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 advised that's free for Warcraft 3 model creation or editing?
Pic related, my character I'd like to make a 3D model of, but I don't know exactly where to start for making human characters.
"there is no one program that is better than the rest" was mentioned in the sticky, but I want to look more to see if there's a program that can match blender or the ones in the sticky as well for Warcraft 3
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?
>>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
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.
>>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.
>>519359
orly?
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?
Got any examples? Maybe you're just feeling good about your own models while they're actually shit.
>>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 money you can actually make producing average quality stuff for stores like that.
>>524444
>Flowers
>Not baby face
Whoever made that should be ashamed of themselves.
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?
its shitty DQ skinning mate
>>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?
how complicated would it be to program a pose mixer like this for Blender?
basically you can save a pose of your model by making a dot on a field. every dot represents a pose and the closer you move your cursor to the dot, the more it morphs your model from one pose to the other, seamlessly.
https://www.youtube.com/watch?v=3AZRYJC9RV8
it's fucking priceless for quickly animating things
So does it just take the average of the joint configurations weighted by the distances between the points and the cursor? Seems pretty straight forward but I've never done blender scripting so I don't know what kind of interfaces they provide.
>>519163
not entirely sure about the mechanics behind this but yeah, with this you can pretty much INSTANTLY mix an unlimited amount of poses with each other or just click a dot to just simply choose a pose.
It is also fucking awesome to make some key face expressions and just move between the pose dots to achieve middle-stage expressions which you can again save quickly by clicking in an empty place of that map and create a dot for this new pose.
I think this thing would be a HUGE addition and it's kind of surprising that it isn't implemented yet and doesn't seem like anyone is working on something like this.
>tfw no scripting skills
I was wondering if there was anyone out there who is either good at modeling or can get the model of Nathan off ps4, to make a model of Nathan's head for a GTA 5 mod i am making, any help would be much appreciated
>>524033
Also textured if possible
>>524033
That might be a bit of a tall order, especially without payment involved. Here's a link to Nathan Drake from Uncharted 3 though.
http://junkymana.deviantart.com/art/Nathan-Drake-Desert-Uncharted-3-593407476
>>524033
o-okay anon. I will get to work right away! Give me 10 minutes i-if thats not too much to ask for.
Are /3/ actually archieve something like being an professional animator/modeler on Disney, Pixar, Dreamworks, etc other than shitpost on other people's works ?
>>523237
You should check out ic.
>>523237
I'm a CG artist in a major visual effect company. I only usually browse other boards and just came by this one. Honestly, I find it just sad that most people here think they're giving advices but are just wrong.
Even if it's a dead board, you guys shouldn't hang out here if you want to go somewhere in the industry.
>>524125
a lot of this board is just teens and sad dudes in their mid 20's bitter as shit that they haven't done anything worthwhile or meaningful with their work. Hard to get a straight answer a lot of the times.
There is some decent advice in some of the questions threads and some of the blender anons are useful when you get past the "hur dur, only maya is da best" comments but yeah I agree, take everything here with a grain of salt and don't expect to go anywhere in the industry by hanging out here. This is more of a "what-not-to-do" board
Good day everyone,
I hope this isn't too sophomoric a question, but I'm trying to set up a simple light box in Blender. Purpose is to create some baked UV layers to utilize for creating more more effective textures. I'm having a great deal of difficulty following the guides and youtube videos searched through google, was hoping one of you could point out what I'm doing incorrectly.
So, in Blender Render mode, I'm able to get a factory-default bake just fine. My scene currently has one sun, an object, and a plane underneath. However, I want to lighten the pitch black bottom with some sort of reflection from a ground.
Image attached is what I'm currently looking at. Do you see any steps I've missed when switching from the basic Blender Render to Cycles Render?
Circle
I would suggest setting up a fresh scene in Cycles.
I've noticed that Blender sometimes has got problems when you switch between Blender Internal and Cycles, especially with materials, causing the program to crash.
I've tried to set up the same scene in Cycles and I had no problems with baking.
