Threads by creation - Page 5
Anonymous
Quoted By:
Made in houdini, what does /3/ think? This is the flipbook
http://imgur.com/a/TYYpW
Anonymous
>>499350 Yes, i know, but how do i fix these things? Iv'e only started, and would like some tips.
Anonymous
>>499351 I don't know. All I know that it physically looks wrong.
Anonymous
>>499352 Well thanks, i guess.
Anonymous
Anonymous
Anonymous
How are glass textures for models made? I want to sell assets like glasses or glass bottles to use in games or 3d art, but I don't know, how to make glass textures. Should I just go with colored, half-transparent texture and throw in a specular map? I don't know where and how the sold models are going to be used, so I'm not sure how should I do that. Also, are there any good tutorials on glass? I tried looking, but couldn't find anything helpful.
Anonymous
>>499230 So In case of glass objects I can just post a model without textures?
CGM
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>>499234 textures and shaders are different
texture are the things that tell the shaders how to behave. but perfect glass dosnt need anything other than the settings in the shader
Anonymous
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>>499229 Will of you want glass looking texture, bake the render to the uvs
Anonymous
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>>499229 Pic related is how the boys at GTA5 did their glass textures. Make sure you use a shader with refraction to make it look extra good. (not necessary though and takes more processing power)
Anonymous
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>>499229 I'd personally go with 32% or 64% instead of 50% opacity.
Anonymous
sup /3/ just asking some questions about the possibility of transferring from engineering CAD/CAM over to 3d Modelling Currently doing an apprenticeship becoming a CAD Technician at a well known company. The course they offer is good and ill get to know the in's and outs of using Solidworks. I have past experience in both Solidworks and Inventor if this makes any difference. My ultimate goal is to somehow learn how to use a 3d modelling program (currently got my eyes set on maya) and design for vidya games in some way or another. I had ideas about applying for somewhere like Autodesk for Inventor, then maybe learning skills with Maya within the company if at all possible. I have no real experience with 3d modelling software, but I am already very confident with Inventor and Solidworks
Anonymous
3d modeling and CAD modeling are just very generally related in that you're working on "3d objects". They approach the problem of model creation very differently though, CAD being very precise but complex shapes are harder to do while normal 3d modeling is far less precise but you can make whatever you want by pushing verts around without much thought. Being a good CAD engineer won't make you a good 3d artist and vice versa, I'm afraid.
Anonymous
>>499192 Yeah I know this much, but i'm wondering what the best way to transfer between the two could be
Anonymous
>>499197 shit doesn't transfer, brah
get whatever program you believe you need and start doing tutorials until you're familiar with the interface and some general modeling techniques. Then you can start making your own stuff.
the_boar
>>499190 In my opinion starting in CAD and going anywhere else is infinitely easier than the reverse. (from experience)
There isn't much value in being competent in CAD, other than understanding workflows in 3D space. (as it relates to creating VG models). Some tools are the same, but that's where it ends. If you're serious about it, get a Lynda account and start watching some game development tutorials, and apply as much as you can with an open mind. You'll still be way ahead of the curve of those starting with no 3d experience. Good luck.
Anonymous
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>>499200 If it doesn't transfer my best bet is just starting from scratch then right?
>>499207 I'm looking into 3d modelling more than cad because I prefer designing more interesting things than pipe fixtures. I'll give that website a shot ty
Anonymous
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I need help with how to access OpenCL options for faster Cycles Rendering in Blender. I got tired of bullshit of looking up in Google, and not even BlenderArtist is willing to give me straight answers. The chip type is Intel(R) HD Graphics Family and its version is 10.18..14.4112. and I don't want to fuck up my PC.
Anonymous
>>499208 I see.
Is there at least most effective tutorial for that? How does /3/ handle best rendering by optimizing scene, render settings, [spoiler:lit] and potato[/spoiler:lit]?
Anonymous
>>499209 You either sacrifice graphical fidelity (lower res textures, lower polygon objects), quality (lower sample rates) or money (buy a new and better potato.)
Anonymous
>>499210 Alright, and what do I need to buy to make it accessable? Not the PC atm.
Anonymous
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use luxrender.
Anonymous
Quoted By:
>>499211 If you're trying to get OpenCL to work, just get a modern and decent AMD graphics card. CUDA is where the proper and mature GPU support for Blender is at so it would be best if you get a decent Nvidia card like a GTX 980 or something.
Anonymous
Sup /3/. I am trying to extract a character model from a unity game, and I'm fucking failing. got the asset files, got the obj files from ninja ripper, got the shaders, the dds files, but this stuff is like chinese common core algebra to me. So, bounty time. I have DAZ Studio 4 Pro ,Bryce 7 Pro, and Hexagon 2.5. If someone can help me get this goddamn model done, you can have the software here.
Anonymous
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>>499255 thanks
still can't get the sin on the dang thing but this gave a much cleaner model.
Anonymous
>>499180 >DAZ Studio 4 Pro ,Bryce 7 Pro, and Hexagon 2.5. combined, that's about fifty dollars' worth of software considering the first is free, the second is bugged and the third is an argument for learning blender
Anonymous
>>499271 I got them as a gift when they were new.
Anonymous
>>499272 I'm aware that your downloads section will show you what the price was at the time of gift/purchase as opposed to now, but the public here might not be.
