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/3/ - 3DCG

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>> No.508178 [View]

>>508177
FXPHD is the most in-depth source for VFX related tutorials.

>> No.508097 [View]

>>508011
I'm not >>508089
But, since he hasn't yet... here ya go.
https://mega.nz/#!3coh0b6b!1yh5ZMaHBNVBWeAe8X1O5vGiXtYCaDsW5lG_LTJymiQ

>> No.507735 [View]

>>507731
The industry is full of POCs, and a decent amount of wimin. The girls just don't tend to have as much of an online presence, but when you visit a studio, you'll see quite a lot of them.

>> No.507728 [View]
File: 860 KB, 3403x1018, pillar.png [View same] [iqdb] [saucenao] [google]
507728

>>507699

>> No.507098 [View]

>>507001
Just go to the Masking section in ZBrush and do a "Mask by AO". There's all kinds of different auto-masking features there. Once it's masked, just reverse the mask and you can now only paint the ambient occluded areas. Just do a "Color>Fill Color" if you want to do a basic AO fill after masking.

>> No.506275 [View]
File: 559 KB, 382x336, 20151221170122.MJPG.MP4.webm [View same] [iqdb] [saucenao] [google]
506275

>>506233
>>506271
>>506269
The boolean operation in Maya is Dynamic, as is nearly every operation, due to how the history chain works.

Create your Boolean using the bounding box, then move the booleaned object using the history transform object that's left in your Outliner. It should have the same name as your booleaned object, but with an icon that looks like a sheet of paper with a red arrow on it.

If this solution isn't good enough for you though, there is the Puppet CSG shader, though it's for Mentalray, not Octane.

http://www.puppet.su/shaders_p/docs/howtocsg.html

http://www.puppet.su/download/shaders_p_e.shtml

>> No.504186 [DELETED]  [View]

>>504175
>>504183
Nope, depends on that cellphone generation you're targeting as your "base level". 7k tris is nothing to a Galaxy S5/S6 for example.

>> No.504142 [View]

>>504141
Lmao, if you're not a troll, that's really sad. Please, point out where there are triangles other than the end-caps on the silver part. The pole at the center of the mesh is all quads.

The reasons you don't use triangles is to maintain edge-flow, allow for proper deformations if you will be deforming, and to allow the smoothing algorithm to smooth properly. If your triangles lay on a perfectly flat, hard-surface, then they cause no issues, you could have a giant 24 sided n-gon there if you want and it wouldn't matter at all so long as you surround it by an extra edge-loop. He doesn't have any supporting loops in for smoothing yet, so this is all irrelevant, until he plans to smooth it and add the supporting loops to do that, those triangles are perfectly fine.

>> No.504131 [View]
File: 1.06 MB, 1920x1080, planejane.webm [View same] [iqdb] [saucenao] [google]
504131

>>504121
wot m8

>> No.502304 [View]
File: 68 KB, 1797x624, yuhknob.png [View same] [iqdb] [saucenao] [google]
502304

>>502298
?

>> No.500840 [DELETED]  [View]

>>500836
Just don't advertise that you're using Max. Claim you're using Blendshit. Unity doesn't retain metadata about your license information, and Autodesk doesn't give enough of a shit to go inspecting every little crappy Unity 3D store item, if any.

>> No.500837 [View]
File: 2.65 MB, 672x576, progress_at_a_leisurely_pace.webm [View same] [iqdb] [saucenao] [google]
500837

>>500203
>>500207
ez pz m8s

>> No.498393 [View]

>>496742
/3/ is somewhat more active than most forums dedicated to a single piece of software. And a tonne of people here use Autodesk products.

OP, just do what >>496743 said. Nitrous is the newest veiwport, "realistic" is deprecated and no longer the realistic option in comparison.

>> No.498333 [View]

>>498330
Maya has a direct export to Unity and Unreal button in its File menu. So yeah, pretty simple.

>> No.498308 [View]

>>498301
>I can't convert to tablet when I've used a mouse and keyboard for years--feels weird.
>Stick with what you're comfortable

Terrible advice. The gist of what you're saying is "don't bother learning new skills, because it's uncomfortable at first!".
Guess what, even if you never used a mouse before, using a tablet for the first time is going to feel "weird" unless it's a Cintiq, because of the disconnect of not watching your pen as you draw. But you just have to practice and it will stop being weird and soon be natural, just like riding a bike.

Mice do not have pressure sensitivity, which is quit important to sculpting well and quickly.

>> No.497991 [View]

>>497982
https://www.youtube.com/watch?v=ck4NuQWZ-kk

https://www.youtube.com/watch?v=oKFfSl-EBfI

https://www.youtube.com/watch?v=QPY7d23fScQ

>> No.497607 [View]

>>497595
Dota 2 isn't an MMO bruh. It's an action oriented RTS game that is a fresh experience every match.

>> No.497606 [DELETED]  [View]

>>497602
>Gaiz, use Blender because it's free
>Now pay a yearly subscription to learn it that costs the same as a yearly subscription to Maya.

>> No.497598 [View]

>>497597
The absolute only advantage Mudbox has over ZBrush is direct to texture painting.. That's it. ZBrush does everything else better. Your teachers probably just learned Mudbox first and stuck with it. If you actually go around online and look at job postings for studios, you'd be hard pressed to find ones asking for Mudbox. It's always ZBrush.

Mudbox is not any better in the pipeline. ZBrush has GoZ, which allows you to send back and forth between Maya and many other programs.

zRemesher is used as an intermediary tool, what you do after the initial blockout so you can start working with subdivision levels to get a quality sculpt for baking purposes. You retopo that sculpt either in ZBrush using the topology brush, or in something like Maya with quad draw. After retopo, you unwrap the retopo mesh and then bake the details from the high to the low.

Polypaint is used and baked to the low. But recently workflow has been shifting to using Quixel or SubstancePainter to do all the texturing work.

>> No.497596 [View]

>>495660
Spoken by someone who knows fuck all about ZBrush's capabilities.

>> No.497588 [View]

>>497578
Source 2 has FBX import. The Source 2 Dota 2 Workshop Twools have it, as does the updated Source Film Maker.

>> No.497586 [View]

>>497565
Shouldn't have to open up the node editor just to take a look at your model and texture. It's inefficient.

>>497574
>doesn't read the part where I say I've learned basically all the popular 3D softwares over the years, it's not just which one I'm "comfortable" with. crymore.

>Millennials, everyone!
What, are you 14? Don't let mommy find out you're on this big boy website!

>> No.497570 [View]

>>497569
+ if you plan to do deformations on the mesh through animation, avoid them.

>> No.497567 [View]

>>497548
Prefs>Config>Enable Customize.
Prefs>Custom UI>Create New Menu.
Name it what you want, it will now show up on your menu bar.
Drag it from the menu bar to your left or right panel (this is just temporary).
Now that it's on your UI, you can ctrl+alt drag whatever buttons, sliders, materials, brushes, etc... you want into this menu.
You can also add sub-menus to it by going Prefs>Custom UI, and ctrl+alt drag the "Custom SubPalette" button into it. You can name the sub-palette by hold ctrl+alt and clicking on it once.

Once you have the stuff you want into it (you can always modify it more later), drag it off the side of your UI if you don't want it there (since you probably want to bind to a hotkey). And go to Prefs>Enable Customize, to turn off customization.

Now just hold ctrl+alt and click on your custom menu that's at the top and it will ask you to assign a hotkey. Done!

Afterwards, make sure to go Prefs>Config>Store Config.
As well as Prefs>Hotkeys>Store.

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