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Archived threads in /3/ - 3DCG - 168. page

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when you take a break from zbrush to study 2D than you come back to zbrush and your skills are 20x better than when you left...

how?
3 posts and 1 images submitted.
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Because sculpting on a tablet is inherently very similar to drawing.
Because learning 2D will generally improve your sense of design, proportions, etc...
Because doing anything art related at all will help you grow and improve all aspects of your art.

I really don't understand artists who refuse to learn certain things, in particular 2D artists who wont learn modelling in maya or max. You should be learning everything you can about everything you can if you hope to be successful.
There is no downside.
>>
>>517008
You train your eyes, you hand and your brain.
You use your eyes, your hand and your brain.

Simple questions;
does 3dsmax has somewhere hidden an option to enable normals arrows for faces.
And if not, WHY NOT?

thank you.
3 posts and 1 images submitted.
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Use an edit normal modifier. Or convert to an editable mesh and tick show normal under polygon.
>>
It does have one. Somewhere.
Last time I used 3ds Max was years ago though.

It'll show the normal vectors as a colored line going outward from the plane.

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I saw a battle station thread on this board a while ago and I thought i'd start a new one. Show us how you live.
3 posts and 1 images submitted.
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sorry guys i found an active battlestation thread, there is no need to use this one.
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>>516993
>>516980
i-is that a monitor through the window?

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Anyone able to help me get those grids around my object like the picture in a right has ?
4 posts and 1 images submitted.
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Display > Gouraud Shading (lines)
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>>516961
Thank you so much!
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>>516962
no prob bob !

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How much would it cost to have a keychain made in 3-D to 3-D print?
Probably going to have a name and phone number on it
4 posts and 2 images submitted.
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https://www.shapeways.com/creator/keychain?li=nav
>>
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>>516853
Thank you anon
>>
>>516860
np brah

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Sites with free after effects plugins, intros etc etc

http://www.graphic4share.com/tags/Videohive/

http://gfxmafia.net/after-effects-project/

http://aebuster.com/

http://shareae.com/after-effects-project/openers/

basically looking for sites that rip everything from envato
2 posts and 1 images submitted.
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Don't be such a cancer

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i'm doing a level 3 it course and a part of it is about animation and 3D modeling i'm using 3Ds max and i have some knowledge into 3Ds Max (not much though) however i want to create character models but i don't know how to start with them does anyone know any good tutorials?
it's the 2016 version of 3Ds Max
2 posts and 1 images submitted.
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I remember learning from this guy when I was starting out

https://www.youtube.com/watch?v=qPJHq1zWpC8

Most tutorials seem to be for Maya now. Poly modeling techniques are pretty standard just look for the equivalent tools in ur app.

https://www.youtube.com/playlist?list=PL_6ApchKwjN-BRCbJJd5bKjruR02Oa3lg

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anyone an oldschool openGL expert? specifically in java and using xml scenegraphs to create a 3d scene
2 posts and 1 images submitted.
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>>516640
maybe

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I want to put my skills to the test in blender and create something creative.

(A drawing would be helpful to make it more accurate)
3 posts and 3 images submitted.
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What is it you want?
Fishing for ideas?

http://www.turbosquid.com/Models-to-Make
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>>516278
>create something creative
>tell me what to make?
Anon..
Make a penis.

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What's the deal with gamma correction? It makes sense that doing linear math with non-linear assets produces wrong results, but what is the correct way to prevent this? For instance, should textures be non-linear, and converted to linear during rendition, or should textures be converted to linear beforehand and thus look dark in an editor? Does the former approach preserve more resolution?
4 posts and 1 images submitted.
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>>516204
http://www.slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting
>>
>>516204
Resolution has nothing to do with color-space...
The answer is, let your software do gamma correction on the textures into linear space at render-time if it has the option to, like Maya does. Otherwise do it yourself.
>>
Textures should be stored non-linear, at least if they're 8 bits per channel. Storing color-data in linear at an 8-bits-per-channel resolution will result in terrible banding. Storing textures in linear (even when using 16 bpc or more) is also somewhat impractical unless you know everyone in your team has an image viewer/editor that reads & respects the color-profile from the texture and then displays it correctly.

