Anyone familiar with Unity or game development here ? I need a decent template for a 2.5-D shooter game that is not shit, assetstore has failed me.
Hi /3/, so I'm new to everything that is related to 3d modeling, sculpting, animating, etc.
I really want to learn but the thing is that I don't know where to start, I watched some tutorials about how to use blender but that is about it.
Could any of you tell me a good way to start learning 3D animation?
(Pic related, that is the best I can do sadly, I started 2 days ago)
So I just deleted bloatware Max and Maya and boy it feels good! I want software I don't have to fight in order to use so my new friends are C4D and Lightwave...thoughts?
I have a question for my fellow artists who are currently working in the game industry.
Competition in this industry is getting insane. Gotta stay on top or become redundant.
How much time do you dedicate per week on personal improvement?
I dedicate on average 1-3 hour per day up to 20 hours per week.
2080 hours was spent on working on a non disclosed project. Full time.
Around 1000 hours of my free-time was invested on new workflows (PBR)
tools : substance painter, designer, ndo, Unreal 4.
For those who seek employment in the game industry. You either sacrifice or become redundant.
I've been trying to get good by putting in 8 hours a day, but I still suck. Maybe I shouldn't focus on character art.
My friend said he was doing 15 hours a day for two years to break in and now he just doing 6 hours extra a day on top of his work.
I hope its not like a blizzard developed tool or anyhting.
Hey /3/ Can you tell me how to improve my work pic related
so /3/! I just recently started with 3d and I was wondering if I can use photo textures and sell my models with those textures?
images like pic related I mean
can I get sued for that? I mean, they are not my pictures and all that, or do I have to make my own photo textures, materials and all that
can you give me advice on this? or give your opinion, I'm really new at all the commercial side of selling models and all that
Just about anyone I know who work 3D for games admits to heavy use of google images for texturing. Especielly for heavy edits where the source wont even be recognizable.
For textures like the one in your Op if you own the texture library, or it is part of a free library; the typical license is for you to use it on your content as you please,
but you may not distribute the texture as part of a texture library - which is where you are more likely to run into trouble.
The odds anyone is gonna come after you if you are a small time nobody is realistically zilch.
If they somehow do you will ofcourse cry crocodile tears about how it was part of a free library handed to you from the internet and then agree to replace it or pay some restorative sum.
But just imagine what is involved in checking and proving if someone uses a texture for their project, and verifying that you're not in the right to do so and file leagal complaints.
If you are a company the cost return of hunting and conducting leagal action against small time single offenders looks like a backslash pointing straight to bankruptcy.
And for them free textures you start by going to every CG artists favorite site: www.cgtextures.com
Hey /3/, i need help about UV Unwraping. Look at the image, this is what i've done using UV Headus Layout and it was "just for fun".
But i want to know, since i'm noob, does this kind of UV works? I mean look at the numbers of stuff i cut just to make a UV of a simple model...
Does cutting the model a lot works fine for future works?
Keep UV island sizes consistent and minimize seams. I can only make out the head and tongue on that UV map and you will have a hard time getting that mesh to have good textures unless if it's only just solid diffuse colors.
Think of UV unwrapping as skinning an animal.
Show os the model for us to make a fair observation. If it is organic, it is best to keep it in pelt formation like poster said above. If it is man made/mechanical, lots of cuts and islands are usually necessary.
make the most out of the UV space and focus on islands that carry the most detail or the detail that will be most visible in your renders. the bigger the islands the more defined is the texture on that island
Where do you find sound files to your 3D games/scenes?
I'm trying to find a loop of a sound that a "floating computer screen" would make but Googling only finds shit sites.
How do you find SFX?
We have to make a bike for an assignement (I don't think I'm the first to post one here) , but I have no sense of color.
Not asking to be spoonfed. Maybe just pointers in how to harmonize shape and color. Consider I'm at the level of a child grabbing wax crayons for the first time.
Well, if it looks like a mess if you look at it zoomed out, then it's not working. Your colors (and values) should break up the motorcycle in an interesting way that helps the design and/or form read. this is design 101 so I don't know where you'd start, start reading up on color theory and reading some design books or something. Concept art books like Skillfull Huntsman are good for this stuff too.
But basically: Your camouflage is adding noise that makes the design hard to read. Your accent colors are kinda all over, there's no unity to them. Your shapes in general when viewed at thumbnail size are too small. I tried to use words you can google if you add "design" to it in google
Its supposed to be floating right? Looks more like a snowmobile atm tbqh senpai. Were you trying to make it look kinda like a dragonfly? I like that, keep working and make it look more like a flying machine and less like a snowmobile.
Alright, I'm ready to jump the sinking ship that is 3DS Max.
Has anyone here switched from 3DS Max to Maya recently? What resources did you use to get used to it? I know there's a few "Maya for Max users" tutorials floating around, can anyone vouch for any of those being decent?
For the last fucking time, stop trying to flag yourself with a single software like it's your identity or something. Max and Maya are used for different things. Use Max for modelling, especially industrial and architectural modelling, but it's good with spline modelling as well. Use Maya for animating, rigging, skinning and all that. Youtube has all the tuts you need.
I *don't* just use a single piece of software, but Maya seems to tick all the boxes that Max does while actually being developed as Autodesk's flagship product while Max seems to be edging it's way towards death so I want to phase it out of my workflow. Easy to understand?
How many of you are going to school for 3D animation? If not, then what? Is so, then why?
I've never been to a 3d school. Self taught myself 3d modeling and rendering since 2007. Now working for an architecture firm as a project designer. I make myself interested in the work that I make to keep going. The resource is endless out there to learn just about anything these days.
I do 3D as a hobby, the industry is incredibly competitive, makes you work a ton and doesn't pay that well. If for some reason I wanted to be part of the industry I can do it from the technical side and get a lot more money for less work.
Hello, is there someone who has or could do a 3D model of there headphones? Their name is DFH.B. I can`t find them anywhere, and I am absolutely shitty with CAD etc. I can provide you with more reference pics.
Gotta new job in animation, pipeline requires that all maps r created in 32 bit. What the actual fuck, i mean, for displacements out of zbrush i get it, but even albedo, spec, gloss? Wtf would i want more dynamic range in textures painted or made from jpeg. Can anyone explain that?
Do photorealistic models with huge densities and that use procedural materials need to be UV unwrapped? Also, how exactly do movie models get skinned and weighted? I mean they're also very dense.
Sometimes they are smoothed. Other times they are modeld to be the highest res needed. Like way more detail in the face than people are used to, fucking tear duct wrinkles and shit. But then low ammount of quads on the chest and back