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/3/ 3DCG

Threads added between 2014/08/27 and 2014/09/03

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Most viewed threads in this category

17 more posts in this thread. [Missing image file: ]
"Questions that don't deserve their own thread" thread. I've just got started in Maya, and I'm finishing up texturing a low-poly model I have been working on. I have used Normal: Soften Edges to produce a curve along the frame of the movie poster I am modelling and it is now completed and ready to be rendered. Here is the problem: I assume that Normal: Soften Edges produces some kind of normal map (like pic related) and I would like to export this to view it in Photoshop. However, I have been unable to find a way to export the normal map; worse, I am not even sure that Normal: Soften Edges even makes a normal map the way I think it does and I am just being retarded. Can someone please clarify this for me?
3 more posts in this thread. [Missing image file: ]
I'm in the design phase of a game I'm going to be coding and modeling by myself. I was wondering if it would be better to model buildings as one large building or multiple small pieces and add them together? I'm using Maya, Unity Engine, and C++.
3 more posts in this thread. [Missing image file: ]
Noob question here, but please help. So i'm trying to import a model from sketchup into 3ds max, but the topology always looks really fucked up when i load it into max, and it's always split into 500 objects. How do i fix this?

Modeling in Maya

9 more posts in this thread. [Missing image file: ]
Hey /3/ I just started out using Maya a couple days ago and in the process of making a model. I saved it and everything was looking fine. When I opened it again I noticed that the model was messed up a bit but it didn't affect the render. Do you have any idea whats causing it or how to get it off the model ? Also i tried selecting the odd edges and the edge select tool didn't notice them.
10 more posts in this thread. [Missing image file: ]
hey /3/ im curious about something and maybe you can clear things up for me... in MMO's such as WoW for example, where they have many different races that have different forms such as gnomes, humans, taurens, trolls... all complacently different body figures and some even have 3 fingers. how are the gears and armors made to fit all of these races? do they have to model each piece of gear for every single race or do all armor pieces have morph targets to stretch and morph to fit everyone? hope someone can clear this up for me... pic kinda related, tauren in rogue gear
4 more posts in this thread. [Missing image file: ]
Hey /3/, what are the best methods to make realistic clothing in 3D? Not for characters or anything but for (close to) photorealistic product shots of clothes. I know there's marvelous designer which looks pretty amazing but what other methods exist, besides maybe sculpting it in Zbrush? How would you go about making, say, a realistic shirt with folds and everything? Model it first, then use a cloth simulation? Model the folds by hand? Pic is kind of a negative example, needs to be way more realistic than that.
0 more posts in this thread. [Missing image file: ]
I'm modeling a book inn 3ds max. I need help figuring out how to link a spline vertex point to a helper object. I've been following this tutorial: https://www.youtube.com/watch?v=Ms7skbsNFRs, and the same user's old book tutorial (where he used bones tools to animate and splines to model, because the book in the new tutorial was hideous, just 3 rectangles), and it doesn't explain shit on the part where he does it. When I do it, it links the entire spline, and not just one vertex. I'm also going to have turning pages, so if anyone knows about that, that would be helpful too.

Models needed

20 more posts in this thread. [Missing image file: ]
Hey /3/ I need some med/ high topology models to rig in maya for a new reel since I would rather rig a good model than my mediocre models. Creature, human, cartoon etc all welcome. I will credit all those who donate. Please post pic with obj, fbx, ma ,or mb file link. Thanks gents!

rendering help

4 more posts in this thread. [Missing image file: ]
So I've been working on this animation and now suddenly certain frames of the animation just render white. If I start rendering at frame 1 it'll just give me white frames for the whole thing. If I start rendering at frame 53 it will render fine until a section later in the animation where i get a chunk of white frames again. I've tried moving everything into a new scene by important objects one by one and test rendering each time and it doesn't seem to be an object causing it. I tried moving the file to another computer and the frames that it will render are a completely different set than what my main computer will render. And if I try to render a final gather map, rendering just won't even start. And if I take out the skylight none of the objects will render, it will just render the environment map, but I won't get any white frames. I'm using 3ds max 2014, mental ray engine.
19 more posts in this thread. [Missing image file: ]
Digimon thread
2 more posts in this thread. [Missing image file: ]
So I'm just starting to get into UDK and have been fiddling around with a few different plugins and so far I've really liked Speedtree, are there any other good UDK plugins or add-on's you guys would recommend?

What did I do wrong?

1 more posts in this thread. [Missing image file: ]
Just finished my first real model, apart from the shitty renders what are the models flaws?

Modeling a character

6 more posts in this thread. [Missing image file: ]
So, /3/ How do I go on about modeling a character? For the time being, I have only modeled basic props, weapons, cars, and very simple human figures, with which I've learned the basics of weight painting, rigging/skinning and animation I really don't have an idea of what would be the most efficient way to model my character. His figure is very similiar to Axl from Loadout (pic related) - so basically an human shape with exagerated musculature and traits I really have no idea where to begin from. My software of choiche is [sp]Blender[/sp] Even a pointer would be very appreciated!
11 more posts in this thread. [Missing image file: ]
I just came to check this out since I'm starting with this, but with a quick glance it's obvious this board is filled with insufferable shits trying to shine by constantly insulting the rest for not doing things their perfect way, using their obviously superior program, daring to use blender or not having their madskillz. Get fucked
4 more posts in this thread. [Missing image file: ]
Doing some modelling and texturing, feel free to join and watch, maybe comment even! twitch dot tv/kajuzas
15 more posts in this thread. [Missing image file: ]
Does anyone have obj or XNALara files of Sunny from MGS4? I've searched inside the XNALara OneDrive and multiple facepunch threads, but none gave a download that I can see. I'd be really thankful if someone had Sunny.
4 more posts in this thread. [Missing image file: ]
anybody wanna help i can seem to rig this thing , when i rig it i get a breakdancing MT
4 more posts in this thread. [Missing image file: ]
Hey /3/, so I've got a cheap mock-up of my problem here. It's a leg, but I want the foot to be detached and be able to act independently (rotation-wise) while still following where the rest of the leg goes. I parent the foot to the yellow knee joint, but the problem occurs when I make a key frame for the foot. It stops moving with the leg entirely, I guess because the translate and rotate values are overwritten then. Additionally, if I skin the foot to a joint, the joint won't follow the foot unless I do more parenting. Am I just making things too difficult by not connecting the joints and giving the area below the knee all the weight priority?
72 more posts in this thread. [Missing image file: ]
>learnt a lot of my modelling in Maya >have to work with a model in Blender for a project >mfw HOW DO YOU CONTROL THIS THING?
24 more posts in this thread. [Missing image file: ]
How do you make money doing 3DCG? I heard the Unity asset store used to be pretty lucrative, is that still the case?






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