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File: Pan_AM.jpg (41KB, 449x600px) Image search: [iqdb] [SauceNao] [Google]
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I really need to get substance painter in the next couple of days, and they only have sign ups on the 1st, and the 15th.
9 posts and 4 images submitted.
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Just get it from the file sharing section

http://cgpersia.com/2016/04/allegorithmic-substance-painter-2-0-5-1159-win-113660.html
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>>523420
get a damn job
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>>523420
Nice pancake UV Map on the bebe. Now Unwrap it before he dies

File: What do i model.jpg (410KB, 2000x1000px) Image search: [iqdb] [SauceNao] [Google]
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Hey guys, I'm learning to model and i need to practice, but nothing comes to mind...
would you guys help me?

Let's make it into a game.
you give me some ideas and i will do it and post it here.

but remenber i'm just starting, so nothing too complicated.

Let the games begin...
15 posts and 6 images submitted.
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>>527321
> 3d modelling
> not complicated
pick one.
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>>527321
If character design, model humans.
If objects, model vehicles and guns.
If you're not committed to finishing vehicles and guns then just model power tools or something.
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>>527322
ikr
but what i ment is to not tell me to do a mech, or a complicated scene or anything crazy like that

just some ordinary objects is fine

To get good at creature design/sculpting you need to study anatomy

what can you study to get good at modeling mechanical, scifi, robotics modeling?
10 posts and 4 images submitted.
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>>526537
Whatever you're trying to model. Are you trying to model a specific type of car? Study about that car. Doing a steam powered train? Study about the train. Learn what each part does.
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>>526541
This.
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>>526537
To make believable machines study engineering in the sense that you start to understand the elementary physics and have an armchair understanding about why real-world artifacts are designed the way they are.
If there is a though process behind the way you construct nonsensical mechanical devices that will help lend some degree of plausibility to it which in turn will make the design more believable.

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pic related is an unfinished Space escape Pod, for a game.
>>Please no hate, only critique and suggestions
>>feel free to contribute with other 3d Models , if you like
6 posts and 2 images submitted.
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doing the bump
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cannot judge without textures

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Hello /3/.
I'm looking for help with 3d models and animations .
I'm new with 3D modeling , and I still dont know many things about it. The biggest question that keep bugging me , is it worth it to Rig models , or it's better to animate with your model bones . I'm asking this , because I'm working alone with games graphics , like the model in the file , and I try to save as much time as possible on my projects.
Also , I wanted to know what is the best number of poligons for a hero of the game and simpe units, also , how much poligons are too much for a single map (I'm creating maps in my modeling program).
Sorry if these questions sound stupid , but if you would anwser them , it would really help me out with my work.
6 posts and 1 images submitted.
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Most games have rigged models as it's easier to animate with a rig and non destructive.

Polygon counts depends on the type of game. Uncharted 4 characters have upwards of 100k but an RTS might have just 5k.

Get xnalara and download some models from different types of games to get the best idea.
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>>525945
Best to get into the habit of rigging controls and animating those rather than directly animating the joints. It's a little lazy doing it the latter way and on the plus side you get some practice rigging.

As for the poly count I second the comment above me. Definitely depends on the context: what engine, what genre of game, are the backgrounds 3d or mapped images, is the character a classic biped or something else. Last month I did some freelance character for a mobile game built in Unity and the guy asked me to keep the tris below 3k. There were a lot of props and the backgrounds were pretty dense.
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>>525966
>>525975
Thanks for your help , that should help me out with my work.

File: wip.jpg (539KB, 1400x1426px) Image search: [iqdb] [SauceNao] [Google]
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Wip.
Crits please.
15 posts and 3 images submitted.
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decent execution, horrible design. honestly not one single bit of that design is appealing. Is it supposed to be like a Halo grunt? What are the too-large pipes on it's back? Why is the helmet the size of it's torso? It'stop heavy yet it has tiny skinny legs.
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its good i guess

but... whats going on here?
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File: suit refboard.jpg (411KB, 1712x1918px) Image search: [iqdb] [SauceNao] [Google]
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>>524878
>honestly not one single bit of that design is appealing
My main inspiration for this was a lot of more bulbous suits, instead of the blockbuster, Hollywood-esque iron man or call of duty type
body armors.

I'm deliberately going against the norm.
To go against expectations for emphatic response (two eyes, recognizable face features, two arms and typical familiarity) I made it faceless, asymmetrical with the one big arm, and two tentacles.

See pic for my inspirations.

It's a suit for scientists mining and extracting resources on asteroids, or other low gravity environments.

>What are the too-large pipes on it's back?
Tentacles for either grabbing difficult or dangerous stuff, or maneuvering in space along a space station while doing a spacewalk, repairing the station etc.

>>524881
Just presenting it in substance designer for now. It still has to be rigged, then the final result will be rendered in v-ray.

File: what do.png (34KB, 770x538px) Image search: [iqdb] [SauceNao] [Google]
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So right now I'm working on breaking apart the bones for a character I'm CATRigging. The one thing giving me pause is these lil ribbons here. The design calls for the tools on the end to be weighted so they jingle around on the ropes during animation, and I can imagine key framing that would be insane.

