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Archived threads in /3/ - 3DCG - 74. page


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hi guyse
finally finished
thoughts/critique very welcome
36 posts and 5 images submitted.
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oh shit man, you pulled this off nicely. What'd you use for the vines / grass generation?
The grass / paving seems a bit flat. Also a larger render / wider shot might be nice.
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I really like this, especially for someone like me who lives next to a busy freight track.
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>>500471
hey, heres high rez for ya. for vines i used grow ivy plugin for 3ds max
postimg dot org/image/i9mp89zu5/full/

>>500474
noice

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So, does anyone even care that Digital Tutors sold out?
22 posts and 1 images submitted.
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fuck them up their asses
>>
It's a business. Businesses exist to make money at any personal, artistic, or moral cost.

Some people start businesses for other reasons. To create jobs, pursue their dreams, help the community or many other things. However they will always end corrupted by money and become parasites on the community. This is not a perversion of their nature, but a return to it.
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>>500242
thats deep my nigga
+1 upvoat

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34 posts and 6 images submitted.
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Fucking bug ; What does /3 think of Nvidia Iray renderer ?
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https://www.youtube.com/watch?v=JbovJbKALzA
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>>499573
This

Its still young which makes it still useless too

What would be the best engine to recreate the roads in my country and drive on?

Like just the roads, so it can be done within a day. Kinda like cities skylines engine but then yeah you need to be able to actually drive yourself.
15 posts and 3 images submitted.
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>>498968
with roads i mean highways mainly (yes i dont live in the us so it could be done within a day)

but i need a nice engine for it, something understandable a bit like the road creator in Cities Skylines but then being able to drive yourself on it.

Once I Have made all the roads i can focus on scenery and signs but thats not important right now
>>
>>498968
https://docs.unrealengine.com/latest/INT/Engine/Landscape/Editing/Splines/index.html

Afterwards, use the paint-terrain tool to fix any surface penetration or floating.
>>
>>498970
i really dont even understand what this says, isnt there something easier?

In Maya how do i render an hdri/ibl when using sun and sky? Or, how do i just disable the sky in sun and sky from renders? It seems like like MR for Maya is missing a lot of the options that Max has.
303 posts and 54 images submitted.
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Hey /3/, i made a large number of rapid fire props for a game i'm developing (pic related), and now i'm in the unexpected position of having to unwrap them, in order to put some grime and damage on there. Is there a tool that can do a rough unwrap and process a large number of fbx files? The thought of wasting days of development time on processing hundreds of props is depressing
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>>491116
>The idea of working upsets me

Man the fuck up and just get on with it.
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>>491118
>assumptions
It's a matter of either finding an optimal way to do it, or not doing it at all. If i had the time to do it properly, i would've done it for each prop to begin with.

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Anyone here into really low poly modelling while remaining a (somewhat) realistic style?(not talking about stylized stuff)

That stuff really turns me on, especially if you can achieve details with relatively low texture sizes with clever UV layout.

If you do pls share examples, tips and tutorials.

(pic is not mine)
14 posts and 4 images submitted.
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from what i can tell he split the UV's into 2 main areas where he can generate normals good enough to bake detail

still he would achieve far better model if he added another 5k tris in
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>>501495

It probably wasnt the best example. He could have mirrored the UVs of the magazine, the barrel, the handguard, the pistol grip and stock to get more texture space for other stuff since I dont see any significant detail there.that couldnt just have been used on both sides
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>>501486
>That image 'Ben Bolton'

Total 80's action hero name.

yo /3/ so is here a way to dynamesh tentacles without having them merge into each other like this? i tried turning on the "groups" option but thats not the result im looking for, i need to blend it in within the mesh

any ideas?
8 posts and 2 images submitted.
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Yeah, push them away from each other.
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Thought you said dynamesh testicles
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Just a guess
Turn off dynamesh while pulling out the tentacles. Then turn it on to give them detail

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Hey Guys! I'm an animator and I have one of my animations (made at 3dsMax) is in a contest, and I need Likes to win at youtube link: https://www.youtube.com/watch?v=rZbNMmENLbo&index=1&list=PLjRmBoj4xQeDBhJuQoqfbx3YRsS-oyP2P please, Can you like it?
10 posts and 1 images submitted.
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>>501841
Why does your animation look like poorly done mocap.
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Because it was hahahaha
It was my first mocap, so, be nice.
I'm still studying.
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hey, that's not bad

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Living in Syria for over 16 years, always wanted to learn about 3D,never got the chance because I am living in a piece of shit 3rd world country, and now I got a good amount of free time on my hands to learn something,I will probably be using Blender, so any idea where can I obtain good tutorials and lessons online? I would really appreciate any given help .
6 posts and 1 images submitted.
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start with borncg on youtube

move on to modeling challenges
if you are serious even make a blendercookie subscription
>>
Thanks, much appreciated !
>>
>>501630
Read the sticky.

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There's something I've always wondered about unwrapping UVs. Are you supposed to always keep the UVs arranged neatly into rectangular sections or is it okay to relax them?
8 posts and 2 images submitted.
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as long as the texture is in the bounds of the UV and there is enough texture space it doesn't matter.
>>
You square them out to maximize memory usage, but relaxing them causes less warping and looks better. Depends on your needs.
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>>501563
Depends. You usually try to "keep the shape" - for organic models, your UVs would look somewhat similar to a skin rug, for machine parts your UVs would be somewhat rectangular.
For cars, your UVs of the sides would just look like someone took a photo directly from the side, without stretching the silhouette - very useful for paintjobs.
Keep in mind that painting patterns or "geometry-aligned" shapes will be much easier if you straighten your UVs. Also, baked stuff will look better because there won't be as much aliasing (or blurriness due to antialiasing).

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Hey /3/, quick question. Do these two shorts seem like they took $222,377 to make? Do people overestimate how much it costs to produce quality 3D films?

https://www.youtube.com/watch?v=7RoOnfC2Cao
https://www.youtube.com/watch?v=_cSQPoFivMA
14 posts and 1 images submitted.
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*underestimate
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>>501543
Should have cost less desu.
>>
Was this a shitty kickstarter or something? That trash could be made for like a few hundred bucks. This is peasant indian quality 3D.

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Can I get some feedback on my 3d fantasy videos?

https://www.youtube.com/user/Jirinovsky1/videos
10 posts and 2 images submitted.
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jesus christ...
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There is something really wrong with you m8.
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>mfw those videos

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Can I get some critique on my work?
I've only been modeling for a few weeks now.
Thanks /3/
10 posts and 3 images submitted.
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show wires
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>>501457
hows this?
>>
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>>501458

fucking hell

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Max question:
One of my meshes are way brighter than the others in the Shaded viewport (pic related/no textures). If I export/import it as an fbx this fixes it but I don't wanna lose the skin data.
Anyone had this issue? How does one fix it?
9 posts and 1 images submitted.
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>>501372
Nobody uses Max you need Zbrushâ„¢ and l;earn to study Anatomy.
>inb4 somebody else says it!
>>
>>501372
You can't stop Goku when he's using Kaioh Ken.
You have to deal with the fact that he's glowing.
>>
do you have a different material assigned to the skin bits? check that.

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Couldn't find any general thread
So this is just a PNG image assigned to the face of a 3D box
How do I remove the white coloring of the texture so that it becomes transparent?
6 posts and 2 images submitted.
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10/10
>its not usefull to know the program you are using or anything
>>
>>501347
dont forget the render engine either
>>
It's ok you friendly bunch,
I discovered a solution through the introductory of alpha channels in textures
Thanks for your help anyway
http://www.horribledeath.com/tut-alpha.htm

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