[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | | Home]

Archived threads in /3/ - 3DCG - 198. page

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

File: kindred_skin.jpg (24KB, 662x394px) Image search: [iqdb] [SauceNao] [Google]
24KB, 662x394px
Could anyone tell me how the flowy effect of the wolf is done?

Is it particles or textured mesh?

I'm sorry if its a dumb question to you guys but I'm in need of understanding how its done

Thanks :P
4 posts and 1 images submitted.
Trails. Most game engines have an inbuilt system to create those effects.


Thanks a lot.

This was very educational. :D
>Could anyone tell me how the flowy effect of the wolf is done?
Yeah, the guy who made it can:

File: Reptilian Alien - 2.png (603KB, 1920x1080px) Image search: [iqdb] [SauceNao] [Google]
Reptilian Alien - 2.png
603KB, 1920x1080px
I'm broke asf I'll make a 3d bust of someone's character or whatever they request for the cheap price of $35, fully textured too. I'll post contact info if anybody is interested.
3 posts and 1 images submitted.
yes im interested give me an email or steam name
[email protected]

File: vdm_testnotes.jpg (439KB, 1600x512px) Image search: [iqdb] [SauceNao] [Google]
439KB, 1600x512px
Trying to implement vector displacement mapping in UE4. The thing is I am pretty new to UE4, so I can't seem to find the type of node in the picture I have circled in red. It appears to be a parameter node, and it seems important, but whenever I search for nodes, it doesn't pop up.

Help pl0x
2 posts and 1 images submitted.
I think they're just Scalar parameters which have been renamed

File: 2d to 3d.gif (2MB, 350x197px) Image search: [iqdb] [SauceNao] [Google]
2d to 3d.gif
2MB, 350x197px
It can't really be this long-winded can it?
I just did research on how to do this and all I can find is that you
build UV -> unwrap -> create texture map -> export model and map to your other software (I'm using lightwave) -> MANUALLY put the paint back on its correct spot

Am I missing something? Is it ACTUALLY take it off just to move it and put it back on again?
Is there no way to automate putting it back on?

COME ON software devs
4 posts and 1 images submitted.
you should bake the polypaint texture map with xnormal or something
cont. if you don't bake polypaint from highres mesh it would be just a muddy mess
>UV Map model
>Subdivide enough to polypaint
>Texture Map:Create:From Polypaint.

Done. Use the texture with the un-subdivided mesh.

File: Painter_logo_White.png (50KB, 1024x1024px) Image search: [iqdb] [SauceNao] [Google]
50KB, 1024x1024px
Haven't used quixel suite 2 yet.
But I noticed that Substance Painter is fucking slow with 4K textures. I know you push down the resolution so your viewport can become more responsive. I know that, but what about the fucking dirt/edgewear generators?
It fucking takes 8 seconds waiting time for incrementing 1 little fucking parameter.
So Quixel faggots do you have the same issue? Is Quixel slow?
23 posts and 3 images submitted.
This is not a popularity contest which software is better. I need tools that are fucking stable, reliable and fast. I will be 50 by the time I finish this fucking texture in substance paintfag.
Are you using an AMD GPU? If so, that's probably why. The painting in Substance is GPU accelerated and requires a good GPU to do 4k and 8k painting. Quixel is faster at high res texture painting though due to the Photoshop core it's running on.
>And requires a good GPU

What does that have to do with running AMD?

File: image.jpg (2MB, 4000x3000px) Image search: [iqdb] [SauceNao] [Google]
2MB, 4000x3000px
There are good and much tutorials for 3D modeling in blender but only complete faggs making texture tuts.
>>pic realated
Where did /3/ learn texturing
5 posts and 1 images submitted.
From the only place you need.

wot is dis even
The very first post on this board.

