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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: problem.png]
Well, to start. I'm sorry to post a thread on a slow board like this that might get one or two replies and has to wait a week before it dies. But i've been at this for more than an hour and I haven't gotten any further at all. I'm pretty much a beginner, but I know the basic moving around, selecting this and that etc. I need to model a bycicle, I broke it down to parts. I think I can make most of it using the knowledge I already have. But when I started on making the wheel i got a little stuck. What I did was I made a torus shape and a cilinder. I removed the inner part of the cilinder so I got a nice ring. I extruded (?) that to make some sort of tire. Then I deleted the inner part of the tire, and removed the outer part of the ring I had before and moved it to the inner part of the torus. The torus will be/is thicker than the ring, and will be the actual tire. And the ring will be the metal part inside the tire. Thought some backstory might help a little. Now for my question. I want to make faces between these two objects, but the bridge tool is being a bitch. I can't get a simple square face. I tried the fill hole option, but that's being a bitch too since it just makes a round face to cover the whole cilinder. I tried searching for the answer but I keep getting "use the bridge tool" while that's obviously not working, and messing around with the setting hasn't helped either. So, /3/, please tell me what I'm doing wrong ;-; ? Pic related, it's what I get when I select 4 vertexes and use bridge. What I get when I delete two faces. And me having my cursor on the last face to show it's not 3 faces but one, one weird one. I'll check in 6-12 hours because I need to sleep.

glow maps

3 more posts in this thread. [Missing image file: 3ds-Max-Glow-Maps-3D-Texturing-Tutorial.jpg]
anyone know how to make a glow map in maya? preferably one that can work in mental ray / hardware render
2 more posts in this thread. [Missing image file: cat brush.gif]
Are there any decent Animation or advanced VFX master programs in Europe ? I pretty much know the ones in the USA, but I can't really find results for europe. Thanks.
1 more posts in this thread. [Missing image file: 95cde08942210609736a8cdb05273fe1.jpg]
I'm planning to start using ref/concept art for speed sculpts but they're always done by super popular people who have their ego already greatly fed. I just want a small timer to have a chance, you know? Any sugestions how I can find nice art that doesn't have a million followers already?
2 more posts in this thread. [Missing image file: Img_0032.jpg]
Quick question. How do you decide the minimum amount of triangles to have in a model? I mean for the sake of lighting it once it is in a game engine like UDK. I have it in my head that it's not ok to stretch a triangle out over 512 units for the side of a tank or something. What is the acceptable method?

Just curious.

