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cubicle gangster posted:
I would take it out. The other stuff is so much better than it and it really doesn't add anything.
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# ? Jun 1, 2010 17:50 |
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# ? May 29, 2024 17:57 |
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sigma 6 posted:Eoin: Did you ever try out that zbrush image plane plugin? I started playing with it a few months ago actually. It's pretty useful, recently I haven't been doing much texture projection so I never really got to use it on a project. The reference image plane is nice but also, I don't use them too much on my personal stuff since I'm trying to improve my observation. It definitely makes Zbrush better though.
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# ? Jun 2, 2010 03:54 |
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Insanely noob question: How do you import sound into 3DS Max 2010??? In earlier versions I remember there being an option in the curve editor, under "tracks," but in this version I only get the option to add a visibility or a note track. Google was no help, and neither was the help file. What the hell, guys?
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# ? Jun 3, 2010 19:15 |
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Morton Haynice posted:Insanely noob question: Open up the curve editor and double click on the sound on the left hand side?
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# ? Jun 3, 2010 19:54 |
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I don't see it? EDIT: Nevermind. Figured it out. Must be a glitch due to opening an older Max file w/ 2010. Merged all the objects into a 2010 file and now I see the full hierarchy in the curve editor. Morton Haynice fucked around with this message at 21:22 on Jun 3, 2010 |
# ? Jun 3, 2010 21:07 |
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Saw this blog floating around work, never thought much of it until I noticed that 1 or 2 other forums [including cgtalk] is deleting any reference to it on their respective sites. http://vfxsoldier.wordpress.com/ I think some of the articles and comments are hitting a bit too close to home for some people.
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# ? Jun 6, 2010 23:52 |
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BigKOfJustice posted:Saw this blog floating around work, never thought much of it until I noticed that 1 or 2 other forums [including cgtalk] is deleting any reference to it on their respective sites. That company review site he links to in "The Mission" post is a great idea, but after browsing it for a bit, seems like it has just attracted angry people so far. Should be cool once it gets its legs and balances, though.
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# ? Jun 7, 2010 01:46 |
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BigKOfJustice posted:Saw this blog floating around work, never thought much of it until I noticed that 1 or 2 other forums [including cgtalk] is deleting any reference to it on their respective sites. "Hey look I will bitch about the industry while remaining anonymous." I totally agree with Leigh's post at cgtalk over this. http://forums.cgsociety.org/showpost.php?p=6531440&postcount=2
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# ? Jun 7, 2010 02:04 |
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I'm working on my first film at the moment That blog is kind of a depressing read, interesting though. Makes me wonder if I want to keep going in films.
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# ? Jun 7, 2010 04:47 |
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I knew the stuff in the blog happens but I didnt think it was as bad as he's making it out to be. It sounds like he's just lost his job and needs to vent.
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# ? Jun 7, 2010 09:31 |
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keyframe posted:"Hey look I will bitch about the industry while remaining anonymous." My opinion is generally if you are not happy with the work environment, try another studio. I lucked out where all my jobs had good benefits and paid overtime and generally I tend to work at a place for 3-5 years at a time. I never really had to change jobs project to project. I can understand the need to be anonymous if you want to raise a controversial point. I've seen people who got pulled into the office to explain different forum posts before [because they used their work email or company as their profile/signature]. I know one of TD who was fired over a facebook post. If the post or article is valid then it shouldn't matter if it came from "Bruce Shaderwrither, Pigaxle studios" vs "firebird1979".
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# ? Jun 7, 2010 10:12 |
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Might sound like a dumb question, but here I am checking over some awesome artist's 3d portfolio that Sigma linked, when I come across this: Click here for the full 1100x810 image. Now when he's putting that hi-poly together, is he taking pieces away and adding those dings and bits of uneven surface in Zbrush/Mudbox or what? I've that L85 model nearing completion that could REALLY loving DO with some of this kind of roughness.
