what is your preferred method of retopology? I'm stuck in making my workflow. Currently, I use Topogun but it gets pretty old and the tools aren't anything to rave about. is Retopoflow any good? thinking of trying that next.
help me I have an object with two different faces, and the UV's overlap
I'm trying to paint something on mudbox, but my mesh object UV maps have different materials/faces and they overlap, when I paint over UV1 it also paints over UV2, how do I change this, how do I assign each "face" to paint on a different image on Mudbox?
Hi, newfriend here. I'll keep it short >Dad might get a cnc machine >Gotta learn cad to operate it >Gotta build a computer that can run cad software (mayne solidworks)
I was told to come here for advice. I want to know if its worthwhile getting a quadro m5000 or a titan X. They are close enough price wise, and the titan is a superb card, but ive been told that for certain features you NEED a quadro card. You can somehow circumvent that, but its not recommended and the... Comment too long. Click here to view the full text.
Just do a google search for Solidworks and Geforce/Quadro/Titan cards. I don't know how it is for CAD and engineering applications, but for animation packages you absolutely do not need a Quadro. All the software vendors make sure their packages run fine with regular old game cards because that's what the vast majority of users have. Quadros have a huge markup that just isn't worth it.
Unless there are some important features that are disabled on non-Quadro cards I would get the Titan, or even just a 1080. Maybe somone with more CAD experience can chime in.
>>541913 I personally dont think it'll matter if i go with a titan X, i can always get two if I wanted to for the price of one m5000. I can handle 30 fps, and thats for complex modeling, which we probably arent gonna do
>>541836 I've used an older version. Was a little-bit buggy, but for composing multilayered exr image sequences together and some grading it worked actually quite well. Too bad there is no 3d space for more advanced compositing. But overall i am quite surprised what they have achieved so far.
Nice tool, would use again.
>>541838 If you are an 3d artist and don't use compositing you might be doing it wrong.
I am making a character for a cpt. toad clone, but it has no name. any suggestions? (since I have to hand it in at school, the name can not be offensive in any way). also, I know this looks horrible, but it's my 3rd month that I use a 3d modelling program to make something.
>>541750 yeah Im trying to, just dont have much time. and obviously he is unfinished. Still have to add backpack, legs,... , create a realistic shader and unwrap him for ao backing, normal maps and texturing. but thanks for the feedback!
The inner faces of your "glass case" look like they are at the exact same spot as the 'outside' faces of your green core. Layering multiple faces up at the same place is an issue because your renderer doesn't know which face you want to be visible. (neither face is closer to the camera) You're probably seeing through the seethrough glass case and seeing these artifacts.
you can have good presentation with just hdris, as long as you use a good one and know how to post process a bit. it just depends what you consider 'good' presentation. not everything has to really dramatic lighting. if you want to show all the texturing clearly for example you might not want rembrandt lighting
Don't know if i should make a thread for only this but anyway. I want to make a gameplay demo in Unreal4, my experience with programming, modeling, animating etc is practically 0, but after a couple days playing around with blender this is my result. I want to make the models low poly, but i stil want it to look smooth. What i was wondering is, will it look smoother if i play around with the lighting in unreal or should i just add more detail? Also any tips on how to make low poly look good?
>>541389 just keep the style of forms consistent with the face the more definition or simplification to the face you make you have to fall suit on the body, but for por more anatomy accuracy while idealizing every form to perfection seems to be the way
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