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Archived threads in /3/ - 3DCG - 79. page


Probably the wrong crowd but, H15 is out today.
14 posts and 1 images submitted.
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wtf is it?
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>>498048
Basically it's a 3d animation package like maya/max/etc, but everything is node based and procedural.
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I used to go to their stuff, they used it on Blade 2

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48 posts and 20 images submitted.
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Hey i am making RTS game, and just finished this factory. I think this one is cute.
158 posts and 23 images submitted.
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Hey it looks good, I was just wondering what language you're using write the game in?
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hi good model can you upload so i can take a look? sorry i am new to english :)
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>>494169
I think i'll have to see this in the world because those textures.

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Sup /3/.

I am trying to extract a character model from a unity game, and I'm fucking failing.
got the asset files, got the obj files from ninja ripper, got the shaders, the dds files, but this stuff is like chinese common core algebra to me.

So, bounty time. I have DAZ Studio 4 Pro ,Bryce 7 Pro, and Hexagon 2.5.

If someone can help me get this goddamn model done, you can have the software here.
20 posts and 2 images submitted.
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>implying any one wants that shit software
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>>499180
die
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>>499180
>got obj
>got textures
Negro, what else you need? Animations?

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Question about normal maps
the guy here modeled this low poly, why he did the circled part into the low poly if he could've make em with normal maps?, plus the baked normals look great
11 posts and 2 images submitted.
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i think you need the basic shape before you paint your normal map
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>>499024
Circled part...?
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>>499024
if it breaks the silhouette, you have to model it in

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Yo /3/, need help with topology. This model is gonna be in subD. What I want to do is to keep the edges crisp. Inside the triangle is fine, but on the outside I need a way so that edge loop would be self contained and doesn't readily interfere with the rest of the topology.

TLDR
I need help with topology so that the edge loop would go around the triangle so when I render in subD the edge would be crisp.
9 posts and 1 images submitted.
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nvm figured it out. Close.
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>>498961

That's not how this board works you fucking idiot. It's stuck here figuratively forever until some moron decides to bump it 500 times out of boredom.
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>>498961
"nvm Its working on my machine :)"

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So I'm trying to figure out 2 things in Hammer:
1: How do I make objects that share an animation sequence (like alchemist's head and body here) play their animation correctly in the map editor (left) the same way it does by default when I open both objects in the model editor? (right)

2: Can I freeze a dynamic prop mid-animation (like alchemist lying on the ground at the end of the death animation) and turn it into a static prop that holds the pose?

Is anybody familiar with Hammer able to help me out here?

For the record, what I'm trying to do is export obj files of models in different poses, which doesn't seem to be possible from the model editor itself, so I assume my only option is switching the model to a static prop, converting it to an editable mesh, and exporting as an obj.

Thanks in advance for any help!
11 posts and 1 images submitted.
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This isn't the board for this

You can't export .OBJ in different 'poses'. You can export an OBJ with animations the same way you can export an OBJ that's rigged. They're just saved there like the same way a material is
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>>498895
Are you just talking generally or do you mean specifically in Hammer? If the latter, how do you export an obj with animations from Hammer?
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>>498900

universally OBJ things, it doesn't change for program

valve SDKs are made specifically for modding. Stumbling across them to make any 3D related assets is retarded.

When the official valve supported SDK doesn't have an ability it import .OBJ files to export to official Valve .SMDs for mods, I don't have much faith for them to be able to export .OBJs

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can anyone critique my demo reel? my work isn't amazing but it's what I got. What can I do with pacing, length of clips, what to add or cut out, etc.

pic unrelated
19 posts and 3 images submitted.
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whoops demo reel here: https://youtu.be/VvNYwCZqgjc
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>>498821
Camera moves and edits are very jarring.

Start with your best work and end with your second best.

I understand you're proud of the oasis golem, but honestly your carrot is better.

Show finished versions before the wireframes on the tech-models.

You seem to have a motion blur/interpolation thing going on which makes it harder to actually look at your meshes when they rotate.

Specify that the game stuff is in unity. Hot dog man is a bad way to end it as it's one of your weakest pieces imho.

