Is there an online community or website where I can get decent materials for Keyshot (6)?
I designed this lamp but I'm not 100% satisfied with the results.
The bronze / oxidized copper I could live with, but the concrete looks too fake.
hey guys, whats a more idiot friendly engine to work on for someone who doesn't know anything about coding. unreal engine 4 or cryengine?
since my only 2 skills are modeling and animating i want to create an scifi zoo and fill it with all the creatures i modeled
and animated and have them just walk around.
i only tried cryengine once a while back and it took me 4 days and the help of like 7 people single animation into the game...
one thing i liked about cryengine tho was it had a really good prebuilt shading, lighting, water system and physics that didnt need tinkering with. does UE4 have that or no? (since my only goal for this project is to make it look good.
>i only tried cryengine once a while back and it took me 4 days and the help of like 7 people single animation into the game...
Yeah, Cryengine's import and export system is pretty cancerous, but no where near as bad as Source.
Anyways, UE4 has better shading and lighting systems, and can look even better if you want to bake light maps and shit.
Compare the best CryEngine user: 18T220
to the best UE4 user:
And CryEngine looks like shit in comparison, and that's even with an experienced user
Trust me when I say I used to be a CryEngine fanboy back in the day, but CryTek screwed it over, and the devs who developed CryEngine left to work at idTech, so now CryEngine will pretty much die.
That being said, just go with UE4, its much easier, shading is better, and if worst comes to worst and you have to code, there are plenty of UE4 scripting tutorials out there.
This is a robot I rendered with Pixar's Renderman
That just makes me an attention whore
Brief synopsis: Family doesn't love me, father left me. Qt3.14 redhead gf left me. Liberals making the world come to shit
Pic related more work
So I was cleaning up my hard drive and I found my copy pasta of what used to be the board sticky.
/3/'s Official README.TXT
If you're reading this, you probably got this linked to you because you posted a
question that has already been asked many many times. Read ahead, and find
Scroll to the bottom for useful resource links.
1.) "How do I get started in 3D?"
There are many ways to get started, the quickest way is to actually start
with a 3D program. There are many to choose from, such as:
-Blender 3D (Free!)
Once you obtain one the next step is to start with tutorials. There are many
on the net, they range from text and image tutorials to video tutorials. You
aren't going to find a tutorial for everything out there, but most will explain
techniques that you need to adapt in order for you to achieve whatever final
result you want.
2.) "Wow! That's a lot of programs! Which one is best? I heard ______ is best."
You heard wrong, there is no one program that is better than the rest, it has
and always will be the skill level of the artist. Which program you choose is
solely dependent on your own personal taste and which aspect of the 3D industry
you want to be involved in.
Max and Maya are the most hyped and so therefore the most used,
they have the most available documentation online. The interfaces have
a steep learning curve, but there isn't any 3D program you can't learn if you take
the time to use it and follow some tutorials. Go with a generalized package, not a
3.) "Whoah, Generalized vs Specialized? How do I know?"
A generalised package like Maya, Max, Softimage are packages that let you model, render,
animate, texture, and create dynamics all within the same application. They don't require third party plugins
or applications to add another basic feature, like a renderer or animation tools.
However you can get plugins for these apps to enhance their features.
There are several Specialized applications out there that cater to a specific skill.
Animation: Motion Builder, Messiah 3D.
Modeling: Modo, Wings3D, Silo 3D
CAD: Autocad, Sketchup, SolidWorks
Detailing: Zbrush, Mudbox, 3DCoat
4.) "Ooooo Zbrush, I see so much awesome shit from that, I'm gonna start there!"
No, you're getting ahead of yourself. You should start learning about basic modeling and
topology before jumping into Zbrush. Zbrush is a great program for advanced users to add
detail to their existing models, or to prototype models quickly by sculpting them out. It
is not a good idea to get into Zbrush when you're not very familiar with general 3D concepts
5) "Ok, I see I'm not very good at this stuff, can you model ______ for me?"
No, anybody with any decent skill on this board does this work for a living or for some kind
of gain. Some of those just starting out may pick up the project but don't expect Miets Meier
level of work. You get what you pay for.
6.) "But it's too haaaaaaaaard, isn't there any easy button?"
No, like all things it takes time and effort to master a program, practice makes perfect and
playing around with the interface will get the shortcuts ingrained into your muscle memory.
7.) "So which program is the easiest to learn?"
You shouldn't learn a program, you should learn techniques. When you master a technique the program
becomes nothing more than a tool. As said before Max and Maya have the most documentation but you
should look at learning how to model and the right techniques instead of 'what button does X'. You
can get UI information from the program's help files. F1 and Google are your friends.
