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/3/ - 3DCG

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>> No.361817 [View]

>>361814
Oh gad. Brother, that is not good topology...
Workable yes, but definitely not something to aspire to.

>> No.361803 [View]

>>361793
A while ago I saw a topic on cgtalk on a related subject. Thread title was "Topology in Production, if it doesn't deform, does it matter?" One of the posts stuck with me.

>YES it matters, because its going to be a headache for shading, UV setup, and texturing...sorry, qRemeshing something in zbrush does not qualify, it may look clean, but if you select a single edge loop, you get tornado selection. My suggestion, start clean, end clean, for production.

>I get handed zb qremeshed or zb objects all the time, gets sent straight back. I miss the superbly clean sudD models I used to get in production from folks 3+yrs ago, things seem to be shifting to the sloppy hand off side (non senior/pre 2006 artists). If your just doing a personal project, do whatever, its your thing.


I don't have any experience with sculpting apps (yes I need to get with the program) but I know the feeling of getting handed somebody else's shitty model.

>> No.358994 [View]

>>358989
Have you seen this? http://vimeo.com/67440849
Probably the best example of beach fluid dynamics that I have seen (outside of film vfx perhaps?).

>>358774
What specific problems were you having with rendering? I often hear people complain about mantra's speed, but in many cases it's down to inexperience with the software and poorly optimized scenes/settings.

>> No.358601 [View]
File: 349 KB, 2178x1893, iphone-5.jpg [View same] [iqdb] [saucenao] [google]
358601

Linear workflow
Use lights with physically correct falloff
Fix your anti-aliasing
Look at professional product photography and try to learn from their light setups. Phones for example.
http://connect.dpreview.com/post/8243287005/apple-photographer-peter-belanger

Also up your samples maybe, although I'm guessing the noise on the silver parts is from the texture?

>> No.352982 [View]

10/12
The car I thought was real (mostly because of the gravel/dirt on the ground)
The alley I thought was CG, I guess not.

>> No.352421 [View]
File: 358 KB, 1400x1050, boondesk2.jpg [View same] [iqdb] [saucenao] [google]
352421

>>352410
Ehh, I didn't find a link explaining all of it but this looks pretty comprehensive:
http://aachan.sageru.org/nav.html

>> No.352334 [View]

>Does anyone have experience with SideFX's Houdini
Yes, it's great.

>> No.352332 [View]
File: 9 KB, 300x300, dj_shobon.png [View same] [iqdb] [saucenao] [google]
352332

>>352320
Oh you're right, that's shobon. I'm a little rusty on my moonrune creatures.

>> No.352320 [View]

>>352288
izzat some boon?

>> No.349799 [View]

>>349797
I don't even...
There are different kinds of vignetting. Most commonly, and what people are usually mimicking, is "optical" vignetting.

http://www.physics.byu.edu/faculty/christensen/Physics%20427/FTI/Optical%20Vignetting.htm

>> No.349782 [View]

>>349769
Sweet.

>>349771
Colors are fine. Vignetting is a normal when shooting fast lenses wide open (though often times it's corrected in-camera).
On the other hand, any lens made in the past few decades would be considered junk if it exhibited the minimal amount of CA the original render there had.

>> No.349764 [View]

>>349760
It's cheesy and calls attention to itself.

>> No.349749 [View]

>>349742
Niiiiiice.

>What to improve?
Get rid of the gayass chromabs. Also right below the 1 on the black dice, is that reflective caustics going on or a raytracing bias error?

>> No.345498 [View]

>>345370
>of course all 3D erotica boils down to SL,furry, and "wierdo stuff"
Sounds accurate.

>If people started to post 3D porn it will become a hell hole.
Correct, and there is a precedent for this. 4chan had a 3d board a few years ago. Terrible Poser porn everywhere. It got taken out back and shot.

>> No.345281 [View]

>>345159
> /3/: Second Life Edition

Nobody here wants that except for a few weirdos and kiddy-diddlers that roam about.
Not worried though, moot has more sense than that.

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