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I'm new to 3d and I've been making an insect model. I've sculpted in some details on the eyes in ZBrush and created a high poly mesh and then baked a normal map onto a low poly mesh in xNormal.
The problem I'm having is that the normal map does not reflect properly: on mesh A, with a standard material applied, the light reflects dead centre of the eye, but when the normal map is applied, it reflects at the top right of the eye rather than the centre. Does anyone know what might be causing this?
13 posts and 2 images submitted.
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i think light bounce off normals so its simply not an issue.
make a specular map to control that
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Notice the shadow on B and lack of on A. The light is pointed in different directions.
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>>524136
I said in the OP that the light was placed in the same location, yet the shadows and reflections are located in different areas.

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I think I know the answer but I want to know how true it is.

Basically, I'm contemplating going to a gradute program of a multimedia degree or switching for something else. I have an undergraduate in multimedia and it was a web development, some audio and video and design. On the other hand, graduate program basically has subjects in some more audio and video and 3 OF THEM ARE IN 3D.

This is the key part. I am pretty sure that students just go through some theory and learn to use programs for 3D. The subjects are:

>3D modelling
>3D lighting
>3D animation

I want to know realistically. Is there even a point choosing that degree with that kind of program I mentioned? Audio/video parts are not important to me because I can easily learn that from YT. The same can be said for 3D too ofc, just like with everything else but still. The main difference from undergraduate and graduate is 3D and thus it is a key part.

Is there any worth in it? We would probably model basic objects, like chairs, telephones, houses etc. I am fully aware that with just one subject in every part of it I couldn't possibly get good, but am wondering if I could be getting a good fundamentals in this way. I'm a creative type but whatever.

Anyway, I feel like it is not very worth it, but want to know your opinions. And also, if thaf wasn't clear already, I don't have any exp with 3D nor 2D animation. I haven't drawn much either but I am not bad at it.
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>>524179
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>>524179
>multimedia, web dev, audio, video, 3D

Goddamn, this program is dedicated to give basic knowledge about everything without actually pushing any subject to a useable amount

Honestly, learning 3D is pretty intense and requires a LOT of side knowledge (physics, photography, optics, sheer observation (like drawing), mathematics, etc.). It takes YEARS to reach a confortable level as a professional generalist (modeling, lighting, the whole package)

If you don't give a damn about 3D, don't get started thinking you can half-ass it - you'll rage constantly, nothing will work, and you'll most likely quit. If you think you might discover a new passion or something, go for it, but do exclusively classes about that creative field, and be prepared for some real hard, interesting, work.
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>>524190
Yeah, it's good they didn't put a 3D in the undergraduate program.
Anyway, it's actually a 2 and a half year's worth of informatics and around a half a year's worth of everything else, so it definitely has a focus.

But god damn me if I don't constantly hear shit about that degree, I'm pretty sure now that it is not worth doing 2 more years in this. I could do software engineering instead but I'm kind of fucked anyway and will probably do another degree because I can't stand non creative fields.

>>524186
No need to bully.

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Hi, I was wondering if anyone could help me.
I have this model and I need to join the wrist to the arm.
Problem is the arm has 8 vertex, and the wrist 16.

How can I turn those 16 vertex into 8 without messing it all up because I need 4 sided faces.

Thanks in advance
4 posts and 2 images submitted.
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It's best to have the same poly distribution. I personally would just add more poly's to the arm.
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Select all faces on the arm go Add divisions to face, select linear and put in 2 for V value and 2 for U value, that should double the number of verts so you can join to the wrist no problem.
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>>524155
Thank you, I think I can make this work!

>>524163
That's an interesting option too, but I want as few polygons as possible. Thank you for the answer though, I might try that if I fail doing the other thing

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CryENGINE is now available on GitHub.

https://github.com/CRYTEK-CRYENGINE/CRYENGINE
7 posts and 2 images submitted.
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yeah but you basically have to pay to get it up and running. They're just giving you the blueprints. Doesn't mean shit. And that license is a fucking joke
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crytek is getting desperate.

They shouldn't have shat up the PC game that made them stand out.
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>>523955
It's a nice code study, it's not like 3d fags will even be able to build it anyway, so who cares.
>tfw I have the same coding style
nice feel

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How do I go from 1 to 2?

