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/3/ 3DCG

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Most viewed threads in this category

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
2 more posts in this thread. [Missing image file: Mike_Monsters_University_still_1.jpg]
>you will never get a job at pixar or dreamworks. >mentioning dreamworks in the same sentence as pixar >implying dreamworks isnt filled to the brim with absolute idiots. >implying i dont know dreamworks employees that are literally almost retarded
4 more posts in this thread. [Missing image file: masg 1.jpg]
Rate my lowpoly mask plz. Ignore the symmetry artifacts for now, I only baked one half of the mask to save some texture space and render time. Its 1400x1400 resolution and 676 polys overall for now.

Adobe kills Creative Suite, goes subscription-only

11 more posts in this thread. [Missing image file: Adobe_logo_lg[1].jpg]
http://news.cnet.com/8301-1001_3-57582735-92/adobe-kills-creative-suite-goes-subscription-only/?part=rss&subj=software&tag=title >In a major shift for its business and its customers, Adobe Systems on Monday announced it no longer will sell its Creative Suite software as it moves instead to the $50-per-month Creative Cloud and other subscription plans.
11 more posts in this thread. [Missing image file: Airplane.png]
Hello /3/, I'm trying to work on a model and it seems if I try to do a subtraction boolean, when I save and reload, the model disappears. I'm using Maya. I've no idea how else to make a window for this airplane without using a boolean.
0 more posts in this thread. [Missing image file: svh47RH.png]
Hey /3/, I decided to take a stab at picking up modeling and I've hit a pretty tough wall using blender 2.66 and can't seen to find a proper answer anywhere. For some reason, certain faces behind a semi-transparent face are being rendered invisible in the viewport, anyone know what I'm mucking up?

Source Film Maker

10 more posts in this thread. [Missing image file: SourceFilmMaker.jpg]
What is your opinion of this /3/?
0 more posts in this thread. [Missing image file: Screen_shot_2013_04_09_at_9.15.10_AM.png]
Hey guys. >http://www.youtube.com/watch?v=g6zEpozPe4c&feature=youtu.be Can someone go on this guys online course and record it then post it on cgpersia or something? Knowledge should be shared for all!
6 more posts in this thread. [Missing image file: drdreindahouse1221_TP.Coin_.jpg]
All knowing lords of /3/: Is it possible (and plausible) for three people to produce a simple MMO using Unreal 3 UDK? My gut instinct is saying "fuck no", but I'd like to now what you think IS possible to accomplish. My friend has been going crazy looking for a million dollar idea and he called me up ou of the fucking blue and suggested we make a space MMO. He didn't even know what a game-engine was though, that's the problem. Nor does he model or animate. I do, however. The game would involve hundreds or even thousands of players (let's pretend Mark Zuckerburg donated some servers for us to use) flying around in spaceships they purchase and upgrade. They can also invade the interior of enemy capital ships and capture them for lots of e-money and XP, so it would switch to FPS or TPS when controlling the char. You can then upgrade your gea, weapons, spaceships and skills and the cycle continues as money rains o us from the heavens. That's pretty much it, mostly just battles you join like call of duty except there will be hundreds or even thousands of other players duking it out in spae. High ranking players can control capital ships. Anyway, can this game be made within a year on the UDK? All we nee are char models, gear and weapon models, various char animations and some spaceships... along with a GUI, HP and Energy counters and all that other usual MMO shit. Listing it like that it doesn't sound so bad. I have made a lot of good spaceship models (would need to do the interiors still).
8 more posts in this thread. [Missing image file: 1367855457275.gif]
ok /3/ the final anime question showdown. I can model an anime girl in blender, right? But Zbrush is amazing for organic models, but I feel is not worth it for doing animu waifus, I rather model a waifu doing plane by plane. Do you agree?
0 more posts in this thread. [Missing image file: 1367955563473.jpg]
ok guys, I just discovered RealFlow and wow, is pretty cool. So I wanna ask, can you please give me a list of all the software that is used in AAA animations? One example is Vue which I haven't downloaded yet.
1 more posts in this thread. [Missing image file: 322367.jpg]
Zbrush fag trying to animate here... what would be a good moment to retopo my mesh to prepare for animation? Early on my sculpt while i am still at a low subdivision level? or when i am already advanced and have introduced some detail? I know, i know... do a good base mesh with poly modeling and work that over in zbrush but amuse me. Say i don't want to do that... that i just want to animate something that i did in zbrush. (i know, not animation, a pretty sculpture but whatever) I'll use C4D or Maya for the Rigging/ animation BTW so workflow suggestions are accepted.
19 more posts in this thread. [Missing image file: 1350970326383.jpg]

Houdini

1 more posts in this thread. [Missing image file: Houdini.png]
Does anyone have experience with SideFX's Houdini I looked at it ages ago, and even went to some of their free stuff (got a little wind-up Pixar teapot at one of them) Never really got into it, but it sounded pretty good, if a little different from the normal workflow
6 more posts in this thread. [Missing image file: EAR.jpg]
im really risking my neck by asking this since its 1.zbrush related 2.stupid but to anyone that does use zbrush and doesn't feel like flaming me, is there a way to give certain areas of mesh more polygons instead of subdividing the whole mesh itself pic related >inb4 ur retarded i know that already

trying to make audio file into a file (rhino, autocad) I can CNC mill?

4 more posts in this thread. [Missing image file: F0034512-3D_surface_graph,_computer(...).jpg]
Hello /3/. I have a project I have been working on. I would like to take an audio file I have recorded and create a 3D surface spectrogram. but then: I would like to take this 3d surface and take it into a program like rhino or autocad and use a CNC milling machine to make this shape out of foam. also: would be infinitely easier if the software used is available for mac. those are the computers we have in the milling/printing shop. link to a someone who did something similar: http://www.evsc.net/projects/liquid-sound-collision

wat do

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.
1 more posts in this thread. [Missing image file: ca.jpg]
r8 me bae :3
28 more posts in this thread. [Missing image file: pacifica_by_cristianceron-d61khb0.png]
How do I get into retopology. Here is my workflow idea: I make the sketch in zspheres, then I'll export as obj and sketch again in Blender? using reference. then I reimport on zbrush and start sculting the normal map. Then what?
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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