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Most viewed threads in this category

6 more posts in this thread. [Missing image file: ]
Looking for some constructive crit, dont be too harsh.. obviously a wip
10 more posts in this thread. [Missing image file: ]
If you want to make origami, like Paper crane model, Do you make it from square model and then fold it?

Building Procgen

2 more posts in this thread. [Missing image file: ]
I'm looking for tools/plugins to help with with making buildings procedurally, I just need the exteriors ( interiors would be nice but whatever ). I need a bunch of them for a game and I'd rather spend my limited time tweaking procedural buildings by hand rather than doing everything by hand.
1 more posts in this thread. [Missing image file: ]
I need to 3D print a tessellated wireframe out of a solid (while keeping the outer surfaces ~3mm thick)--imagine this pic but with solid surface faces. Is this best done in meshlab after making the solid .stl?
7 more posts in this thread. [Missing image file: ]
Is there a decent auto-rig thing for facial rigging in Maya ?
1 more posts in this thread. [Missing image file: ]
Hello, totally new into 3d here. I'm using 3dsmax and substance painter. I want to create a normal map for a mesh using the two of these programs. I don't want to do it with zbrush or inside max with progection. I want to do it in substance painter. Here's is my workflow: I unwrap uvw the low poly mesh and extract as an fbx. Then I apply to the same mesh a turbosmooth (I've got supporting loops etc, it is a same mesh but with a turbosmooth) and uvw unwrap it and save that as an fbx as well. Then I go to substance paint, load the low res and bake the normal map with adding the extract details from the high res model. The normal map DOES get created and it DOES get applied inside max to the low res model. The problem is that that it looks totally off. I don't get the result I want. tl:dr I want low poly object to look like if it is turbosmoothed, while maintaining the low numbers of polys. How do I do it with substance painter and 3dsmax?
7 more posts in this thread. [Missing image file: ]
Whats the best way doing normal maps concerning low poly models, smoothing groups, hard edges? At the moment I make almost everything smooth shading and and add support loops at hard edges(the low poly model) but I think it would be better to make hard eges instead of adding support loops because of lower poly count. But I have problems getting nice even bevels for my normal maps on hard edges. I just found pic related. Is this the right way to do things? Do you have any tips?
8 more posts in this thread. [Missing image file: ]
How i'm going? Some tips, first face. >I'm making a low poly >then subdivide >and sculpt.
2 more posts in this thread. [Missing image file: ]
Are there any tutorials on how to make models like that? I know the process of modeling and texturing but my projects always turn out looking like shit. https://steamcommunity.com/sharedfiles/filedetails/?id=309754452
0 more posts in this thread. [Missing image file: ]
Does anyone know any programs that can create/render 3D fractals and allow you to change the color palette parametrically? I'm trying to get some screenshots for some other texture work and the programs I've looked into either render strangely or don't really let me customize it the way I want. I know of course fractals are difficult to properly mess with but there's gotta be something out there that at least lets you recolor it easily
23 more posts in this thread. [Missing image file: ]
How do i model this with smooth mesh in maya.

Rhino problem?

3 more posts in this thread. [Missing image file: ]
Anyone know wtf is going on here? I work for an architecture office doing some model building. I've modeled some buildings in Rhino like I always do, then exported them as an STL file to my 3D printing software (Zortrax). All the mesh options are set to default (has worked flawlessly every time), there are no naked edges, no open surfaces. Everything is a closed polysurface or a closed extrusion. I've modeled the buildings simply by extruding the curves I got out of the DXF file, then drew a closed polyline for the roofs and simply scaled and extruded it to get the roofs. Then I boolean union'd them to move them around more easily. The scale is fine too, the Rhino model is in 1mm, just as the printing software. I've done this before, just like described above, and it has worked every time. So what teh fuck is going on? Why is it fucking up like that? When I use the flatshade command in Rhino, the model starts to warp like it does in the printing software, so I'm guessing its a Rhino problem. But I'm still a nooblord and english isnt my first language, so I have no idea what is happening.. thanks for help
10 more posts in this thread. [Missing image file: ]
i wanna fix this archviz, what is wrong with it?
22 more posts in this thread. [Missing image file: ]
How does anyone afford any of these programs? I barely even make a thousand dollars in a month. How am I expected to be able to pay so much money at a constant rate if I use any of the autodesk products... This is a serious question, not just me crying even though I probably will be knowing that I'll probably never be able to afford any of this shit except for blender. Pic related. It's my fucking face after looking up all these prices.
24 more posts in this thread. [Missing image file: ]
Hey bros, anyone know of a good alternative to crazybump that doesn't cost hundreds of dollars? That you've tried yourself or at least know someone who has.

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