So... I'm about to make the right thigh bone and wondering how I handle these. Should I include them in the right thigh bone, or make them their own limb? Make each quad in the rope its own bone? I ask because currently they are completely unaccounted for in my CATRig, which is just a basic spine and pelvis routine.

Since this is for use in a game, it might be worth mentioning the game is being made in Unity.

Any and all help would be appreciated forever.
11 posts and 3 images submitted.
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A turn around so it's easier to understand what you're looking at.
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>>522804
This'll be no help to you, but having come from stop motion animation and being part of the "do it the hard way" school of thinking I feel you should take complete creative control over your danglies and keyframe them. Maybe someone will come up with a clever answer after I post.
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>>522804
>>522805

I'm a noob but isn't this the sort of thing that's handled by drivers or whatever?

Like isn't jangling tools the lesbian cousin of boob physics? Sorry if I'm a retard

Honest question, why everybody here hates Blender? pic related a render made with blender
89 posts and 8 images submitted.
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Because it doesn't have the same amount of support as the industry standard stuff.

Blender is good but not as good as the others.
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>>522225

Look up at the top of your screen, where the URL bar is. Do you see the "4chan" in there? That's a good indication that you're going to be dealing with trolls and asshats.
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>>522226
>doesn't have the same amount of support as the industry standard stuff

This is basically the only reason why. It can do almost everything the other programs do but when something craps out late at night or you run into a problem, autodesk is just a phone call away 24/7. This is a big dealbreaker for any company.

Look at Avid and 99.9% of the editing world. Not too many films/shows get made in Final Cut or Premiere. that's why it's such a big deal when they are.

tips for human head modeling, vids, techniques, images

i always have trouble with the nose, eyes and the forehead. never really got how to do the ala of the nose properly. eyes and forehead I think I need more practice with and make sure my topology isn't incorrect. forehead in particular i often get a horrible blocky line down the middle that can't be smoothed out properly.
5 posts and 4 images submitted.
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keep practicing with sphere and have lots of ref images

keep subdivision low until you read the nose lips and eyes, spend more time on the form until you reach those parts
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Reference, reference, reference.

Also search for basic drawing tutorials, they teach you some usefull guides.
(A face should allways be arround 5 eyes long, and the distance between two eyes, one eye. The lips should be as long as the distance between the two irises.)
>>
can someone dump some good human head reference images in this thread? I don't mean tutorials like the sticky has, but rather photographs of people like pic related.

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https://www.youtube.com/watch?v=maXcwJKSTCw
2 posts and 1 images submitted.
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https://www.youtube.com/watch?v=EYQMfT6nsQs

File: CharFur.jpg (556KB, 1732x1645px) Image search: [iqdb] [SauceNao] [Google]
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Sup /3/ I need your help:

I'm need to do the fur part for a character cape/poncho thingy, but cant figure it out how to distribute the planes for the fur projection.

I know there is a way for doing it on 3DS Max, cant remember how.

I'm stuck with scater that wont do for me, its all messie, wat I need is that it follows the normals of it.

TY for your time
7 posts and 4 images submitted.
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File: CarFur2.jpg (213KB, 792x733px) Image search: [iqdb] [SauceNao] [Google]
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thats how the scater looks, the black object is the one to distribute along its cape

any Ideas?
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Is this some kind of chicken man with wrong colors?
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>>526126
Dude there's millions of YouTube tutorials on 3ds max fur creation. Find one that is making the kind of fur look you want and copy it

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Its getting close too the 4th 'o' July.
I think a firework thread here would make good.
Post firework based stuff here.
Maybe even memes.
I dont know,I be here posting pictures of some firework stuff and you guys can talk about it.
3 posts and 2 images submitted.
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these aren't ducks
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>527183

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What to model ?
>>pic related, I think its missing something
11 posts and 4 images submitted.
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File: 20160623214226_1.jpg (699KB, 1904x1042px) Image search: [iqdb] [SauceNao] [Google]
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Updated version. The mountains in the right back are placeholders.
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I might need to add that this is inside a Game.
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>>527113
i liked the older version better. the new update u added makes the foliage look unrealisticly condensed in a area with alot of shade that probably wouldnt realistically have as much

File: Capture.png (181KB, 1296x713px) Image search: [iqdb] [SauceNao] [Google]
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Hey /3/
I was wondering if someone could orient me on how to finish this surface
Im using Rhino5
the problem is, i can't use curve network because the peace divides in 3
if using patch it just wont respect the curves how i would like
if using curve network on each of the 3 parts i am left with a ''triangle'' where they join, and then again patch just goes all crazy
anyway, thank you
10 posts and 5 images submitted.
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>>526809
if you were using geo this would be done
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>>526812
software? plugin?
sorry never heard of it and cant find anything
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>>526813
geometry

I am making a forest like this in Blender (I have the trees yet) so I need ideas of how to make the floor
22 posts and 4 images submitted.
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I sure hope you have a hell of a machine, OP because there will have to be a lot of displacement and particles goin on in that scene
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>>523877
Well I thought in make it more simple, like make the ground with a texture and leaves over it but i'm not sure at all about it
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>>523879
dont understand what u want man. u want it to look realistic? then yeah like that guy said u need displacement maps and badass pc. cos putting a texture on a plane with some leaves is gonna look like ur in world of warcraft

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