and never felt the need to.
tldr, any mouse that fits in your hand will do
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>>512243
Yeah, I don't need anything too fancy. I just thought I'd ask here since walmart always has only shitty mice, so I'd like to buy online this time.

Mice like the picture you posted look more like toys than actual tools that help you work, though, which is why i've sorta been avoiding them.
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>>512241
A gaming mouse with lots of programmable buttons can be really handy.

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Hey /3/

Can some anon help me and make this models walls 0.3mm overall? I was trying to print them but I can't, it gets broken and I can't print it in less than that wide.

http://www.mediafire.com/download/fu34li6bxgw9d3d/R-103+36mm+v1.stl

http://www.mediafire.com/download/c39c8vcpw0k80zl/X49+Night+Raven+50mm+v1.stl

Any help would be appreciated. Pic kinda related.
7 posts and 1 images submitted.
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>>512599
Anon, I don't know where you got this shitty models from, but both have shit geometry and can't be made with walls easily, they need rework, mainly because of the inside geometry on the exhausts. Now, let me ask you the proper question. Why don't just you print them solid, they are just fucking 3.6 and 5 centimeters big?
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>>512616
I think I explained myself badly, I did print them but the wings and ailerons broke because they are too thin... I meant making all the model 0.3mm or bigger. I got em from a guy that made a mod, he said he printed them in 10cm but I want them for a small scale wargame, that's why they are so little.
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>>512616
The tips of the wings are the most problematic zones. They finish in a bevel and that way the printer cant do it and breaks them.

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Name one program better than Autodesk Inventor.

>Easy to use for Beginners and Still has the tools for Professionals.
>Many Engineering Companies use it.
>Literally god-tier
6 posts and 2 images submitted.
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>>514022
for engineering, not artists
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>>514023
>engineering isnt an art
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>>514024
It isnt art. And inventors creates either nurbs or decimated meshes that are way too dense for no reason.

There are specific reasons why maya/houdini/max are used instead of inventor. And how you dont see the obvious is concerning

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Okay, lets make an android game!
anyone interested? bump.
54 posts and 9 images submitted.
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why mobile game friend
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>>506879
Why not?
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>>506877
Even though I'd love to participate, I dont understand if that's feasible? I remember we tried to make a game based on mad max fury road, but I dont think that went well.

http://filmwatch.com/news/1868251/amazing-the-dark-knight-rises-3d-artworks-published-by-concept-artist-after-4-years
9 posts and 2 images submitted.
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Was releasing them 4 years later part of his plan?
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That's a big render.
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>>513995
That was probably the duration of his NDA.

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Anyone know wtf is going on here?

I work for an architecture office doing some model building. I've modeled some buildings in Rhino like I always do, then exported them as an STL file to my 3D printing software (Zortrax).

All the mesh options are set to default (has worked flawlessly every time), there are no naked edges, no open surfaces. Everything is a closed polysurface or a closed extrusion. I've modeled the buildings simply by extruding the curves I got out of the DXF file, then drew a closed polyline for the roofs and simply scaled and extruded it to get the roofs. Then I boolean union'd them to move them around more easily.
The scale is fine too, the Rhino model is in 1mm, just as the printing software.

I've done this before, just like described above, and it has worked every time. So what teh fuck is going on? Why is it fucking up like that?
When I use the flatshade command in Rhino, the model starts to warp like it does in the printing software, so I'm guessing its a Rhino problem. But I'm still a nooblord and english isnt my first language, so I have no idea what is happening..

thanks for help
6 posts and 3 images submitted.
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Another example with a bit more complex model.

Everything is closed, and the rectangular things seem sort of allright, but everything curved is just fucked up.
I just created a simple cylinder and sphere and even those get fucked up hard.

please help, this must be something wrong in Rhino
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>>513923
its similar to how remesh works in blender
maybe the program automatically converts the mesh, possibly you ticked something in export options
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>>513926
I'ma look into that, thanks.
I didn't consciously change anything like that tho. Maybe Rhino imported some weird ass settings from one of the dxf files I used?

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I can't finde a project in the Internet, can you guys help me? :|
5 posts and 1 images submitted.
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for a good shekel
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>>512861
What?
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İ can model a detailed one with rigged dreadlocks and all
Only for 499 dollars :^)

So Ive been using zbrush for quite a while and I'm wondering, whats easier? Model a T-pose character and then rig it in another software or jumping over all that work and start modeling a pose already?

