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Most viewed threads in this category

11 more posts in this thread. [Missing image file: ]
Is it worth upgrading from a 1080 monitor to a 4k one for making 3d stuff?


4 more posts in this thread. [Missing image file: ]
I allowed this. Feedback?
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Are texture maps linked to texture resolution? If I unwrapped a model onto a 4096 texture then decided to use a 8192 one, would I have to re-unwrap?
3 more posts in this thread. [Missing image file: ]
Is there a Photoshop plugin that allows you to draw textures seamlessly? I hate working with the offset filter. It's very limiting.

CUDA for 3ds max rendering???

7 more posts in this thread. [Missing image file: ]
With VRay RT, iray and Octane is there any reason to buy a quadro card?? Provided the GTX series seem to have better bang for buck, making 3d rendering times faster without paying so much $$$$
9 more posts in this thread. [Missing image file: ]
Wip. Crits please.

Rate my "Art"

1 more posts in this thread. [Missing image file: ]

Questions Thread

19 more posts in this thread. [Missing image file: ]
old one reached bump limit
0 more posts in this thread. [Missing image file: ]
Can someone help me with Zbrush, please? I'm using zspheres but this is happening.

Baking Texture with VRay

3 more posts in this thread. [Missing image file: ]
Guys i need help! I'm trying to do a bake light in my model. All of my objects are unwraped with no Atribute Subdivision on, and its set as "map1". I need to smooth my objects, ok. I smooth, and then the fuckers changes to "map11". But i don't want it to change to map11 godammit... I'm trying to solve it for days and hours, i cant find the solution. I want to do a bake, but this fucking map11 keeps appearing and its annoying and i can't render it... Please help i'm almost killing myself
3 more posts in this thread. [Missing image file: ]
Front end web developer here wanting to make the switch to the 3D modeling world. Need advice. Any Australian /3/ goers that can help me out? What's the industry like here? Most of the job listings I find are all for architect grads and involve experience with AutoCAD / Revit whereas I'm aiming to get involved with the 3DS / Maya side of things. Am I doomed?
5 more posts in this thread. [Missing image file: ]
This year at college I have a subject on the basics of 3d modeling and animation (mostly theory) but I need to turn a very basic practical project in order to pass the subject. I have two to three weeks to make a very simple low poly character with texture and a very simple animation in Maya 2015. The thing is, I don’t have now the time or skills to make it. So I am asking if anyone would like to help me out with this work (where in “help” I mean “make the work for me”). As a reward, all I can afford is to buy you a game on Steam or transfer you the value to paypal, if you prefer.
22 more posts in this thread. [Missing image file: ]
How long do you spend, on average, UV mapping a model?
31 more posts in this thread. [Missing image file: ]
What do you think /3/? need some serious feedback/redlines for this work
9 more posts in this thread. [Missing image file: ]
Are there any guides/tutorials out there on whats a good rule of thumb for stopping at the low poly model then making a high poly model to bake from? I guess what I'm getting at is I don't know how much detail I should add to the low poly model before I switch to a high poly version to bake from. This is an image from a tutorial I have and it shows how to do this but doesnt really go over how much detail to add.
13 more posts in this thread. [Missing image file: ]
Why are junior artists obsessed with guns? There's so much in this world to model but you choose a gun. It's so boring.... Maybe it's an American thing to love a gun so much? what do you think...

Three 3D artists you look up to

22 more posts in this thread. [Missing image file: ]
ill start: chamferzone fausto de martini robin dao

Blender bone world positions

15 more posts in this thread. [Missing image file: ]
Lets say I have two bones, A "Root" bone and a "Child" bone, the "Child" bone has the "Root" bone set as its parent. How can I make it keep its world position while the parent moves? Now, the reason I ask is because I want to create some "root motion" animations for UE4 (which I have gotten working) but since the root bone moves during the animation, its really hard(or as far as i can see; impossible) to keep the IK targets I use in the same place while the "Root" bone moves. As an example see webm-related(by me): http://webmshare.com/nq8qa (I'm aware that this animation is horrible for root motion and in this case it won't be used) But in that rig I have the head as the root bone, when it bobs up and down I'd still like to be able to keep the IK targets located at the feet still without bobbing with the head bone! Any suggestions on how to do this? The easiest thing would obviously be if I could copy the world position of a bone and then paste it on the next keyframe, but I can't for the life of me find that sort of functionality! Now another important aspect is that i can have only ONE root bone and the root bone HAS to be animated. Using the "child of" constraint doesn't work for this reason as the "child" in that case is not an actual hierarchical child to the "parent". (All these constraints are put on me by UE4, one of the biggest engines out there) Asked this everywhere, nobody knows. Why is Blender this stunted? It feels like its basic functionality that they decided to leave out and instead made fancier loading bars.

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