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>Project Tango is a Google technology platform that uses various things to detect their position relative to the world around them without using GPS or other external signals.

>This allows application developers to create user experiences that include indoor navigation, 3D mapping, measurement of physical spaces, recognition of known environments, augmented reality, and windows into virtual 3D worlds.

https://en.wikipedia.org/wiki/Project_Tango


>lenovo and google build...
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I'm not interested in $500 "experiences" like this. This is some weak shit.
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>>508493
I didn't realize you had used it
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>>508498
>ad hominem

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> maya 2016
>joint with IK is the child
>controller is the parent
>parent them
>move controller
>tfw joint wont move along with the controller

help please, anyone?
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forgot to mention that at first it was okay but i clicked on something then i this happened
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Parent constraint them, not just actually parent them.

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If I have a 5 million poly sculpt and retopo it to a 5k poly mesh, how do I bake ambient occlusion and other bump maps?

The UVs are completely different.

What is the workflow?
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>>508355

Berserk shame the guy went crazy on Idolmaster
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>>508355


how bout dis? ????


take 5 mil poly

retopo

UV it

divide it

sculpt on divide

UVs will be the same just more loop cuts


does this work?? :^))))
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I'm gonna try to be actually helpful instead of shitposting for once.

So say you started in Sculptris and you made a 5million poly scuplt of your waifu's boobs. With all the little bumps on the nipples and everything. But you need to put this shit in waifu simulator2k4.exe right so you need to bake that shit for like a good 20 minutes. First thing you do is you open up your Blender and and shove that shit in there, and make it all lowpoly reopo. I'd tell you how to do it but I'm not a cromagnon so I don't use that shit. Anyway now you got your...
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So I've painted some weights in Maya. When I smooth the mesh it usually normalizes the weights and screws everything up. So I lock the weights and smooth, which distributes the weights properly when smoothed. But when I export the mesh, it exports the unsmoothed lowpoly version. So when I delete the non-deformer history and export, it normalizes the weights again.

How do I get the smooth mesh exported with properly distributed not-normalized weights ?

Also, Maya questions thread. Pic unrelated
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Where are you exporting the weighted mesh to and also why are you exporting the weighted mesh?
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>>508354
I'm expoprting the FBX to Unity
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>>508359
interesting. been a game dev long?

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First time posting so don't kill me, please.
These are just some random inquiries, really. I'm a 2D animator who uses 3D spaceship models as a base and then hand colours them frame by frame to try and attain a "hand drawn" retro anime feel.
An example:
https://www.youtube.com/watch?v=PN_CP4SuoTU&lc=z12fhpcrewyzepngq04ccfpa0zqdv55z5k00k

And the technique I use:
https://www.youtube.com/watch?v=X0taAlZ_MxA

This is totally not final, but my next pro gig is looking like it will be a 60-90 second anime rendition of stage 1 of the...
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>>503785
>I'm in a hurry right now, will check those links later.
You know, Dobkeratops (red thing on left) is like the trademark boss of the series. R-Type Delta, Final and the PSP games have it in 3D. IDK about ripping it from them, but all the games are emulatable, so you can play them and try to do it yourself. Final and PSP have a model "viewer" option too.
I have some pics of R-90 (from the Third Lightning) for paper-craft and dedicated R-Type pic folder, but it's mostly all ship related, if anyones cares.
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>>503795
Cheers! That would be much appreciated. Though I might not even be doing this so it's not worth going crazy (I need to wait for word from my project lead).
Incidentally, be dazzled by my 3D skills. That's one ship down.
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Some youtube tutorials later and I can do really basic teeth/nurbs stuff.
Two down.

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So a total 3D newbie here, I'm trying to use Blender to modify a model I wanted to use for my Unity game.

But whenever I try to use the camera fucks up and I get dizzy, like to the point of near puking.

Are there any other programs with better camera and control setup?
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change the input controls

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I love /3/ and this community. I just started lurking recently but seems not a lot of y'all are active most of the time, so my questions is: Are there more places like this in the internet you guys also frequent.
pic unrelated.
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>>508456

Polycount is the only other 3d places.

All 3d forums seem to be dead.

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What should be a good programm for human modeling apart from maya?
random pic
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>>508407
ZBrush should be your companion to Maya or any 3D modeling software, when it comes to organic modeling.
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>>508450
>>508407

Can confirm, am former Mudbox user. Since the very sad (and short) list of new features for Mudbox 2016, I walked away and jumped on the Zbrush train.

