Threads by latest replies - Page 11

No.496901 ViewReplyLast 50ReportDelete
Why the fuck does anyone find blender confusing??? Look at fucking max, you have to fiddle between the buttons to SCROLL.
Or fiddle at the fucking arrows to move something.
It's completely retarded.

Also I don't know alot about max, but if the viewport of blender looks better than most max renders, you do something wrong.
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No.497639 ViewReplyReportDelete
What's the secret behind making good concept designs?
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No.499007 ViewReplyReportDelete
I know a fair bit about modeling and texturing, how would I go about learning how to incorporate 3d into film and video? What is the best way to learn? What is the best program?

No.499024 ViewReplyReportDelete
Question about normal maps
the guy here modeled this low poly, why he did the circled part into the low poly if he could've make em with normal maps?, plus the baked normals look great
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No.498958 ViewReplyReportDelete
Yo /3/, need help with topology. This model is gonna be in subD. What I want to do is to keep the edges crisp. Inside the triangle is fine, but on the outside I need a way so that edge loop would be self contained and doesn't readily interfere with the rest of the topology.

TLDR
I need help with topology so that the edge loop would go around the triangle so when I render in subD the edge would be crisp.
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demo reel critique thread

No.498820 ViewReplyReportDelete
can anyone critique my demo reel? my work isn't amazing but it's what I got. What can I do with pacing, length of clips, what to add or cut out, etc.

pic unrelated
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Blender question

No.497355 ViewReplyReportDelete
Something I always wondered...

(without using the mirror modifier)
Let's say at some part of a mesh I want to move some vertices to the side and want to do the same on the other side.
I want them to be moved the same distance, so that both manipulations are pretty much symmetrical.

Is there some quick snapping that recognizes the other side or do I have to use the grid to snap to if I wanted to make it accurately?

No.498962 ViewReplyReportDelete
How do i make my normal map bakes not shit in XNormal?
I'm getting this nasty looking jagged edges around the hard edges of the low poly.
I've tried to bake it in Knald too but i get the same issue. I've tried too baking it super high-res and then downscaling it but my hard edges still just look really off and i'm not sure what could be causing it?
Any help would be greatly appreciated.

No.498599 ViewReplyReportDelete
Welp. Sophomore in a community college. Project due in 3 hours. Due to software failure and procrastination I'm probably going to fail the class. 10/10.
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Going from Hammer to UDK (UE4)

No.493798 ViewReplyReportDelete
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
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