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/3/ 3DCG

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Most viewed threads in this category

casio edifice ef-552

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Finished 3D render created in blender + gimp. hope you like it!
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If I upgrade to Windows 10, will I need to update Max, photoshop, nuke, zbrush etc? Or will it still function normally?
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kek
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What the fuck is this annoying strange rendering in all my 3dsMax models it looks like someone just opened up mspaint and spraypainted everything how do I get rid of it?

Creepy

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Anything that has to do with creepy or pootang
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So, what's the deal with autodesk animation software (motionbuilder)? What's the point of it if there's maya and blender? Also, it's MMD good for making layouts and prototyping the animation?

Sculpting critique

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Hey /3/, would really like to know what you guys think on my sculpt for something for the dota 2 workshop. This is my first time doing a sculpt and model of an organic model that is not human/armor related. Thanks!

Road modelling workflow

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Help me /3/, you're my only hope. I'm working on a game where the terrain is just roads, but I'm unsure of what kind of workflow I should be using. What I've currently got set up (just for figuring out layouts) is a big curve/path and an array'd road segment that follows it. This won't actually work for gameplay since I've got different types of roads (tunnels/ramps/etc) and decorations and junctions and stuff, but I'm unsure of how to replace it. My current thinking is using a curve modifier on a long base road bit with edge loops put in so I can match the curve closely without having excessive polys where I don't need them, then applying that and getting to modelling individual details. The problem is that that's destructive and I'd prefer being able to adjust things as I go along. Modelling with the curved modifier applied would work except for that blender's camera still orbits around the unmodified position, making navigation a bitch. So, /3/, is there a better solution? It'd be nice to have a good way of generating the collision mesh too.
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So i want to fix the topology of my zbrush model and I'm clicking the remesh button. Wtf? The retopo is only marginally better, not perfect how I want it. Are there any settings I can change to make it perfect? This is shit. I want to do pixar lvl topology and animation
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I am using blender 2.75a... every time i go to texture paint, blender closes. any help?

IT'S TIME

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It's that time again /3/ >:) It is that time where we have a long thread about a collaborative /3/ game where everyone would hypothetically try working together and eventually fail due to miscommunication, disorganization and lack of self-belief. Ofcourse I cannot discard any effort that has been spent in the past for this cause. The recreation of that asian scene and the lunar vehicle game were pretty fun times. And now it's time for another era of /3/ gayming. So what are your easy-to-make game ideas ? Bonus question : anyone know scripting in Unity or Unreal ?

Experimental drooling #3DBenchy with thick layers

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http://www.3dbenchy.com/experimental-3dbenchy-with-thick-layers/
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Is Zbrush for kids? No offence but why is a new version of the software promoted like this https://youtu.be/xOfibGLgD-8?t=5m

what programs/languages are you learning or are eager to learn?

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>my list: 3ds Max Maya Blender Cinema 4D mental ray V-Ray ZBrush Mudbox Photoshop Nuke After Effects Smoke FumeFx Krakatoa Houdini Avid Premiere Final Cut Pro Unreal Engine 4 Unity Crytek Engine Source C++ C# HTML HTML5 CSS CSS3 Javascript JQuery PHP Illustrator Indesign
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Made in Blender Cycles. Tell me why do you still use shit non-free software?
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Has anyone on /3/ tried to design their own computer case?
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So it would appear Autodesk is joining the game engine war with Stingray. >Supports C++, Javascript, Lua and their own answer to Unreal 4 blueprints >no royalties >free to Maya LT subscribers >seamless Maya integration >live preview on your connected devices http://stingrayengine.com/ http://www.cgchannel.com/2015/08/autodesk-launches-stingray-game-engine/
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getting the best displacement maps. how is it possible to get mine like the left? they turn out like the ones on the right and dont work how i want
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When rendering with vray, can/should regular maya lights be used in conjunction with vray lights?
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When is /3/ gonna colab on a game or are most of you here to look your nose down to people






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