File: image.jpg (191KB, 1920x1098px) Image search: [iqdb] [SauceNao] [Google]
191KB, 1920x1098px
How would /3/ improve upon this model? (If at all)
31 posts and 8 images submitted.
looks plastic like a nerf gun
The pistol grip is impossible to use with the mag well located where it is. no room for the users hand.
I think that thing is a hole for the thumb. At first glance I though it was just a dimple and thought the same thing as you. Still doesn't look comfortable to hold

How are textures like these made? in particular character textures. I can see that it's not a real image, but it looks pretty real. But too real to be drawn from memory at least. Do you have a real image in let's say layer 1 and then draw it in layer 2? Shitton of filters involved?
16 posts and 5 images submitted.
Sometimes it's from 360 degree pictures, then photoshoped, or just realisticly drawn entirely from photoshop with a combination of 3d modeling rendering like giving a sword some wear and tear and exporting that as a diffuse/normal....etc....
It's absolutely not too real to be drawn from memory, because it's not drawn from memory. It's just how the face turned out based on common rules about facial anatomy and skin texturing the person has learned. You learn how facial feature work so you can recreate them and add variance, and you learn how to paint hair texture, skin coloration and the finer details or skinn coloring and then go wild with those concepts to create essentially a new human being. It might sound daunting, but with a lot of practice, you can get to that point too. This isn't even a particularly amazing example either, this level of quality should be expect of any decent character modeler.
LIke every other kind of texture. You experiment and find out what looks like shit, then you stop doing that and try something else.

File: kzCU0Qg.jpg (100KB, 668x667px) Image search: [iqdb] [SauceNao] [Google]
100KB, 668x667px
What is workflow to rig and animate a high-poly asset like pic.....newbie Zbrushfag here....
12 posts and 1 images submitted.
its not highpoly
read about normal maps
no one rigs and animates any high poly assists, that would be a pain in the ass.
they use high quality/large normal maps
and you can rig/animate in zbrush, zbrush is a sculpting software
you gotta use maya/3ds max/c4d/ or blender to rig and animate
you can't rig and animate in zbrush*

>i said can, typo

File: image.jpg (59KB, 500x500px) Image search: [iqdb] [SauceNao] [Google]
59KB, 500x500px

3 posts and 1 images submitted.

File: what.png (336KB, 855x908px) Image search: [iqdb] [SauceNao] [Google]
336KB, 855x908px

WTF? How do to this in Zbrush?
The surface is so clean?
His work is very smooth, how does he do that?
29 posts and 4 images submitted.
Looks easy.
yeah looks like B student work.
If you can do better. show us.

Heeeyyy finally im getting something more realistic. Rate my shit por favor senorita

Any xgen tips and or tips?
12 posts and 2 images submitted.
Thats really nice, I would love to see it in a game engine.
eyebrows got burnt off, and why is his face dirty? good besides that though
anatomically, it's good. Shitty render.

The jaw is huge. Learn how the ear placement relates to eyes.

File: omfg.png (474KB, 1277x473px) Image search: [iqdb] [SauceNao] [Google]
474KB, 1277x473px
Any way to fix stretched/squeezed UV without having to remap it all? ;_; Took me 4 days just to get this done.
Then I had to stretch the animation and now the UVs don't match anymore ;___;.
5 posts and 1 images submitted.
Just go into the UV editor in our modeling package and adjust the edge's positions until the texture looks less stretched...
If I remember correctly Blender has an option to edit topology while maintaining the UV texture intact. Maya's bonus tools comes with this feature as well. 3Ds Max most likely has it too. I forgot how's it called exactly.
You don't need Maya's bonus tools to do that, it's a simply checkbox in all your tools "Preserve UVs".

Are there any other stores where I can purchase render assets other than Daz Studio Store?

Here are the ones I know...

Daz Store
Runtime dna

Are there any other stores I'm missing?

Please help.
58 posts and 10 images submitted.
Stop purchasing them. What are you trying to do in 3D?
Make p0rns obviously
In that case, for yourself or for profit?

File: doggo.jpg (23KB, 533x335px) Image search: [iqdb] [SauceNao] [Google]
23KB, 533x335px
Finnaly bought Mudbox after using Student Version forever, only thing is, whenever I download Mudbox, it gives me the student version again, what do I do to get to the installer with the keygen so I can input the key I was given?
7 posts and 1 images submitted.
>Buying software

Found your problem
It's reading your old prefs, either complete uninstall previous version and reinstall new.
Im worried if I pirate ill go to jail and be raped by niggers

Pages: [First page] [Previous page] [188] [189] [190] [191] [192] [193] [194] [195] [196] [197] [198] [199] [200] [201] [202] [203] [204] [205] [206] [207] [208] [Next page] [Last page]

[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]
Please support this website by donating Bitcoins to 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
If a post contains copyrighted or illegal content, please click on that post's [Report] button and fill out a post removal request
All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site. This means that 4Archive shows an archive of their content. If you need information for a Poster - contact them.