Hey /3/! Sorry if this is such a dumb question, But I don't know much about 3d model making.
Is it possible to make a 2d or 2d like model (That has bones to make it poseable) for use in sfm? And if so, how would you make something like that?
I'm asking because I want to make a short animation in the style of the Paper Mario games (2d characters with 3d backgrounds).
I don't see how you can make a 2D model with bone system.
But you can make a 2D like render of your 3D model.
You should make the animation in 3D and then render your characters in 2D style with the outlines and your background in 3D style.
Then put them together.
This is what I think you should do, just google how to do it. Good luck! :)
Why am I getting these blurry reflections in Vray?
I tried with a blinn and a phing material.
I tried with both a 2000x1000 hdr panorama, and a 11800x5900 and got the same blurry reflections.
Can anyone advise me, why are my uv's always out of ratio, sometimes very much so?
Dont scale in object mode! NEVER.
Now you have to enter object mode and use CTRL+A and select Rotation & Scale. Then you have to unwrap model once again. (just click E in uv editor in edit mode.
Does anyone run backburner here on a local network?
I've got two spare pcs and i was thinking of hooking them up, but just some confusion (and iv'e searched for tutorials on youtube/google but all i can find is really outdated info in 360p).
I install maya/backburner fully, and then run a server on each pc where I want it (and on primary pc as well if i want it to render as well).
I run monitor on primary pc to engage all the jobs.
I create a shared folder on main pc and give it access on network to everyone (and somehow share the texture folder on there as well, or just save all projects in a shared folder?)
depends on how long it takes to render. Its about 90 cents a machine hour. It takes half as much time to render on a 2.8Xlarge node as it does on my dual socket workstation.
https://picarto.tv/Shastro He's modeling ponies. Are you a bronie?
Invade it. Do it now.
Will UV tiles work with UE4?
how the fuck do people get so good at knowing where to cut and what to pull and where to put the supporting edges in hard surface modeling. im watching this guy do and its cobfusing as fuck. i try to replicate it the whole thing goes to shit cuz the geometry is crap
Practice. That's all really.
At some point you've created hundreds of different topologies to solve your modeling problems and you know how different edge flows tend to behave when subdivided.
i been jumping back and forth between zbrush and max for the past 2 years. sculping is so much simpler to me than hard surface modeling. i still cant get the hang of it. shit sucks, cant even make a simple sword
Blender exports FBX 6.1 and 7.4. It imports FBX 7.4, I think.
My question is what year numbers do these versions correspond to? What year should I export an FBX out of Maya as to import it into Blender with rigging and texturing intact?
All their videos are a scam right? They don't have something unique everybody else can't do?
Their software just reads massive point cloud raw volumetric data fast as fuck. current gaming pipelines do not use this kind of tech in any form.
But their tech is amazing for people who use a lot of 3d point data. As a result they are actually doing business and will be fine. Maybe one day well see if they decide to go after the game market again.. Maybe in the future with VR.
Rate my comp please
Yea I know we see the polys I will fix it
Does anyone have any idea what these little pins are on my zbrush model when I zoom in? I've been having issues sculpting objects lately and I think whatever's going on here is the problem. I'll sculpt on a relatively low poly object that my computer should be able to handle and my brush starts lagging like it's a huge multi-million poly object.
Any help is appreciated because this is driving me nuts.
Just opened my file back up and when I turn on draw polyframe it looks like this. Alternatively, I can mask polygroup a small part of my model, hide said small part, and start sculpting like normal, but when I unhide the part the laggy sculpting starts up again.
I love Luxrender, I really do, if they made a body pillow with the Lux logo on it, I would fuck it so hard it would stand erect.
However, when I use it in Blender, it is slow.
The main problem is, sometimes I render out a frame and I go do something like take a shower, and I come back and find a gorgeous photorealistic scene, but the software says it is still rendering when it doesn't need to or should be. What do I do?
Pic related, pretty good looking scene but not textured yet.
Note, I have set Luxrender to render internally in Blender
Ok, I think one of the problems is that Blender won't export to the Luxrender GUI.
It says cannot find Luxrender at path C:/Users/AppData/Local/Temp/Luxrender.exe
however there is no option in Blender to set the Luxrender path.
Luxrender is a progressive renderer. It will continue rendering forever until you tell it to stop or if you set the max samples per pixel or set a specific amount of time you want it to render.
How do I get rid of this red square?
If I try to change the viewport to rendered, only what can be seen inside the square is rendered... Help????
I'm not super ambitious. How long does it take to achieve the skill with Blender to proficiently make movies with shitty n64 graphics, so I can make movies just like Tawainese News: https://www.youtube.com/watch?v=259jj-5YgdI
PerfectDark 64 took a crew, of over a hundred, years to make.
The "shittiness" of the graphics came from hardware limitations that masters of the craft took great pains to compensate for which is why the game looks as good as it does.
You're not making your job easier by setting the quality bar lower, and you've picked a completely flawed example of low quality.
Should I buy a video card now (for example GTX 970) or should I wait for NVIDIA's Pascal cards?
I have saved some money over the past few months to buy a new PC for 3D modeling and game design.