Vray and Maya
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Eyebrows, you silly goose
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>>523861
hoew's this
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>>524166
why is she wet?

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Okay, so I've always wanted to get into animation. I am 100% prepared to get my feet wet and dive in but I have absolutely no income to even think about going to school. I've gone so far as to make fake emails for Autodesk, downloaded all that, I've pirated a few other programs along the way.

I'm ready to try and make a career out of this. I know eventually I'm going to have to pay for this stuff, any income I get is going towards buying the programs, but is this a feasible idea? It's going to take me years anyways to get good at these programs but is it possible I could pull off an education on my own? I'm already signed up for cgpersia, I'm downloading a bunch of courses. I've been watching a bunch of youtube videos. I have a bunch of ebooks for on the go.

Am I crazy or is this possible?
14 posts and 1 images submitted.
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>>523492
>Am I crazy or is this possible?

It's almost the other way around anon. It's possible, but only if you are crazy.
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>>523493
Yeah pretty much. I did it, and a few of my co-workers did it too. Everyone I've met who went to school has regretted it to some degree since they had to end up learning most of the stuff themselves anyway, and now have a shitload of debt to pay off too. I'd only really recommend school if you're trying to move to another country and need the student visa. If you're already in the US where most of the jobs are you may as well stay comfy living with your parents and grinding on your art all day, as long as you take it serious it'll pay off.

I would say in general that right now it seems like animators are more in demand since everyone wants to be a modeler, so you might be on the right track with getting into animation rather than just 3d art.

It's not easy and isn't really worth it for most people, but if you really wanna do it there'll be no stopping you anyway.
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>>523492

There is no limit to what you can learn without going to school if you are fully motivated to learning. Anything from neurosurgery to advanced aircraft design can be learned on your own if you are motivated to do so.

The question is whether or not you're going to get a job being self taught. You could end up being the most knowledgeable person in the world when it comes to medical science but there's no way you'll (legally) be able to work as a physician without the proper educational credentials.

Now the 3D field is a different matter all together. To a certain degree it's how well your merits as an artist should get you work. Shitty portfolio, shitty work (if any). Master portfolio, your chances of getting work increase.

However there are advantages to a formal education that are rarely talked about.

1) Old Boys Club: It has been a long standing tradition, still largely followed to this day that people hiring will give preferential treatment to alumni. You went to the same school as the person hiring then they're more likely to hire you over someone who went to another school (or none at all).

2) Networking: When you go to school you socialize (unless you're a complete retard who can't manage even the most basic of social skills). You make friends with the people you go to school with and keep in touch with them after graduation. Your friends get hired by studios and get work in the industry and that benefits you because now you have people inside all these potential employment sources. A lot of times jobs never get listed, but if you have a friend inside the company they can let you know if they people they work for are hiring. As well they're able to give the boss a good word or two about you. I can't even begin to count the number of times I've picked up work because I had a college friend on the inside.

3) Tie Breaker: You and another applicant have a dead equal resume. Job goes to the one with the better education.

So I'm trying to learn Zbrush and have about a year's experience in blender. Anyone know how to set Zbrush's navigation controls (zoom, pan, rotate) to the blender defaults? Really having a hard time, googled the shit out of this and just found a bunch of autistic 4+ year old threads.

thanksz
24 posts and 1 images submitted.
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Took one search.

http://docs.pixologic.com/user-guide/customizing-zbrush/hotkeys/
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>>520469

Zbrush navigation makes the most sense for the program. Just practice it.
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>>520469
also rec to get used to it
zbrush isnt real 3d, its 2,5d and the way it works starts making sense in longer run
at lest the navigation, the ui is just fuck ass retarded and will never make sense

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How are my cogs /3/?
5 posts and 1 images submitted.
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>>523919

Chamfer the edges to create better specular highlights.
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>>523925
you forgot to mention to chamfer them with a radius, a circular chamfer
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>>523919
>not using Cinema 4d R17's superior Cogwheel engine.

0/10

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How do you guys use ambient occlusion with your diffuse texture map?
15 posts and 2 images submitted.
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sparin`ly
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How sparin'ly?
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use where?

