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/3/ 3DCG

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Most viewed threads in this category

/3/ makes an android app

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For once can all /3/ unite and make an app similar to zbrush on mobile platform? I dont think much work is necessary, we just need to make a model viewer and add a bit of code to modify and save those models.... We can release the model for free on playstore too.... What say?

Modelling a GTA Ubermacht Oracle XS

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Youtube: https://www.youtube.com/watch?v=2Q61pj1Ubr8 Trying to model a GTA Ubermacht Oracle XS without interior. Softwares: Blender and Keyshot 5
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Do I have to make a high poly mesh then retopo it into a low poly mesh? Can't I just make the low poly character, then sculpt the details and paint the map? What is the reason I see everybody do it the other way around?
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No one in the industry uses tris you said


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Hello everyone. I am an aspiring hard-surface modeler and texture artist, currently employed as a 3D modeler. My employer has recently encouraged me to look into possible certifications that I might be able to achieve. Would anyone here have any suggestions? Thanks in advance
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what would happen if I make a photorealistic lolicon porn game anonymously?
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I have a question about world machine and what not and hope one of you can give my answer so i can die in peace. ill keep it as simple as possible. so i know you use world machine to create a realistic looking terrain to use in pretty much anything... this tutorial showed me how you can actually set the colors of your desired terrain... https://www.youtube.com/watch?v=5YwP0uVz44k ... but rendering that out just gives you the basic colors that look good from the far but if you were to use this for a close up render or a game you still need actual materials to go over it with displacement and normal maps so the rocky areas look rocky and the grassy areas look grassy and the snow and mud look as they should. now in Cryengine the only way that i know you can flooud the whole terrain with a material but it covers everything in 1 material and no way to control what goes where. the only other way is to hand paint the materials over the color map in CRY but that wil take years. idk how this can be accomplished in any software for a VRAY or other render like 3ds max or c4d someone used a thing called splat map with a plugin to accomplish this in unity where rocky areas were rock and grassy was grass. any of you know how this can be done in other places? this question has been bothing me for while and i cant find a answer

rendering a wireframe dungeon

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Hi there, I'm trying to render a wireframe dungeon as a means of learning how to program and develop a game, anyone know where to start? Picture related

Exporting from Unreal Development Kit to Maya yields this:

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If anyone is skilled with either Maya, or the Unreal Development Kit (Not Unreal 4) Can anyone discern what might be going on here? So. I'm working with a model of Sonic the Hedgehog that I got with the Sonic GDK fangame project. I am attempting to alter some of the character animations in Maya and then re-import them back into UDK. However, when I export the animation FBX file from UDK and import it into Maya the model not only ends up upside down, (a problem that's not really a big deal to me) but the mesh ends up quite a bit larger than the skeleton, distorting it and making it unable to follow the skeleton properly. Scaling the model down with the standard scale tools merely makes the model smaller, but not any less distorted. Basically the model isn't only too big, it's "bloated." If I export the animation from UDK and opt out of exporting the skeletal mesh instead I am able to import it into Maya and work with the skeleton. This is doable, but it is very annoying to have to export the animation and import it into UDK to see if it looks any good when the mesh gets involved. I'd like to be able to work with the mesh properly rigged to the skeleton in Maya so I can see how the animations affect the mesh before I export. Any ideas?
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hey guys, i just have a quick question So im taking intro to 3D class in college this semester which i don't really need since i know blender, 3ds max and zbrush pretty well so i want to take this time and make something impressive for my final project and something nice to add to my portfolio. the problem is we're using C4D and i don't know the capability of C4D very well and what it can handle. Im thinking about making forrest scene animated short with creatures walking around and shit but i don't know if C4D can handle that or not. are things like physics such as wind blowing on grass and leaves, and fog and water available in c4d or no? can it handle a lot of objects and polygons in the scene?
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whats a good start to start designing mech and scifi art? are 3D programs better or is photoshop/illustrator or something better?

Going from Hammer to UDK (UE4)

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Hello /3/ I am new to this board. I have always mapped alot in Hammer Editor but since time changes I am in need for something more modern. I am currently trying to understand UE4/UDK but I have some problems with texturing. I know how to do brushwork or meshes, but I absolutely fail at texturing them. I have already googled this, youtubed it, asked in the official forums but I just cannot find a good tutorial that I understand for the life of me. So I am kindly asking if anyone here would be by hero and walk me through the progress. Basicly what I need is: I have made a block mesh and the texture scale is 1:1. But I want to later drag and change the block in size so I can build my walls, without the texture itself stretching along with the block. It would really really mean alot to me if anyone can help a total noob with this. I thank you alot
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hey guys I made my friends face the texture for everything tell me if you like it.
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Worst 3D animated film in history? https://vimeo.com/139049545 It's hard to believe this was ever greenlit for broadcast, let alone the fact that big names like Mark Hamill and Nancy Cartwright worked on it.
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Why doesnt my character mover UP when i press W? It's a side scroller with gravity disabled, but i feel like the axis is locked or something
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So for a project, I have to model one of these fuckers. I have tried so many times to get it going but I just have no clue where to start with this thing. Any suggestions?
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I've made my first ever complete cartoon head mesh in Maya, and now I want to set about rigging and animating it for UE4. I know it's a piece of shit, but I'm just trying to get some practice down. I have no idea what I'm doing at this point. I'm going to cut open the mouth, curve the lips inside a little bit and put a separate mesh (the teeth and throat) into it. Hopefully then I can parent this to the head mesh, rig it and animate it. From what I understand, they do roughly the same thing with eyeballs. Is this the right way to go about doing this? I have no idea if I'm just walking into a complete fuck up or I actually have the right idea. Any advice would be appreciated.
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I've been learning to work with VFX for several years, mostly amateur stuff. I took a break -almost an year- for college and I find myself wanting to breaking in again. It seems that the amount of shit available now has changed completly. I used to work with 3DS Max and it's plugins, specially Rayfire and Fumefx. Now, the problem is that the Max scene seems to be dead deadish now. Should I go back to it, or focus on another suite, maybe Houdini?
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Does anyone here have any tips on sci-fi prop design? What to look for or how to filter out shapes, etc.
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When you 3D print something, how do you make simple mechanics work, such as a sliding door? Do you simply leave a tiny gap in the 3D model so that the door is not attached to the rest and just print as is?

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