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kinda familiar with zbrush but still a noob. Whats your workflow pertaining to blocking out,dynamesh, retopologize or decimating, polypainting, applying uv's,applying details. in what order do you do what if you're going to export to another applcation to render.
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As discussed here >>434020 this is another collab project, where we create the museum of /3/,
filled with models made by t/3/apots. This museum will then be made interactive in multiple game engines.
Bitbucket team and repo:
#/3/ on irc.freenode.net
How to contribute:
If you can handle bitbucket, post here with your bitbucket name or message the admins of the group to be added.
If not, you can just upload to Dropbox or mediafire and we'll push it.
What we need:
Models. Everything from models to display, to models for the building itself, to models for the surrounding environment.
The models should be in .obj format, with .png or .tif textures, and all texture maps as separate files.
Polycount should be as low as you can get it, because remember, this is realtime. If yours is high-ish, consider including a couple LODs.
For reference: http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/
In any case, join the irc. Currently discussing the general layout of the museum.
3Diddly printer, what should I get?
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Pic completely unrelated, I was having fun testing the limits of non-cycles Blender render.
I've resolved to use PLA filament, no heated bed, and no need for cooling; I can put the printer behind the 4-5 inch fan of my desktop which went overkill on cooling..
My budget is around $500.
I don't care about speed, just quality and a decent maximum print size.