[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Get free Bitcoins| Home]

Archived threads in /3/ - 3DCG - 333. page

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

File: Ayylmao.png (63 KB, 383x488) Image search: [iqdb] [SauceNao] [Google]
Ayylmao.png
63 KB, 383x488
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.
>>
>>493918
the basic idea is correct, but you might find it difficult to properly rig your model if topology is not proper
>>
>>493919
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.
>>
File: 1422574102631.png (200 KB, 600x451) Image search: [iqdb] [SauceNao] [Google]
1422574102631.png
200 KB, 600x451
>>493918
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 (17 KB, 298x300) Image search: [iqdb] [SauceNao] [Google]
hell.jpg
17 KB, 298x300
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
-extrude&cut
-revolve
-fillet

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?
>>
>>493706
No
I literally cant get my product key for solidworks WHICH I PAID FOR WITH MY TUITION until after the hand in
>>
>>493709
>going to school for 3d
>still not intelligent enuff to make a student account and download for free

File: STK518824.jpg (80 KB, 1200x828) Image search: [iqdb] [SauceNao] [Google]
STK518824.jpg
80 KB, 1200x828
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.
>>
>>493692

warhamer star wars star treck russian& soviet scifi clasics.
>>
>>493624
lurk more faggot

File: 1287645_large.jpg (226 KB, 940x528)
1287645_large.jpg
226 KB, 940x528
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.
>>
>>492263
Change metalness using fresnel or something like that.
>>
>>492263
Bump is too strong.
>>
>>492263
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 (10 KB, 256x256) Image search: [iqdb] [SauceNao] [Google]
bad3dmodel.jpg
10 KB, 256x256
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.
>>
File: image.jpg (188 KB, 1988x1200) Image search: [iqdb] [SauceNao] [Google]
image.jpg
188 KB, 1988x1200
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.

File: elastigirl2[1].jpg (141 KB, 1100x470) Image search: [iqdb] [SauceNao] [Google]
elastigirl2[1].jpg
141 KB, 1100x470
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?
>>
>>490394
I'm gonna make a porn game.
>>
>>490393
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 (48 KB, 778x665) Image search: [iqdb] [SauceNao] [Google]
1436076524505.png
48 KB, 778x665
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 ?
>>
>>483148
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.
>>
>>483151
>>483153
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 (216 KB, 628x272) Image search: [iqdb] [SauceNao] [Google]
hammer2UDK.png
216 KB, 628x272
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.
>>
>>493798
OK!

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.
>>
>>493799
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?
>>
>>493798
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.
>>
>>495650
I was thinking more like an astronaut exploring the mysterious structures of mars.
>>
>>495651
>mysterious structures

>rock formations

http://www.daz3d.com/v4-hero-pro-pack
*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.
>>
>>478873
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
>>
>>478874
Good looking out. Time to waifu some shit.

Pages: [First page] [Previous page] [323] [324] [325] [326] [327] [328] [329] [330] [331] [332] [333] [Last page]

[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]
Please support this website by donating Bitcoins to 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
If a post contains copyrighted or illegal content, please click on that post's [Report] button and fill out a post removal request
All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site. This means that 4Archive shows an archive of their content. If you need information for a Poster - contact them.