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/3/ - 3DCG

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>> No.804507 [View]
File: 102 KB, 720x893, Screenshot_20210221-234005_Instagram.jpg [View same] [iqdb] [saucenao] [google]
804507

>>804447
thank bud

>> No.804500 [View]

>>804453
sorry nigga

>> No.804245 [View]

>>804239
ill try that

>> No.405660 [View]

Thanks alot for tips. I'll work with it today and might bring back results.

>> No.390611 [View]
File: 297 KB, 1320x759, problem nmap.jpg [View same] [iqdb] [saucenao] [google]
390611

>>390610
forgot pic

>> No.390610 [View]

Transferring normals in xnormal.
Got this problem.

:s

I'm thinking of just brushing out the area with a soft brush and hat normal map blue color.

>> No.390411 [View]

>>389834
I think it depends on the program you use.
3D coat is great for retopology, but (to my knowledge) you can't move the pieces around then unwrap them seperately like maya, UV layout etc.

Unwrapping in UVlayout I think is the best.
Expensive as hell program, but I think it's the best at what it does.

>> No.390410 [View]
File: 191 KB, 1200x464, WIP Angle.jpg [View same] [iqdb] [saucenao] [google]
390410

Here's what I'm gonna unwrap and transfer normals.

I was about to:
cut the low poly in half,
transfer normals
then create diffuse,
But I forgot that I don't want the diffuse job to be symmetrical, So I'm gonna have to unwrap the whole thing (less texel density).

Still, hopefully texel resolution ends up better than the gun.

>> No.358698 [View]
File: 46 KB, 500x500, asd.jpg [View same] [iqdb] [saucenao] [google]
358698

Thank you all for your replys, sorry I have not been able to respond to you before now. Got loads of tips from you guys that I will be trying out.

>>358393
This is basicly how I figured it, but my problem comes in the form that we will not have identical units. Everything will be special per faction, well not everything but most things. Factions will basicly have their own fortes, like air, land, etc... You know the basic types of RTS-combat. So the map will also come into play when creating the balance. A map with too much water will surely fuck over the land-factions and so on.

I suppose I will try to make use of this as far as I can and then just test the fuck out of it. And hopefully release an invitation-alpha to test it out.

Perhaps I can convince the team to release a special batch of keys for just /3/ ;)
Anyhow, it's still a few months out from even the earliest alpha-testing, but I'll see what I can do. Thanks again guys.

>> No.351425 [View]
File: 1.02 MB, 340x196, 1359627423164.gif [View same] [iqdb] [saucenao] [google]
351425

>>351337
being focused will increase your chances of getting a career. however, i just want to mention that there have been successful solo or semi-solo game developers in recent years. so it is possible to make a game by yourself, but you need a LOT of patience and dedication. i suggest watching 'indie game' the movie

>>351338
it's hard to suggest a 3d program that's easy for babbys that doesn't suck. i heard good things about sketchup but i haven't tried it myself. to answer this question, you really need to use at least a few programs and see which one you like best. i personally used Wings3d at some point and it's dead simple to use, but that comes at a cost of working inefficiently. meaning you'll spend a lot of time to model something simple. it's also focused on modeling with very little attention (if at all) to texturing and rendering.

>>351368
>mobile
>upgrade
pick one

>>351399
i no nothing about maya

>>351400
impossible to answer with no context

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