Has anyone here ever looked into the previz employment market? I am considering it, and I was wondering what tools are being used by the pros, and what people that hire for previz expect you to know.
Is previz usually just down with something like Maya playblasts? I hear a lot of people looking toward things like Unreal Engine and other real time tools for it, at least in the near future. What about iClone? It's actually marketed toward previz artists, but I don't know how often it's used in actual productions.
>pic unrelated
http://frameforgepreviz.com/
hope you enjoy working with insane deadlines
>>510278
Jesus that web page looks amateur hour as fuck.
previz is also known as concept art. Your tools will be photoshop
Hello /3/
Im a newbie in 3dsmax and I dont know how to fix this issue, lets see if you guys can help me.
1 - I have this edge (A) and I want to chamfer it.
2 - Right button, Convert to Editable poly
3 - Select the edge, Chamfer
and..
this is what happens (B). It does chamfer but somehow it gets inverted at some point and it ends backwards. Is there any quick fix or something for this?
Thanks in advance
>>510267
It wont work with open edges. You need to add planes as if it were a physical mass.
>>510273
So isnt there any way for converting it to planes? I dont want to remake all the polygons
Use the create polygon tool to close any holes after making sure you have no "duplicate" vertices occupying the same point. If you do, use the weld or target weld function to connect them.
How the hell do you make alpha maps work in Marmoset Toolbag 2? I've looked online and for something that should be so obvious, finding an answer is about as easy as pulling your own teeth out.
AAAAAAAAAAHHHHHHHHHHHHHHHH THAT FACE
play with sliders
>>510317
That is one hell of a stye
Also she ate too much watermelon
Can someone please explain to me why every time I am trying to add an "edit patch" modifier, my quads are all triangulated? I'm watching a tutorial video that requires them to be quads. My model is a simple lathe and it's in quads until I apply the stupid modifier to edit patch. Please help.
you didn't even get dubs, let alone quads
So I'm doing the chess exercise in my intro to 3ds max course and I need to use the inset command for the rook for the battlements. However, when the inset is applied, the polygons go all over the place from the middle. What am I doing wrong? How can I fix this? No matter how many times I delete this object and redraw the line from scratch, when I get to this stage it fucks up again.
Upload project file so we can take a look.
Click the first field in the caddy and set it to Group. Then right click the second field to reset it to zero.
I fixed it by deleting some of the lines from the top and then redrawing them and welding the vertexes. Still p bad, but at least they're not clipping through themselves.
critique plox
>>509721
shes got a bit of monkey face going on OP.
Apart from that its good.
are you from those people who supports interracial breeding?
looks like something from forensic files.
Hey Everyone! made this today, was bored and streaming on twitch, will be for 2-3 more hours if anyone wants to watch
/Adamboom321
>>509449
sorry but thats crap
A shit
>>509449
Yeah... Do the texturing again.
Does anyone know how to create a nice looking (but low poly and baked) ocean that I can import into Unity? I don't know how to make the material look good and, basically everything.
I'm pretty new to blender.
Also, the ocean kinda flows into a river and ends out in the ocean again, but it looks like the water melts through the island. How do I make it seem like the water is crashing or flowing?
>>509409
>blender
kek
>but it looks like the water melts through the island
yes. That's what happens when you just intersect a plane through geometry.
first you gotta into 3D, then use something better than blender.
come back when you have actually into 3D
Unlike these chucklefucks who have no idea how to answer your question but instead decided to shitpost. I'll provide some tips.
Texturing is vital for bodies of water, most 3d games with water uses an animated normal map to show water movement while others have some form of wave movement on the ocean model. If you looked at a river in Skyrim for example, you'd see that it's actually just a flat plane that has an animated texture on it.
For a blender animation, I'd just put a wave modifier on the middle of the island and adjust it so that it doesn't animate on the mouth of the river. You could probably use Weight Proximity for that.
For the river itself, you could animate a normal map going down it and have it animated as spreading outward toward the sea.
For better results look at other video games and real life rivers for inspiration.
Computer Graphics/Computer Animation/3D Animation vs Computer Science?
I'd like to be on the more creative side of say a game, or a movie. But do they usually go without consistent work?
go for animation
>>507818
Any reasoning? I've read often that people might choose Computer Science while doing animation as a hobby.
But.. I'm not sure it this would be too much a headache.
>>507847
Computer SCIENCE is the "science" of computing. Best not to waste your time with that unless you want to at best work for google and refine search times by .2 seconds
Wich one and why, /3/?
Personal favourite is A. I don't like B. C is meh/okay, looks "gamey" if you know what I mean.
is this for painkiller game?
1st one because it has the skull and not the mouth. But overall the halos look odd. Maybe put some medival looking spikes around his head ?
Is there an online community or website where I can get decent materials for Keyshot (6)?
I designed this lamp but I'm not 100% satisfied with the results.
The bronze / oxidized copper I could live with, but the concrete looks too fake.
>>510269
Try scaling the concrete way down.
>>510270
Dont know, maybe he should just reduce the normal map value. The back of that thing looks very rough, wavey/uneven, dont know if thats intentional.
hey guys, whats a more idiot friendly engine to work on for someone who doesn't know anything about coding. unreal engine 4 or cryengine?
since my only 2 skills are modeling and animating i want to create an scifi zoo and fill it with all the creatures i modeled
and animated and have them just walk around.
i only tried cryengine once a while back and it took me 4 days and the help of like 7 people single animation into the game...
one thing i liked about cryengine tho was it had a really good prebuilt shading, lighting, water system and physics that didnt need tinkering with. does UE4 have that or no? (since my only goal for this project is to make it look good.
