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Im sure you all know "SFM porn"?
It stands for Source Filmmaker and its a easy tool for making what it says, small films using 3d models in the source engine.
I'm an SFM artist if you can call it that -pic not related- And I always wondered about this :
Is it legal to make money from commissions/patreon?
I mean, 99% of the people in SFM use stolen models. Even the nude bodies are stolen.
Props, backgrounds, graphics, hairs, everything has its copyright. And it doesnt belong only to one company, there are real artists and 3d modellers behind.
Everyone seems to have their paypal button or a patreon website so, thats the question. Is this legal?
They are not actually selling but..I think it can get you into trouble but nobody cares about that.
Am I missing something?
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I'm curious about Redshift. Has anyone here tried it?
There's been some talk about Corona and Octane but I've never seen this one mentioned.
I've been using Vray for a while and while I love the results I get, I'm not much of a fan the render times. Especially if I want to render proper DoF or motion blur and not add it in Nuke.
I've read a bit on some forums and by the looks of it, it's not quite on par with Corona when it comes to image quality, but otherwise it seems to be very good and extremely fast, which makes it an interesting alternative to Vray for animation purposes for me personally.
Comparing biased with unbiased rendering might be comparing apples and oranges, but still.
Autodesk's bullshit uv unwrapping
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Is it normal for UV unwrapping to be so annoying in commercial software, or is it just autodesk?
I made the switch from blender to 3ds max and maya. Learned a bit of maya, it was decent, but I like max a lot more so in putting maya on the back burner for a bit.
Don't get me wrong in no noob, I know how unwrapping works I have been doing this for at least 8 years. It took me about a week to get a solid grasp on modeling in max. I love their modifier stacks and the free form modeling tools are fantastic. Modeling is so intuitive in Max, but Jesus Christ unwrapping is horrendous. The problem isn't that I just "need to find the buttons that do the same thing in blender." It feels like a different workflow entirely.
At least 3ds max has seams, but they don't seem to work the way they do in blender. I don't understand unwrapping individual sections and then stitching later. In blender you just mark seams and hit unwrap, it's a 2 step process with minimal stretching, lined up and readable normals.
Please tell me you know what I'm talking about and can direct me to some plug ins maybe I'm missing something completely.
Not trying to be a fanboy, I love everything else so far.
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Ayy /3/, I've hit a snag in my workflow and I'm wondering if any of you could slide me some words of wisdom.
I want to retopo a character I've sculpted in Zbrush. However, I have constructed the polygroups of the character at several different dynamesh resolutions. (Namely the toes. For example, the body has a dynamesh res of ~100 but each toe is at ~300 to accommodate finer details.)
Now normally I'd just wrestle with the Zremesher, but each time I do the toes turn into blobs that are floating off the resmeshed base of the foot. My first idea was to merge everything into one big mesh and dynamesh it together, but even at the highest dynamesh resolution it fuses the toes into one big lump due to the small spacing between them. Is there a way to stop this? Would it be best to take the whole thing into Maya and manually retopo it?
I am still very new to retopologizing, so any tips would be greatly appreciated.
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Hello /3/, noob here. I was making a model for a videogame mod, but I'm stuck. I made the initial model in blender and tried to export it to 3DS Max, using obj file format usually worked but now it's giving me the error "error in file mesh name = shape name" when I try to import it. I did google the error and it seems that it has something to do with loose geometry, but I can't see any loose edges nor can the "select loose geometry" tool. Can anyone please fix the model so I can import it or tell me how to fix this? I attached the model with textures used below.
And yes, I did try to export to 3ds already, it gives me "improper file format" error.