I'm manually retopo-ing a vehicle and it's taking forever.
How professional/unprofessional is it to use auto retopo?
It's personal work.
Specifically for Allegorithmic's road trip challenge.
why am i just learning about the magic of spline modeling? i made this whole scifi hallway level in 1 day with spline modeling.
i can create shapes that i couldn't dream of with box modeling
rate my level? (WIP)
its untextured. and i have real lightbulbs modeled in that i didnt have time to make em work. also the circles on the floor are going to have light coming out of em
Bevel, loft, lathe and even the simple extrude are some buttons that i always place in my personal sidebar.
Adding power are splines converted to physical meshes with renderer options rollout, surface modifier to create Path meshes and the always handy slice modifier.
Those are pretty old tools actually - they date from the first versions of max, and even 3ds for DOS used a loft base module for modeling.
Hi, I have an .stl file that that I want to cut in the z-axis. I tried it in MeshLab but the computer freezes when I select the parts I want to cut. I tried downloading Blender, but that seems a bit to advanced. Is there an easy way to do it in Ubuntu ?
I made a teddy bear model with hair material in Blender. Whenever I export the model into .fbx file and made Unreal 4 import it, UE4 just imported the mesh but the material. How can I fix this ?
What's new? I can't find any info on this, and my net's too slow to actually try it out.
Can anyone explain why my SolidWorks makes me wait for all edges to highlight one at a time for me to do anything (see video)? I have a good computer (pic related), so this seems like some sort of weird bullshit to me.
Alright, I need help with this. I'm trying to learn compositing and HDRI lighting. Rendering as a single image is fine, but I can't figure out what's wrong with the multi pass thing.
It's supposed to look like the top image, however when I render out all the passes and put them together in AE or Nuke I get what's in the bottom image
What am I doing wrong? It's clearly something with the shadow catcher planes, but I don't know if I'm doing something wrong in AE or C4D.
Here's a look at the multi-pass layer thing in the image viewer, which I'm assuming isn't right but I don't really know.
Im using solidworks trying to cut this model into a bladed edge, Im trying to use lofted cut to capture the curved contours in the cut. Keep on getting errors no matter how I mix and match the guided curves and the profiles.
It's probably because the chamfer will go through the square hole
Try to insert the chamfer on the tree before the hole. As long as the hole doesn't use anything as reference you should be fine
-why lofted cut?
-why not just chamfer or swept cut?
- sometimes the problem happens on edges (zero thickness geometry or something like that) Try making those triangles, that you are trying to cut out, bigger. Make the edges go over the edges of stock part. But than be careful how you put those guide curves.
- another option: Cut the whole edge off and then make Lofted bose/base of the shape you want.
The problem is your profile; you have the triangle as a profile and a line going out of it, which is also a profile, remove it and use only one guide curve.
Better if you "convert entity" (over a 3D sketch) your most external edge and you use it as a guide curve.
But as I see you could use also chamfer
Can a guy reorient the rotation tool to be perfectly horizontal and vertical with the graph when I've always managed to while modeling by freezing transformations?
In my experience, a golden rule as an animator is don't fuck with the rig (i.e. freezing transforms on the rig). So I don't think I'd recommend doing that.
The best thing you could do for pose study is work in stepped mode and pose your model in one frame, key all the controls, move a frame forward, zero out all your controls, then work on the next pose you wish to create.
ptgui: is anyone familiar with the individual image editing function in ptgui. having alignment issues. when i edit images to line up, there is no save function and the new alignment doesn't save when stitching.
hey thank you for the tips, havent looked into locking images might be worth checking out. have done some work at manually setting stitch points but the changes don't save to the final panorama. any thoughts?
Coming this august I plan on colonizing a relatively small village in south west Namibia.
My plans for this colony are simple, I want to create many mods for the popular racing simulation rfactor 2.
So I come to /3/ with a question;
What is the best/easiest 3D software I can teach to underprivileged low
IQ African villagers? I plan to get the workload up and running fast, so I want to get them all trained within maybe 3-4 weeks of intense and in depth learning.
If you don't mind as well, I'd love to know what the best pc's I can get built up?
The colony will have at least 20 work stations, I have a $50,000 budget for technology alone.
So feel free to not hold back, I would like to have fast working machines.
Thank you for your time!
In terms of computers my Haswell i5 and gtx 770 are still more than capable of doing the type of work you describe it cost $1500 new at the time get.
For display get 24 in monitors those are cheap
Looks like it would work well.
Might go for a better processor,
we will be doing an intense amount of in game physics work apart from the 3d modeling work.
Despite being for the most part an isolated village,
these people know English very well. So no problems there.
As for blender, it seems like it would work.
Lots of guides out there for it, so that will help when teaching the software.
Many use 3dsmax it appears, but the software itself seems complex and costs money.
Money that can used for other necessities in the work space.
I thank you for the response.
Macfag here. I recently started to work with Unity 3d because I had one semester of 3d modeling in university and it was so much fun. Anyway Im undecided about what program to use for my own assets.
The choice is between 3ds Max (still got my education license until 2019) or Blender. The main focus of my modelling will be buildings and their insides. Which is better?
>inb4 torrenting stuff
Max will land you more potential jobs and looks better for hard surface once you learn how to spline model.
Speaking of buildings and their insides, does anyone have a tutorial on that? I can't model buildings for shit and I need to badly for my own project.
Will you be fine running a VM? I'm also a Macfag using Max inside of Parallels, and would rather have a PC instead to run all my 3D shit natively, but this is what I was given to work with.
My stance is to use whatever software you're most comfortable with, and in my case that's Max, fits my workflow like a glove and by golly I'll jump through hoops if it means getting to use it.
DO YOU EXPORT .OBJ FROM FUSION360.
Seriously, only answers i found were from 2014 and are jack shit in 2016's version.
Move that thing
and render it!
has anyone ever experimented with expandable meshes? is it possible? application would be for stretchy fabrics, or skin.