>>509639
ue4 = blueprint.
blueprint is easy for beginners. but at least try to learn some code ...
>>509639
>i only tried cryengine once a while back and it took me 4 days and the help of like 7 people single animation into the game...
Yeah, Cryengine's import and export system is pretty cancerous, but no where near as bad as Source.
Anyways, UE4 has better shading and lighting systems, and can look even better if you want to bake light maps and shit.
Compare the best CryEngine user: 18T220
to the best UE4 user:
Koolala
And CryEngine looks like shit in comparison, and that's even with an experienced user
Trust me when I say I used to be a CryEngine fanboy back in the day, but CryTek screwed it over, and the devs who developed CryEngine left to work at idTech, so now CryEngine will pretty much die.
That being said, just go with UE4, its much easier, shading is better, and if worst comes to worst and you have to code, there are plenty of UE4 scripting tutorials out there.
>>509658
thx nigga, ill give it a try
This is a robot I rendered with Pixar's Renderman
>>505328
Don't kill yourself. Just get less shitty at 3d.
You have to tell us more. The fuck are you an heroing for?
>>505331
That just makes me an attention whore
Brief synopsis: Family doesn't love me, father left me. Qt3.14 redhead gf left me. Liberals making the world come to shit
Pic related more work
So I was cleaning up my hard drive and I found my copy pasta of what used to be the board sticky.
Part 1:
/3/'s Official README.TXT
http://freetexthost.com/nzjanyanw0
If you're reading this, you probably got this linked to you because you posted a
question that has already been asked many many times. Read ahead, and find
your answer.
Scroll to the bottom for useful resource links.
1.) "How do I get started in 3D?"
There are many ways to get started, the quickest way is to actually start
with a 3D program. There are many to choose from, such as:
-3DS Max
-Cinema 4D,
-Maya
-Softimage XSI
-Lightwave
-Blender 3D (Free!)
Once you obtain one the next step is to start with tutorials. There are many
on the net, they range from text and image tutorials to video tutorials. You
aren't going to find a tutorial for everything out there, but most will explain
techniques that you need to adapt in order for you to achieve whatever final
result you want.
2.) "Wow! That's a lot of programs! Which one is best? I heard ______ is best."
You heard wrong, there is no one program that is better than the rest, it has
and always will be the skill level of the artist. Which program you choose is
solely dependent on your own personal taste and which aspect of the 3D industry
you want to be involved in.
Max and Maya are the most hyped and so therefore the most used,
they have the most available documentation online. The interfaces have
a steep learning curve, but there isn't any 3D program you can't learn if you take
the time to use it and follow some tutorials. Go with a generalized package, not a
specialist one.
Part 2:
3.) "Whoah, Generalized vs Specialized? How do I know?"
A generalised package like Maya, Max, Softimage are packages that let you model, render,
animate, texture, and create dynamics all within the same application. They don't require third party plugins
or applications to add another basic feature, like a renderer or animation tools.
However you can get plugins for these apps to enhance their features.
There are several Specialized applications out there that cater to a specific skill.
Animation: Motion Builder, Messiah 3D.
Modeling: Modo, Wings3D, Silo 3D
CAD: Autocad, Sketchup, SolidWorks
Detailing: Zbrush, Mudbox, 3DCoat
4.) "Ooooo Zbrush, I see so much awesome shit from that, I'm gonna start there!"
No, you're getting ahead of yourself. You should start learning about basic modeling and
topology before jumping into Zbrush. Zbrush is a great program for advanced users to add
detail to their existing models, or to prototype models quickly by sculpting them out. It
is not a good idea to get into Zbrush when you're not very familiar with general 3D concepts
Part 3:
5) "Ok, I see I'm not very good at this stuff, can you model ______ for me?"
No, anybody with any decent skill on this board does this work for a living or for some kind
of gain. Some of those just starting out may pick up the project but don't expect Miets Meier
level of work. You get what you pay for.
6.) "But it's too haaaaaaaaard, isn't there any easy button?"
No, like all things it takes time and effort to master a program, practice makes perfect and
playing around with the interface will get the shortcuts ingrained into your muscle memory.
7.) "So which program is the easiest to learn?"
You shouldn't learn a program, you should learn techniques. When you master a technique the program
becomes nothing more than a tool. As said before Max and Maya have the most documentation but you
should look at learning how to model and the right techniques instead of 'what button does X'. You
can get UI information from the program's help files. F1 and Google are your friends.
Part 4:
8.) "So, what do studios look for when hiring if I don't know program ______ won't I get turned down?"
When a studio judges your demo reel and resume they have an order of priority.
1-Quality of Work
2-Versatility
3-Experience
4-Program skills
9.) "So studios don't care what program I use? Why do they care about versatility?"
Except for Animators who are pretty much exempt from most rules of 3D, most studios want people who
can perform multiple tasks instead of just a specialised one. They want modelers who can also texture,
they want riggers who can also do dynamics, they want lighters who can also texture. It's ok to be
specialised in one area, but it doesn't hurt to be versatile, it will always keep you employed.
When a studio looks at your program skills they do often look to see if you have experience in their
preferred in house package, but MANY times you're going to get a studio that has added their own tools
and pipeline so it wouldn't matter what program you know as long as your skills are good. If you know
techniques you can pretty much pickup any 3D package in a matter of days. Of course there are some that
are hard set that you know program ________ but for the most part what package you know is not that
important (yes even you Blender fags can get a job in a studio if you know good techniques.)
Well?
turn back, cg is a mindfuck