2 more posts in this thread. [Missing image file: Mandy- Blue Mary - KoF (1).jpg]
If Maya can do animation and rigging and pretty much everything... why do they keep developing motion builder? What does motion builder has than Maya don't?
13 more posts in this thread. [Missing image file: gay.png]
why do the shadows around the middle button look so jacked up, /3/? Is it an issue with the lighting or the model
4 more posts in this thread. [Missing image file: 1318457640078.png]
hey /3/, i've starting using a lot of the video editing programs for the past few weeks and have been getting acquainted. this includes cinema 4d, boujou, premeire and after effects. my question isn't exactly 3d related, but considering after effects does handle some 3d, i was hoping you guys could help me with some very basic principles. i enjoy editing video on premiere because it's a bit more user friendly, but ive found that after effects is far more advanced and versatile for my special fx/3d objects. so my question is about basics. should i be making a composition scene by scene in after effects and then exporting to premiere, or creating an entire composition with multiple scenes all in after effects. after effects can get messy and sloppy the bigger the composition gets. thanks.
9 more posts in this thread. [Missing image file: realistic-pokemon-bulbasaur.jpg]
POKEMON MODEL THREAD How about we model various (mostly 1st gen) pokemon and share the models amongst /3/. For what it's worth I'm going to fake videos and screenshots of an "upcoming PC mmorpg" set in the Pokemon universe (Nintendo is said to be moving out of the hardware dept as did Sega and thus would have to release games on console/PC). It will all be pre-rendered but I may use the UDK for the fakes. /3/ is welcome to join.
1 more posts in this thread. [Missing image file: Cattura.jpg]
I'm new to modelling, and i started to use sculptris alpha 6. A question about coloring: i'm trying to make vehicle like wipeout with low polygon and now i'm cloring them. Is there a way to don't go out a space, to don't go over the line?
1 more posts in this thread. [Missing image file: image2.png]
Ok guys I have been working on this shot for a fiew hours. I have modeled the plane, stolen the textures from the net and now Im working on making this shot more apealing. biggest problem? Client wants it 300 dpi 2,85m x 1,53m Thats a lot, how do I aproach such thing? Most importantly how do I get the smoke texture on the back look good? Its just a remade photo.
9 more posts in this thread. [Missing image file: sheldon.jpg]
Looking to do a relatively simple MMO. Can't afford AAA game engines, so UDK and Unity are my options. I have 2 excellent programmers though with game experience, but UDK is fucking insane, and out game is meant to be a third person or first person MMO shooter, kind of like Tribes but more involved (vehicles and such, larger battles, and a storyline directly influenced by the gamers. IE if one faction is winning the story will change etc). Unity seems capable and since we want hundreds of people in a "battle" at once, the shitty graphics are ok but we'd go with unity pro. Still, I havent seen any MMOs of large scale build with unity. The gameplay is pretty simple (again, tribes but less gay). Can it be done? Team of 4 so far.
3 more posts in this thread. [Missing image file: 1367950240699.gif]
http://www.youtube.com/watch?v=rrOLSQthOoM I guess that video has something overdone. I guess is video editing, right? I wanna ask, does /3/ know about good books on film theory? I'm interested into cinematography. I already know bout the story (Robert mckee) the hero's journey, Dramatic writing. Also Glen Vilppu, Ctrl Paint and the survival animator kit.
1 more posts in this thread. [Missing image file: candlestick.png]
I have my low-poly model of candlestick (pic. 1), added subsurf to it and extruded some detail (pic. 3). They are placed in the same spot in scene, "overlapping" each other. Once I bake normals from high poly to low I get a texture like in pic. 2, which seems fine at first glance, but produces undesired results as seen in pic. 4 (artifacts on the base and bad-looking, distorted detail on stick). What can I do to bake better normals?
5 more posts in this thread. [Missing image file: beauty_01_001.jpg]
Industry question for you /3/. I'm currently learning CGI n stuff and get my degree somewhat soon. >inb4 degrees are worthless. Thats not the topic. My goal is to work on movies and/or game cinematics and such. This thread is about pros and cons of the different industry branches. Advertisement +a lot of variety in work +higher jobchance compared to strict movie industry (I assume) -probably no "holy shit that looks so cool" work -seeing movies you worked on is probably more rewarding than commercials (for me personally i guess) Movie industry +(depending on the project/studio) top notch visuals +you work on smth a lot of people enjoy watching and actually want to watch (not so much on commercials) -lower jobchance, more competition -probably longer working hours -maybe you'll work 1 year on an effects that has 2 sec screentime Game cinematics +I personally love the mindless action +variety in jobs +game cinematic have to look stunning -> people are impressed +somewhat cutting edge tech -less rewarding than a finished blockbuster you worked on (?) -less jobs overall A few points are ofc personal preference... I know that digic and blur and such do commercials aswell, so do MPC and Digital Domain etc. Whats your opinion on this /3/? Game cinematics are the golden hybrid between movie and commercial industry or is that an illusion? pic unrelated
3 more posts in this thread. [Missing image file: inb4 hipster shit.jpg]
50 more posts in this thread. [Missing image file: cghub.jpg]
this cromatic abberration/color grading shit has to stop. no, you aren't "improving realism", you are hiding your lack of ability. this crap is the new lens flare. putting an instagram filter on your render will only make it shittier.
4 more posts in this thread. [Missing image file: blender.jpg]
Hello /3/ I need your help. I'm supposed to be able to do following stuff in the next 2 days (all in Blender3D): - edit in Object Mode (insert or change size of "Mesh"(?) Object, move camera, choose lamp... - edit in EditMode (choose and delete node, tie nodes, fill space... - assign material's color - render - position and turning animation I've never worked with Blender before and the only tutorial I've found in my native language teached me after 40 minutes just how to insert object and I don't have time for that. If you have some recommended Bender tutorial or can tell me how to do the mentioned stuff, that would be greatly appreciated.

watch and learn.

62 more posts in this thread. [Missing image file: master_rice.png]
http://vimeo.com/channels/staffpicks/9178331 you niggers spend all the day talking shit and claiming low poly is easy as fuck and good CG is only your zbrush sculpts and multiresolution meshes and expensive shit. I bet you can't do something as good as that.
10 more posts in this thread. [Missing image file: gar.jpg]
is the poly, face, uv, etc count too high? I feel like i did a decent job at modeling and texturing this but the polycount seems awfully high.

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