This was made in Cinema4D with the physical renderer. Did I succeed in making you feel a twinge of childhood nostalgia, or is it shit?
5/10 made me post
The last time i made one of these was in goldsrc in 2007
For your average AAA videogame, how many dynamic shadow casting lights are there per frame and how many are point lights / spotlight?
>>513121
There are many different ways lighting is calculated in games, but usually even if there are scores of lightsources in a scene only a small
subset of them are set to cast dynamic shadows at any one time. The engine dynamically prioritize when a light becomes shadow casting and when not.
Typically just by range to the light source and a light priority value so more important key lights gets prioritized in the render que.
Non shadow casting lights are themselves cheap to calculate so you can have scores of...
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>>513125
for example i played the game Mortal Kombat X and there seems to be only 1 dynamic shadow caster light in the scene...is this how my game should be built if I want 60fps?
>>513127
>is this how my game should be built if I want 60fps?
Nah, It depends on your hardware and engine. Games like Mortal Kombat that takes place inside a small fixed arena and move along a fixed axis
is quite different from open world games where you move around inside a vast environment. Like say driving around in GTA V.
Like at night there are streetlights everywhere so you need many shadow casters, but each light only acts within it's given radius so if the distance...
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I'm new to 3D modeling and just started learning Blender a week ago, this is the first thing I've made but it took a lot of problem solving (I didn't know 2D edit mode or vertice/face mirroring was a thing until after I made this & I'm pretty sure it would have helped me with the geometry-I kept using the side view instead). Are there any good comprehensive guides on shortcut keys, shape making, workflow and problem solving? Also I find it extremely painful to sit down and watch hour long multi-part tutorials on how to copy someone elses work and think...
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>>512998
I've been modeling for a while as a freelancer and in my personal experience you only get fast when you are worried with not meeting deadlines and not having a life anymore because all you do is 3D.
>>512998
Spend fucktons of time modeling and spend time with other people who do as well. This is more important than anything else you can do.
Spend a lot of time making things quickly. You get fast by practicing fast. (note: this doesn't mean you shouldn't have projects where you take your time)
Look at other people's work, but don't treat it as law. It's not usually useful to copy exact solutions for problems. Tutorials for objects are basically worthless on their own, what you want to...
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>>512998
That's a nice looking bayonet. If that's really the first thing you've ever made, and you did it in Blender of all things, I'm impressed. Keep it up. You've got talent.
Trying to model a cartoonish character for a project I'm working on. Did the basic blocking and zbrushed a little but not sure where to go from here. Here's the basic layout.
And here's my blocking. Zbrush is in progress. Any good tuts on modelling cartoon characters?
>>513063
show wireframe
>>513070
Hello everyone, I'd like to ask you something about normal maps, how do you get right of hard edges sticking out of smoothed normals?
Im not talking about the 90° uv split or smoothing groups, I already know that, but still, if I have for example a box like pic related, and the high poly has smooth edges, those sharp ones in low poly will always stick out, fucking up my normals, how do I avoid that? It happens to me with every smoothed edges normals, any tips?
The mesh is a 90 degree corner. Normal maps only affect lighting. The only thing you can do is bevel the edge.
>>512784
I should also set a unique smoothing group for the bevel right? In order to have it smoother enough
>>512783
I don't get fucked up normals? Perhaps your low poly edges stick to much, and the mapping from low to high poly misses.
Maybe you aren't added some space between the shapes in the UV map. I mean, if I zoom in a lot, i can see some little edge there, and if this is a concern, then just accept the poly cost of the bevel.
need helping with the placement of the texture in 3ds max
i rip the frames and texture and w/e from guild wars 2 using 3d ripper and was able to find and apply all the textures back onto my model, but for some reason, the head part of my model keeps using the top left part of pic related, i need it to use the bottom left part
im completely new to 3ds max and had a very brief training of it
pic is the failed attempt, i know it has something to do with the wrapping but i dont know what exactly i need to be searching for to fix this
could be invert Y or something
>>513088
sorry, im dumb, where do i find that?
im a 2d artist but can't into 3d for the life of me (I've tried and failed numerous times)
I've always been curious what a fully rotatable 3d dollar bill would look like.(when you search 3d dollar bill on google, well, its a joke)
Pic related is more along the lines of what I'm imagining<<<<
I can't pay anything, but if you think its a cool idea and need something to model, im pretty sure this has never been done before.
git gud
>>512916
/thread
>>512915
So you want to make it like a topological map and the pictures are 3d models?
This is the first time i ever use blender, i did this and it took me like 2 hours with blender 2.7
Waddya think ?
