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/3/ - 3DCG

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>> No.405543 [View]

http://www.ldraw.org/

Here ya go.

>> No.389506 [View]

I'm pretty sure this is last years programme.

Kinda embarrassing to post this.

>> No.386820 [View]
File: 218 KB, 418x549, spore_screen.jpg [View same] [iqdb] [saucenao] [google]
386820

I'm probably totally wrong, but OP's description smacks of Spore.

It had a creature creator with a grassy, moon and vulcano background, simple colour selector. It also had a vehicle creator to make ground vehicles, boats, planes and space ships.

>> No.385336 [View]

OP,

usually a specific scale is determined beforehand, if possible a real-life scale like meters. This is especially important when a bunch of artists work on the same game. It would be problematic if everybody deliver assets in different sizes. In general it is best to avoid any resizing of assets within the game.

Finally, it is also important to have a uniform texel size.

>> No.384494 [View]

>>384338

Actually, if you roll over any button in Blender it does tell you. Before you use something as an argument, please check first if it is valid.

>> No.383606 [View]

Hi OP,

the following links might be helpful.

http://blenderartists.org/forum/
http://cgcookie.com/blender/

As general advice, try to learn the hotkeys as early as possible, since this will greatly help with working speed. Also, in user preferences, enable 'continuous grab' in Input and enable 'dynamic spacebar' in Addons. There are quite a few add-ons that would be good to enable since they expand the possibilities and tools greatly.

>> No.382418 [View]

>>382412

This video just features actors in make-up and clothes / decor with painted details. No animation / rotoscoping involved.

>> No.381522 [View]

Op,

it all depends on the printing techniques used. There are printers that extrude a very fine wire of plastic or metal, printers that use a laser or light in granulated powder or liquid or use an inkjet head.

The printing technique you mention has limited capabilities due to the material and technique used.

Something like the 'Form 1' from Formlabs would offer greater detail and possibilities. http://formlabs.com/products/our-printer

>> No.372036 [View]

Crosshatching works as long as you use at least 4 strokes vertically and horizontally.

>> No.372033 [View]

Retopo in blender is no problem, people. Just use the Grease Pencil:

http://cgcookie.com/blender/2011/08/08/retopology-with-the-bsurfaces-add-on/

Currently bsurfaces is part of Blender. Switch on bsurfaces in the User Preferences/Add-ons.

>> No.371734 [View]

It depends in which situation you want to have the pixel look:

In a render, untick 'Interpolation' in the Textures/ Image Sampling tab for each texture.

While working, go to User Preferences/System and untick 'MipMaps'.

In real-time, when you export your game, add '-g nomipmap = 1' to the command line

>> No.370705 [View]

Actually, the backgrounds for Homeworld were vertex-painted sky-domes. This was because using textures did not allow for high enough resolution and colour depth. Vertex painting offered smooth gradients between any size of surface.

http://simonschreibt.blogspot.de/2013/03/homeworld-backgrounds.html

>> No.370471 [View]

>>370445

I'm probably gonna smack my forehead later for writing this, but let me explain something to you.

My problem with 4chan is not that I'm embarrassed to show my work here, my problem with 4chan is people like YOU. People who have the need to enforce upon others their own ideas on how an image sharing board works and when others refuse to conform to that, feel compelled to insult them for it. I guess the same kind of people who, when you offer sincere, honest advice, disagree about everything, demanding to show proof how good you are, because if you're not up to scratch in their opinion, you best keep your mouth shut.

Good advice is good advice. It doesn't matter if it comes from some college kid or a pro with 20 years of experience. 4chan is an anonymous image board and nobody should feel obliged to reveal their identity. This is the choice of the poster and the poster alone. If someone chooses to share personal information, great. It's up to you to believe this person or not, but this counts for every situation in life.

Yes, I'm a game artist. It can be nice job, but most of the time it's stressful. I have to juggle milestones and crunchtimes with a home life with my wife and son. Yes, I earn a decent salary. No, I don't have much time for much else. I'd love to, though. But I make do and during lunchbreaks I like to visit /ic/ and /3/ to see if sometimes I can help somebody out.

Not for glory (I don't post any work, remember), not to feel superior, but to learn.

I'll tell you something. If you are a talented artist, you can make great work without being able to explain why. It just comes natural. If you are a very good artist, you can make great work and understand what makes it great. But if you are a truly great artist, you can make great work, analyse it, define it, express it and teach others.

P.S.: fuck you too.

>> No.370264 [View]

>>370205

Which proves my point.

>> No.370260 [View]

>>370244
I agree with anon. It would be an exercise in futility to make Blender more like 3ds Max. I would not be surprised if it would need to be rebuild from the ground up, but I can't say for sure.

I like Blender, but it's like a Swiss army knife. It has all the tools, but none of the tools are very specialized. I guess that's the trade-off for being free.

I'm really surprised that an Autodesk licence is valid only in the country of purchase.

Good luck!

>> No.370060 [View]

yeah, my mistake.

I realized I forgot to tell you to copy the vertices first. Sorry 'bout that.

>> No.370042 [View]

In Blender, go to texture settings, switch off Interpolation. This switches off texture filtering, but you will still have AA. To switch this off also, go to render settings and switch off Anti-aliasing.

>> No.370029 [View]

Switch off texture filtering.

>> No.370011 [View]

- Go to object mode.
- Select object.
- Press Shift+S and choose 'Cursor to Selected'
- Go back to edit mode.
- Press period to use Cursor as pivot point.
- Select vertices you want to mirror.
- Press Ctrl+M, then press X, Y or Z (depending on which axis you want to mirror)
- Press Enter to confirm Mirror action.

Done. You can then box select or brush select the parts you mirrored and remove any double vertices.

>> No.369973 [View]

>>369953

Ditto.

I'm a senior game artist at a major studio and I visit /ic/ and /3/ regularly, but the kind of reactions you get when giving critique and how some anons behave makes it very, very unattractive to show my own work.

>> No.369559 [View]

3d modelling has nothing to do with game design.

>> No.369191 [View]

Blendercookie might have something. And, yes, it is possible to paint directly on the model, provided you UV unwrap it first.

http://www.youtube.com/watch?v=SrApuPOayoU

>> No.369168 [View]

you can try by selecting the whole model and pressing Alt+J.

>> No.368676 [View]

- While cursor is in Viewport, press N to show the Properties Panel (if it is not showing already).

- Go to View (click black arrow to expand the menu if needed).

- Change Clip Start from 1cm (default) to 5cm.

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