If you need to do any kind of math on your colors (i.e. do anything with them other than just copying them from A to B) you should linearize them first. That includes:

- blending (of basically any sort -- even just normal alpha blending)
- lighting
- any kind of adjustment

Before you write the colors to the screen, you need to turn them back into sRGB again, meaning you have to de-linearize them. Depending on what API/framework/engine/etc you use, the GPU can do some of that stuff just automatically for you.

Converting between colorspaces in general always implies a loss of information. How big/relevant that loss is, depends mostly on the precision of the receiving colorspace, or more precisely the precision of the receiving colorspace relative to the source colorspace. When linearizing on the GPU, you usually turn 8 BPC sRGB into linear 32 BPC floating point numbers to perform computations in. This conversion is lossless, since 32 BPC floats can represent all 256 values of 8 BPC precisely.

Converting back afterwards from 32 bpc float to 8 bit sRGB is obviously lossy (you're reducing roughly 2147483648 levels of brightness to 256), but it's not really lossy relative to performing the operation directly in 8 bit (or compared to the theoretical "8 bit" -> "infinitely precise linear colorspace" -> "do conversion" -> "8 bit" path).

8 bit linear always looks like ass, never use it. Doing anything in 8-bit sRGB (non-linear) also looks like ass, prefer to not do it (unfortunately most people do because they don't know better)

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Hi guys! I just finished binge watching daredevil season 2! What a ride! Anyway, I went looking for some 3D models and I stumbled across and article on Kotaku:

http://kotaku.com/marvel-heroes-is-a-great-place-to-work-out-your-post-da-1765918747

This is the best and most detailed model of Netflix daredevil I've seen. I'm not the savviest at ripping models, so would it be possible for someone to rip it from the game? It is much appreciated! :)
2 posts and 1 images submitted.
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http://xnalara-customized.deviantart.com/art/Daredevil-Netflix-597241326

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Although I have made some guns and guitars in the past, I can't seem to model a car yet. I guess i just can't control all 3 dimensions at the same time.
I start from the side and when time comes to front/back, i realize everything is misplaced. Maybe I set the blueprint wrong.

Any tips on modeling cars? Do I make doors, bumpers and hood separately or all in one mesh?
Where can I get a scene with a blueprint set up correctly to practice? What are the "easiest" cars to model (in terms of body shape)?
3 posts and 1 images submitted.
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>>516076
block the whole shape first then go into details by steps, don't concentrate on specific areas until near the end.
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>>516076
Ignore all the creases in the beginning, model your car as if it had no doors, no separate bumpers, etc
Then cut your mesh when you're satisfied with the curvature
Treat the outer glass shell of the lights as body parts, too.
Compare your model not only to the blueprint, but also to reference photos, all the time.

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I want to start the rumors of a artificial uterus existing and capable of sustain humans.
In the long run it will get everyone, can you help me?
3 posts and 2 images submitted.
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>>515715
wat
>>
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>>515751
It seems he wants the PROFESSIONALS on /3/ to assist him with a HUGE RUSE.

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3 posts and 2 images submitted.
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>>515370
>cgpersia forum
>showing hidden links via print thread not working anymore
I no longer visit that site.
>>
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>>515404
nice pasta

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Ok, so I was dicking around and did this render.

I always wondered how those old psone looks could be archieve?

I was surprised no ilumination and just something basic like ambient oclusion and just enviroment light can make it look like an older game.

Any more tips on how to make it look like psone?
5 posts and 2 images submitted.
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low screen resolution
low resolution textures
no anti aliasing
shadeless materials
lightmaps
realtime rendering (cycles is offline render)
>>
get pcsx emulator and iso of game with desired look from rom hustler or emuparadise and run the game with wre frame setting to see- well, the models in wire frame.
also, a lot of psx games used segmented body parts so they didn't have to deal with shape crush corrections when limbs were bent.
but i would forgo that and just stick to simple meshes and textures.

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