Welp. Sophomore in a community college. Project due in 3 hours. Due to software failure and procrastination I'm probably going to fail the class. 10/10.
>>498599
Because you're wasting your time on here instead of working on preparing the hand in. Yes, you will fail because you will end up handing in nothing. Do everything you can and hand in what you've got bag the end of it. This is all your fault, but handing in nothing is a guaranteed fail.
>>498603
Harsh but true. And I usually fucking hate most of the assholes on this board. But this guy ain't one of them. Hand in something OP. Better than nothing.
Maybe combine old projects into one big clusterfuck of a scene?
Holy shit 3 hours, if its something easy like a car, its doable but its be shitty, but damn you are doing an environment.
Work big, get the general shape of things, fuck the little details, make sure its readable, slap some tiled textures on there and you're good to go. At least give your environment some character.
Post best examples of organic modeling you know of. (not 3d scans)
>>498469
runescape models are inspiring
>>498469
When you said organic modeling, this sculpt instantly came to mind.
Then I realized both of our examples were by the same artist.
well this is my first contact with any software of 3d graphic.
looking for some tutorials and advice
www.brazzers.com
>>498363
Poser is mostly pre-made. It is intended to pull up a model, pose, in whatever scene you want, and render.
Drag and drop any figure from the library into a scene. Drag, and drop specific clothing, pose, and go.
YouTube can be your friend.
https://youtu.be/XZrhQ_f8Q28?t=3m21s
>>498364
yes there vids are great
better quality than most youtube videos
Very new to blender, and honestly 3d modeling in general. How would I go about making this mouth have teeth like the crappy one I drew in the pic?
>>498194
enter edit mode and create loop cuts then extrude the faces of the mesh outwards until you have teeth.
>>498194
ok i got this far
>>498202
what the fuck are you doing....
Hi /3/
im experimenting with sss shader in maya, pic related. is there anyway to give it some transparency? there is no option for it in the material
>>498006
It would help if you said what you were using in Maya. Is this viewport 2.0? Mentalray? Vray?
>>498007
Sry my bad! using mental ray
>>498007
sss shader only works in mental ray i think
why is the back of the slide curving like that and how do I fix it? I've tried relaxing it and it just wont straighten up properly.
Using the latest version of blender btw.
Does blender have a straighten function?'
If not you can just scale it.
>>497867
I'm tried the straighten tool and literally nothing happened, I've projected each side from view and put them next to each other but it'll turn out fucked when I try to normal map.
I'm brand new to UV mapping so any tips would be greatly appreciated.
>>497868
Just take what you've got there and stitch them together.
How do I unwrap this? I'm relatively new to the texturing part and I'm using this bedpost for my game, so it needs to be somewhat seamless and have a consistent pattern. When I unwrap a cylinder it comes out fine, but since this has triangles and pinch points will i have to texture a cylinder and make a new post from there? Or can I just vacuum seal the plain cylinder's texture around the bedpost?
this one looks almost good but the top uv mapping option doesnt come out very straight
>>497824
Seams are not a huge problem and having a few well placed ones can massively reduce reduce distortion and stretching and generally increasing the quality of the model. Just chop the top off of the bedpost.
>>497823
Seam would be unnoticeable if you place them in the right places, like in pic related.
You shouldn't have that as one entire unwrap either for many reasons.
best way to memorize commands, menus and shortcut keys for maya ?
experience
>>497382
the best way to memorize commands, menus and shortcuts in any software is using it.
>>497382
you could also, erm, write them down?