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# ? Jun 9, 2010 03:25 |
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keyframe posted:"Hey look I will bitch about the industry while remaining anonymous." Please explain, Why does the fact he wishes to remain anonymous can't make him touch legitimate points about the wrongs in ''the industry''? ^^ (edit) Yeah, it's probably a mix between hard edge sculpting and organics in zbrush or another package. Odddzy fucked around with this message at 03:27 on Jun 9, 2010 |
# ? Jun 9, 2010 03:25 |
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Aliginge posted:Might sound like a dumb question, but here I am checking over some awesome artist's 3d portfolio that Sigma linked, when I come across this: yeah he does subd modeling and then zbrushes it for the wear.
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# ? Jun 9, 2010 03:35 |
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That engine looks pretty cool, it's reasonable to assume it was a hard edged model that is dinged up in mudbox/zbrush. I love the welds around the starter bracket. The turbocharger modelling just seems off a bit [having worked on diesel engines] but it could be the angle. I'm starting to work on a few personal models at home, haven't figured out what it's going to be, a few characters I'll eventually rig for a short, I'll post some images when I get rolling. Probably use mudbox and maya for rigging and houdini/mantra for rendering.
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# ? Jun 9, 2010 18:51 |
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Trying to model a Galil, i'm currently having difficulties with two places that seem to smooth incorrectly. Click here for the full 1309x407 image. ideas?
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# ? Jun 10, 2010 05:23 |
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Odddzy posted:Trying to model a Galil, i'm currently having difficulties with two places that seem to smooth incorrectly. If I'm reading your image correctly, you're wondering why the smoothing is much broader there as opposed to the left side of the object where the highlights are tight?
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# ? Jun 10, 2010 07:37 |
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I'd extend that row of polygons right to to the end rather than have it terminate in a triangle on a very noticeable profile change of the surface.
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# ? Jun 10, 2010 18:07 |
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BigKOfJustice posted:I'd extend that row of polygons right to to the end rather than have it terminate in a triangle on a very noticeable profile change of the surface. That's what I would say as well. Tri's can do some weird things during smoothing in any case, but your highlights get broad like that because of the way the smoothing algorithms average through edges. It uses math to draw through an edge as gradually as possible in order to meet the next edge as gradually as possible. The closer 2 edges are to each other, the straighter (less rounded) surrounding smoothed polys will be. Here's a crappy image I drew to illustrate: The left version smooths gradually from one edge, through the 2nd and into the 3rd. The right image has more information, so it doesn't have to be so broad in its smoothing. https://instagram.com/mutatedjellyfish/
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# ? Jun 10, 2010 18:53 |
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I'm confused as hell here. What would cause issues like this? Click here for the full 1240x768 image. Railing between 2 curves, why does it spaz out and give me such a weird surface? It's 2 pieces, the first seemed to work an absolute treat, it's just the bottom one that won't work and I don't understand why. Modelling cars is impossible. I swear I should stick to electronics and stuff
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# ? Jun 10, 2010 22:06 |
It'd help if you showed us a wireframe and possibly your normals if it's a poly surface.
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# ? Jun 10, 2010 23:37 |
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A5H posted:I'm confused as hell here. Smoothing would only do that if there were 2 edges on top of each other. How did you construct this and what's it made out of?
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# ? Jun 10, 2010 23:39 |
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Nurbs or Polygons? Probably inconsistent surface toplogy. If it's nurbs modelling it gets converted into polygons for rendering and any surfaces that isn't really that clean will give really strange rendering artifacts or cracks.
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# ? Jun 10, 2010 23:40 |
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It's nurbs so the wireframes are really basic. I rebuilt the surfaces in 1 sweep instead of 2 and so now it's a little better. Still strange though, I don't see what's difficult about such a simple shape. Trying to put together a front bumper and bonnet now
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# ? Jun 10, 2010 23:43 |
Solution: Don't model in NURBS.
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# ? Jun 11, 2010 03:47 |
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I'm making a spaceship for my source mod about space pirates. It needs something on the bottom. Maybe some sweet guns?
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# ? Jun 11, 2010 05:17 |
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ceebee posted:Solution: Don't model in NURBS. Unless you want to work at Dreamworks
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# ? Jun 11, 2010 05:23 |
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theta-ix posted:I'm making a spaceship for my source mod about space pirates. Aint a space pirate if it doesnt have a space mermaid strapped to the front.
