I makes starfish
>Bevel the edges for a better looking
>2 light sources minimum, (Do not use the same colour)
>Rendering with Alpha channel and compose it with a texture in the background i.e. a black courtine
To be honest i do not see anything wrong with your artwork, just giving some basic tips to improve it, nice work
So is there no place to discuss making 2d animation on 4chan, Flash or otherwise? And if not, are there good communities for it elsewhere?
I looked at /f/, but it honestly looks like shit.
I want to make a game in a full hand painted style, but I was wondering if it was possible to create a rock in the style of this pic and still have it behave to light coherently in a 3D environment, make the highlights be where they should according to a light source. By using a special shader for instance?
Any help or suggestion would be greatly appreciated.
If you're using unity, this is pretty easy to do with some shader fiddling. I don't mean programming, I mean literally dragging and dropping uv maps into where you want them.
Take a quick browse through here;
Is it viable at all to model entirely with triangles in Blender?
I gave it a go and it's pretty easy even though you have to create each triangle manually, but Catmull-Clark subdivision turns it into quads which causes some weird distortion at vertices that are part of numerous edges.
The reason I'm trying this instead of box modelling is because I hate how the only easy way to add resolution with box modelling is to create edge loops, which affects the model as a whole rather than just a singular part.
I like dealing with topology, it's useful to easily get exactly the form you want.
What I don't like is dealing with mesh resolution, which box modelling really overcomplicates, but triangle modelling simplifies.
How is my character?
I can't be bothered to model an anatomically correct character model and sculpt all the details on, so I'm looking for some software that can quickly produce human character basemeshes with or without textures and rigging and then export for quick and easy modification in ZBrush. Is Poser any good for this? Can you guys recommend anything?
I'm making assets for a PC game, and I'm wondering what's the best way to handle objects which have both smooth areas and curved areas?
blender doesn't have smoothing groups so I'm a little bit confused. I tried using the "mark edges as sharp" thing, but it doesn't work properly for some reason... (see following pics)
am i missing something here?
im sitting here on my beastly workstation (24 cores and 128gigs ram) waiting a couple million particles in realflow to fill a bottle.
meanwhile, the latest FX films in theatres all feature a quadrillion splashes and particles effects in a million different shots. how the fuck do they get it all done??? do they just have armies of interns with infinite patience?? it would take my computer years to sim any single shot from these films, and yet studios manage to pump out hundreds of these shots with seemingly no effort...to the point where massive liquid sims are just the norm for a lot of eyecandy films these days (pacific rim, king kong, godzilla, etc)
Any news on a good Nick model? Bonus if it's for Blender
so I'm doing Character In zbrush, this is first which I'm doing from top to bottom. and I want to animate it at the end. I'm doing all modeling work in zbrush and Retopo in 3d coat, I also can use maya if I'll need in anything.
the question is how do I unify the mesh? for example (Pic related), I made this kneepad, which consists of several pieces(subtools), I'll combine them as one piece, but won't it kinda get fucked when animating? should I stitch the whole kneepad?
PS: this is the shit you have to deal when you, learn by yourself...
I've kinda almost done retopo on this part already,
so I should just merge all this, and then bake? and won't it be hard to rig?
or should I retopo all these parts as one mesh?
PS. thank you, for answering, man/lady !
I'm barely getting started with 3D modeling, using maya, used it mostly to make stuff on unity. I can't model at all but i'm learning how to UV stuff, using quixel, normal maps, materials and stuff.
Point is, i'm looking for a 3D modeling software that runs on "a toaster" meaning my netbook that has no hardware acceleration/GPU/OpenGL/etc available. It runs a bunch of old 3D games with no problem, so i figure it can handle making a bunch of boxes and spheres on SOME software. Right?
fyi blender wouldn't run, but im open to any alternatives, no matter how useless the software might be to a pro. thanks
it's not that it was too heavy, it gave me an error like "nope, can't install on this computer".
It's something about the graphics, because i can run ableton live, photoshop (without the 3D thing the new ones have!) and a few other fairly heavy softwares. Not flawleslly, but still.
Gonna try this wings3d one. thanks
it says it needs openGL, i know it won't run.
Could it be that with a driver update im able to run openGL? it's kinda ridiculous the shit im not being able to run because of this software gimmick
Can I achieve a similar render look on Arnold?
fucking tear my topology apart i want to be ashamed
also why not just zremesh everything and be done with it? it will deform okay cause games are so highpoly nowdays
people insist on topology just to stay alpha above new people with better sculpting skills
I tracked a motion in AE and imported it into c4d. Any Idea how to smooth that out?
I know how to clean something like that up in maya, but c4d's animation layers are stupidly broken to the point of being useless.
If you really have to I guess you could manually delete the problem keyframes, but that's going to take a long fucking time and probably not even look too good in the end.
You could also try cleaning it up in AE before importing into c4d. That might actually be your best bet.
Try adding a smooth expression to the position/rotation transforms in AE.
Hi, I need serious help here please,
I'm working on a animation project, i'm well advanced but my scenes are too complex, I try with cycle, I try with blender internal, but I need FASTER render time. I have to make renders with my CPU, I got a radeon 7950 ( forced to use OpenCL/IOpenGL ). I'm looking for a free real time PBR engine, to make a good compromise between quality and speed. Help me dudes !!!!
Also Blender help thread
This is going to be implemented into a future release of Blender, but for now, you have to download it seperately.
It's a realtime PBR engine for Blender that has been in the works for awhile. Details here:
Goodluck OP, hope this helps.