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Archived threads in /3/ - 3DCG - 222. page

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File: wheel treads.jpg (94KB, 1457x779px) Image search: [iqdb] [SauceNao] [Google]
wheel treads.jpg
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Hey All,

I'm very new to 3DS max, but am learning a lot of necessary stuff through tutorials online. I was able to create the start of a wheel rim / tire (shown in this picture); however, cannot seem to get the rim to look chrome.

What i've tried so far:

Add a standard material with a diffuse color of black (R:0,G:0,B:0) and change the specular level to 90 and glossiness to 80. Went to material/map browser rollout, maps roll out, standard and chose Raytrace and dragged this Raytrace map to the reflection input socket of my standard chrome material. This i got from my 3ds max 2015 essentials book and did work on the exercise but not this rim model.

Could it be because the Rim is just a linear plane right now? There is essentially 0 thickness to the rim design. If i was to fix this would one way be adding thickness? Also it looks like i 'converted to editable poly' way too many times on this rim, and when i try to edit it, it is nearly impossible due to how many vertexs / edges there now are. Is there a way to 'undo' a convert to editable poly?

Thanks!!!! Would greatly appreciate any help.
20 posts and 4 images submitted.
Google chrome rims.

what makes chrome look chrome? The reflections. Your rims don't reflect anything.
>There is essentially 0 thickness to the rim design.
Thickness is irrelevant.
> Also it looks like i 'converted to editable poly' way too many times on this rim, and when i try to edit it, it is nearly impossible due to how many vertexs / edges there now are. Is there a way to 'undo' a convert to editable poly?
You've fucked up.

if thickness is irrelevant and the rim needs to reflect, how do i make reflect-able? Ty

When it comes to some advanced 3D modelling stuff, I'm too lazy to do anything.

My appretinceship may soon begin, so I've decided to make something quick. SketchUp 3D Warehouse stuff and Mixamo Fuse 3D chars; all put together within Unity.
14 posts and 3 images submitted.
Wonder how long did it take you.
File: image.jpg (76KB, 800x510px) Image search: [iqdb] [SauceNao] [Google]
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How do you fuck up graphics that bad in Unity?
I just finished watching scenes from Metal Gear 5. You've failed to make this seem interesting in any way.
If you can't sell it I do not know how you'd expect anyone else to.

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18 posts and 1 images submitted.
I don't know.
Could you repeat the question?

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I'm looking for image reapers, it allows you to download all images from a website for reference.

I was told about this by someone in the game industry.
15 posts and 1 images submitted.
Are you talking about browser plugins like DownThemAll?
Nah, It literally downloads every image on a webpage at once.
The type of software you're referring to is known as crawlers. Google for 'image crawler' or 'site crawler' and you'll come up with several.

Haven't used one of those in years so I wouldn't know what to recommend specifically.

When you 3D print something, how do you make simple mechanics work, such as a sliding door?

Do you simply leave a tiny gap in the 3D model so that the door is not attached to the rest and just print as is?
42 posts and 7 images submitted.
3d printers are a meme
Individual parts, then assemble.
wow just like real life :OOOOOOOOOOOO

File: Ayylmao.png (63KB, 383x488px) Image search: [iqdb] [SauceNao] [Google]
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I've made my first ever complete cartoon head mesh in Maya, and now I want to set about rigging and animating it for UE4. I know it's a piece of shit, but I'm just trying to get some practice down.

I have no idea what I'm doing at this point. I'm going to cut open the mouth, curve the lips inside a little bit and put a separate mesh (the teeth and throat) into it. Hopefully then I can parent this to the head mesh, rig it and animate it. From what I understand, they do roughly the same thing with eyeballs.

Is this the right way to go about doing this? I have no idea if I'm just walking into a complete fuck up or I actually have the right idea. Any advice would be appreciated.
11 posts and 4 images submitted.
the basic idea is correct, but you might find it difficult to properly rig your model if topology is not proper
As per the tutorial I used when modelling, I've guided my topology around the eyes and the laugh-lines, so I don't think that should be a problem.

Right now, I'm just trying to figure out how to cut open the mouth without fucking up everything.
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Redo the head properly before moving on to anything else. We can't see the mesh, but this is a rough for sure. Think quality, not quantity.
> You want to model? Stick to modeling and practice a lot with references
> You want to animate? Download a rig and practice animating
> Etc.

File: hell.jpg (17KB, 298x300px) Image search: [iqdb] [SauceNao] [Google]
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Long story short-my solidwork's copy is busted and I can't model anything right now. I need to model a toy sailboat asap

It needs these features
-lofted boss
-swept boss

Can gib money on paypal
15 posts and 2 images submitted.
Are you the same retard who came here last month with the same shitty excuse to have somebody do your homework for you?
I literally cant get my product key for solidworks WHICH I PAID FOR WITH MY TUITION until after the hand in
>going to school for 3d
>still not intelligent enuff to make a student account and download for free

File: STK518824.jpg (80KB, 1200x828px) Image search: [iqdb] [SauceNao] [Google]
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whats a good start to start designing mech and scifi art?
are 3D programs better or is photoshop/illustrator or something better?
18 posts and 8 images submitted.
Learn to draw proper perspective. Then whatever the fuck you want, pencil and paper will do.

warhamer star wars star treck russian& soviet scifi clasics.
lurk more faggot

File: 1287645_large.jpg (226KB, 940x528px)
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Holographic foil shader, where to begin?

My instinct is to have a color ramp in a reflection channel, and mask text/image/whatever in a specular channel, but the results are not quite right.

