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/3/ 3DCG

Threads added between 2015/12/09 and 2015/12/16

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Most viewed threads in this category

Mrs Incredible

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Helen Parr thread continuing from : >>490393
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I'm looking at a laptop so I can work away from home a couple days a week. It will be used for real time PC game stuff in Unity. With some minor Maya and Photoshop type work to support that. I'm looking at the Dell XPS range. So I can afford the cheaper models. Which one should I get? ps. Prices are a little lower than listed because Dell's sales people agreed to cut the price £70-100 when I said I was looking at the MacBook Pro.
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Hi /3/ I am really trying to figure out a good workflow for very high poly zbrush models and rendering out small animations through maya/3ds max whichever works better. I've noticed so far after following tutorials I mostly just get errors trying to texture in zbrush and export the uv maps / texture maps. so from what i remember, you need to just export the zbrush model zremeshed low poly to maya along with the high poly texture and other info from zbrush. where do you do the uv mapping and at what point? Also if you are using zremesher for human body / face, at what point do you use z remesher on the model and how do you export the texture from the high poly model in zbrush to maya
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I'm working on a game in Unity that uses this model as a base, allowing players to create their own character using sliders. I know Unity has support for Blendshapes which I intend to use for facial expressions. In older games I noticed that some used their armature to change the characters, though I'm not sure if that's still the case these days. Others have a few base shapes and interpolate between them, I think even Fallout 4 does this but then again it's Bethesda's using the same engine since last millennium. Should I create the sliders for the face and body using bones in a rig or blendshapes? Is there a standard practice for this? If I should use a rig, should I keep it separate from the animation rig or integrate it into the skeleton?

Maya price

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Is maya really 3000$? pic unrelated

UV Tips

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Hey /3/, i need help about UV Unwraping. Look at the image, this is what i've done using UV Headus Layout and it was "just for fun". But i want to know, since i'm noob, does this kind of UV works? I mean look at the numbers of stuff i cut just to make a UV of a simple model... Does cutting the model a lot works fine for future works?

Downloading CG tuts

2 more posts in this thread. [Missing image file: ]
Do any of you guys know how to download videos from PluralSight (formerly known as Digital Tutors) or sights like Udemy? My internet cap is fairly small and thus I can't really afford to stream videos all the time. I know Plural Sight had some kind of offline viewer but it used some kind of token system or something and would only allow you to download a few videos at a time which isn't particularly idea for me
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I have several questions.. as someone struggling with complex mech creation do you think the people who model these kind of detailed mechs model it from scratch or use kitbash it for a library of mechanical parts (heard thats the best way to do it. talked to a guy oce who made this cool robot and he said doing it from scratch clouds your mind and makes you lose vision of the whole thing while you model 1 piece at a time) also if you kitbash a high poly mech like this how would you retopo it for games? last question. how do you even unwrap and texture something like this? do you need to create a few texture maps to fit everything in?

Electromagnetism in Blender

8 more posts in this thread. [Missing image file: ]
Is it possible to do simulations of electricity and magnetism in Blender, whether with addons or not? I've seen that I can give particles charges, and simulate magnetic fields, but can I simulate induced magnetic fields and induced voltage? Was going through some of my dad's old sketches and thought that his railgun-like thing looked interesting to try and simulate.
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Terragen or Vue ? Pic is Terragen
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If I haven't used Maya before and want to be proficient enough in Maya to make make fairly detailed models and very basic animations, about how long would it take for the average learner? I literally have nothing to do all day everyday until January pic unrelated
8 more posts in this thread. [Missing image file: ]
Hello, i was messing around with camera tracking and i put a zombie in 90 frames for a test (zombie already rigged and animated) What do you guys recommend me to improve in the integration? (can't upload a better resolution, is always over 4MB :c)
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How to handpaint? Do you know any good tutorials? Can this be done in a program like Substance Painter, or do I need to paint the UV maps in Photoshop if I want this brushy style?
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Anon that posted the coblestone normal map the other day, here with a version 2.

Gonna an hero in several hours, wanted to share my work

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This is a robot I rendered with Pixar's Renderman
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wee, did this shit for 3d class with blender and i wanted to share it with you guys ^^ uh, i know isn't perfect, but meh, not bad i guess :v if you guys have any opinion or questions, ask !

am I good bad or okay?

9 more posts in this thread. [Missing image file: ]
yo, I went to the art institute for 2-3 years in hopes of being into game art and design however the school was terrible and refused to teach us anything new and I taught myself basically everything I could while doing repetitive assignments about really easy things. I have been to nervous to post any of my stuff. So here it is tell me where you think I am I know im not professional but what do you think I need to do to get better at this?

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