What does your 3D modeling curriculum look like?
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I'm in a shit university, so I'm interested how fast the introduction to 3D modeling class progresses in your place.
3 weeks have passed and here is what we """learned""":
Basics of 3ds Max - drawing basic shapes + move, rotate and other tools
Basic edit poly tools
Literally just went through all the object creation tabs and did some animation with default particle systems
1.5 hours per week (keep in mind that's just one and only 3D class for now, though)
Meanwhile, I'm learning by myself:
>watched only first 5 videos by Arrimus 3D and learned more tools in less than an hour
>proceeded to some digital tutors tutorial
>modeled container, backpack and a machete with moderate amount of details
>didn't even work that much until now
If the class continues like this, it will be a complete waste of time. So, once again - what does your curriculum look like and what models are you expected to make during your lessons? I'm really interested so I can compare programs. But basically, every 3D education in this country sucks.
3D software that runs on a toaster?
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I'm barely getting started with 3D modeling, using maya, used it mostly to make stuff on unity. I can't model at all but i'm learning how to UV stuff, using quixel, normal maps, materials and stuff.
Point is, i'm looking for a 3D modeling software that runs on "a toaster" meaning my netbook that has no hardware acceleration/GPU/OpenGL/etc available. It runs a bunch of old 3D games with no problem, so i figure it can handle making a bunch of boxes and spheres on SOME software. Right?
fyi blender wouldn't run, but im open to any alternatives, no matter how useless the software might be to a pro. thanks
Hair&Fur in video games
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How do you make planes with hair or fur accurately follow a mesh in a video game?
I asume you can't link them to bones, because it would leave huge chunks of a mesh without hair when deforming, or horribly stretched, and in the case of facial animations, when using pose morphs, you can't really move every single plane along for every single pose.
Would some kind of surface constraint be viable for a video game?