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Is there a way to get rid of these weird stripes on the AO map?
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>>
more polygons
>>
Nothing on this model requires you to bake AO. the only part that would have AO is the base, which you can accomplish with a gradient.
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>>524053
Never had this problem, but maybe it has something to do with your normals.

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So if one wanted to make models in this style, which includes the lighting going on, which shader would I be concentrating mostly on? At first, it looked like your basic rendering settings you get when you output it in 3d max, but there's some details going on I can't get by default.
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directional light with global illumination it seems

the mats should be basic diffuse, seems like to have standard specular on the characters
the bubbles are translucent ior shader
if you actually sit on your ass and learn it it won't be too hard.

the there is a light falloff that go through a small meshes to create the downpour lightning, which is essentially directional light with light falloff
maybe there is some color correction going on too
>>
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>>523559
Looks like they might be using falloff as self illumination. It's a classic trick to make renders look more globally illuminated dirt cheap.

Made pic related as example, teapot is lit by a single red light, the rest of the light is emitted from the object itself making it look like it's receiving light from the environment. Today you'd use IBL for a better version of this type effect, but if you want it cartoony or retro looking this works.
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>>523588
Since the light is usually coming from above, and the floor is bellow darkening out the underside it's also useful to let self-ilum solutions like these have a 'lit from above bias'. Pic related again demonstrates. Experiment with that and you probably find your look, also as you can see this effect can display in max's real-time viewport these days.

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What's the most cartoony model you've seen in valve's source engine?
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>>523542

SFM doesnt belong on /3/

Go Away as far as you can.
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>>523561
This.

And to answer your question, Team Fortress. Duh.
>>
>>524898

Nah i lied

/3/ is the shittiest place for asking help

Go to >>564076 for SFM or Blender & Maya.

NSFW of course.

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Share:
>Renders
>Screenshots
>Experiences
>Training blueprints
>Qualifications
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>>523161
https://es.scribd.com/doc/147327275/The-Luger-Pistol-Blueprint-Pistole-1900-1906

https://es.scribd.com/doc/205576647/The-Luger-Pistol-Wall-Chart-by-1940
>>
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>>523162
rendered with Cycles
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>>523163

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I tried making a game in class. What do you guys think?
cubeshift.weebly.com
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>>524785
Very involving, I could picture myself playing this game for several seconds.
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what the fuck are you supposed to do?
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>>524785
it's not really fun

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So I've been modelling things for quite a while now, but now I need to actually learn to render them, as in scenes etc.; as you can see by pic related, I am... quite a shit at it. All I can find is things like "how to reduce grain" or "how to make renders look even better" (geared towards intermediate). I can't find anything that assumes I know absolutely zero about setting up a scene and how to make my first renders not look like dogshit. Yeah, sure, I can stick lights in there, but my renders still look like they were made in the early 90's.

tl;dr...
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I've heard a lot about Cycles and how it's becoming more common, but I still run into the issue of "I don't know what the fuck I'm doing here".
>>
have you not followed any tutorials?
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Darling, just google "rendering basics blender" or just hit f12 and try different things out.

Rendering itself can be either very simple or very complex task depending on your scene.
You will get better by trying and solving emerging problems, such as noise, clipping, ugly shaders etc.

If you feel that you don't know what rendering even is, this link may help you.

http://3d.about.com/od/3d-101-The-Basics/a/Rendering-Finalizing-The-3d-Image.htm

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Does anyone know if there are brushes/alphas for any "greeble" parts like minus molds, burners etc for Zbrush

Lind of like the ones Tamiya makes in plastic for mech models.

I've found some screws and bolts, but nothing like the parts they make in plastic.

pic related
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3DCG - useless as always
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>>524817
Yeah. /3/ is useless if you're looking to be spoonfed on how to make the easiest shit ever that you can do with photoshop in 3 minutes.
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>>524786
If you had any business with cgi you'd know how easy it is to do this shit yourself.

[spoiler]Get Quixel, faggot.[/spoiler]

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hey guys, how can i simulate drapes like the ones in the picture? can i be done in 3ds max?
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Stick to the designated streets, Pajeet.
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>>523716
wtf you talking about faggot
>>
>>523717

A simple "3ds max curtains tutorial" google search.

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What software did Yoji use to make and render this?

