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/3/ board - 3DCG - March 2014

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Most viewed threads in this category

ok, this is getting... 0 posts and 0 image replies omitted. Click to view.
ok, this is getting annoying... every time i make a model, doesent matter if its on C4D, max, or zbrush every time i put it in UDK dev engine its always glitched, and clipping... is it my engine or my model?
Blenderfag hereit took me... 2 posts and 0 image replies omitted. Click to view.
Blenderfag here it took me around 14 hours to render this shit, and still have some noise on the shadows I'm using cycles, and rendering with GPU (NVidia GeForce gtx 660) am I doing something wrong, or I just need more framing? thank you for the advice guys
I'm having some trouble... 11 posts and 3 image replies omitted. Click to view.
I'm having some trouble with normal maps, googling isn't turning up specifically what I need. Okay, say for example I have a blank wall that consists of one face, and I want to slap some carvings onto it, each one is a normal map. Is there a way I can apply multiple maps to the same face, and resize them while keeping their original aspect ratio without having them repeat and then move them around on the face? Or do I have to custom make each normal map for each asset (walls, floors, etc). I'm using Maya 2014 and Mudbox 2014. Pic related, one of carvings I wanted to put on some walls
what program is best for... 63 posts and 6 image replies omitted. Click to view.
what program is best for getting some realistic looking renders?

Basics of realtime lighting

Basics of realtime lighting 4 posts and 0 image replies omitted. Click to view.
I might have a chance to work on a low/no budget game as a lighting artist (prolly enviroment, scenes and stuff like that). I don't expect this game to be a hit, being low/no budget and all. But it will be valuable to get some skills in the lighting department. Where would one need to go to learn the basics for that? I already have Unity installed and I already did set some lights (they look "ok"), but I'd think there is more to that. What I'm trying to learn is this: - How to set up light that looks good but is not wasting ressources - How do I decide when to bake lighting and when not to - What books are a good read on realtime lighting - I assume I also have to work with shaders an such. Any books or tutorials I should look for? Thanks :D Picture related. It's kind of sort of how I tried to fake GI.
I-Is it p-possible to make... 5 posts and 1 image replies omitted. Click to view.
I-Is it p-possible to make stuff in 26d? http://en.wikipedia.org/wiki/String_theory
sooo..... what exactly is UDK... 2 posts and 1 image replies omitted. Click to view.
sooo..... what exactly is UDK dev kid used for? can you make a full game with it?
Sup, t/3/apots?Can somebody... 4 posts and 0 image replies omitted. Click to view.
Sup, t/3/apots? Can somebody less fucking stupid than me tell me why objects I'm working on in Maya occasionally turn mostly black for no apparent reason? It's like they suddenly develop an allergy to lighting. I was just fucking around with a lattice deformer on this thing when it happened. Doesn't seem to be a viewport issue, since as you can see other shit isn't doing it and also it renders just like it looks. It's partially lit on the bottom. The hell's going on here?
hey /3/ this shits been... 0 posts and 0 image replies omitted. Click to view.
hey /3/ this shits been bothering me and i don't know the best way to go about fixing this. I've tried just adjusting colors in GIMP, but i could find anysort of color difference correction.
I have a problem whereby the... 9 posts and 0 image replies omitted. Click to view.
I have a problem whereby the arms of the model seem to "web" with the body after subdivision. Pretty sure there is a term for that but I can't remember it. If I add edge loops around that area, it solves my problem but since it in turn affects the main body, some parts of the body becomes something like hard edges. How do I solve this? Pic related. This is my mesh before subdividing.
why is no one talking about... 27 posts and 0 image replies omitted. Click to view.
why is no one talking about this? https://www.youtube.com/watch?v=oxkf_N-QCNI hook objects in the new blender let you fucking quickly pose models without having to create a bone structure first. great for quick stuff
How would I go about texturing... 3 posts and 1 image replies omitted. Click to view.
How would I go about texturing and rendering an effect like this?
Any ideas why the eyes are not... 2 posts and 0 image replies omitted. Click to view.
Any ideas why the eyes are not following the head?
on what circumstances should... 6 posts and 0 image replies omitted. Click to view.
on what circumstances should you bake a ambient occlusion map... honestly i never understood why.. i always do it because its already imbibed in my brain that that's what needs to be done but is there any other reason than than the shadows? I would like to know because baking an OO map takes me over 7 hours when rendering something complex 4096x4096 (pic somewhat related)
Ok. let me get this... 7 posts and 0 image replies omitted. Click to view.
Ok. let me get this straight... we can use unity 3D free version for as long as we want for educational and non commercial use, but if we do use it for commercial use, we don't have to pay anything unless we make a 100,000$? sounds too good to be true
is there ANY way to make... 11 posts and 0 image replies omitted. Click to view.
is there ANY way to make re-topologizing at least somewhat pleasurable and fun in blender? how do you do it? gif unrelated
Can someone help me figure out... 2 posts and 0 image replies omitted. Click to view.
Can someone help me figure out how I made this? I still have the original .PDN. It most likely involved a median plugin, clouds and/or noise.

Boob overload

Boob overload 15 posts and 0 image replies omitted. Click to view.
So, i've been attempting at blender's softbodies. It was ok, while i was making floating tits and jellyballs, but when it came to boobs.... Well you can see in the gif. Any suggestions?
What are some best practices... 0 posts and 0 image replies omitted. Click to view.
What are some best practices for mapping a set of models with various dimensions (originally from different artists, from various file types, etc.) to real-word height? Scale the vertex dimensions so they're all relative to some mesh I've defined as one meter high? Add some "scale" field to the .obj comments and multiply the meshes by that when they're loaded? Or something else, maybe a little bit of both?
I'm trying to experiment... 17 posts and 4 image replies omitted. Click to view.
I'm trying to experiment with animating objects that are supposed to be big. Basically, am I write in assuming that an object 10 times bigger than it normally is would fall 10 times slow, so therefore should be animated at 10 times the frame rate, simulating 240 fps? Or this there some other algorithm? So 50 foot tall robot should be animated at 240 fps and played at 24 fps? If it is 20 times bigger, it should be animated at 20 times the motion, etc?
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