The sidescrolling platformer sticks out as not belonging in this reel and is of little interest for any job applications for graphics.
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>>498820
Things that stuck out to me were.

Why are the swirls on the golem modeld in and not just a normal map? Its increasing your render time and many people will take it as a negative that you didnt do this.

> But your topology isnt that bad

Dont show the pill gameplay, just show your models from the game. The pills make your stuff look worse.

Dont show that animation at the end unless you also made the rig for the character, which in that case also show the rig.

When you are showing off your models, just show off the models. You have your golem in a bacground and have a few passes dedicated to it. But your background isnt really anything at all. Just put him on the scene and do the golem passes or just put the gollem on a infinate background and light him there.

Whatever you do, try to keep your characters displayed in a similar fassion.
Ex. If you do this for one do it for all

Show model in a 360 turnaround ( grey )with wire frame
Add all the texture and post effect passes for another 360.
Keep the scene and camea as close as possible from model to model

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Hey guys! So I am still relatively new to CG, and was wondering if someone could point me in the right direction for modular character design.
I'd like to set up a sort of system in which I could create my own characters with models I've created, sort of like how you create your character at the beginning of so many video games.
11 posts and 1 images submitted.
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>>498805

Alright, here's my best tip for you.

Don't.
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Is it worth the time to custom model each and every character? I'd mostly use it for background characters.
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>>498813

Just make a basemesh and alter it slightly with a variety of hats and bullshit.

What is the context here?

What is this used for?
20 posts and 5 images submitted.
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probably an example of how certain subdivision tech works
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Edge loop flow control. Maintaining quadrilateral topology.
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>>498714
And how would i go about using this? because i think its meant to be for like soft areas on the lower side and hard areas on the top side.

Any advise on how to clean up the smoothing here?
29 posts and 6 images submitted.
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>>498548
What the fuck have you done to that poor mesh?
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>>498552
I... don't know...

Which is exactly why I need help.
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That messed is fucked. You are better off simple starting over and tracing over what you already made. It looks like you did something to seriously fuck that one up. If you aren't quite sure what you are doing, watch a tutorial or two on box modeling. You should just be using extrusions, loop cuts, and moving verts. Don't add any weird things like ngons (faces with more than 4 verts).

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i started yesterday the first time modelling with blender.
what do you think?
13 posts and 3 images submitted.
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>>498515

I find it hard to imagine something worse.
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It's vagina man
He has the ability to grow a huge vagina in its chest

Congratulations OP, your creation is now a meme.
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>>498515
shitposting aside, I'd say go with something a bit more geometric next time instead of trying to make an entire creature. baby steps and shit, pic related was my first go at blender.

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Zbrush question.

This is first scupt and I kept everything as one subtool/mesh besides the eyes.

If you model a head, is it standard to make a new subtool to make the chest/torso/arms/legs? I just extruded then dynameshed to make everything besides the head and kept it one subtool.

1) If I were to use the subtool method, when you're finished sculpting, would you merge the subtools?
21 posts and 3 images submitted.
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>>498481

Is your skin segmented in real life?

Make it all one.
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>>498481

OP heres , to clarify, I started with one sphere to make the entire body. I started running out of resolution to do hands for example, so that leaves me to believe that this is a bad method?
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use zsphere to make something like this

Should I be using a tablet for sculpting in zbrush? I'm just starting out and honestly It feels super awkward right now.
22 posts and 6 images submitted.
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>>498296
i mean it does work without but i would rather use a tablet.
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>>498296
You would probably find a lot more success if you used a tablet.
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I like using the side buttons on my tablet rather than the keyboard shortcuts. Makes my workflow way better.

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Hi, i'm sculpting a Slig from Oddworld for my 3D Modelling ICA at university, and i'm just looking for some tips, areas i could improve with focus on his mask. All clothing will be made in seperate layers to the actual flesh, and the mask is completely hollow so it fits on his face.
21 posts and 3 images submitted.
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>>498199
What sculpting app is that?
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>>498221
Never-mind, I searched.

3D-Coat 4.5, Full Professional version is currently sold at price of $379
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I've already bought it, I have the educational version since i'm at university. It's my favourite sculpting package so far.

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