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Archived threads in /3/ - 3DCG - 51. page


File: LWorModo.jpg (159KB, 1280x720px) Image search: [Google] [Yandex] [Bing]
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Between these two pieces of software, which should I switch to?

My goal is to do freelance CG work for a living. I learned on Maya and Mudbox, but fuck Autodesk. I own a legit copy of ZBrush and Photoshop already, and I would almost definitely do my texturing in Substance Painter, via their subscription-to-own thing. The price difference between Modo and Lightwave is small enough that it doesn't matter so much to me.

As I understand it, Lightwave is more stable than Modo. That's about the only real difference I know of that would apply to me, because of the reasons above.
11 posts and 1 images submitted.
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software doesnt matter now post your work
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>>509313

Features and stability of software do matter. Now answer the question.

>inb4 you can't
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all I know about modo as a novice cg guy is that friends who jumped to it for modelling said that other softwares can't really compare, it's so ahead its not even funny

Don't know if you guys can help (or if this is the right place to ask) but I am helping out a friend by taking screenshots of a DVD. I am just using VLC for this. Don't know much of this sort of thing. Thing is I am getting what seems to be inter-lacing lines on the movement frames.
Can this be stopped?
or is there a better program to use?

any help would be appreciated.

pic related (example of the snapshot)
8 posts and 1 images submitted.
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are you sure its not just your shitty anime ?
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>>509512
sorry, this is the place were we make the 3d animations that are actually shipped with said DVDs. We CREATE the high-quality content you´re trying to pirate and rip-off, so i can safely say for sure that this is NOT the place to ask this question.
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>>509513
I am positive it is my anime. That is why I am doing it for him.

>>509514
so where can I go.
I know I am risking you actually knowing something, but it is worth a try.

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Hey /3/, I have a file conversion question and I'm not sure where else to go. This is going to be kind of long, just a heads up.

I don't work much with 3dcg so bear with me. I'm trying to create a 3d game in unity, and my ultimate goal is to import a model from Techarts3d Custom Girl into Unity.

Unity supports the import of .obj, .fbx, .max and .blend as detailed here:
http://docs.unity3d.com/Manual/3D-formats.html

3D Custom Girl (3DCG) saves it's models as .tso files. In the mod catalof for 3DCG I've fiund scripts that supposedly allow .tso imports to Blender. I've tried adding them through User Preferences/Addons/Import fFrom File in Blender, I select them and choose import from file but nothing happens. I've tried placing them directly in the scripts folder but I can't seem to find the C://Program Files/Blender Foundation or C://Program Files x86/Blender Foundation that I keep reading about in guides. I don't know enough about Blender to tell if what I'm doing is correct or not, and hoping someone could help.

The other path is going from 3DCG to MikuMikuDance (MMD) which seems to have broader US community support and so can probably be moved to Blender or another format that can be imported to Unity. MMD saves it's models as .pmd files.

Are either of these paths worth pursuing? Can you recommend anything else? Thanks!

tl;dr Trying to get models from 3D Custom Girl to Unity, need help.

Picture sort of related.
5 posts and 1 images submitted.
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>>507665
try stack overflow.
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>>507665
Get a hold of max or maya Op and then figure out how to get your mesh into one of those. They have scores of import/export formats and plug-ins.

Once you have all of your weeb bullshit inside max or maya you can export it into unity from those and do whatever it is you feel you must do.
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>>507665
Hongfire forums. The guys there mod the game to add new dresses and animations. Some guys know the model format and most likely the utility used to modify the models is open source. I would try there.

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Does this board not have a general questions thread? I don't feel this is important enough to warrant it's own thread but I don't see anywhere else to ask it.

Anyway, I'm wondering if in blender there's a way to either straighten out the curved bit of the uvs in my screenshot here so that the whole thing is straight, or do some fuckery with modifiers to make an arrayed curve shrinkwrap to it without having to apply the curve modifier first.

I'm trying to convert a track from one racing game to another, but they use different methods to get a track in game. The one I'm converting from uses two meshes, one for the bumpy physical road that the physics engine interacts with, and another much simpler one that the game renders visually. The one I'm converting to only uses one mesh.

That physics mesh isn't uv mapped at all, so I want to transfer the UVs from the simpler visual mesh to the complex physics one, so that the physics one would look like the visible one in game. I don't think that's possible in blender since they have different amounts of vertices, so I figure I'll probably just have to make a new road from scratch and then shrinkwrap it to the physics mesh.

The only way I know how to texture roads easily is to make an array of planes, texture that and then warp that into a track shape with a curve modifier, which I've done already. The problem comes when I want to shrinkwrap the new road onto that physics mesh, it obviously messes up the UVs. If I didn't have to apply the curve modifier first in order to apply the shrinkwrap modifier I could just unwrap the (now shrinkwapped) mesh into a completely straight road shape, adjust the scaling, and then reapply the curve modifier and it would end up as an exact copy of the physics mesh but with uvs that allow me to texture it exactly like the visible mesh.