>>524367
In Blender Internal: Add a hemisphere light and turn it upside down, set it to 1/10th of the sunlight's strength.
In Cycles: Just add the sunlight, light bounces will do the rest.
Cycles will give you more realism out of the box while Internal will give you more control over how it will look. Always depends on what you want to do.
Architecture thread
Modelling a small beach city right now, I'm working on pic related specifically atm. R8?
2/10
>>523027
I'm an architect and I'm currently finishing my master, which mean i working on a thesis.
My thesis it's about Implementation of nee schemes and production at design.
Using Sketchup is the worst and unprofessional tool ever created.
Inaccurate scales, spaces, lines and a lot of more things.
It doesn't help to make an accurate material quantification and more stuff that should be eradicated
that scene a shit
texture tiling patterns are too noticeable
http://www.telegraph.co.uk/film/inside-out/disney-pixar-characters-same-face/
http://www.avclub.com/article/every-female-face-recent-disney-and-pixar-movies-l-216498
...thanks to 3D "artists".
I warned you about this years ago
but you didn't listen
because I wasn't an animation expert.
Then they came for animation experts.
"Edge flow" was more important for you
than art.
The modern beauty.
Because cheekbones have never existed.
I really need Photoshop on my home PC, and I want to learn zbrush, but I'm too pussy to pirate them in fear of getting caught. I'm only in high school, so there's no way I'd be able to afford such things. Another fear of mine is getting a virus from pirating things. And yeah, I know "pirating is stealing". Although that is true, I would never monetize anything with software I didn't pay for.
b&
>>523367
Huh???
Where do you live ? Whatever, I think there is 0 chance of you getting caught.
Get photoshop and Zbrush on CGPersia (there are direct download links if you are afraid of torrents). Also, look at tutorials and training on cgpersia if you really want to improve (it will be better than youtube)
Also : you can sculpt with Blender. Gimp or Krita are free and opensource alternatives to photoshop
I use Maya if that helps.
>>523956
I'd use a box and sphereify it a couple of times, not sure what the function was called in maya though, then i'd start extruding to get the basic shape, then i'd make holes for the leathery parts, and make the grip from separate parts.
This looks to all be made from one part, which isn't very good.
>>523956
literally the first thing I ever modelled, I did it by using a tube as a base for the middle and pushing verts around to get the general shape, and cutting a sphere in half and jointing each half to the ends of the tube to make the round things.
>>524306
>>523956
basically what I mean is this: the red parts you make by pushing verts around with something like the proportional editing tool, the blue is just a sphere cut in half with the verts joined to the tube. Obviously this is a shit model but it's just to illustrate what I mean. Oh and throw a subdivision surface modifier on to make it smoother, don't start off with this high of a polycount. I'm a blenderfag so can't help you with the specific commands, but if blender can do it then maya can too.
With the influx of specific question threads I thought it might be a good idea to have one of these.
Have any specific questions? Post it here!
>>510517
anyone here uses unity and substance painter?
what is the common way you do the export, it doesn't accept height only normal,metallic and albedo. is it ok if i just leave it at that?
and if metallic = roughness and i can simply use both maps for same purpose
I've skinned, weight painted, and set up controls for a model while rigging. Now I've realized I forgot to skin some joints to the mesh. What is the best way to go about adding the remaining joints to the skin bind without losing my weight painting information?
Any insight is appreciated.
What are animation rigs like this called?
>>523153
Don't think they have a agreed upon name. Seen them called various things by various people. Around my circles we call them 'cut rigs' because you typically make em by cutting up a continuous skin.
But try google stuff like geometry bones, mesh bones, mesh rigs etc. Things like that and you'll find examples of them.
>>523153
Proxies ? Animation Proxy
Incomplete.
Wondering how you go about making these referenced duplication processes faster
For example, translating multiple objects at the same time, or in a particular pattern
Also if anyone knows about selecting in patterns as well it would be great if you could explain it for me
You can use "duplicate special" to apply modifications to the copies. For instance you can add 1 to the x axis and set the copies to 10. All the copies will be +1 down the x axis
>>523918
I'm wondering how to do this with referenced objects