hey /3/ i'm a student doing a 3D modeling course at College, in not new to it but ive got a problem that ive never seen before, i'm using 3DS max 2016 and i keep getting this warning pop up when i open any .max file or just a new blank scene... please help, i have an assignment due in a week and i really need to carry on with this... ive already tried uninstalling and reinstalling everything AUTODESK related on my PC, i'm using the student version and my PC specs are good, ive never had this problem before
> Picture 1/4
when i click OK, this next box pops up
>Picture 2/4
when i click OK again, this comes up:
>picture 3/4
Regardless of what i click after that, this comes up, im unable to use anything, then after i save the blank scene or not, it crashes, please help
>Picture 4/4
Mouse vs Tablet
stupid
>>499741
controller
I want to start out simple
take the give obj
render it however you like, best image gets to choose the next object(s) we use. I will pick the winner after a few days
>uv
>light
>texture
>render
>post it
https://dl.dropboxusercontent.com/u/48445052/texturing%20challenge.obj
>downloading some file on 4chan
>>498898
> doesn't know what .obj extension is
>>498898
hurdur guy on /3/ wants to hack my l33t computer with all of my pirated software on it.
just testing this, pay no attention
>>498808
Your loop is entirely ruined by the black frame.
>>498809
I keep trying to remove it but I cant
Wood is too shiny, metal could use some variation in colour and maybe some more detail, at the moment its kinda plain and one flat shade of grey. If that shiny wood is supposed to be old oily/waxy wood it needs brighter/lighter wood on the exposed most outer surfaces and darker crevices and more color variation. In general you should get some more color variation on, one hue for one material doesnt cut it.
What game is it for? Your game or some skin for a game? Looks a bit like a tf2 weapon skin. If its for tf2 you should get rid of the smaller ripples detail in the wood and add a few brush strokes, paint the dark crevices with a somewhat hard edged brush by hand.
Hi! So ive been learning how to use Blender 2.74 since earlier in the year. Ive been watching different tutuorials and whatnot to figure out how to create character model from scratch. This is my Low Poly attempt and since working on the body ive moved on to the hair obviously but now I have actually made the hair a separate mesh. I thought since the body is modeled with the Mirror Modifier I should try making it separate cuz it's obv supposed to be non symmetrical, however when i move everything around the hair dosent stay with the body. How do I reattach or set the separate mesh to move along with the character body? Im pretty confused, yall's help would be appreciated.
>>498663
You need to follow/watch a tutorial on topology. You have none and all your work is wasted.
>>498664
Is facial topology absolutly necessary for something low poly that will eventually have UV wrap/mapped face on it?
Iam just a beginner, I tried working topology on a hi poly face like this one. What else should I really be looking to learn from tutorials?
>>498665
Facial topology is only important if you plan on animating the face.
Welp. Sophomore in a community college. Project due in 3 hours. Due to software failure and procrastination I'm probably going to fail the class. 10/10.
>>498599
Because you're wasting your time on here instead of working on preparing the hand in. Yes, you will fail because you will end up handing in nothing. Do everything you can and hand in what you've got bag the end of it. This is all your fault, but handing in nothing is a guaranteed fail.
>>498603
Harsh but true. And I usually fucking hate most of the assholes on this board. But this guy ain't one of them. Hand in something OP. Better than nothing.
Maybe combine old projects into one big clusterfuck of a scene?
Holy shit 3 hours, if its something easy like a car, its doable but its be shitty, but damn you are doing an environment.
Work big, get the general shape of things, fuck the little details, make sure its readable, slap some tiled textures on there and you're good to go. At least give your environment some character.
Post best examples of organic modeling you know of. (not 3d scans)
>>498469
runescape models are inspiring
>>498469
When you said organic modeling, this sculpt instantly came to mind.
Then I realized both of our examples were by the same artist.
well this is my first contact with any software of 3d graphic.
looking for some tutorials and advice
www.brazzers.com
>>498363
Poser is mostly pre-made. It is intended to pull up a model, pose, in whatever scene you want, and render.