It's miles ahead. Warning tough, the interface is aids condensate. Their whole "2.5d" concept as well for that matter.
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>>508452
>>508450
thanks il try it right away

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This is the teaser image for the new berserk anime.
What would you rate the quality of 3D here?
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gay/10
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>>506231
Theres no 3D in that picture
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>>506240
Everything in that picture is 3D.

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Hi guys. This is my last semester as a BFA at Calarts. Now i kind of fucked up. I ended up in the film/video department rather than the character animation dept. It wasnt a waste of time, and pixar still hires film majors (not just animation majors) but heres the deal - there is no basic maya classes at this time. I am planning on taking a zbrush/maya character creation class, a maya rigging class, and cinema 4d. My roomate upstairs says that in my case, cinema 4d would be redundant and not really help me get to pixar or learn maya. What do you guys think? Is it worth taking...
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Film major? You know that you dont need to go to school for that, right? Quentin Tarantino worked at a video store only, and even that wouldnt be neccessary now with the digital age.

You fucked up, and pixar hiring you is probably as likely as pigs flying
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>>508447
Yeah, the thing is I already went... so.
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>>508447
still he can work at other things aside from animated cartoons, it def helps when applicating

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Hi all, first time poster. Was redirected here from /g/

I am trying to print a 3D model. Working in Blender for the first time. I have a shape that i want to print (pic related, it is hyperbolic paraboloid).

I need help. I got this model from Thingverse and it has shitload of faces and edges, really hard to work on. Would like to build a same model myself from a cube but do not know how to do it. What i need to do is to put a point in the middle of the edge of cube and then extrude it, but do it so the end is not sharp but round (extruded shape would not be a triangle...
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sorry wrong pic.
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I'm not experienced in either of these, but here's my thoughts: NURBS might help you on the modelling side, but eventually the 3D printing software will probably convert it to a mesh of polygons anyway.
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>>507852
anyone know how to make shape in this pic? should be quite easy?

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when you spend few hours making something than take a good hard look at it and...

i really need to git gud at sculpting
any tips on what road i should take?
watch anatomy sculpting vids and follow along, or just practice from reference
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Anatomy videos most likely. Either that or make them from concepts.
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>>507717
i woke up with the sudden urge to sculpt a wendigo from until dawn. i been at it all day and it looks shit. the anatomy isnt that bad, but it just looks shit.
ashamed but here it is, maybe someone can give a some advice on whats wrong... should i keep working on it? maybe detailing/posing might save it
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>>507716
Put in the hours, think about the subject, sculpt, sketch, and observe various people already proficient going at it.
Keep doing that for a few years and you will become a solid sculptor.

Picking up 2D probably teaches you the fastest because a big part of creating shapes is having a very accurate eye for reading curvature, and the motor functions to replicate them.
Sculting allows one to dick around more nudging shapes into existence, drawing objects/people are more unforgiving and will force you to develop...
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do you think Autodesk is going to kill 3DS Max?
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>>508320
All I know is that cinema 4d will definitely kill maya and 3DS Max.
But its going to be a long time before industry standard maya gets switched for the 4D.
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>>508320

Eventually, yes. Probably 3-4 years from now, Max will be gone. You should archive a copy now, and a copy of an OS it runs on.
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>>508325
yeah sure

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How would I go about making/animating this green object?

would it be better to use latices or is there a way to automatically animate this?

I just need it to stretch and contract in the center. I don't need to mess with the materials.
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>>508237

Dynamics can give you the results quickly and easily.
Easy in something like Cinema4D can't speak for other applications.
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Put center of the sticky thing on the leftmost block, parent to leftmost block, scale sticky thing horizontally based on how far the rightmost block is from its original position.
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>>508244
setting up a dynamic system for this simple task would be like getting out a caterpillar to dig a 1 foot hole.

man the fuck up op. I've been in multiple classes about 5 years ago with someone who was animation director on a movie that won multiple oscars and he would never let anyone animate with physics on anything

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>>504339 cont.
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>tfw it will be christmas edition until the next bump count

'_>'
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Improved Dashie
>>506619
lovely emoticon you got there m9 '_>'
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I've spent too much time on this. I hope I'm done how.

How does it look? I just can't figure out how to make the snow look, well, not flat.

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