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/3/ 3DCG

Threads added between 2012/10/10 and 2012/10/17

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Most viewed threads in this category

3d stylized models thread.

0 more posts in this thread. [Missing image file: GandalfTheGrey.jpg]
9 more posts in this thread. [Missing image file: Capture.png]
Hey. I'm fresh out of school and i'm looking for a job in 3d heres some of my work. At the moment it's just wireframes but i'll upload the full renders in a second I'd like to work in a games company. If somebody here has connections and would like to pass on some of my work that would be great.
1 more posts in this thread. [Missing image file: Mushroom Man.png]
Mushroomzilla Roar!!1!!!
5 more posts in this thread. [Missing image file: halp.jpg]
Hey guys, not sure if this is in the right forum considering this is an Adobe Illustrator-related question, but I know many of you are somewhat familiar with it and might be able to lend me a hand. So anyway, I drew this camera in Illustrator, and probably somewhat sloppily as I'm still very new to the program. I'm trying to create a stroke around the border of the camera, exactly like the one pictured above it, which I did in Photoshop. How can I create that effect in Illustrator without having to physically trace out the border with the pen tool or whatever? Any help would be greatly appreciated.
0 more posts in this thread. [Missing image file: piston.jpg]
Help /3/, how do i piston? >Maya 2012 >I create 2 cylinders >move pivot points to top for the upper part and bottom for the lower one >aim constraint each part to the other, mantain offset activated Now I want it to have a limitation, so >create bones >IK handle >Parent bones am I doing it right? Now there is the problem How do I attach the piston to something else to make it work properly? I want to get this result: http://www.youtube.com/watch?v=oamS0ynLif0 I tried to parent the upper joint of my rigged piston to the upper cube, it worked but it loses the limitation What is the best way to do this in your opinion? Thanks a lot
2 more posts in this thread. [Missing image file: WHHHHHHHHHAAAAAAT.png]
Hey, i wanted to start animating in Maya instead of Blender, so i imported my little hippo model to see if i could rig him up and give him life. But he needs his normal map and his diffuse before i start anything. My question is, is there anyway to alter the intensity of the normal map? Everytime i render the normal map is way to powerful and makes the hippo look awful. Blender lets me alter the strength with a slider, is there anyway to alter it in Maya?
0 more posts in this thread. [Missing image file: 1338904396923.jpg]
hey /3/ there was a motivational thread a couple of weeks ago and someone posted a video on vimeo it was a guy making an android girl, can anyone share the link?
1 more posts in this thread. [Missing image file: torrent.jpg]
What is /3/ stealing at the moment?
0 more posts in this thread. [Missing image file: IMG_9570.png]
Hey guys, a little help would be appreciated if anyone has a bit of spare time. We're learning to matchmove with uni. I kinda left it last minute and just used google maps to measure the distances which worked better than I'd thought it would. (I'd taken the photo handheld without measuring anything) We're working with video later, but this is only a few weeks into the module so it's staying simple for now. The models don't need to be detailed either, we just had to roughly block out the shapes. This is what I have so far (with the rough path of the ball painted in white and a little bit of depth of field added), I'm just unsure as to how I should render it out. Ideally I need to get just the ball and it's shadow to put into after effects, to lay over the original image. Does anyone know how I would manage to do this? The render passes don't particularly seem to help too much. Thanks :)
0 more posts in this thread. [Missing image file: Glass-Jar---50235[1].jpg]
I know you all probably get this a lot but can anyone help me find a simple tl;dr retard edition modeling tutorial for noobs easycore oversimplified version tutorial? I'm using blender and the tutorials I can find are either premium or over my head. I have a basic idea of how 3d works (I know what triangles are and how UV textures work etc.), but seeing as I can't figure out how to do anything more than deform a simple shape, I should probably start at the beginning. Thanks in advance for any contribution!
5 more posts in this thread. [Missing image file: tumblr_m9cj74xC191rwjyaso1_1280.jpg]
for someone just getting into 3d modelling for fun, would you recommend maya or 3ds max? pic unrelated

BOOTY

1 more posts in this thread. [Missing image file: V13168_rg1.jpg]
WOOP WOOP DAT ASS IS TO FAT

Complex Mechanisms to Model?

