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Archived threads in /3/ - 3DCG - 45. page


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I've just baked a normal map using Xnormal, and I'm seeing artefacts along the corners of this room.
It's like a triangular shadow that doesn't go away, even when light touches it. Help please?
7 posts and 3 images submitted.
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Flipped polygon normals? Realigning might help
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>>511490
Nah, the normals are facing the right way. Here's the normal map itself.
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Please someone help me. This is holding my project up completely.

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Hi, I've been using Inventor for CAD drawings for about a year, and now I need to move around a lot and be able to use CAD software where ever I go. My current laptop is not nearly strong enough to run Inventor, and I wouldnt know where to start for finding a laptop that can handle this kind of stuff. My budget is about $1,500, and I'm looking for a windows laptop. Any suggestions?
8 posts and 3 images submitted.
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anyone with good ram and cpu
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possibly an asus g771jw I have the base model and even then it will run inventor smoothly
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ASUS K501UX-WH7
Operating System: Windows 10
Processor: Intel Core i7-6500U 2.5GHz (Turbo up to 3.1GHz)
Memory: 16GB DDR3L on board
Video Graphics: NVIDIA GTX950M 2GB GDDR3
Hard Drive: 256GB SSD
Optical Drive: NO DVDRW
Display: 15.6” UHD (3820 * 2160)
Webcam: VGA Camera
Wireless Option: 802.11AC
Bluetooth: Bluetooth 4.0
Card Reader: SDXC
Keyboard: Chiclet

I just picked this one up myself. Definitely worth the 1k. Also doesn't look like your typical ricetop and has one 2.5 bay for expansion.
There's a model with half the memory and 1080p for like 200 less though.

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I want to make sprites for Doom - 8 directional 3D impostors.

Pic related, how to do it in Maya.

Can anyone come up with a decent workflow for doing it in blender??
9 posts and 2 images submitted.
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I can help you with the work flow in blender if you like. I really dont feel like typing it all out since that would take a long time. Feel free to hit me up on skype and I will do my best to help you.

username: dogboy.exe
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Honestly, this information is so basic that if you need to ask, you should not attempt it in the first place.

"It says sculpt a model, paint it, animate it and render it."

"Duhhh, how do I do this in another 3d program???"
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>>511422
>username: dogboy.exe
Not sure if legit. I may hit you up.

>>511424
I'm not asking about making the model, or rigging it, or animating it. I'm asking about workflow for doing 8 sets of renders, preferably in a way that isn't tedious and time consuming as fuck.

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Hello /3/ I have been learning 3D for the past two years and feel like I know enough to make a game. The issue that keeps coming up constantly is the feeling of hopelessness and failure to see the point. Over the last year I have tried to make over six games and one game in 2014. These ideas seem like great ideas to me at least and in the moment I get to work on the game. I have started more projects than I have ever finished in my life, always mid project after I make a bunch of assets or textures or start animating. Always mid project I start to get the feeling of whats the point in even doing this, I get so discouraged from doing it that I just stop. Regardless of planning out the project or not it always happens.

Can anyone relate? Am I alone in this melancholy? The past two years have been so depressing because of this empty feeling of not being able to complete a project. In the past I considered working with other people might help with this problem but it still occurs, I no longer want to work with anyone else because I know I will waste their time even though I wish not to.
Does anyone have any perspective that could help me in anyway? Sorry to dump this 3d-epression on /3/, I have no where to go. I'm sure this comes off as a big pity party for me, I don't want that.
6 posts and 1 images submitted.
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tl:dr
you're sad because you are incapable to follow through.

well I think it happens to all of us really, it always starts like you said, sounds like a great idea but then mid development the want to make the project complete is gone. I think the best way is to include people, it'll make things easier and give extra motivation to complete a project.
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>>511419
Maybe my issue with working with others has more to do with the fact that they never really contributed much to the making process. The person I worked with made a couple textures and offered some valuable asset ideas, even a could models. I also think that their lack of knowledge of game development didn't help either. I definitely don't want to place all the blame on the other person when it was honestly all my fault we failed, my waxing and waning apathy killed me in the end.

I just wish there was an easy solution. Almost every day I go experiment in 3d. Not a day goes by I don't think about making a game.
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>>511421
hmm, well why don't you find someone who knows what they're doing.
I think having the right people is key and you seem like someone who is passionate.
If you want I can help you with a small game and keep that pressure which is need to finish a game.

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I've been lurking there for weeks now and still don't know when the registrations are open. It'd be of great help if anyone here would let me know on what days/dates the registration would be open, Thanks anons.
9 posts and 3 images submitted.
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>set alarm to repeat every day
>check daily

How is this difficult?
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I'd invite but "Because the user limit has been reached you are unable to send invites at this time." Good luck getting access
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>>510117

show one art you made and ill invite

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Anyone using Keyshot for large environments? This is a project I did for epic games for GDC16 but looking to get more out of kshot. Also, just downloaded Maya to start learning to model. All my work is done in solid works and have never done any mesh work. Anyone recommend a good entry level pen/tablet?
5 posts and 1 images submitted.
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>>511266
monoprice 11+ inch for around 90usd
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>>511266
There's a 10.5x6.5 or something like that Monoprice that's usually around $40 or $50 USD on Amazon (can get it cheaper via ebay store)

I haven't ever used a Wacom or high end tablet, so maybe compared to those this sucks, but compared to a mouse it's a lot nicer for sculpting / drawing

My only trouble is my drawing skill is a little weak, it takes me a couple attempts to get a stroke with a nice straight line or even curve, and if I don't redo / correct it, these little irregular lines and curves start working into the sculpt

I'm sure there's tools in the software that help with this but I also just need to git gud. Also I need to just flat out unplug my mouse for a week or two
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Thanks guys!

