[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG

Search:


View post   

>> No.479843 [View]

>>479837
The best advice would be to put an end to your life, unless you take some time to read the sticky and wikipedia. Related terms you might want to explore include: rendering, raytracing, real-time

>> No.479842 [DELETED]  [View]

>>479837
No. You should consider ending your life as quickly as possible, until you read the sticky

>> No.479766 [View]

easy mode: texture everything so it looks oil painted. Not compatible with dynamic lighting.
Will not impress anybody. Might make a decent portfolio piece for lowpoly/handpainted textures, as long as it actually looks good.

pro mode:create actual shaders that behave like oil paint, carefully light the scene, render.
If done correctly could get published on dedicated websites and magazines. Makes an amazing portfolio piece for showing off your technical skills and knowledge.

>> No.479765 [DELETED]  [View]

easy mode: texture everything so it looks oil painted. Not compatible with dynamic lighting.
Will not impress anyone

pro mode:create actual shaders that behave like oil paint, carefully light the scene, render.
If done correctly is worth being published on dedicated websites and magazines

>> No.479302 [DELETED]  [View]

>>479299
nowadays, even real-time applications use PBR-based workflows.
Get out of the nineties

>> No.479069 [View]

>>479066
you only edit the base mesh, not the subdivided one.
This is the proper workflow. It's hard as fuck, unintuitive and full of trial and error.
Good luck learning how to dig holes in curved surfaces.

Welcome to traditional polymodeling.

>> No.478848 [View]

>>478846
that's what I meant in the first place
he should ask for anatomy and sculpting techniques tutorials

>> No.478845 [View]

>>478751
>tutorials for anything design
art can't be taugth

>> No.478522 [View]

>>478518
>implying this board is any better and not filled with former btards

>> No.478514 [View]

>>478512
I wouldn't use that tone one 4chan when it's so easy to backtrace your real identity all the way down to athens

>> No.478446 [View]

>>478444
did you try a subsurface scattering shader?

>> No.478433 [View]

>>478428
the anatomy is terrible:
-she has no shoulders
-real knees aren't round. they are much flatter
-a neck doesn't simply look like a cylinder with a broader base, it's composed by underlying shapes and it's different if viewed sideways than it looks by the front
-the belly isn't seamlessy connected to the crotch like that in a single curvy line, even in fat people
-fat % is so unevenly distributed that ir creates an uncanny valley effect
-basic proportions are wrong: no matter how tall (or not tall) you are, your hand will comfortably reach the middle of your tight when standing
-the ankles show no understanding of underlying structure
-no sign of details on the back
-non-existant deltoids
-random hips placing

what to do:

you DO have a certain aesthetic sense, and I do get what you were trying to achieve, but without proper understanding of muscle and bone structure, you're going to be hindered in your artistic expression.

Do yourself a favor and try tu understand how the various body parts are actually supposed to be shaped.

If you later decide to change them for aesthetic reasons, it's your choice. But it's got to be a stylistic choice to have any value. Everybody can tell that currently just don't know any better.

>> No.478399 [View]

>>478398
Let me know if you find that useful, time and quiality-wise. I'm a Maya user myself, and once I had to retopo an entire car (a modern car, whith curvy lines and all) and it was hell

>> No.478393 [View]

>>478383
check out if other applications offer more specialized tools for the job. 3D Coat, for example
https://www.youtube.com/watch?v=trTqnA2M9iE

>> No.478344 [View]

>>478342
don't feed the troll

>> No.478339 [View]
File: 34 KB, 500x281, doctor_01.jpg [View same] [iqdb] [saucenao] [google]
478339

>>477246
This guy seems like a total bro. Did he steal your girlfriend, OP? Are you trying to make him into a may-may as a sad attempt at getting revenge? 4chan is not your personal army, you know.

>> No.478338 [DELETED]  [View]

>>477246
This guy seems like a total bro. Did he steal your girlfriend, OP? Are you trying to make him into a may-may as a sad attempt at getting revenge? 4chan is not your personal army, you know.

>> No.478337 [View]

>>478333
If you don't show wires it's impossible to determine your game-modeling proficiency

>> No.478334 [View]

>>478332
Naturally it can be done in the opposite direction as well (concave angle instead of convex)
What you really need is enough geometry on the cylinder base to hold the shape with little to no deformation.
You're not going to get away with it if your cylinder has not enough sides, you will be able to see artifacts if you do that

>> No.478332 [View]
File: 817 KB, 1297x2058, learntopology18.jpg [View same] [iqdb] [saucenao] [google]
478332

>>478313

>> No.478134 [View]

> the audience expects cg elements to move how they would with a live action camera
This is why we can't have nice things. Directors can't handle the perfection a virtual camera allows, and develop new styles that are only now possible; instead they keep copying fucking cinema.
When Kojima did it it was cool, maybe because it was the exception. Now every damn cinematic has cam shade, loss of focus, motion blur, what the hell.
>tl;dr we have a chance at making new art using techniques that transcend old limitations, but we prefer to imitate old limitations

>> No.478126 [View]

>>478106
sketchup supports v-ray iirc

>> No.478043 [View]

Why are you guys even arguing about which software is better, can't you tell when you get baited?
Wouldn't it be a lot more productive if you spent more time bullying people who don't read the damn sticky instead?

>> No.477971 [View]

>>477924
I would be proud of that if I were 12

Navigation
View posts[+24][+48][+96]