Drag and drop any figure from the library into a scene. Drag, and drop specific clothing, pose, and go.
YouTube can be your friend.
https://youtu.be/XZrhQ_f8Q28?t=3m21s
>>498364
yes there vids are great
better quality than most youtube videos
Very new to blender, and honestly 3d modeling in general. How would I go about making this mouth have teeth like the crappy one I drew in the pic?
>>498194
enter edit mode and create loop cuts then extrude the faces of the mesh outwards until you have teeth.
>>498194
ok i got this far
>>498202
what the fuck are you doing....
Hi /3/
im experimenting with sss shader in maya, pic related. is there anyway to give it some transparency? there is no option for it in the material
>>498006
It would help if you said what you were using in Maya. Is this viewport 2.0? Mentalray? Vray?
>>498007
Sry my bad! using mental ray
>>498007
sss shader only works in mental ray i think
why is the back of the slide curving like that and how do I fix it? I've tried relaxing it and it just wont straighten up properly.
Using the latest version of blender btw.
Does blender have a straighten function?'
If not you can just scale it.
>>497867
I'm tried the straighten tool and literally nothing happened, I've projected each side from view and put them next to each other but it'll turn out fucked when I try to normal map.
I'm brand new to UV mapping so any tips would be greatly appreciated.
>>497868
Just take what you've got there and stitch them together.
How do I unwrap this? I'm relatively new to the texturing part and I'm using this bedpost for my game, so it needs to be somewhat seamless and have a consistent pattern. When I unwrap a cylinder it comes out fine, but since this has triangles and pinch points will i have to texture a cylinder and make a new post from there? Or can I just vacuum seal the plain cylinder's texture around the bedpost?
this one looks almost good but the top uv mapping option doesnt come out very straight
>>497824
Seams are not a huge problem and having a few well placed ones can massively reduce reduce distortion and stretching and generally increasing the quality of the model. Just chop the top off of the bedpost.
>>497823
Seam would be unnoticeable if you place them in the right places, like in pic related.
You shouldn't have that as one entire unwrap either for many reasons.
best way to memorize commands, menus and shortcut keys for maya ?
experience
>>497382
the best way to memorize commands, menus and shortcuts in any software is using it.
>>497382
you could also, erm, write them down?
New WIP thread since old one hit bump limit.
>>498957
what kind of weapon would this mr lmao use?
hey /3 i have a very serious life changing question that i need your opinions on.
so im graduating from a shitty community college in few months and i wanna take this 3D game seriously, so i really want to continue my education at gnomon school of visual effects and just want to know if you guys think its worth it. i haven't heard anything but good things about it so far. i also been told that gnomon is a grate way to get your foot threw the doors when starting out because of all the contacts and connections you make.
also I watch thair live streams when they do these 4 hour long events where they bring top artists to teach stuff. they had the artists from Riot Games this week talking about importance of 2d in 3d
so is it worth attending?
i know a lot of people say "just be self thought its not that hard" but i kinda feel i'll develop faster and improve my skills better by having a professional point out all the mistakes i make and help me improve my skills face to face rather than just me do it myself and not know if its good or not other than people on the internet just saying "its shit"
>>498095
It's one of the few CG related schools actually worth attending in the world. Nearly all others are just scams that churn out gamer kids who want to maek gaemez, usually staffed by former students are nobodys who never made it in the industry.
Gnomon is highly respected. Though they tend to focus more on film/production CG, not game modeling. But the skills still apply.
>>498097
i think they teach a balance for video games and film and 3D for movies and games is divided by a thin line, if you're trained to create HD models for movies, modeling for games will be a breeze
>>498095
The self-thought method is really good, but nothing will crank your skills and motivation like being surrounded by quality teachers and other artists. I'd say, if you have the money and you believe in yourself, go for it! >>498097 is right, Gnomon is worth it