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https://www.youtube.com/watch?v=x9u4Z5wYkkk
I had a uni assignment to make a ~1min clip with 3D models. So I created this clip, where guy is supposed to be sleeping cuz he overdosed the bong and he's hallucinating Hitler celebrating his b-day. Then the guy wakes up and prolly decides to never use narcotics again. (that guy is not animated, because my colleague was a dickbag and didn't do shit for the project).
There're also rare pepes there.
24 posts and 2 images submitted.
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Pathetic. You should be expelled for this
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>>509680
I only made the part with Hitler. Made his face pretty well, only it's difficult to see from far away. But yeah, lighting, camera and textures suck.
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>>509681
Everything is pathetic. When I went to 3d school 5 years ago I was taught by someone who had actually accomplished something in animation. Everything you animated had to be approved by him before you did anything in the computer and then storyboarded first. This "thing" you made is so pathetic I assume your school is really really bad. Do something worthwhile with your life pls

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Is there any way in Maya or 3dsmax where a Vector Displacement map can be used to create editable geometry? I'm not talking about having it appear in a mental ray or vray render but being used in much the same way as the standard Displacement modifier in max where the effect can be applied to a mesh and converted to workable geometry.
7 posts and 2 images submitted.
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>>509056
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>>509056
>>509061
samefag
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>>509062
How do you even know?

Do any of you use 3D monitors ? Are they good for 3d stuff ?
I'm talking about the ones with the passive polarized glasses.
19 posts and 1 images submitted.
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That's something I wondered about as well.

They could make 3D modelling easier, especially when in wireframe mode.
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>>511323
I've heard that it's pretty fun with modelling. But I don't wanna fall for the oculus rift meme again and rape my eyes with the 3d glasses and buy something pricy that i won't be able to use
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I was discussing this with a friend. He said 3D polarized glass means a drop in vertical resolution, since you have to show both pictures at the same time. Other than that and the fact that you are wearing glasses, there seems to be no real downside.

I started making abstract images for use as desktop backgrounds a while ago. Can I have some opinions and improvement input? Higher quality images coming soon.
39 posts and 11 images submitted.
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lame/10
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>>508370
So how do I make it better?
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>>508372

Learn lighting, color theory, and most importantly composition.

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high to low poly baking for "square" objects. i know you cant change gemoetry but i have noticed you can make it seem like the edges really are beveled and its less obvious. i find normal maps easy for baking details in a plane or something, but this im having trouble with

ive heard different stories about making edges and baking it into low poly so its not super sharp. say for example im making a door, and the details of the door is real geometry but i dont want the edges to be so sharp. what should i do in this scenario?

or another example is a fire hydrant with 8 sides. should each point have baked bevels?

thanks for response
10 posts and 1 images submitted.
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by the way you may ask what the problem is by looking at the main picture but its actually fucked up for most of the mesh
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>>511284
I'm not sure what you're asking. Is it baking tutorials/pipelines, an introduction to normal maps, ...?
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no im asking if i should be baking high poly to low poly normal maps for beveled edges. for example a door that has all details modeled instead of being a normal map (those innter squares that intrude and extude out) still have a high poly bake for the edges of the door. this could count for any model with hard edges like that but im using this example

post some videos/images/artist

https://www.youtube.com/watch?v=uvDzaQOSZ3E
https://vimeo.com/134300640
2 posts and 1 images submitted.
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>>510859
except dont post shit artists like OP

https://www.youtube.com/watch?v=vfZD22zMnUY&ab_channel=koooolalala

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Relatively noob in 3D. Why the fuck does this happens? I'm on 3ds max 14.
5 posts and 1 images submitted.
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whats the problem ese ?
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It appeared like the faces were fucked judging by the shadows. I realized it was the "smooth" modifier that gave this appareance. Yep i'm retard.
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>>511308
uk ok

What do you think of Black Desert's Character creation tool?

It can be used for free.

Here are some famous people recreated with it.
20 posts and 6 images submitted.
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Benedict
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>>510804
>>510805
kek
these are actually good. They are rigged right ? Is there any way to export them as FBX ?
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>>510806
I'm not really sure.

Have Emma.

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so...

how long will it take to become this good in blender?
27 posts and 4 images submitted.
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>>511132
People who claim these things are done in Blender are trolls. 99% of people who claim they did something like that in Blender did it in Max; the remaining 1% are fat nerds who spend all their time doing nothing but modeling in Blender in order to stick it to the man.
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It says it was done in Houdini
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>>511138
>>511139
>hurr it was made in houdini
>hurr it was made in 3dMax
>hurr blender is incapable of letting you use it for the most basic modeling shit

http://blenderartists.org/forum/showthread.php?390354-Blender-Astromonkey

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