8.) "So, what do studios look for when hiring if I don't know program ______ won't I get turned down?"
When a studio judges your demo reel and resume they have an order of priority.
1-Quality of Work
9.) "So studios don't care what program I use? Why do they care about versatility?"
Except for Animators who are pretty much exempt from most rules of 3D, most studios want people who
can perform multiple tasks instead of just a specialised one. They want modelers who can also texture,
they want riggers who can also do dynamics, they want lighters who can also texture. It's ok to be
specialised in one area, but it doesn't hurt to be versatile, it will always keep you employed.
When a studio looks at your program skills they do often look to see if you have experience in their
preferred in house package, but MANY times you're going to get a studio that has added their own tools
and pipeline so it wouldn't matter what program you know as long as your skills are good. If you know
techniques you can pretty much pickup any 3D package in a matter of days. Of course there are some that
are hard set that you know program ________ but for the most part what package you know is not that
important (yes even you Blender fags can get a job in a studio if you know good techniques.)
Ive had this question for a while and I wanted to hear your guys take on it.
Its kind of hard to describe so here it goes. Let's say you want to model a table. When you guys make a table do you make sure that the legs are attatched to the bottom of the table and its all one seamless model or is it okay to have the legs as a seperate object that clips though the bottom of the table a bit and you just merge it all together at the end.
Im asking this because im trying to do some modeling and I feel like it would be a lot easier to unwrap/texture a model if there was separate parts.
Is Blender just a meme? I am not a professional 3D modeler, just getting into it and I thought Blender would be a good way to learn but it seempractises like everyone here shuts you down for using it. If so, what's good to learn/ on then?
I personally like 3ds Max for creating models, and Blender for animating them.
Blender has very simple bone and animation systems, but when it comes to modelling, everything seems hidden under a ton of menus.
How can I improve this?
I like the concept. Keep it gritty and dirty and put small lights everywhere with reflective surfaces like a poorly lit industrial space. Use dirt and leaking on the edges and use atmospherics.
Also put lot more detail like cables, garbage and electronic equipment
Which version of 3ds max do you use and why?
Whats the difference between Maya and 3DSMax besides the interface? I don't get how two programs so similar work side by side. When Autodesk bought 3DSMax I thought they would just absorb it into Maya...
How do you do landscape visualisation like this?
I've been tasked creating a couple of renders of river revitalisation project.
I have digital model of terrain in its current state and technical plans of the planned changes.
My best idea so far is Rhinoceros + Lumion. But there sure has to be some better software, dedicated specially to terrain modelling? Any advice for desperate anon?
Hey, looking for some advice with this villa, lots to improve that im playing around with but as you can see the glass is not letting in or reflecting any light out of the building properly.
I just cant figure out what Im doing wrong
Can someone help me with L4D2 Authorising Tools? I am trying to create a window with window frame, but all the entities on the entity menu are unable to be scaled, so appear much larger than the structure I am building.
Also, I cannot seem to find any tutorials for window frame creation (as in to produce a detailed frame with shading and such).
If anyone could help me, it would be absolutely great, and make my night.
m8, we'll need a bit more details than that. Post a screenshot at least.
Are you using Hammer editor and trying to create a window frame in a level using basic brushes?
First project on Cinema 4d,
total noob on 3d modelling,
do you guys have any tips for improving my work?
add more detail to the bridge and maybe try to get it to look like there are individual planks
I don't use cinema 4d so I couldn't tell you how to do it but looks pretty good so far, I'd be interested in seeing an update
What are some good methods for creating a base to start texturing on? I already know how to get different maps (I use XNormal personally), but I want to know what kinds of maps I should be using and composting to get a good base for starting my textures.
Tips, ideas, and techniques are all appreciated.
Hey /3/, I haven't been here in a while.
I make game maps for tabletop games, 2D things in Photoshop. But I do use a ton of textures, including lots of stuff I get with the various depth, normal, spec, etc. maps for 3D rendering.
I want to make my work better, but I have no idea how to just load up the textures with their maps and output an image that, instead of being flat, actually reads with all the detail and stuff from the maps (pic related).
Is this simple to do with some rendering software, or would it take a bunch of time to output these? I have no familiarity with this stuff.
Its simple if you have maps. Loading them in an 3d programm takes a couple of seconds/minutes at most. To set them up properly you need to do some steps and most probably you need some light to shine on your textures, but the overall process is straightforward and easy to learn (depending on the software).
Download Blender for example and learn a simple texture/light/render setup and you're good to go.