bought myself a pressure tablet tdoay
after 2 years of mouse and keyboard
thank lord Wacom
>>501650
Does it make a big difference (presumably for sculpting)? Been thinking about buying one but I'm just a hobbyist
Does anyone have any advise on when or how to buy a tablet given Black Friday, Cyber Monday, and all that crap?
I mean besides "buy it used off ebay / craigslist / steal one from the nearest school"
>https://pcpartpicker.com/guide/kYNnTW/the-ultimate-console-killer
how good is this config for working with zbrush,3ds max,photoshop?
This is a baitpost and the article itself is just le epic trolle since it contains couple of typos in every sentence and le epic trolle /v/ speak, but anyways.
>AMD processor
>AMD graphics card
>some single 8gig meme RAM
>500 watt for that shitty rig
Also this board is being swarmed with shitthreads lately.
>>501602
thanks for the reply anon,i'm honestly not trying to shitpost,just get honest opinions on a dubious rig that fits in my very limited budget
>>501604
Well I guess its gud for the price, I didnt look at that before and just scanned the article.
But I would get atleast TWO 8 gig Ram sticks and if possible an Nvidia card.
Quick question: How do I make this edge look smoother without adding unnecessary polys? Could this be fixed with normal maps? I'd like to have this in UE4, no idea how it handles smoothing and such, but I don't want it to look blocky.
>>501356
Are you using Blender? If so, Google "smoothing groups in Blender", it's a tiny bit obtuse and I don't feel like explaining
As for UE4 specifics, google that too; "Smoothing groups in UE4"
>>501357
I see what you're getting at, but it's not quite what I want, I think. tl;dr of what I found was "use Edge Split modifier with Mark Sharp", but that seems to be used more for defining sharp edges than softening sharp ones, pic related.
>>501358
If I just set everything to smooth, then it becomes a blobby mess.
I guess a better question would be, "how do I better control how smooth is smooth"?
So I want to make a movie. I'll have to get better at drawing, but I think that this 3dCG is what will get me started in the right direction. I was wondering what the best programs would be to use to make the most realistic looking animals. Wolves mostly. I'm thinking about this a lot, but I don't think I'd like to go to school again. So once I get my new laptop I'll be working on this idea I have for a movie. If any of you know of programs that can produce life like animals and people please leave a reply. I really feel like a lot of you here know a thing or two about 3dcg. So, I'll let your judgement guide me into the right direction.
Read the sticky, pick a program, good luck.
See you in 5 years.
>>500811
5 years, all of the skills?
>see you in at least 10 years... at the very least if you want this thing to be done all by yourself and be half decent.
concept
story
anatomy
lighting
texturing
modeling and topology
dynamics
fur/hair
environments
rigging
animation
rendering
comp
color grading
>1st thing
what you should do is pick one of these and try to get better at one, you will learn skills needed for the others while getting better at your first. but i wouldnt try to get better at all of them at once, its way too overwhelming
>2nd thing
please dont tell me its a furry movie, if it is. just stop, you are wasting your time. work on something that isnt autistic as fuck and people will actually appreciate what you have done once its finished.
>3rd thing
dont think because you have a new laptop that you will become better at any of this. most of these things can be done on a shitty dual core computer with 4 gigs of ram and integrated graphics.
>4th thing
i agree with >>500811 on the first line
yeah... pick a program, any program.
pick a sculpting companion program that you will learn along side it.
Zbrush
3d coat
mudbox
>5th thing
3d isnt a walk in the park like you might think it is, the 3d world has some of the most dedicated and talented individuals out there. they didnt become good overnight, many years of work went into the things you see today.
>>500812
It's not a furry movie. Thanks for the advice. I'd tell you more about it, but maybe 10 years of dedication is what it needs. A lot can happen to change the direction of the movie. It's really just a dream I had only twice. When I was very young, then later when I was in elementary school. One day I'll share it with the World. Or not.
So this is a landscape that I made a while ago.
>>500772
I like the shape, but the colors aren't a very good match. Too many warm colors are clustered together I think. Try using a bit of color theory to pick a pallette, maybe try playing with this site: http://paletton.com/#uid=1000u0kllllaFw0g0qFqFg0w0aF
>>500772
colors are dope dude keep it up
the reflection of the trees on the mountains is creates a wrong dimension of it
hi guyse
finally finished
thoughts/critique very welcome
oh shit man, you pulled this off nicely. What'd you use for the vines / grass generation?
The grass / paving seems a bit flat. Also a larger render / wider shot might be nice.
I really like this, especially for someone like me who lives next to a busy freight track.
So, does anyone even care that Digital Tutors sold out?
fuck them up their asses
It's a business. Businesses exist to make money at any personal, artistic, or moral cost.