(I put a not-big-res pic on purpose)
>>512996
Better than much of the other beginner stuff I've seen.
Thanks :) any tips to keep getting better ?
>>512999
You can check out some tutorials on composition, that will help you a lot, regardless of what you end up making.
Didn't know whether to post this to /3/ or /diy/ but...
What is the best solution for designing floor plans?
There's this project of pretty high importance I've been working on for a while but the program I'm using has the worst renderer I've seen in my life - and I need photorealistic renders.
Any recommendations?
Pic very related - it took about 30 seconds to render this on a 6-core Xeon...
3ds Max and VRay is the most widely used combo in architectural visualization. There are a ton of tutorials out there for it, too. The ones on viscorbel.com are a good introduction and will get you reasonably close to photorealism if you're willing to invest the time. If you want to go the extra mile and REALLY want things to look real take a look at Grant Warwick's Mastering VRay course.
As previous anon said, 3ds and vray. From that scene you could probably only use walls in 3ds. You need good models and materials for realistic render, it's not only the renderer.
>>511924
you could even use blender and cycles render if had to, just don't expect to get all the dimensions laid out like you would see in a propper plan from regular architectural programs
What's the correct procedure to animate using modifiers? Whenever I try to animate with a modifier, I can't use the set key method. I set key, move to the next frame, input the new parameters for the modifier, and then set key. When I move from that frame, the new parameter disappear from the modifier and both frames are the same.
The auto key command works, but most of the time, it creates a key at the frame I want, and at the very start of the movie, which requires me to move it in the timeline.
The effect I'm trying to achieve is, for instance,...
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>>512826
you can always try working with the curve editor to set your keys and values
>>512830
That's another issue. I looked in the curve editor and I cannot find the frames for modifiers. I see the position (XYZ), scale, visibility, but I don't know how to edit frames involving modifiers.
>>512826
for modifiers, you can apply the modifier as a shape key, then in the vertex data it will show as a shape key and you can animate from there. for constraints or parents select all the bones, or the object, then go object/pose -> animation -> bake animation, if you wanna keep the constraints, just tick off clear constraints/parents whatever
Trying to make my first bone system on a bow but i keep getting a loop error every time i try to parent the mesh with the bone system is there anyone that can help?
remove the vertex groups then re do the whole weights
>>512747
Well that didn't work.
Why are you even replying?
Why would you parent the mesh to the bones when it's skinned to them?
My friend showed me how to use his model program and he even gave me a free copy so I've been practising. I've made a man but it's really hard. How do you get better at this? I thought I could learn how to do this and then maybe get a job on the next call of duty game or something but I don't think I'll be able to yet.
>>512525
I even thought I would be able to make something for a rule 34 webm thread but I don't think I can even do that yet. I don't know how to make them move.
Why is nobody helping me?
>>512555
you should watch more video tutorials
Alright im about to kill myself i cant get this fucking texture to render for the fucking LIFE of me please Halp
> applied it as a world texture instead of to the model
top kek
>>512532
You got the hierarchy wrong. Every object needs a material. After you've added one, go to the textures tab and select "Material" as texture domain, then add your texture and define how it influences the material.
>>512532
For Blender Internal add a Material to the table, then just click the little Circle icon to the right of World.
For Cycles (this sounds like a lot but it's also just two clicks, I just described it in detail):
Add a Diffuse shader,
connect an Image Texture to the color channel; ideally in Node Editor (you're going to love it once you learn it) but for right meow you can click the little box next to the color and choose Image Texture
Either click Open and browse to the file, or because you added it to Texture panel you can click the drop down menu and select "Texture" (that's a shit name, ALWAYS name your shit, name everything)
You should really use Cycles, even though BI is "faster" by default you can make Cycles just as fast by setting it up properly but without getting BI's weird unrealistic renders.
Hey there everyone!
So, I was wondering if someone of you had some photoshop skills enough to make these blue lines more like "neon", emanating a little light (sorta like Tron).
It's for my cinema 4d project, but the only good template I could find it's this. But I can't add this some neon effect
is this good enough ?
>>512892
OP here
Thank you so much for the response!
It's really cool but I was thinking of a low light emanated by the line (black has to be fully visible), like if the grid are blue neons in the dark. Could you do that? Thank you so much anon
>>512892
>>512893
like this you dingus
how do i just simply find the painting colours and brush and just paint over my object simply and just animate it without a skeleton in the latest blender? The tutorials for this are shit
>>512850
because doing it that way is shit. if it not a good way to do things, there most likely wont be any good tutorials
>>512852
i just wanna do it that way tho
>>512853
You're question doesn't even make any sense?
How to use Texture Painting? Animating w/o a rig? Its this what you need help with?