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Helen Parr thread continuing from : >>490393
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>dat nose

also, you might want to give the hands a little more attention.
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>those abs

I am working on an Unity game myself and I was wondering what kind of setup you use for the breasts and ass, did you find any scripts for it in Unity?
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>>505240
Yes, and I see that you've ignored anyone's advice in making her face smoother, and her nose less piggish.

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A question for the blender people

I wanted to fix some stuff in my mesh so deleted a smaller part of it and now I want to fill that hole again.
The thing is, I was pretty much done with the whole model with textures, UVs and all.

I thought deleting some faces and filling the hole wouldn't be a bigger problem but apparently it isn't as easy as I thought.

Do I really have to do the whole UV AGAIN just for a handful of changed polygons?
234 posts and 39 images submitted.
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just unwrap the new polygons you created
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>>484811
use the pin function in the UV editor and then unwrap. pinned vertices don't move when you unwrap. I'm sure you can figure out the rest.
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>>487852
OP here, saw you're interested in this, too.

I kinda solved the problem by making a loop around the clusterfuck and then merged at center/merged at several places to get a nice quad.
apparently you mustn't create a hole, otherwise your UV is fucked and you can UV again.

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>>519948 bump reach
331 posts and 113 images submitted.
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>>522058

why anime :)

this is my first fully complete character for a game im making called santa the molester.

it's just a learning experience, and I'm going to redo in the future.

Critic pls
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>>522060
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Why is starting from a 4000-something vertex cube to a high res character then back down to a normal mapped low poly so satisfying?

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I have gone through all the tutorials in 3dsmax and played around a bit, as well as practising some importing from sketchup stuff.

I am looking for tutorials on using vray with 3ds max or honestly just some general tips.

Rendering is pretty new to me, most of my experience is modelling on sketchup so I have been a bit overwhelmed with all the rendering options for Vray, but I want to get better at it. I know it will come with time but I would love some advice on just some general 'good' settings, maybe that I can even save as a template and then work form there and adjust.

One of my biggest gripes is that I'll go watch a vray tutorial on youtube and then out of no where half of them import images from places that they dont give links to or not even cover what their current render settings are, and when i follow their instructions my shit always looks vastly different.
5 posts and 1 images submitted.
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Buy (yeah right) Grant Warwick's vray course. If you're interested in how vray really works there is no way around it. None of the other tutorials out there come close.

Most of it deals with 3.0-3.2 and a lot of the advice concerning optimization no longer applies to 3.3, but the logic and reasoning behind it is still good to know.
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>>521954
Care you bring elaborate on why the optimization isn't as needed in 3.3? Was 3.3 a very large update?

Asking cos in using 3.2 at the moment but I might upgrade if it's worth it for starting out
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>>521958
Optimization is still needed (only if you care about render times, of course), but the process has been greatly simplified.

3.3 introduced an updated adaptive image sampler that only requires you to adjust the AA subdivs and the color threshold to optimize your scene. No more fiddling with the scene subdivisions and other settings.

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I've been trying to look for a straight answer for a while, but I understand.
If I pirate Maya as opposed to getting the education version, am I bypassing any difference? Any restrictions or weird things on the edu version instead of the full? I've heard that you're constantly connected to autodesk's servers with the edu?

Sorry, I know these are noob as fuck questions but I've been really thinking of pirating cause I'm going to be moving to a place for the summer/fall with limited internet and it would be nice to just dive in with no big worries or roadblocks down the road. Any help/suggestions?
13 posts and 4 images submitted.
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if you straight up sell anything online and get noticed you will be prosecuted. but it won't happen that quickly, you need to generate stable economy and have a company under your name for that to happen, and when it does you are fucked
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>>523690
I getcha. I have no intention to sell anything though. Just want to get better at the program
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>>523675
2016
faggets still blark about student maya versions instead using blender or other better software.

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So.. I stucked in doing retopology (i was suggested by doing it on 3ds max but it was too tedious), so after scouring some, I found some candidates

>Zremesher
>Blender (w/ or w/o Retopoflow)
>Topogun
>3D coat

Which one should I choose and why
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>>522141
if you really dont want to put any work into your projects then just shell 150 and get unwrella
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>>522165

Isn't that for uv's.

>>522141

auto Retopo is still not great for faces. Every studio will also want different topology depending on the project. Topogun and 3d coat are good choices.
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>>522141
Use topogun for anatomy

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