Some people start businesses for other reasons. To create jobs, pursue their dreams, help the community or many other things. However they will always end corrupted by money and become parasites on the community. This is not a perversion of their nature, but a return to it.
>>500242
thats deep my nigga
+1 upvoat
Fucking bug ; What does /3 think of Nvidia Iray renderer ?
https://www.youtube.com/watch?v=JbovJbKALzA
>>499573
This
Its still young which makes it still useless too
What would be the best engine to recreate the roads in my country and drive on?
Like just the roads, so it can be done within a day. Kinda like cities skylines engine but then yeah you need to be able to actually drive yourself.
>>498968
with roads i mean highways mainly (yes i dont live in the us so it could be done within a day)
but i need a nice engine for it, something understandable a bit like the road creator in Cities Skylines but then being able to drive yourself on it.
Once I Have made all the roads i can focus on scenery and signs but thats not important right now
>>498968
https://docs.unrealengine.com/latest/INT/Engine/Landscape/Editing/Splines/index.html
Afterwards, use the paint-terrain tool to fix any surface penetration or floating.
>>498970
i really dont even understand what this says, isnt there something easier?
In Maya how do i render an hdri/ibl when using sun and sky? Or, how do i just disable the sky in sun and sky from renders? It seems like like MR for Maya is missing a lot of the options that Max has.
Hey /3/, i made a large number of rapid fire props for a game i'm developing (pic related), and now i'm in the unexpected position of having to unwrap them, in order to put some grime and damage on there. Is there a tool that can do a rough unwrap and process a large number of fbx files? The thought of wasting days of development time on processing hundreds of props is depressing
>>491116
>The idea of working upsets me
Man the fuck up and just get on with it.
>>491118
>assumptions
It's a matter of either finding an optimal way to do it, or not doing it at all. If i had the time to do it properly, i would've done it for each prop to begin with.
Anyone here into really low poly modelling while remaining a (somewhat) realistic style?(not talking about stylized stuff)
That stuff really turns me on, especially if you can achieve details with relatively low texture sizes with clever UV layout.
If you do pls share examples, tips and tutorials.
(pic is not mine)
from what i can tell he split the UV's into 2 main areas where he can generate normals good enough to bake detail
still he would achieve far better model if he added another 5k tris in
>>501495
It probably wasnt the best example. He could have mirrored the UVs of the magazine, the barrel, the handguard, the pistol grip and stock to get more texture space for other stuff since I dont see any significant detail there.that couldnt just have been used on both sides
>>501486
>That image 'Ben Bolton'
Total 80's action hero name.
yo /3/ so is here a way to dynamesh tentacles without having them merge into each other like this? i tried turning on the "groups" option but thats not the result im looking for, i need to blend it in within the mesh
any ideas?
Yeah, push them away from each other.
Thought you said dynamesh testicles
Just a guess
Turn off dynamesh while pulling out the tentacles. Then turn it on to give them detail
Hey Guys! I'm an animator and I have one of my animations (made at 3dsMax) is in a contest, and I need Likes to win at youtube link: https://www.youtube.com/watch?v=rZbNMmENLbo&index=1&list=PLjRmBoj4xQeDBhJuQoqfbx3YRsS-oyP2P please, Can you like it?
>>501841
Why does your animation look like poorly done mocap.
Because it was hahahaha
It was my first mocap, so, be nice.
I'm still studying.
hey, that's not bad
Living in Syria for over 16 years, always wanted to learn about 3D,never got the chance because I am living in a piece of shit 3rd world country, and now I got a good amount of free time on my hands to learn something,I will probably be using Blender, so any idea where can I obtain good tutorials and lessons online? I would really appreciate any given help .
start with borncg on youtube
move on to modeling challenges
if you are serious even make a blendercookie subscription
Thanks, much appreciated !
>>501630
Read the sticky.
There's something I've always wondered about unwrapping UVs. Are you supposed to always keep the UVs arranged neatly into rectangular sections or is it okay to relax them?
as long as the texture is in the bounds of the UV and there is enough texture space it doesn't matter.
You square them out to maximize memory usage, but relaxing them causes less warping and looks better. Depends on your needs.
>>501563
Depends. You usually try to "keep the shape" - for organic models, your UVs would look somewhat similar to a skin rug, for machine parts your UVs would be somewhat rectangular.
For cars, your UVs of the sides would just look like someone took a photo directly from the side, without stretching the silhouette - very useful for paintjobs.
Keep in mind that painting patterns or "geometry-aligned" shapes will be much easier if you straighten your UVs. Also, baked stuff will look better because there won't be as much aliasing (or blurriness due to antialiasing).