I've made a Build Engine (Duke Nukem 3D) map to OBJ converter
Cylindrical panorama with radiosity and textures, rendered in povray, with somewhat incorrect texture coordinates
Opinions on buying a kinect to do mocap?
is that the poorfag way to animate?
Ive heard someone doing it, but they were doing it for themselves. Are you planning to work in the industry if so then what about if someone asks you to animate. It would be better to invest these money into some professional software.
Has anyone tried the new version of Arnold, leading renderer in the industry?
Hey guys, I am looking for a Maya plugin with same functions as this one, with no luck. And since I can't into Python or Mel, you're the only place I can ask and actually expect a response.
I just installed max 2017 and it's acting like autistic piece of shit
it randomly goes from this
what the fuck is happening here?
This file is from max 2015 but still this fucking thing should be working properly in 2017
When modeling a female figure, like from a model sheet, do you model the basic torso outline first, then extrude the breasts, or do you solidify the torso first, (other limbs maybe) and then do boobs?
Same applies to any details on armor or miscellaneous bits - do you just create your base model first, then add on extra detail (by extrusion or a different model applied after creation), or do you just work it as you go?
That makes sense. So far I'm more trying to get a sense of how to go about it, but so far, box modeling is proving challenging, especially in creating organic shapes.
Still in the learning phase tho.
Anyone use AutoDesk Revit for 3d architectural modeling?
ayo yea but architectural in the most brain numbing sense. I work at a large architecture company and EVEN in the most corporate of corporate drone settings we use Rhino to get the ounce of creativity required before moving into AUTOCAD for test floorplans and hand it off to the revit team without looking back. Some designers still use sketchup to design. I know right? But it doesn't matter. If you meet the revit department its one of the most soul crushing places, one of the most normal, painfully normal, and rote parts of architecture with more interest in "oh i have a chao hes so cute" or "i love tiramisu" and never architectural theory. Thom mayne and other cool firms use microstation for BIM. Revit is the Wal Mart of architecture.
i am working on a voxel game engine. so far it works well. it is not traditional 3d, but the 2d sprites used are first modeled in 3d space, and then cut into "slabs". the z axis is artificial, and height of a "slab" is seen by adjusting it's y position. it is a neat way to do things, and i like the result, but creating the assets is difficult. is this procedure just stupid and wasteful all around? i am wondering if the novelty is not worth it, and i should work in actual 3d space.
if you post your low to mid resolution (<128 units squared) voxel graphics, i will love to test them in my engine. or anyone with experience, I would really appreciate any advise.
the pic is the engine. the player and npc graphics are just place holders, and not original.
this game is my inspiration, but it uses many pure 2d sprites drawing, and I am trying for entirely "3d". it is still really interesting, visually.
image comparing layout/positions vs what is actually drawn/seen in game. shadows, simple distance based lighting, foilage, variation, more texture, etc. makes it look nicer, I think.
This is my 2nd model ever, what does /3/ think? Is it time for me to move on to modeling human characters yet?
>Is it time
The time was when you were capable of coordinating a pencil in your hand to make a mark on a piece of paper. No amount of tutorials is going to adequately prepare you for making characters, just fuckin do it. Have a tutorial in your hand if you need it. Your first attempt will fail. It's likely your next bunch of attempts will fail. Just keep at it, and eventually you won't fail.
Hey /3/, is it considered bad if I start modeling a body with splines? It seems much quicker to me than beginning with the box technique. I am far from experienced, and I know jack shit about all this.
Come on 4chan, rek my CG apaaaert
how do you learn to make a PBR material in substance designer usign a photo as reference?
There's like a billion videos and tutorials online that you can access right now, and you choose to ask this on one of the slowest boards on the internet??
I'm doing roughly the same thing right now and it never once crossed my mind to ask /3/ for help, just google that shit.
We all know that asset flipping (using assets from the unity storee) is frowned upon.
So I was thinking.
Is possible to simply download the meshes, animations and simply make my own textures?
will people still complain about it?
I got a sweet material pack for C4D but only have Blender. Is there a way to extract the file for the textures?