Specifically interested in a shader for Unity, but any insight would be helpful.

pic related is Vray: https://www.youtube.com/watch?v=c_D1QuJ1vUE
43 posts and 12 images submitted.
Change metalness using fresnel or something like that.
Bump is too strong.
You need a normal map that doesn't affect the "regular" lighting, then you can map the different vectors to different colors. You could use the reflection angle for further color mapping on top of it.
I'm afraid you won't get around writing a custom HLSL/GLSL shader.

File: bad3dmodel.jpg (10KB, 256x256px) Image search: [iqdb] [SauceNao] [Google]
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A friend of my boss asked him to hire his son to work as a 3d modeler, thinking he's very talented and passionate.
However, after checking his portfolio, we found that his son has been bullshitting talents and skills he doesn't have at all by plagiarizing other people's works, even very simple and mundane things, if you knew the whole story but it's TL;DR, you can tell he doesn't know anything at all, except some gibberish "alien characters" he did with Sculptris, all else is smoke and mirrors.
However, my boss still wants to give him a chance to redeem himself and save his dad from the sad truth, convinced that even incompetent people, under the right conditions and with the right attitude, can turn from rough stone to diamond, so I've been asked to find him something to do that apparently looks complex but it's simple and viceversa, to test his attitude, see which one he chooses to do first and check if he gives up.
The problem is, what kind of tasks have these characteristics? I've been thinking for a long time and can't find anything that fits, I've already told my opinion that with 3D you can already tell by looking at it if it's complex or not (ie. a renaissance cathedral), but he insists I find something creative. What would you suggest? Any particular excercises to stress test him?
I know it can't be trusted, but boss decided so.
68 posts and 11 images submitted.
probably a car
Just test him on basic workflows/topology, ask him to model a teapot from scratch. Pretty damn easy if you know what you're doing, pretty fucking hard otherwise.
But really, what does his dad hope to happen? If he can't do what is needed he isn't employable. attitude doesn't mean shit if you simply cannot do the job.
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Get him to do the human body op. The human body has always been and always wil be a test of an artist skill. Tell him not to use pretenders models from poser/etc and start from scratch and show procedural progression of his work.

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How do I model her hair ?
This will be ingame so it has to be polygons, but high polygon count will be okay.
156 posts and 33 images submitted.
its not a character for a game so whats your point?
I'm gonna make a porn game.
her hair is breddy simple considering it doesn't sashay like Violet's, just make it as a 2 bang cap that meets in the back and use alpha maps for the strands in the front.

File: 1436076524505.png (48KB, 778x665px) Image search: [iqdb] [SauceNao] [Google]
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Ok guys.

What's the best way to make anime-like waifus?

Low poly (non sculpt) or sculpt (zbrush)?
200 posts and 48 images submitted.
why would you wanna make a lowgaypoly crap visuals when you can do proper 3D hentais ?
make cube > cut edges/extrude/ pull verts
In literally any 3d modelling software.
If you know even the basics of 3D modelling you shouldn't be needing to ask this.
I'm asking what's the more efficient way having into account is an anime waifu, not a 3D hyperrealistic batman sculpture.

File: hammer2UDK.png (216KB, 628x272px) Image search: [iqdb] [SauceNao] [Google]
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Hello /3/

I am new to this board. I have always mapped alot in Hammer Editor but since time changes I am in need for something more modern. I am currently trying to understand UE4/UDK but I have some problems with texturing.

I know how to do brushwork or meshes, but I absolutely fail at texturing them.

I have already googled this, youtubed it, asked in the official forums but I just cannot find a good tutorial that I understand for the life of me. So I am kindly asking if anyone here would be by hero and walk me through the progress.

Basicly what I need is: I have made a block mesh and the texture scale is 1:1. But I want to later drag and change the block in size so I can build my walls, without the texture itself stretching along with the block.

It would really really mean alot to me if anyone can help a total noob with this.

I thank you alot
48 posts and 5 images submitted.

Hammer uses BSP and theses exist in Unreal Engine and have for a long time. Don't waste your time with trying to texture them.

They are redundant. Forgot em.

You don't make levels with them anymore. You instead use them to block out levels then you export that into a model editor such as Maya Or Max and begin your artpass.

If you don't know how to model, learn it.

Don't bitch, Don't complain that its to hard, JUST DO IT. MAKE YOUR GAME COME TRUE.
I am a mapper, not a modeler.

Am I correct in assuming you can use meshes to make a house in UDK like how you would use brushes in hammer to make a house?
I would like to know this as well, hammer and source are really dificult to gather info about

Can we make a mars exploration game ?
215 posts and 55 images submitted.
Just make procedural environment and a mars rover robot that basically is a slow car.
I was thinking more like an astronaut exploring the mysterious structures of mars.
>mysterious structures

>rock formations

*cough* This includes the base figure who works in either program

inb4 not real CG, awful poser porn, get out faggot

If you're lacking any of the pieces in this package I'd make an account and grab these, torrents only cover about a third of the content in this. It's about 530Mb and the offer will probably disappear in a day or so.

Also you are not forced to use their install manager for retards if you're paranoid.

Me, I'm only interested in making sellable products for this and other figures and figured someone else might be too. I already have most of this shit.
231 posts and 56 images submitted.
OP being a faggot as usual, I neglected to mention this is being given away for free right now and usually sells for $175.

FWIW the body was sculpted in Modo
boners ace material
Good looking out. Time to waifu some shit.

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