20 more posts in this thread. [Missing image file: Capture.png]
So this is more about CAD than modeling for prettiness. I'm working on applying for a co-op with a major aerospace company (SpaceX), and I'm trying to model a few really fucking complex things to have as a little showcase within my application (i'm an engineer; i just assume for an internship i'll get stuck doing drafting work, which i'm happy doing). I've gotten a few modeling textbooks out of the library, but pic related is about as complex as their problems get, so I'm coming to you guys. Do you have any links to plans/dimensions of really large/involved mechanisms?
4 more posts in this thread. [Missing image file: ZBrush Document.jpg]
I don't think my smooth tool is working quite properly now.
1 more posts in this thread. [Missing image file: 321.jpg]
Is there a method of creating a muzzle flash in 3ds max that doesn't look like shit? Bad Example: http://www.slowbox.org/2007/05/3d-muzzle-flash-tutorial/ I've already got 2D pictures and animations as necessary, but I haven't been able to find a decent tutorial on animooting it in 3DS max. Should I just follow the one at that link, but with more polys?
9 more posts in this thread. [Missing image file: 04.jpg]
Hey /3/. I was wondering if any of you would be interested in having an IRC channel and/or a steam group to chat in? Be it casual talk or just 3D talk in general. I've got a channel on quakenet, #t3apots if anyone would be interested.

Realistic renderer

8 more posts in this thread. [Missing image file: land.png]
Sorry for my English. Is there a free (GPL or GPL-like) tool, which can do (allow to EASILY do): realistic terrain generation, creating a new objects (for example, buildings), have a large collection of ready objects and allow inserting them into scene, ready objects have options (for example, lamp is turned on or turned off), have a human models and allow editing mimics and poses (and warning about unrealistic poses and mimics), photo-realistic renderer, not because have reflections (this doesn`t mean it shouldn`t have reflections), but because of realistic lighting and colors, when resulting images looks like photos (almost pixel-to-pixel, or, better, exact pixel-to-pixel), of course, photo-realistic sky and no need to manually "i make a Sun inserting lamp and increasing it`s power". If there is no such tool, maybe there is some, which suits at least first three points? And if there is no such tool, there is question: "Why? Why nobody did it? Enjoy of such tool is obvious.". (There is, for example, "Stellarium" - EASY to use and enjoyable. Although, it is not perfect.)
14 more posts in this thread. [Missing image file: Echoe.jpg]
The polycount community didnt help. Can you guys critic this? As harsh as you can.
4 more posts in this thread. [Missing image file: DragHead.jpg]
Potentially dumb, and certainly very noob question about geometry, so I apologize in advance. So. I'm making a wearable for Ogre Magi, here. A dragon head on his shoulder. While binding it, I can't help but notice how the game's models, everything originally attached to the model looks somewhat smooth and nice and organic. Even the really low poly stuff, like the teeth, there. And then I look at my dragon, and it looks like it's composed of geometric shapes. So I guess my question is; how do I get my dragon head to look nice and smooth and congruent with the rest of the model, without fiddling too much with polygon count? Am I missing something fundamental?
0 more posts in this thread. [Missing image file: 1348979126447.jpg]
Solidoodle2 Pro VS Printrbot LC: I'm not sure which to decide between these two printers, does anyone have any first hand experience with these? They both have the same build size with heated beds, but I believe the printrbot uses 3mm filament and the solidoodle uses 1.75mm. I really like the design of the Solidoodle, but the 7 pages of review on google groups is awful, orders taking forever, extruders clogging and malfunctioning, axis motors tight or jamming, etc. I can't really find any real reviews on the printrbot LC. Any help would be greatly appreciated.






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