New WIP thread since old one hit bump limit.
what kind of weapon would this mr lmao use?
hey /3 i have a very serious life changing question that i need your opinions on.
so im graduating from a shitty community college in few months and i wanna take this 3D game seriously, so i really want to continue my education at gnomon school of visual effects and just want to know if you guys think its worth it. i haven't heard anything but good things about it so far. i also been told that gnomon is a grate way to get your foot threw the doors when starting out because of all the contacts and connections you make.
also I watch thair live streams when they do these 4 hour long events where they bring top artists to teach stuff. they had the artists from Riot Games this week talking about importance of 2d in 3d
so is it worth attending?
i know a lot of people say "just be self thought its not that hard" but i kinda feel i'll develop faster and improve my skills better by having a professional point out all the mistakes i make and help me improve my skills face to face rather than just me do it myself and not know if its good or not other than people on the internet just saying "its shit"
>>498095
It's one of the few CG related schools actually worth attending in the world. Nearly all others are just scams that churn out gamer kids who want to maek gaemez, usually staffed by former students are nobodys who never made it in the industry.
Gnomon is highly respected. Though they tend to focus more on film/production CG, not game modeling. But the skills still apply.
>>498097
i think they teach a balance for video games and film and 3D for movies and games is divided by a thin line, if you're trained to create HD models for movies, modeling for games will be a breeze
>>498095
The self-thought method is really good, but nothing will crank your skills and motivation like being surrounded by quality teachers and other artists. I'd say, if you have the money and you believe in yourself, go for it! >>498097 is right, Gnomon is worth it
Here is comparison of different programs. add your markers
> can't manage Zbrush GUI
can you tie your own shoelaces ?
I heard that nazis were using Zbrush to persecute Jews in deathcamps
>>491215
blender and zbrush interfaces were forged in the same flames of hell
3d max and maya are the same shit often on which other software is based, modo is best designed gui i saw so far, dunno if you could make it easier, but its what other software was ripping ideas from for last half decade
i didnt use mudbox in years, i should try it out, wonder how much it changed since autodesk got their fingers on it
same goes for autocad and solidworks, didnt touch it since my uni projects days, it wasnt that hard from what i remember
i never really used Cinema 4D, softimage
dunno, is there anything else popular enough of note?
Made in houdini, what does /3/ think? This is the flipbook http://imgur.com/a/TYYpW
>>499288
it looks fine for me, but it always depends about what thing blow up , you know what i mean
needs more red
>>499300
Noted, fixing that now.
I need help with how to access OpenCL options for faster Cycles Rendering in Blender. I got tired of bullshit of looking up in Google, and not even BlenderArtist is willing to give me straight answers.
The chip type is Intel(R) HD Graphics Family and its version is 10.18..14.4112. and I don't want to fuck up my PC.
>>499181
You need to add and set an environment variable "CYCLES_OPENCL_SPLIT_KERNEL_TEST" (without the quotes) to 1. FYI I tried OpenCL through Intel on my netbook and Blender crashed due to running out of memory.
>>499189
Do I need to get TechPowerUp first, or is it already installed?
Where do I download/find it in web/PC?
You can't do faster Cycles rendering with no dedicated GPU. That's the reason why you can't make use of that stuff.
You either need some recent Nvidia card or something by AMD but AMD support is quite buggy still.
Hey /3/ Im supposed to model this bastard and I have little next to no experience in modeling humans/organic garbage.
How can I cheese this?
>>499050
>you cant cheese it
>>499053
The graphics are low poly so that it can run on laptops. Any low poly approaches?
>>499062
low poly is most of the time harder, since you are trying to convey information with less
especially with likeness
How many years would it take for someone to start off with modeling in zbrush for the first time and have a portfolio good enough for a AAA Industry job? If you spend at least an hour a day working at it. 2 years maybe?
>>498696
Background info required.
Do you know anything about art? Color? form? proportions? anatomy? lighting? how polygons work?
>>498696
That depends some get a job directly from their course.
If you spend 1 miserable hour a day? Probably a decade. But once you know the basics and are confident enough to make your own shit without tutorials handholding you believe me you'll spend entire nights sculpting without noticing.
If you already know how to model using traditional methods it won't take long, sculpting really is a fun process compared to polymodeling. You'll only be limited by your imagination, but that's solved by making your own mental libraries.