high to low poly baking for "square" objects. i know you cant change gemoetry but i have noticed you can make it seem like the edges really are beveled and its less obvious. i find normal maps easy for baking details in a plane or something, but this im having trouble with
ive heard different stories about making edges and baking it into low poly so its not super sharp. say for example im making a door, and the details of the door is real geometry but i dont want the edges to be so sharp. what should i do in this scenario?
or another example is a fire hydrant with 8 sides. should each point have baked bevels?
thanks for response
by the way you may ask what the problem is by looking at the main picture but its actually fucked up for most of the mesh
>>511284
I'm not sure what you're asking. Is it baking tutorials/pipelines, an introduction to normal maps, ...?
no im asking if i should be baking high poly to low poly normal maps for beveled edges. for example a door that has all details modeled instead of being a normal map (those innter squares that intrude and extude out) still have a high poly bake for the edges of the door. this could count for any model with hard edges like that but im using this example
post some videos/images/artist
https://www.youtube.com/watch?v=uvDzaQOSZ3E
https://vimeo.com/134300640
>>510859
except dont post shit artists like OP
https://www.youtube.com/watch?v=vfZD22zMnUY&ab_channel=koooolalala
Relatively noob in 3D. Why the fuck does this happens? I'm on 3ds max 14.
whats the problem ese ?
It appeared like the faces were fucked judging by the shadows. I realized it was the "smooth" modifier that gave this appareance. Yep i'm retard.
>>511308
uk ok
What do you think of Black Desert's Character creation tool?
It can be used for free.
Here are some famous people recreated with it.
Benedict
>>510806
I'm not really sure.
Have Emma.
so...
how long will it take to become this good in blender?
>>511132
People who claim these things are done in Blender are trolls. 99% of people who claim they did something like that in Blender did it in Max; the remaining 1% are fat nerds who spend all their time doing nothing but modeling in Blender in order to stick it to the man.
It says it was done in Houdini
>>511138
>>511139
>hurr it was made in houdini
>hurr it was made in 3dMax
>hurr blender is incapable of letting you use it for the most basic modeling shit
http://blenderartists.org/forum/showthread.php?390354-Blender-Astromonkey
How many 3D artists in general do original work (Original designs, characters etc.) without supporting it with 2D art skills?
This might be from my limited experience but, as far as I can gather, outside of sculpting it's pretty difficult to create new designs in 3D from scratch without planning them out in 2D first.
>>511204
>it's hard to make something without first having an idea of what I want to make
No shit. This is just fundamental to design; even (good) authors "sketch" their ideas (outlines, stream of consciousness, rough drafts of story ideas, characters, settings, etc) before they set out to write a novel.
If you can't draw 2D, get good references
>>511239
If you sketch in graphite and render a finished image on top of that with paint or whatever it is you like to use, you're still starting and finishing in 2D.
Anyway, I'm a painter first and 3D artist second, I was just wondering if anyone outside of 3D sculptors got away with making original works with a completely 3D workflow since I meet so many 3D artists through college who don't produce any original work at all and just create stuff purely from referencing other people's work.
Is there anyway to quickly output a really low quality render in blender cycles? For use in video editing while the full thing renders.
so what you want to do is lower the settings to shit and boom done and done.
also use luxrender.
set # of samples to 1?
>>511275
Change samples to like 100 or even 50 or lower.
Set the resolution to be the one you want to be the final hi res and change the percentage below it to 50% or lower.
why are materials so complicated in UE4?
and how can i learn to create good materials for UE4.
(pls direct me to any good tutorials you have in mind)
>>510518
google substance painter, substance designer or quixel
>>510562
whats the difference between them?
>he thinks node materials are difficult
Bought a new computer, the first thing I did was install blender, made a render test. The lightning looks like its from a fucking Amiga or something. Whats wrong with this?
The user.
>>511002
/Thread
>>511002
hmm think he is right there must be problem between the chair and the keyboard...
How would I go about replicating this effect of the light on the water in Blender? I'm relatively noobish in Blender, but I'm trying to make a skybox for a game with a city across a bay. It would be a still image, but I don't know if it would be done by modelling the surface of the water, or by applying a material to a flat plane, if that's even possible.
>>510903
Also it might be worth pointing out that I've only used texture mapping before, so I have zero experience with materials.
>>510903
I've found that if you create the surface of the water, as you would normally, and apply a decent water shader or even just glossy, it looks fine.
