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/3/ 3DCG

Threads added between 2014/07/30 and 2014/08/06

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Most viewed threads in this category

8 more posts in this thread. [Missing image file: ]
Zbrush 5 coming out next week. Got the email saying to register for the web feed. Time to get a predictions thread going. >Its not going to blow anything away >probably will be 32 bit still.
39 more posts in this thread. [Missing image file: ]
make this Pretty sure people tried but never saw end product post pics if u have em
13 more posts in this thread. [Missing image file: ]
dragon I made in ZBrush, rendered with Mental Ray, comments?
35 more posts in this thread. [Missing image file: ]
New WIP thread, old thread is dead Link to old thread >>431940

Per-vertex ambient occlusion.

18 more posts in this thread. [Missing image file: ]
This is just a subset of all the units in my RTS game. I would like to ask for an anonymous opinion on weather it looks better (allows better unit differentiation) with per-vertex ambient occlusion. Ignoring the obvious fails of the method. This is a shot with AO off:
6 more posts in this thread. [Missing image file: ]
Hi /3/ I have this problem with hard surface modelling. I have a shape and certain edges need to be hard but when I add support edges I make stuff that needs to stay soft hard as well . Any Ideas /3/? Thanks in advance!
15 more posts in this thread. [Missing image file: ]
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: https://bitbucket.org/3dcg irc channel: #/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.
1 more posts in this thread. [Missing image file: ]
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.

3Diddly printer, what should I get?

3 more posts in this thread. [Missing image file: ]
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.
22 more posts in this thread. [Missing image file: ]
Not really sure where to go for critique of this. Plan on either using this for pepakura, 3D printing, or just plain having someone use this as a reference to make the rest of the damn thing for me. Any advice on what I should do to make it more refined or whatever; Especially for the 3D printing process should I desire that. This picture is the front, (obviously) but I think for the most part it's the topology meshes. If preferred for anyone's better understanding, I can post the actual meshes-though I'm thinking about redoing the entire thing from scratch since I've gone so far away from the original design at this point (of which I could also post the original sketches if desired).
5 more posts in this thread. [Missing image file: ]
>Make model in Maya, unwrap UVs >Export to Zbrush as a .OBJ >UV map not there >Can't make a normal map without identical UV maps What the fuck am I doing wrong /3/? I did the same thing with another model and it worked fine, what's the problem with this one?

tumblr

1 more posts in this thread. [Missing image file: ]
Check out my friends tumblr he posts low poly things and cool stuff there http://odysseyart.tumblr.com/
6 more posts in this thread. [Missing image file: ]
Not sure if anyone has posted this. But how does one go about making a realistic suit(shirt+blazer)?? Thanks in advance!
22 more posts in this thread. [Missing image file: ]
How do I Grassetti mode? How do I sculpt hair like his style?
1 more posts in this thread. [Missing image file: ]
Hi /3/ are there any tutorials out there specifically for switching from one application to another? Basically I already know Maya and C4D pretty well and I want to also learn how to use 3dsmax. So I don't need a "regular" beginner tutorial where someone explains to you what a polygon or a shader is and walks you through everything at a sluggish pace. Just something that explains where to find all the basic stuff you already know from other packages and what things are different. Does anything like this exist? picture unrelated

3D Game Textures: Create Professional Game Art Using Photoshop

22 more posts in this thread. [Missing image file: ]
Is this book good to learn texturing? Also I would like to know about some books that are good for learning texturing. BOOKS OR VIDEOS.






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