Is there hope for anyone else to achieve his level
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its okay-ish if it's an ingame render
it's horrible if it's an offline render
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>>523203
>ingame
>offline
>>
>>523204
learn CGI terminology cuckface

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Simple question:
I'm planning to attemp for the first time to animate a warrior. I ll need the modifiers shown in image.

Is the order correct?

For now it seems correct but I dont want to end up with an irreversible situation and have to backtrack losing work done.
For the rigidbody I use max's MassFX.
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delete history on UVs
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>>524738

If I do so how am I going to map this?
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>>524739
I haven't used max in years, but as far as i remember, modifiers are just history. "delete history" may be named something else in max, but you should have the UVs flattened to the Mesh, not an active uv unwrap modifier.

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Is there a program that can take a face model and make it lipsync to audio files or a given text ? I can create blendshapes for it if its necessary.
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>>524566
Why not make it track actual lips.
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>>524582
How and with which program do I do that ?
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>>524566
Not sure if this fits your usecase, but I've heard about Facerig. It uses a webcam tries to make the model's face move to match yours. There are also sliders to manually position the model's face.

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Hey /3/, as I'm new to modelling, I'm looking forth to specific advice...

Not sure how to say this, but call me a newfag if you care to choose so, but I've been trying to look for the best model file maker to make 3d models for warcraft 3, as I want to make a representation for a character of mine, in a 3d form in which I could suit her for some spells that I'd like to attribute to her,

I've tried blender, but I have only gotten limited amount of options on knowledge on to get a body to operate, but is there a good enough tool that's...
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There is nothing "for warcraft 3". it doesn't matter what you model in. There is no program that is somehow going to make anything easier because you intend to import it to Warcraft 3.
Blender or Maya are your best options.
if you intend to model texture rig and animate a character those are your best choices.
>>
>>524668

OP here...

I'm pretty much good at coloring a model file, but rigging and animating the model is a thing that's pretty much new for me.

I tried blender, but not Maya, does Maya cost money for usage? I just looked at Maya two seconds ago and after a Google search it seems like it could make a good 3D model, I'll just need to use the references of my character available for the model and then start.

Any advice on animation though?
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>>524669
whats the point of animating warcraft 3 models when someone else (a professional) has already animated them?
you can simply make rigs in mixamo and animation in source film maker, you don't really need maya

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alternately, pragmatic modeling. I've been prototyping a lot of stuff lately, tools mostly, in stainless steel. It's been one hell of a learning experience. Would like to hear about your projects, process, outcomes, etc.
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>>519358
No way of cutting that shit ontop, m8, only if it's cast, but good luck casting a 1x3 cm stainless steel object. Also, the thread seems too bulky, it will have trouble penetrating hard surfaces like wood.
>>
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>>519359
orly?
>>
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Any of you fags selling shit on Unity store/Unreal /Whatever?
I'm pretty handy with landscapes, so I was thinking maybe I could earn a little extra.
How much $ have you made, if any?
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Got any examples? Maybe you're just feeling good about your own models while they're actually shit.
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>>524485
Don't have anything right now, was a while since I dabbed in this. But I can definitely match something like this:
https://www.unrealengine.com/marketplace/photorealistic-landscapes-pack
Not even hard, maybe 35 hours work for that entire pack. Which is why I was surprised at the price that was selling at, and it got me wondering if it could actually be worth spending some time on it.

Of course if I suck I'll just find out by not being able to sell anything. I'm mainly interested in how much...
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>>524444
>Flowers
>Not baby face

Whoever made that should be ashamed of themselves.

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I exported the Daz3d Gen 3 female character to look at the skin weights in Maya. I've never seen volume preservation like this before with out fancy blend shapes or something but it seems like they did it here with only skin weights.

How did they get the weights so perfect and how is the bottom keeping its volume when bent this way?

In my image on the right you can see a normal smooth bind and on the left is theirs. I've tried painting over their model myself but can't get the same results. The butt always collapses.

HOW?
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its shitty DQ skinning mate
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>>524348
Oh snap. why have I been using linear blending all this time... Does dual quaternion skinning work in Unity?
>>
>>524350
oh I guess it's unsupported in game engines. There's got to be a way to get it to work in unity or maybe use linear but get a similar method?

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