Anonymous
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>>499273 I didn't know they dropped so much. prob because I'm not their consumer base
Anonymous
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The lack of siggraphs in /3/ is disturbing. Post your favourite Siggraph Reels.
Fluid Volume Modeling from Sparse Multi-view Images by Appearance Transfer
https://www.youtube.com/watch?v=tbWkb-oGK7M Real-Time Soft Shadows in Dynamic Scenes using SH Exponentia
https://www.youtube.com/watch?v=W5V2YO900O0 Accurate Analytic Approximations for Real-Time Specular Area Lighting
https://www.youtube.com/watch?v=O3TG1VXx1tg Folding and Crumpling Adaptive Sheets, SIGGRAPH 2013
https://www.youtube.com/watch?v=1zWeYgRsMbU Structure-Aware Hair Capture (Siggraph 2013)
https://www.youtube.com/watch?v=QCgWMIYGbV8
Anonymous
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>>499205 no one has the money
Anonymous
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>>499205 Travelling that far into Mordor....you must be insane.
Anonymous
Anonymous
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>>499304 >2 years ago >still no evidence that this exists whatsoever website of the guy, which also has no evidence of this even existing.
http://www.faculty.idc.ac.il/arik/site/3Sweep.asp Anonymous
Anonymous
Quoted By:
Anyone knows of a VR player that can handle STEREOSCOPIC SPERICAL renders?
I'm a blender user. I want to render my scenes to stereo equiangular and then view them in VR.
The blender gimps posted a build of blender here that has a camera for that:
https://code.blender.org/2015/03/1451/ Day after I asked them how to view renders from this camera they pulled the upload (or maybe it's a coincidence). I still have the files.
Whirligig has no option for viewing this format. He must have modified it somehow this format.
Does anyone know of a VR player that supports top-down stereo rectangular?
Anonymous
Quoted By:
Just use VR Player and just set it to the appropriate settings. It should all be fairly self explanatory.
Anonymous
I made it work by changing the image in GIMP to side-by-side stereo and changing the settings in Whirligig: -DomeSBS -FOV180 -Tilt90 It works correctly on the characters in the middle, it's positive parallax however there's some weird eye-straining occlusion shit happening on the grass. Especially around the rocks on the left hand side. I wonder if it's because the stereo camera is an awful hack or if they messed up the grass particles.
Anonymous
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>>499463 But why? Just use VR Player and set it to Above/Below and it'll do that for you.
Anonymous
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VR player doesn't have direct mode. To use extended mode I would have to downgrade to an older version of oculus runtime. Last time I did it the app still wouldn't work in extended. Correction -- FOV should be 360 not 180. When I look at the back of the sphere I see a weird seam. Grass still has weird occlusion. While stereo is OK the characters look stretched about 150% vertically. I created a stereo camera using the blender build he uploaded and instructions. I managed to easily make a side-by side render but it also looks stretched vertically.
Anonymous
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OK, I figured it out: Format: Barrel SBS Tilt: 0.0 FOV: 360 Radius: 10 Rotation: 0.0 It works with Whirligig Time to make some cool renders
Anonymous
Hey /3/ Im supposed to model this bastard and I have little next to no experience in modeling humans/organic garbage. How can I cheese this?
Anonymous
Why do you accept a job you cant do? You are just wasting other peoples time and giving yourself a bad reputation. You dun goofd
Anonymous
>>499115 >http://jornaloide.com/sensual-dance-car/ Im not a professional but ok
>>499153 Im not a fucking professional my mistake for making people assume I actually have some kind of real job in this, ya'll have a one track mind.
Anonymous
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>>499252 who the fuck would model john madden for fun
Anonymous
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>>499252 >one track mind if you have browsed this board enough you know thats not true and you are just an idiot.
Anonymous
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>>499050 Use the ZBrush. Use the Reference. Learn as you go.
Anonymous
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
Anonymous
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>>499039 Yeah weird choice. It's not too expencive poly wise but of all the details this specific part could be perfectly replicated with a normal map.
Anonymous
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>>499039 While it's indeed a good idea to do those kind of detail via normal, it's not required. The whole model as it is looks a bit on the higher poly side so I assume he wanted to add every detail that he could.
Anonymous
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>>499024 People do things differently, it's not worth wasting time worrying about it. Just get things done.
Anonymous
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>>499024 Actually. He could of used this for his normals. I'd just convert those extruded parts into flat spots then bake them back on as normals.
Anonymous
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>>499039 I guess that's a first person view model right?
I don't like when guns in games have all their detail baked in normal maps, I think it looks very flat since you are constantly looking at it from a very angled view. Good thing he added the detail.
Anonymous
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?
the one post thread killer
>>499007 >best program after effects.
>best program for free blender.
CGM
>>499078 no
>>499078 use Nuke by the foundry.
Anonymous
>>499080 >>499078 I've used and still have After Effects (regular video editing, not 3d), but I have heard that Nuke is preferred and used in the big leagues. What would be the best way to go about learning?
CGM
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>>499083 nuke is the #1 used composting program in the "big leagues" then probably after effects. but the amount of control and versatility you have with nuke is ridiculous.
>the foundry actually has some good tutorials on their website https://www.thefoundry.co.uk/products/nuke/learn1/ Anonymous
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>>499007 Holy fuck, that's lulworth cove. I've been there.