>still can't pirate this
Almost finished with the reference mesh for retopo.
Her name is Thicctoria. She's gonna be the main character of my game. Dark Souls but only thicc busty warrior bitches.
Here you go:
What is the best way to create a mesh that is exactly the shape of the curved piece highlighted here but with hexagonal geometry as if this bump map were the actual geometry? I could subdivide the shit out of the mesh and displace it but I want clean-ass hexagonal polygons. I also can't use a normal map because this is going to be 3D printed.
If you're using 3ds max. You could try creating a more even topology, using quads, then use the generate topology tool in the graphite modeling tools, it has a hexagonal grid as one of the options, after that you could inset each hexagon, delete the center polygon and use shell to give it thickness.
Also look into the Grasshopper plugin for Rhino, it's what architects use for paneling buildings. you're talking about paneling geometry, there's a couple free plugins just for that, i think weaverbird is a good one. https://www.google.com/search?q=grasshopper+paneling+tools&tbm=isch
Guys did I do it right?
I just installed Substance Painter and I'm having an issue while creating a new project. I can't select a template, I wanted to create a project using the "pbr-metal-rough (allegorithmic)" template that I usually use, but there isn't a template list like usual.
How do I fix this?
please tell me one of you have downloaded the 14 free materials?
they're not available anymore.
No, not theere, and not captured in the Wayback.
click the top menu item CONTENT > SUBSTANCE SHARE
and it takes you here:
if those mats aren't there, at least there's hundreds of mats, brushes, shaders and such. I'm sure you'll find something tasty there.
Also, have you searched in CGPersia?
Alright /3/, I've seriously been trying to get into 3d modeling recently. I'm using Blender, obviously so if any of you have any tips/advice it would be greatly welcomed.
advice on the barrel or on 3D in general?
your texture dosen't sit well. the seams of the barrel shouldn't have the same grain pattern
your scene is boring, make it more presentable
your metal circle is not metal. and its flat shaded
material is just diffuse slapped on the barrel, learn how to use cycles
looks like you want to make assets.
is it game assets or just good looking 3D stuff in general?
if you want to go for aesthetics is suggest you learn cycles, download a pbr shader too - its free.
if its for games don't bother with cycles. just get better at modeling and pickup something like substance painter.
i however do suggest to learn cycles just to understand what goes into shaders and how to light up your scene
So I'm using blender, and my render is just fine, and then all of a sudden, it starts putting this grainy dithering on the shadows??
I must have clicked something right?
Using Blender Render, not cycles.
so I fixed it by changing the "Maximum draw type" to wire.
My render settings are exactly as you have them listed here.
Am I screwing myself by changing this setting?
wtf the solidworks?
Does anyone know what kind of shader is use here?
I tried looking other places but came up short, so fuck it.
Why is the backpack of my model not textured while the rest of it is? Ive already tried flipping normals.
Alternative or working crack, please.
not much, mostly stuff for people who want to do cloth design
if you use marvelous for sims, for detail for normal map baking and for making clothing for exporting and re topology you will find nothing new
Can anyone who wants to join a collaborative project that can end up in festivals/ on tv please get at me with recent work!