Is it even possible to get around this in blender? Sorry if this makes no sense, it's kinda hard to explain.

Thanks senpais
27 posts and 7 images submitted.
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>>506878
why does it look like a clusterfuck of vertices's?
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>>506889
It's a laser scanned point cloud of the track the devs ran through some algorithm to make a mesh out of.

I'm trying to play around with softimage mod tool now since I read somewhere it can transfer uvs between objects of similar shape but different vertex count, but it doesn't seem to be working.

Does 3dsmax have a way to doing what I'm trying to do? I have a year or two left on my student license from college but I don't have it installed to check.
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>>506889
Forgot to mention this, but this is what the visible mesh for that same section of track looks like.

I want to take the uv mapping from this, and transfer it to that mesh in the OP pic. If I can't do that I want to remake the mesh you see in the OP using an array along a curve in blender so it can easily be textured.

You can see here on the left how the visual part is textured, the mask for the asphalt texture follows the curve. I somehow need to get that mess of vertices to do this.

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Hey guys, I recently finished painting over this render and wanted to share it. Will post the sculpts I made below.

Thanks!
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good shit anon

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In trying to do this for a friend.... And having issues, im trying to get the lion logo and the lettering from this shirt but my photoshop akills are not as good as i hoped.... Is anyone able to get this for me? I just need the logo and the lettering
4 posts and 2 images submitted.
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>>509268
sorry mate i cant ever so i recommend trying
>>/gd/
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>photoshop
>posting in /3/
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>>509268
>http://lmgtfy.com/?q=Lyons+Millworks
Here, remove from this one. Also, you are a nigger.

https://youtu.be/kf9OgS90lIk
2 posts and 1 images submitted.
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>>509382
no
3 wise men in all fields

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Is it real to make a good looking sculpt using just a plane and a displacement map?
How can one prepare\edit an image for this use?
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>>508658
It can make a great start, you gotta set the heightmap properly. But there is no 3d data in a 2d picture. Make it b/w, make it a smaller resolution, like 500x500, create a plane, subdivide it so that it has 500x500 faces. Separate the profile from the other part of the picture, make it lighter, so that there isn't black spots that would result in 0 displacement. Make the background black. Make the plane exact same dimension as the picture and cut it so that every pixel has a face to bump. It's looking pretty flat in my example, but if you want you can take your time and do proper gradients on the parts that would be higher.
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>>508659
don't know about sculpting, but it sure makes nice caricatures.
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>>508661
you can add the higher res texture, afterwards, cause it's mapped properly

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Say I had the next year with an extreme amount of freetime, How advanced can 1-3 people make CGI by themselves? Obviously movie teams consist of million dollar budgets and huge teams, but what is achievable at home?


Maya, 3DS Max, ZBrush are supposedly used for most modeling, and After Effects seems to be the best video rendering/editing program, but beyond that what can be used? What would you have to use for lighting and animation and what not to have it not look like a homemade youtube blender kidshit?
11 posts and 5 images submitted.
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>>508660
A very powerful renderfarm
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>>508660
Depending on what you're going after. Do you want a cartoony thing like ice age, or realistic fantasy like the wc3 trailers, how long do you want it to be? You need mocap in any case, an animation capable 3d program, a renderfarm, a very good pre-production. Seriously, you need to decide everything at start, so you can do it one by one and render it one by one, you need to start rendering as fast as possible, preferably after the first month. You need to have scenario, a sound editor, a good workflow.
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>After Effects seems to be the best video rendering/editing program

Nuke is way better than AE.

Hello, /3/!
Is anyone out there using 3DS Max 2016?
Did you find any bugs with it?
I've had a problem with it, when I import a model, any model, and apply TurboSmooth with 3 iters, I get a "KERNEL_SECURITY_CHECK_FAILED" blue screen. It also stopped working for a whole week, and even corrupted Windows once.
Anyone?
5 posts and 1 images submitted.
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>>509187
My team and I use 2016 with Windows 7 and this has never happened
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I've only experienced that in past versions, years ago, when it uses too much memory. Have you tried it on a 6 faced cube? Why not just use 2 iterations then add another turbosmooth on 1 iteration?
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>>509192
Differences between it and max 2013?
Does it work well with Z-brush?
Has some cool shaders and options for hardware accelerated render?

Is there money to make in 3D porn? I often find websites where you can buy a package with 60 renderings or one short animation video for around 10$ each. There are many sites like that. I always thought it is impossible people buying those for 3D porn instead of just watching a real porn for free.
7 posts and 1 images submitted.
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>>506217

Sure, hit up furry or brony communities. I knew a girl that did 2D art requests and fuir suits for the likes.

