So, /3/, I've been looking into helping someone start a render farm. I know most of the tech basics required, how to operate the software and how to organize some things, but there's always more to know.
Do you guys have any documentation with all kinds of info on this?
One specific thing I'm interested in is if we can make the client access the service directly and not have to send us the scenes beforehand. If not, I guess they'll have to interact with people, right?
Working on creating a name for myself in digital media/animation but I don't know where to start. Should I create a blog? Website or some sort? Is Wix a good place for that?
No comment on the digital animation, but I got one on the website hosting choice.
Don't use a free one. Lots of organisations will completely block these domains out of their networks because sites like Wix get used in phishing attacks.
r8 & h8 my new ut2004 map
Anyone use lynda.com?
Is it worth it? I have spare time and money and want to git good with 3dsmax.
What's the best free software to animate models? Also, is it possible to import blender model into SFM, animate it and export the animation to Unity, or back to Blender? I never used SFM but I heard it's a really good tool, so I'm wondering if I should switch.
One of the few things that Blender does well enough to really compete with top-tier software is animation. Just animate in Blender.
Also, getting models from Blender to SFM is trivially easy, but unless you plan to leave the asset there, there's no point. Use Blender Source Tools (an addon) to get your assets from Blender to SFM, if that's the route you go.
New to zbrush, professor went over zremeshing too fast. Any of you guys know a tutorial thats quick and covers it concisely?
because its shit and if you are just learning its not good to rely on it as heavly as most of the people on zbrush central or /3/
it make bad topology, wastes geo, creates spirals, dosnt hold details very well unless you make it way too dense.
>just do your topo by hand.
zremesher is fine for things like rocks or some hard surface stuff, something that isnt a character or hero objects... SOMETIMES
sometimes it works but most of the time it dosnt , its better to learn how to do retopology by hand because what do you do if zremesher dosnt work, or your job dosnt have zbrush. what are you going to do at that point
>doing topo by hand will give you a better result every time if you know what your doing
Can someone give me advice on texturing? How would I paint leather for this? Trying to reach the style and level of texturing seen in games like skyward sword, kh2, etc.
Google "hand painting texture" tutorials
Alternatively take realistic textures off cgtextures then pass them through eight million filters and shit until it looks cartoony, then tweak a bit
Why do people say you need to learn how to draw to do 3D? I mean, I completely understand learning how to build, but if you know how to build well what's the point of knowing how to draw?
If you're talking about shape recognition, light knowledge, anatomy and the kind that's a visual art skill, and it is definitely not tied to drawing.
For instance, I hear a lot of people saying that drawing is good for composition, but that doesn't make any sense because I can simply have a few simple 3d assets I use to prepare a scene.
Hey guys I've visited 4chan sometimes but I've never seen this board before and I Train 3D for a while with a teacher but I want to know of you guys How do you Train for 3d?? like how do you guys practice?? often I do create hard surface objects in maya and put some textures on but it doesn't really seen that is actually helping me to get a pro at 3D. since I was a kid I've always wanted to work with games and I really want to be great professional at it and I would love if you guys that are already pro's or that know of what I'm talking about would give me some tips to practice!!!
Here is one example of a project that I made with mine teacher
Inb4: Sorry for any misspelling, I'm from Brazil.
its simple for me
i choose something that i know is complex and challenging like a gun or a car and i simply model it, sometimes i run into problems and deduct certain features in the model but it makes me works faster and discover new things.
modeling is games is different, its an artistic job and technical. you can't model all the parts of a gun if its 200k polygons, you need to use normal maps and such. every piece you create you have to make sure the UV's are right and the texture are in the right size and its according the polygon budget you have.
if you want to make models for games i recommend you to look at environment modeling for games by gnomon (is a paid dvd)
this is also a good example of how workflow is being used in games
this is essential as well
Keep in mind that big 3D productions are always in a team. You're talking about pro's like they can do everything but those pro's are probably only good at a handful of things.
If you want to become pro you should specialise in a certain CG area so that you can justify getting paid for a role in a big production.
Switching from 3ds max to maya
Any resources? Tutorials? Torrents (poorfag)?
Can anyone take a moment to critique my motion graphic animation? You don't even need to watch the whole thing, just a few seconds of it. I specifically need to know if the lip synching seems natural or not. BIG THANKS!
Mind to explain what that channel is about? Atm it just is some wierd poser shit(not meant in a derogatory way) selling some made up medication.
The production value is interesting(even though its poser shit you hired voide actors and even people to sing songs for your made up fantasy medication) So you make exaggerated impossible claims to heal every possible illness it gets stale and used up pretty quick(atleast to me) I think you need to do a bit more to keep up interest. Maybe include all kinds of wierd fetishes(like amputee, women with huge bulges in their pants or something) or user reviews like pic related, I dont know, come up with something original.
Or maybe you just want to have add revenue money from people that search for treatment of their disease, I dont know.
Hello, new architect here. I don't know if this is the right place to post this or in /p/.
I measured this church and designed it in AutoCAD (seven layouts).
I want to turn it into 3d in 3dsmax. I don't have any problem modeling, but when it comes to texturing I don't know what to do.
The inside of the church is full of curves that have hagiographies on them.
Is there in the market some kind of photocamera-scanner that can scan the curved hagiographies and make flat images of them so that I can place them on the unwraped surfaces.?
How should I deal this problem?
Again, sorry if this is the wrong board.
In photoshop there's a lens correction tool in the filters menu that might help out.
Mainly it's for fixing barrel distortion and other lens effects, but you MIGHT be able to get it to work for what you want.
If you have the cash, a 3d scanner would be the best option.
However you could probably make do by stitching together a series of photographs of the interior surfaces. Set up a camera on a tripod and take the a series of photos normal to the direction of the surface at that point. Take these and use each photo for the part of the uv map. The more photos you take, the greater the accuracy will be.
A long long time ago I used 3DPaintbrush to capture some 3D stuff, like a 3D screenshot. However it seems they discontinued it. What's the best alternative nowadays?
So I've been wondering why one should buy zBrush if you can do awesome shit in Sculptris ( https://youtu.be/OIgBVSwjdd0). Doing the retopology in 3dsmax and projecting normal maps from the original sculpture can make a pretty damn good lowpoly model for game engines and you still have it for portfolio piece.
I know zBrush has a shitton of tools that Sculptris doesn't have but I wanna know your opinions on Sculptris since I'm pretty new to this 3D world.
I don't suppose anyone knows any good software to turn rendered images into comic strips/pages that you can add speech bubbles to.
I did this in MS paint but if I change the size of the image the txt is unreadable. Should I just stick with paint and make stupidly huge comics
add the text after you shrink the image. As for software, I dunno. You could probably search up some good ones, make your own -if you're into that-, or just use paint.