Hey guys. I am wondering? What would be the best price for charging a less tha 2 weeks mid to high quality character model without face and just body?
I don't get it... why did you post a blank image?
and to answer you question, it depends, what format, what poly count, quads or tris, what's the topology like? Are your lines clean? Do you have ngons? Is it rigged, animated, textured?
Just a sculpt and retopo.
I worked with this small company back a year and a half ago. For 200 dollars without strict deadlines.
They want to present it to a major company.
They seem desperate. How much should I charge, since it is a business.
Anyone tell me how I can recreate this effect in C4D? I'm a graphic designer with very little experience with the program but I'm pretty sure it's a fairly simple task.
If its a fairly simple task why don't you use your brain and figure it out on your own.
I just don't feel like using mine.
But i will try: spline with linear something, some modifier-thingy and balls on a spline with color things.
Good luck , graphic designer.
i want to learn how to draw/paint concept art.
both creatures and environments but i suck ass at 2D.
do you guys have any tips or any DVD suggestions?
i got this 1 DVD by nevil page where he shows how to concept using just sketching and shiluate, its the best 1 i found so far but its still not enough...
its amazing to me how i can sculpt a anatomically correct human but as soon as i pick up a pencil my brain goes "hurrrrrrrrrr" and i forget everything i know about anatomy, form or anything i can do in 3D
their sticky has a lot of resources on drawing models. Also, I recommend picking up Scott Robertson's book, "How To Draw". It's the best book if you're starting from scratch, and coming from a 3D background, since Scott Robertson is an ID guy. He walks you through the basics of constructing 3D forms from your imagination on the page, beginning with straight lines, 2D shapes in perspective, then finally 3D. You will be surprised at how simple drawing actually is, once you master the basics.
Also, to practice line control, practice drawing different font types. You'll cover a lot of different types of lines and will surprised at how transferable the skills are to every other type of drawing.
Can anyone help me with 3d modeling a character? Me and a couple of friends are planning to make a game. See attached Concept Art.
I like his cape, it adds a nice touch. I am guessing from the cape and oversized left forelimb that this is a superhero game. You should make sure you are not infringing on Marvel's IP before you proceed.
How is she coming along /3/? What else do I need to fix about her?
There's some wacky shit going on at the temple and below it.
The two corners of the eyes should form a line going downwards medially.
The apogee of the upper and lower eyelids form a line going inwards medially.
Where the zygomatic portrudes is a bit low. Could be because of the next point.
Eyes too small (and mouth a bit too high).
The nose gets wider the further down it goes.
So i'm relatively new to CG, less than a year. And this is the first time i really worked on a character but everybody seems to hate it. What did i do wrong ? How can i make it better (using blender) ?
It has the detail of that dancing baby from Ally McBeal, circa fucking forever ago. Look at a human face from all angles. Use the fuck out of references.
You're working on something that everyone knows well, so everyone can see the flaws. Your only choice is keep practicing and git gud anon. You'll get it.
That hair whatever you used to make it is terrible... The face it's missing anatomy... you should really study what makes a face, really you can fuck up anything about human anatomy and get away with it but the face.
Inventorfag here, I'm working on making a mold that would be 3D printed, I figured my best course of action would be making the object (that would be molded), and somehow inverse that into a mold. Does anybody here know how I could basically turn the model into anti-matter and put it inside of a block to create a hollow mold? I could try and print the model itself and make a mold out of clay, but I'd like to skip a step, and it's always good if I can learn something new. Anyone here have any tips or experience with anything like this?
CADfag here. A Boolean subtract would just totally destroy the mesh if you insert it into a closed mesh.
CAD applications have an obsession with optimizing the result, so if you're trying to subtract a ball from a larger ball, the smaller one is just going to disappear because it wouldn't change the silhouette.
You still want to do a Boolean subtract, except instead of a single object, you want to do it against the two halves of the mold.
However, I'm going to stop here because I can't responsibly advise you on making molds.
That shit's complicated, and the result can be trash depending on how much resin you put in or if you can't pressurize the mold.
I'M SO SICK OF PEOPLE TELLING ME I SUCK AT DRAWING.
I know this isn't ic, but I want some dvd or course about sculpting anatomy in zbrush.
What would you recommend?
Im looking for some SFM models, is there any other place i can grab some thats not sfmlab or the workshop? They can be sfw or nsfw it dosnt matter....
I have one photo of a girl I want to model in Maya. Pic related isn't it, but it looks roughly similar; a 3/4 view of her face. What's the quickest way to make an accurate mesh of her face?
That's from www.3d.sk/
Depends on the software, but you put a 3d head in place and shape it to the side profile, and ......front view
How much would my VFX workflow speed up if I used an SSD for all the files?
I'm currently using normal hard disk drives and SSD's are cheap enough to get a few... but I'm not sure how much more beneficial it'll be. Would simulations in fumefx go faster? Or rendering as a whole?
I got one recently and wasn't that impressed. Photoshop constantly gave me a low memory error so I had to change the scratch disk anyway. Mari become a bit more tolerable but again I cant save to the ssd. I would honestly wait until the capacity becomes 4tb for a real world use scenario.
SSDs are quite a lot faster, but how often do you swap/save something to disk? I would guess not that often, so it probably doesn't affect your workflow too much. There are probably other things that are a better investment, like more RAM or a better CPU or whatnot.
BTW, SATA SSDs are so yesteryear, it's all about NVMe now. That shit blows traditional SSDs out of the water. Also becoming quite affordable now. I'm running on a 256GiB NVMe chip on my new workstation now.
Does anyone know what happened to this Tutorial that was on:
Does anyone have a mirror by chance?
I'm sorry to tell you this anon, but all 5 eps of the series are dead.
Also, hard surface tutorials on Zbrush are a dime a dozen.
What kind of specs am I looking at when it comes to 3D software.
If you're feeling generous, could you also tell me what each spec contributes? For example, what does a more powerful GPU contribute to the 3D modelling process, etc.
you should shoot for a
i5 4 physical cores
ideal workstation ( resonably )
i7 6 physical cores
2x 2tb hdd for raid
750w psu 80+ certified
cpu : engine of the computer
cores: how many cylinders your car has
cpu clock speed: how many rpm's the engine can handle
overclocking: adding a turbo to get more performance out of your engine
ram : seats in your car
ram clock speed: how fast the people in the car can seats with people from outside the car
>gpu: i dont have an analogy for this one... its not extreemly important to get a beefy gpu unless you are texture painting or doing real-time stuff, or if you play videogames get a nicer one i guess.
hard drive: how much storage/trunk space you have available
power supply: your gas
80+ certified on power supplies: how pure your gas is, how efficient it will be
can we have a positive thread on /3/?
things that worked beautifully, your achievements you're proud of, etc.
for example I'm quite new to all this. always heard how a fucking chore UV-mapping is.
now I did my first UV-mapping in blender on a character I made and it was actually fucking easy and even almost fun (especially the adding of seams while checking the test pattern for distortions felt really satisfying when getting the uv better and better).
>always heard how a fucking chore UV-mapping is.
now I did my first UV-mapping in blender on a character I made and it was actually fucking easy and even almost fun
Goddamit OP don't give me false hope.
Working on my first model know and I'm dreading UV mapping because of all the shit I've heard about it.
Here's a robot I modeled recently. Before I rig it, I want to know if there are changes I should make.