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# ? Jun 11, 2010 05:26 |
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theta-ix posted:I'm making a spaceship for my source mod about space pirates. that's a mighty fine penis you got there. I kid, but I think you should add some more details to the front. Partly to stop it looking so much like a penis and partly to match the details on the rest of the ship. This could of course just be texture details but whatever suits your fancy. Oh, and it really needs some sweet guns.
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# ? Jun 11, 2010 05:48 |
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theta-ix posted:I'm making a spaceship for my source mod about space pirates. Maybe two life-support globes at the stern there... e:f,b
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# ? Jun 11, 2010 06:10 |
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Everything I create is a penis
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# ? Jun 11, 2010 06:23 |
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ceebee posted:Solution: Don't model in NURBS. at least use a proper nurbs package - rhino/solidworks etc. I'd reccomend starting with the spline cage and edge extrusion method, then go back to nurbs. It's fickle as gently caress if it's your starting point. (if you're in max, give up now)
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# ? Jun 11, 2010 18:20 |
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It's rhino. I'm just poo poo at stuff that doesn't basically start off as a bunch of primitives. It's also my first time doing stuff over view-port images.
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# ? Jun 11, 2010 18:31 |
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Have you drawn a full spline cage over all the important areas of the car? I've been told to only use images to re-draw splines over, then move the splines in 3d to get the main lines in then model over that. You can use those as boundaries for the panels - it makes it much easier to gently caress up and break sections off/redo bits too. It'll take longer to start but you'll save time down the line. I cant actually figure out whats up from the render, can you post a wire and shaded viewport?
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# ? Jun 11, 2010 19:02 |
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cubicle gangster posted:Have you drawn a full spline cage over all the important areas of the car? I've been told to only use images to re-draw splines over, then move the splines in 3d to get the main lines in then model over that. I literally have no idea where to start doing that To tell you the truth I think I'm hosed. My final project and I've totally screwed it up. 75% of my degree. loving hell. Wire + shaded: Click here for the full 1204x624 image.
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# ? Jun 11, 2010 19:13 |
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I think they're being classed as seperate surfaces instead of joined. You've not hosed up anyway - it's impossible to totally gently caress up unless you miss a deadline. Just have another go. Have you had a look at all the rhino tutorials on the site? I've not used it in about 5 years so I cant remember anything technical/tool names, sorry For the guides - In side view, draw splines around the important lines/panels on the car, then go into front and shift them to where they're supposed to be. Keep doing that until you've got a rough 3d sketch of unconnected lines, and use that as a layout guide instead of the images. edit: http://www.3dvault.net/Wyatt/one.html it's kinda messy, but it might be worth a read. cubicle gangster fucked around with this message at 20:08 on Jun 11, 2010 |
# ? Jun 11, 2010 20:00 |
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cubicle gangster posted:I think they're being classed as seperate surfaces instead of joined. You've not hosed up anyway - it's impossible to totally gently caress up unless you miss a deadline. Just have another go. Thanks man I'll give it a look now. According to rhino's edge tools, they are joined. It's really strange.
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# ? Jun 11, 2010 20:17 |
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For 75% of the problems I've ever run into in 3d work, it wouldve been faster and easier to solve if I had just started that section over again. Often trying to recreate a mistake I've made makes it disappear.
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# ? Jun 11, 2010 20:23 |
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A5H posted:I literally have no idea where to start doing that wait how the hell do you literally have a degree ending project and not know how to do it? I don't understand how that can happen and yeah, in general, scrapping something and re-doing it tends to help more than trying to tweak something into working.
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# ? Jun 11, 2010 21:19 |
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# ? May 29, 2024 17:57 |
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Sigma-X posted:wait how the hell do you literally have a degree ending project and not know how to do it? My degree is in automotive design. I don't have to use a piece 3D software, I just really want to. I've modelled boats etc before. I'm just having a nightmare with the car. Here's a boat interior just to show I'm not 100% retarded : E: I'll show the exterior/upload the video we made if anyone's interested?
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# ? Jun 11, 2010 21:34 |