Just set up a point light, or a spot at the correct angle, and the water will do the rest.
Even better if you get a circle with the moon textured on as an emission.
>>510906
You can create the surface by using the displacement modifier with a cloud texture at a low setting.
Or by going into edit mode, subdivide to a number and using the fractal option to displace vertices. Then smoothing it with a subdivision surface modifier.
Both methods produce nearly the exact same result. Pic related, Left is fractal method, right is texture displacement.
In terms of setting up materials for a game engine, I'm not totally sure. I don't use blender's game engine so I don't know what types of materials it's capable of. You should be able to get a decent glossy material out of it though.
Most of the reflections come from the angle the viewer is at, and how low the moon is to the water. Play around with placement to find what works.
If you start modeling today, what would you choose, and why?
Yes i've read the sticky more than once tho.
I'm looking foward to improve my skills in 3D , i already know Rhino which i can say is a complete piece of shit but hey it was the only think I learned in college (my teacher seemed to know less than me kek)
Here's why I don't like Rhino , I don't master de software but I feel like every step I do is destructive and if I need to ajust something later like a fillet or something I had do do it again instead of simply adjust its radius. I feel like working with rhino is like moving two steps foward and one backwards.
I want to get to know 3D better to achieve some realistic vizualizations for example advertising and stuff. I believe I could never achieve something like this in Rhino for example
https://www.youtube.com/watch?v=PmH691jNHXk
If i wanted to put those ice cubes (MassFX) i would had to do it manually on Rhino...
I want something that could be good to model some mockups (to render and do some mockups like those you see in creative market / graphic river).
I also have a slight interest in ArchViz and car modeling, I don't have interest in animation yet.
3DsMax always seemed the way to go because it has tons of documentation, lots of modifiers, lots of plugins but I've read rumors (also here in /3/) that autodesk is ditching that shit, I don't want to start learning something that takes years to master if it's already in it's deathbed.
Maya, I have a friend that started with Max and now moved to Maya he says he is not turning back, he told me if he was starting now he would go directly to Maya. (I never opened Maya in my life)
Cinema 4D, well can't say much about it.. I've seen pretty cool things modeled and rendered with it , I liked the clean aspect of the renders to fit into /gd/ but maybe its just the render engine.. I have no ideia how it is in terms of modelling etc.
Sorry for the long post..
Max & Maya
They each have trial/student versions, just give them all a run for a week to see which one fits you.
Fuck if I know. I love each program so much. They have their strengths/weaknesses. Can't really stick to one, tbqh.
Max for modelling.
Maya for rigging/animation.
Cinema for vfx.
I'm proficient/experienced with all 3 and can't do without them.
I know this is not a request board, but if anyone could be kind enough to make this in STL format without the loop in the middle it would make my year. It's a little pendant, L 1,50 cm and H 1,40. Sorry I don't have pictures of it from the front and back but it's pretty much a little dog.
>>510593
>2 side views
>no front view
Nice
How much detail would you need ?
>>510599
btw how didn't it occur to you to draw the front side?
So tomorrow I am taking the second part to my animation class. Basically he told us that first day we will spend three hours working to "impress" him.
I fucked off most of the holiday break, with just now self teaching myself box modeling a human body. What are some easy/lazy ways to impress someone?
>inb4 git gud
I know my skill level and it is low compared to you the rest of you.
I read an old tale about this once. Something to do with an ant
>>510520
the only way to impress someone in this day and age with animation is to have your animated result really tightly syncd to the audio
>>510520
>Convert a irl/2d porn scene into 3d porn with perfectly synced audio
>put it on a patreon
>Make money
>Show him how you made money
>...
>Profit?
He would never look at you the same again... wether that is a good thing remains to be seen
What's everyones thoughts on Vray and Mental Ray? Is one superior over the other or are they both good in their own unique ways? I have heard a few people say that Vray is faster than Mental Ray but on the otherhand some people swear that they are about the same. What do you guys think?
>>511042
ilm uses mental ray for a lot of their large heavy scenes that would crash vray.
mental ray gives you more control, almost to the point where you have no idea if a attribute will really have a noticeable effect
vray gives you a nice result faster, but mental ray can achieve the same result
Could someone post a guide to the best Vray render settings for if you're churning out animations? I'm on an i7 and it almost takes up 4 minutes per frame.
> different material settings
> different light setting
how are you trying to make a comparison if they're not even the same scene
i like making small animals, but sometimes its tricky to texture them
I've been working on this small airship