What do you guys do?
7 posts and 1 images submitted.
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>>513947
The answer is simple, if you're 100 percent sure you're not gona pose him, model the final pose.
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T or some symmetrical pose it's far easier.
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zbrush doesn't have posing and like a shape states system?

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the new ratboy genius video is out
https://www.youtube.com/watch?v=MKcLQlRf4Vk
2 posts and 1 images submitted.
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boring

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How do I achieve this effect and style with 3D models?

I've been working on a project for a short film and I'm intrested in achieving this character style but there seems to be little info on what this effect is called. I love the cell shaded art style and I want to replicate this in a way that I can animate a specific character.
8 posts and 1 images submitted.
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>>513729
> there seems to be little info on what this effect is called
> I love the cell shaded art style
>what this effect is called
>cell shaded

Two-tones, one light, one shadow. Each dogeman there may have their own light sources. Their shirts are shadeless for effect. etc.

NPR work is pretty much entirely, a: knowing what you want, b: getting creative in order to achieve the desired effect.

Math skill are probably extremely useful here.

If you want some professional insight, there is great translation of a breakdown of how the artists of the video game Guilty Gear Xrd did their stuff out there. It shows off a bunch of little tricks they pulled to get their desired look.
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flat shading. easiest thing to implement to almost every 3d program out there.
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https://www.youtube.com/watch?v=UbQgXeY_zi4

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https://www.youtube.com/watch?v=nAPyi6JjOdQ

Did I waste my life when I made this?
9 posts and 1 images submitted.
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>>513051
yes
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what
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I don't get it. Are you hoping it will catch on and become a meme like ratboy genius or something, so you can become a youtube hero?

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Whats the best way doing normal maps concerning low poly models, smoothing groups, hard edges?

At the moment I make almost everything smooth shading and and add support loops at hard edges(the low poly model) but I think it would be better to make hard eges instead of adding support loops because of lower poly count.

But I have problems getting nice even bevels for my normal maps on hard edges. I just found pic related. Is this the right way to do things? Do you have any tips?
17 posts and 3 images submitted.
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adjust the settings
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>>513636
>I think it would be better to make hard eges instead of adding support loops because of lower poly count.

That's correct. I almost always end up doing multiple bakes, adding/remiving hard edges as I go. I usually start by hardening any edge that's getting a sharp bevel in the highpoly mesh. Makes it less work for the normalmap and less errors as a result. So far it always turned out pretty clean.
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>>513649
Oh, and make sure you're using a cage, too, otherwise you'll get ugly artifacts along every hard edge.

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i wanna fix this archviz, what is wrong with it?
11 posts and 1 images submitted.
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well the pixel density of the environment textures is lower than everything else, and the heavy handed depth of field is not covering it up.

The grass tufts next to the fire pit are super blurry while the bricks are crisp. Mr. Bald is so in focus he looks photoshopped and everything immediately around him is so out of focus it looks like it's all a million miles away. That is to say, everything that's blurry looks like it is all the exact same extreme distance away when surely come of it should be in focus. Especially if I can make out the texture of Mr. Bald's jeans.
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tnx ill try to fix that depth
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Who the fuck builds a place like this in the middle of nowhere like this.
The size of everything makes the building look like a shack. Granted, it is kind of a shack, but something about the scale feels way off. Like the people are too small, and the building needs to be bigger. I can't really put my finger on it.

Also, fix your fucking "O" in "Hostel", that shit is triggering my ocd so hard. It's so stretched and distorted compared to the other letters, and it has some sort of effect/bevel on it that the others don't.

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Is there a decent auto-rig thing for facial rigging in Maya ?
24 posts and 3 images submitted.
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>>513744

On that note instead of making a new thread for a similar question:

Is there something like what he/she is asking but for Blender? Or perhaps examples how to do motion capture for facial expressions...
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>>513756
mate, this is dead easy. You create a series of blendshapes which cover diferent areas of the face. Then, you have a motion capture rig with dots for markers on the face. The movement of the dots drive the blendshapes
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>>513759
>dead simple
>vague explanation of the idea behind the rig

Does the movement of the dots just magically drive the blend shapes?

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