Ay, I'm designing a spaceship as a project for my Uni, what Autodesk software should I get?
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There's a lot for this field believe it or not, Autodesk Inventor, Designer, etc.
Pic unrelated, greetings from /pol/!
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A little while ago there was a bit of noise about something called Live2d, and whether or not it meant the end of 'real' 3d for NPR and stuff like that.
I was of the opinion that it was mostly, or could be mostly achieved through perspective cancellation on 3d models. Or specifically, on the head only of 3d models, with the perspective-cancelled head more or less pasted onto the rest of the normal 3d model(or some % mix of that). I don't know if this is a common technique or if most of the good people here already do this or not, but I've been messing around with HLSL lately and I thought I'd post about my tests since I think I've had some mild success.
First thing is I'd like to note that I'm no expert. In fact I'm not really good at math or programming in general. Second is that perfection probably shouldn't be expected. Even Live2d isn't perfect; if I remember right, in the videos they showed the shader had to "update" every 45-90 degrees of camera rotation or so. So the idea would be, at least for now, to get the model looking as orthographic as possible even if there are some limitations.
I'll go into more detail in the next post, but pictures first. In order, the pictures are:
1. Model with shader laid over model without
2. Model without shader
3. Closeup of model's face; model without shader laid over model with
4. Closeup of model with shader's face
You should see that the model's apparent size matches up fairly closely with the model without the shader, even though one is at 45 perspective and one is at 12. More importantly, the perspective-cancelled model doesn't particularly look out of place in the scene, I think, or is close to looking in place. The reason they are shaded differently is just because I've greatly simplified the default shader to help myself test/develop the technique. Different body parts can be made to match up better with the model by changing some parameters, but I can't capture that in a single picture yet.
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some blender dudes in here? can you help me?
I'm creating a cat in blender and I have a problem with the armature.
I pulled two symmetric bones out of the head bone for each ear.
when I pose the ear bones, the bones move out of the ears the bigger the angle is. the ears DO move but again, they act like the weight isn't 100% but it fucking IS at 100%.
interestingly, when I set the headbone to not deform, the ears move PERFECTLY accordingly to the bones.
then I tried to create a bone between the headbone and the earbones, unchecked deform but this didn't do the trick at all. same problem as with directly parented to the head while the headbone is set to deform.
of course I can't just uncheck deform in the head bone since it fucks up the whole head moving etc.
Why do people think 3dsmax is kill?
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Why is it such a hot topic and debate these days about whether max is gonna suffer the same fate as softimage soon? From what i gather the data suggests otherwise. It's autodesk's second best-selling software. There's an abundance of third party plugins and daily releases of scripts dedicated to max alone. It still seems to be the commercial software of choice when it comes to modelling, base meshing and archviz. Maya did receive a big facelift in the UV unwrapping department (i mean even there, they just bought out the company that made the unfold3d algorithm), but other than that how are the updates any better than the updates max receives? If anything, this just shows that autodesk is becoming more of an acquisition company (like it's almost always been) and less of a software development company. At this rate it's the whole company that will be dealt with a huge blow, not just max. Also, why the rivalry between max and maya users? Can't you idiots just mind your own business? Most of you senior users, use a combination of both anyway, so what the kek?