How should I model this espresso maker?
Should I model every part separately (upper black plastic, black tray, metal sides, metal front,...) or try to fit as much as I can into a single object?
Thank you for the advice! I started doing it separately as all the small bumps/details are giving me a head ache with the edge loops.
Since on the real model there are clear seams for different parts where the machine was assembled. What would be the best way to achieve this without textures? Should I leave clear holes/lines between the parts and just extrude them inwards a bit so the obvious backface culling (clipping) of the emptiness inside isn't that obvious or is there a better way?
What are some more sites to sell 3D assets or models for 3D printing?
I know about Shapeways, Turbosquid and CGTrader, are there any others that are frequently used?
First, tell us all about your:
--guns everyone else has
--faggy art deco furnishings
--Coca-cola bottles you did for a class assignment
--generic AF fruit
--fantasy armor you totally didn't rip from a video game
--sports car no one IRL would own
--absurd fantasy sword someone would kill themselves wielding
all only in .max format because you're too lazy to export to .fbx/.obj
How did you guys get started?
Took a shitty modeling class in uni. Kinda liked it. Didn't do anything for a while, then stumbled upon Chamferzone's grenade tut on youtube a couple years later. Downloaded 3ds Max, followed it, had fun, made a couple more assets.
Then I decided I wanted to do this for a living instead of drawing, enrolled in a school for game art, spent a year doing nothing but watching 3d vids, tutorials and practicing, and kinda got industry-level that way. The school wasn't bad, but didn't help much because I was already ahead of the coursework.
Also if you're wondering how shit my first modeling class at the previous uni was, we had an unwrapping assignment where they didn't tell us about pelt or relax, so I had to unwrap a boot by manually adjusting every vertex.
>Also if you're wondering how shit my first modeling class at the previous uni was, we had an unwrapping assignment where they didn't tell us about pelt or relax, so I had to unwrap a boot by manually adjusting every vertex.
Tfw mine didn't even go through proper UVing, we just used flatten mapping. Tbh, I'm amazed that this college has a good status. Some classes are pure garbage.
But to be ontopic - basically, I just started learning through YT videos and various tutorials with high ratings (which I found on CGpeers). Actually, 5 months has already passed, and I had a good start, but now I'm realizing I played way too much with everything else, but not modeling, so I need to push that shit hard now.
Start with Blender or 3ds max, find good tutors and some paid online courses (or pirate them), ask for feedback on forums, read about 3D topics from websites like 80lv and follow what others are doing on Artstation.
I got a question for you guys.
How easy or difficult is it to get caught using a pirated copy of substance painter? Let's say I actually release a game using models I made, but that were textured/ painted in substance painter. What is the likelihood of being caught?
Serious question as I really want to release something but don't want to get legally fucked.
If you're getting paid for work then why are cheaping out over $150? If it was Autojew products I'd understand but fucking Substance Painter?
Either way, the file format is proprietary and may possibly contain meta data that can be used to detect pirated copies. Risk all depends on what you're selling and who too (like on a market place such as Turbosquid or to an individual).
Well well, anther edition of Daz 3D General
Lets all get some practice rendering our futalolis with a summer theme. Pools, beaches etc.
9000 year old futaloli not required. Just make it summer.
Should I ever bother updating that pastebin? Pastebin:
You would be laughed at regardless if your op pic looks good or not. Daz in general is 99.9% weirdos and fetishists, with .01% being actually very talented and skillful. Just roll with the punches anon.
Heres my first two models I made in Sculptris. Thoughts/Critiques please? Also what are some things i need to get started?
Hey /b/ I need some help. So I want to make a model import and I have deleted every unnecessary bone from the original model that I want to port over. But I can't figure out how to rig properly, most tutorials are just not helping.
If you have any adivce or help you could offer me that would be nice. I make sure to properly credit you when I upload this mod.
Don't know if this goes here, but fuck it.
As the title implies, I'm trying to rip specific models from Halo 4 on my Xbox 360 to my PC, so I can rig them in Blender later. Specifically, I want to rip my multiplayer Spartan IV (the one in the OP), the Assault Rifle, and maybe even some Elite and Grunt models.
I've searched through various sites trying to find out how specifically I should do this, but most just led me to articles about modding Halo Custom Edition and one guy who was taking commissions to do Spartans. Not a whiff of a guide or anything useful.
If someone here knows how exactly to do this, or at least has a guide for this sort of thing and can point me to it, it would be much appreciated.
Is houdini+Maya the ultimate 3D software masterrace?
this piece was sculpted and modeled entirely in blender.
how can /3/ ever recover?