The money was good, but she quit because they were quite the creeps.
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>>506217
Yeah well those porn sites with 35 dollar a month subscriptions still make money too. There's still a big market for porn in a traditional "consumer exchanges money for product" kind of format.
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>>506217
the only problem is it's really easy to steal porn games. Your best option would be to create a subscription service that allows access to content you broadcast from a browser, preferrably using unity, html5, or flash player. this will guarantee ppl needing to keep spending to keep accessing your content.

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I've been trying to learn maya for the last few days.

But I'm using the student version of Maya and it doesn't allow commercial work.

Which is why I'm thinking of learning Blender.

As a programmer, I only took on modelling because it feels fun and sometimes I need something specific in whatever it is that I'm creating.

So I came here to ask, should I continue in using Maya and ignore all of its warnings (maybe hoping that one day I'll earn enough to buy it), or should I take up Blender before I'm too deep into Maya?
24 posts and 5 images submitted.
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>>509080
Also, I don't know which key I pressed to do this, but my "edit mesh" and "mesh tools" have suddenly disappeared from the top menus.
It's still there in the spacebar menus, just not on the top ones.
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The way I see it Blender is an amazing program that can almost everything Maya can and even some things Maya can't do. It's the most complete package I ever seen and it's FREE so what's the problem?

The problem is Maya is the industry standard, so if you're looking for a job NOBODY wants to see Blender in your resume and everyone wants you to know Maya.

I don't know, there's a cheap version of Maya called Maya LT that may let you Publish your work. I really like Blender, but Maya is like the Photoshop of the 3D industry for better or for worse
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>>509082

Oh the windows are tricky, they can open and close and even multiply like browser windows, I recommend you look for some videos on youtube. Look for a tiny scrolling menu that lets you switch modes, It has a little black arrow I think

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Hey /3/, it's been a while. Haven't visited here in well over four years, so forgive me if I sound like an idiot or break some new board culture that I'm not aware of.

I've been out of the 3d scene for a while because I got a job as a programmer. Recently I learned how much people can make just by doing some 3d porn, and I kind of want to get in on the action. I've whipped up a little game and am currently modeling a few high-demand character.

I've never really done much character modeling, so I'm not well versed on the important topologies associated with certain parts of the body. Pic related is of a character that's in high demand that I've been working on. I rigged the sucker up, but was getting really poor deformation in the hips. Upon looking up proper hip topology, I saw that mine was quite a ways off. Is there a way to make this kind of topology properly deform, or do I need to go back and fix it?
16 posts and 5 images submitted.
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Your edgeflow really needs work, you can improve the butt cheeks and stomach flow. I'm still working at mine, but maybe this will help.

You can use blendshapes to correct deformation too, you can set them up to gradually turn on as you rotate the joint. Look into corrective shapes.
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>>508919
where this come from shit
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>>508919
Yeah, it really did need work. I've decided the model really needs to be retopologized in some major areas and have gone to work on it.

A big problem is the character is humanoid in shape, but not actually a human. They don't have any defined muscles or anything of the like, so I'm trying to get proper topology without defining muscle groups since that'd look super awkward for the character.

>You can use blendshapes to correct deformation too
My project is going to be a scene that allows you to pose the character in realtime and interact with them (that is to say a game). How would blendshapes factor in to a situation where the user could potentially post the character in any number of poses? I'd like to use them, but I don't know how to utilize them in a realtime environment where the user can pose the character however they like.

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So, I have a question:

When making 3d models for sale (game/3d graphic assets), should all parts of the model be connected? By vertex or armature that is.

I'm modeling since few years, but I was always making single-mesh models. Now, If I was about to model a block with it's back lid unattached to the rest of the clock, should I just model two separate objects and leave it be, or should I connect them somehow, so the thing won't fall apart in physics engine for someone who will be using it? I'm suspecting that it all depends on the model's purpose, but tell me which one is more preffered on the market. Thanks.
6 posts and 1 images submitted.
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let the market decide. Le invisible hand
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I caught a fellow student using stock models in a project he was supposed to have modeled. Upon inspection of suspect models, I discovered the mesh simply used combine. Using seperate poly mesh and display said model in front of student and class, please explain all these unecessary details that is inside these 3 car models hmmmmmmmmmmmm?
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>>509230
No, game objects can be made of many objects

For example think about characters in a game. The character will have a body mesh and objects representing clothing, armour, helmets gloves, weapons etc. These are all seperate meshes in one object

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Having a small lighting issue of lights bleeding through mesh. Is this an easy fix?
2 posts and 1 images submitted.
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Don't know if you're still here but turn force 2-sided textures on in rendering settings and make the lights render raytraced shadows.
Even if you ultimately use neither it might troubleshoot your problem.

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