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Archived threads in /3/ - 3DCG - 163. page

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Does anyone know if this program is still being updated? It's still available for sale on the website but I think it's been the same version for a couple of years
4 posts and 1 images submitted.

I have it. It's not being updated. It only crashes every ten minutes now tho.


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Post your 3D battlestation
234 posts and 80 images submitted.
weak station OP
mine is just a fucking mess :/
you dont even have a wacom.

so as we all know, the amazing atmospheric combat arena known as Nosgoth will be taken down in a month. Can one of you just like..steal all the assets and host rogue servers?
5 posts and 2 images submitted.
You can rip the assets using uModel.
No chance of private server for a litlerallywho game.
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It was shit.
I'm a LoK fan and I can tell you right now it was doomed from the Start.

>Relying on Unreal engine's looks
>shitty clicky clicky gameplay
>Forcing Russians, Indians, Peruvians, and Western Europeans into one server
>Shitty f2p model
>No advertising
>Useless updates
you know, there's a bit more to games than assets

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Hi anons, i've got a problem while modeling in Maya. Straigh to the point, how can i solve this wireframe issue in this image? Next to the hole, the wireframe is weird, like smashed.

Any hints? Tips? I tried using the sculpt tool, using relax brush, but still....
9 posts and 3 images submitted.
OP, without a doubt, we could help if you posted the actual wireframe.
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Ok, sorry. Here it is the actual wireframe of the object. But i think with the wireframe it will be harder to notice the problem. Like i said, you can see that the wireframe is somehow smashed..
OP Here, another thing i wanted to say is that i'm probably being perfect minimalist trying to do a perfect 3D model without a few problems, but still is there a cool way to prevent these weird wireframe deformation?

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How can I avoid getting undesired normals?
I've just made a chest and I'm getting this undesired stuff
>pic related
25 posts and 5 images submitted.
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Wireframe if it does help.
Are the uv's overlapping where that lock is. I would do an exploded bake, do those locks and rings separately and combine in photoshop.
Uvs look fucked, possibly baked wrong.

Hi there, Me and some pals are making a game as a personal project.

In our first demo level we are making a small city. Now my question is: What's the best way of going about making/texturing the place.

my friend who modeled the city layout suggest we just make a big blender file, texture everything and import it into unity.

I suggested you make every building and street a standalone asset and texturing it separately and putting it together in unity afterwards.

4 posts and 1 images submitted.
separate but organized in folders and shit, doing one big file is going to only be one big fucking mess. Also importing one big file and making sure everything works is a big bitch too. do it separate, make sure each thing works and shit. fucking shit. Also your friend is retarded.
ty, ill be sure to pass that on.

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any good tutorials to start in blender?
55 posts and 2 images submitted.
The fucking sticky you idiot.
tut4u videos got me started i put all the links in my images on my deviantart page


Then i started moving on to BlenderForNoobs and Blender Guru both of which have extensive youtube libraries.

After that its starting your own projects and looking at tutorials that might be similar or close enough

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How to create some sexy walking animations, /3/ ??
5 posts and 2 images submitted.
or learn animation and body gesture
for women you hip sway
for men you shoulder sway
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Dat Hips tho.

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Last thread is sinking into the internet >>514290
340 posts and 142 images submitted.
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This thing
this guy
but for what purpose??

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i just want to ask you how quickly can you get your game assets done. i'm making assets for my game and right now i'm working on a block of flats. i finished modeling most of it but it took me three days of working on it for for like 4h a day. and i only got most of the segments modeled and prepared for sulpting and texturing. if my modeling won't get any faster i will finish this single level in december 2016. i don't think this is normal. cleaning uv layouts also takes me a lot of time. can you give me some insight on how to speed things up and be more efficient?
20 posts and 2 images submitted.
How experienced are you at creating game assets? Is this your first time? Is it your first time creating an entire level?
Please post a pic of the asset, and one with wireframe.
i've been modeling as a hobby for years, i used to created some models for SAMP and some other games. but this is the first time when i actually attempt to create an entire level without using someone else's assets

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hey /3/, can I get a critique for the 3d model face that I made?

is the overall topology right or good enough for facial animation? I intend to put some more edgeloops and remove some to make better edge flow, but I am wondering if the topology is good enough.
16 posts and 4 images submitted.
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this the side view of it
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this is the perspective view

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Alright /3/, time for a retarded question.

Why is it pronounced "soft immAHJ"?

I don't know a single damn person that pronounces "image" as "immAHJ," and yet that's how everyone seems to pronounce it.

A tutorial video (it's about 5 seconds in) showing what I'm talking about: https://www.youtube.com/watch?v=bcD_CnPBp_o&nohtml5=False
9 posts and 2 images submitted.
most english words come from french. Image is a french word, pronounced "immAHJ". Softimage was developed in french speaking canada
Thanks anon, I would never have known that, considering it's owned by autodesk now.
pretty sure most english words do not come from french but from german as english is a germanic language not a romance language

Just wondering; does anyone know which program all those porn game makers create 3D characters with?
11 posts and 2 images submitted.
they use ubuntu
That one looks like gen3 of the base models for poser

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guys, my render is taking forever.

what is wrong?
6 posts and 3 images submitted.
Your quality settings are insanely high

- branched pathtracing
- full GI
- 10 000 AA samples
- 250 000 diffuse samples
- ...

and fuck knows what resolution you're rendering at.

Not even pixar renders at a tenth of those quality settings, I bet

There are also a tonne of tutorials on youtube etc how to speed up rendering with various tricks (clamping, light portals, ...) and you can render on GPU (or GPU + CPU simultaneously) which is 2x-10x faster.
Turn down your Bounces under 'Light Path' . . .set Min at 0 and Max at 3

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Is 3d dying?
30 posts and 12 images submitted.
More for us. And with all the virtual reality hype going on right now I doubt it's dying at all.
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Due to marvelous designer games will be overrun by faggots and women. Head scans will become the norm. Everything will use procedural textures. Programs will have make art buttons.
>And with all the virtual reality hype going on right now I doubt it's dying at all.
All there is is marketing hype, not actual hype. Critics panned oculus

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