3 more posts in this thread. [Missing image file: wireframe.png]
Let's just say for the sake of arguments, that I'm stupid, and secondly, drawing out in pen and then connecting the points to create a massive N-Gon is a very easy way of getting a shape in 3D
Now, the tidy up operation...how do I get this N-Gon to have good topology? It's the top of a cliff, and is based on concept art, so modelling the shape it properly would have taken too long
3 more posts in this thread. [Missing image file: wot m8.png]
I need some help /3/
I'm a decent modeler, I'm sure some of you will tear the attached picture apart and call me a faggot (which is okay) but I can't texture for shit. Sure I can break the model into 30 layers and apply a bunch of procedurals, or roughly estimated images projected planar on the x axis from one angle. But that's it.
I've read that UV mapping is apparently the way to go for oddly shaped objects, but I can't wrap my head around it. I've read tutorial after tutorial. Can't understand it.
I'm using Lightwave 10.1 on Windows. How do I UV? I seem to have problems even at step one. When I click export UV map, I get three pictures of the actual model, which overlaps itself to hell and back, and then one X-axis view of a single layer.
Wat do? Give me a 100% step by step for creating and exporting UV models in lightwave if you care to.
Pic is part of what I'm trying to texture.
10 more posts in this thread. [Missing image file: walter_white_by_norbface-d4fsqe01.jpg]
Using mudbox (or Zbrush but I use mud) for non-organic hard surfaces: is it a good idea to do this. Pic related, all guads, just the general form of a spaceship I plan to detail and texture in Mudbox, haven't tried this before.
Do any of you guys do this? If so, any tips? I tried to keep the quads the same density, that's all I could think of. Normally I'd model this ship in max by subdivision but I'm wondering if it's easier in Mudbox/Zbrush. Plus if my model does turn out nice I can use a normal map after exporting it to Max at lower subdivision level.
So again, does anyone here model hard surfaces in a sculptor and is it a good Idea.
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Why did CGI in film look so much better back in 1993? I'm serious and not saying this out of nostalgia. When Jurassic park came out, the CGI was great, more than passable nowadays. Go watch it if you don't believe me.
IMHO, most studios, with the possible exceptions of WETA and ILM, churn out CGI that is so fake it is distracting. The Hulk in any of his movies was an example of this. Smeagol was amazing too, probably the best CGI char ever created (Yoda doesn't count, he looked fake as fuck in the prequels even though ILM worked on him).
So what's the deal? Why does CGI in movies generally blow Donkey cock compared to a movie released in 1993?
As I understand it, the dinosaurs were created and animated in an early edition of Softimage|3D. A more up to date Softimage 3D was used to create Jar Jar (don't get me started) so it's clearly not the technology, it's the artist. So /3/, what the fuck happened