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Did some texturing on my dog. Playing around with with the brushes i found something that resembled a scab/disease etc, so i ran with it. Hope to render it properly once i can afford marmoset.
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# ? Jun 2, 2016 09:58 |
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# ? May 31, 2024 12:28 |
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Haha, what the hell happened to Siggraph videos? Not complaining but it's such a major shift in tone with the upbeat music and the narrator guy.
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# ? Jun 2, 2016 13:41 |
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Haha yeah, it's super cheesy! Speaking of which, I'll be at SIGGRAPH on Monday and Tuesday if there any goons that want to meet up!
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# ? Jun 2, 2016 14:17 |
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Ah I missed the days of going to SIGGRAPH. SIGGRAPH New Orleans and Orlando represent!
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# ? Jun 2, 2016 14:30 |
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Megaspel posted:Haha, what the hell happened to Siggraph videos? Not complaining but it's such a major shift in tone with the upbeat music and the narrator guy. Don't worry the separate technical videos are just as clinical as usual https://www.youtube.com/watch?v=BO1TuBwup4Y
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# ? Jun 2, 2016 15:58 |
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The newest substance painter update seems to have brought UDIM support to some degree. Waiting to see what the changelog says, but after updating today I now have some options relating to it when importing a mesh. I know lack of UDIM support has been a sticking point for some and it's been on the books for a while, so it's nice to see some progress there. E: UDIM, 4K monitor support, 8k texture support (!!), Linux support, and substance in Houdini (not sure the details but the blurb said it was integrated somehow). That's a sweet bunch of updates that should make people happy! E2: omg, it can now bake maps for all materials at once! No more having to click bake for each material on a mesh. https://www.allegorithmic.com/blog/substance-painter-21-here The Gasmask fucked around with this message at 19:49 on Jun 2, 2016 |
# ? Jun 2, 2016 18:15 |
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Im glad theyre removing the checkers on the quick mmask. Its hard trying to use it when you cant see through the overlay. Edit. Now wheres a function to bake down materials, my poor laptop has a really hard time with all the layers. Vilgefartz fucked around with this message at 21:14 on Jun 2, 2016 |
# ? Jun 2, 2016 21:12 |
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Eastdrom posted:Im glad theyre removing the checkers on the quick mmask. Its hard trying to use it when you cant see through the overlay. While I don't think there's a "collapse layer" function, what I've done when hitting slowdown from too much crap is export textures, make a new file, and import those textures to it. It's not super ideal, but as long as I keep multiple .spp's for each "bounce" I can go back and change things, re-export/import, and eventually have a rather complex material that would've killed my machine otherwise. E: you prob understood this, but just for some clarification for anyone else who wants to try, what you're doing is exporting a flattened texture set (so base color, roughness, metallic, normal if you're using the met/rough PBR workflow) of whatever point you're at, then making a new painter file with the mesh and dragging and dropping those exported textures to whatever (now blank) material they were on the original. You probably need to do some massaging of settings to make sure the right textures get assigned to the right layers, but once those are good you'll have a simple image texture representing the complex multi-layer material you built originally, and you can go and start doing the painter thing on top. The reason you want to save the original (and each subsequent bounce) is for later changes. It's as easy as opening up the original, making changes, exporting it, then opening up the second file and replacing the base textures with the new ones. I haven't tried doing multiple bounces and having them set as separate layers, but I think that could work for extremely complex materials where you might want some added control in how the multiple bounces are blended. The Gasmask fucked around with this message at 22:43 on Jun 2, 2016 |
# ? Jun 2, 2016 21:29 |
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Oh that's a good idea, i'll keep that in mind thanks! Just realized I only have substance painter 1 anyway, and i don't know if the difference between 1 & 2 is worth the upgrade. Though there is a handy %50 discount for already owning the first on steam. Edit: 50 percent, 75 dollars. Vilgefartz fucked around with this message at 07:25 on Jun 3, 2016 |
# ? Jun 2, 2016 21:45 |
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Now Substance is a viable option (maybe? haven't used it that much) for vfx and can compete against Mari, should be interesting times
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# ? Jun 3, 2016 00:41 |
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BonoMan posted:Looking good. As it stands right now though I think it lacks the correct sense of scale. I think lots of smaller things like antennae, sensors and other detail on the outside will give it a good scale. Also, that camera angle ain't doing it any favors! You're making it look like a sci-fi gun instead of a ship! Thanks for the feedback, sadly I cant add too much more geometry to it since its for a game and i was trying to stay under 12k tris. Here's a render with more angles and some wiresframe action, still trying to figure out how to do good wireframe renders from modo. And if you'd like to check it out from other angles or play with the lighting the sketchfab 3d view: Cruiser 3d model view
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# ? Jun 3, 2016 05:31 |
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If you recolored that ship it would look great in a homeworld:remastered mod
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# ? Jun 3, 2016 13:41 |
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Aviator rabbit for a class demo this weekend. Helmet and goggles still have a long way to go.
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# ? Jun 3, 2016 19:13 |
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So when it comes to managing your meshes, specifically keeping the polys low, how do you guys do it? Do you just start as low as possible and only add when really needed or start with whatever and clean them up later. Or a mix of both?
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# ? Jun 3, 2016 23:30 |
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Kanine posted:If you recolored that ship it would look great in a homeworld:remastered mod The project is setup so that I can do that easily, part of having indecisive art directors in the past has forced me to setup projects to be changed easy This is just a quick example:
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# ? Jun 4, 2016 00:02 |
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Crain posted:So when it comes to managing your meshes, specifically keeping the polys low, how do you guys do it? Start low and stay low. More polygons are more trouble, and this is doubly true on organic meshes. It becomes really hard to manage poly flow and little adjustments will result in very unsightly and frustrating to get rid of bumps, only add more poly's when you need more detail, learn to squeeze as much as you can out of each poly, for peace of mind as well as performance down the road (it matters for non-gaming stuff too).
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# ? Jun 4, 2016 00:03 |
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Is there a way to pattern a feature in blender? Searching for that just get's me pattern select and tutorials for how to generate a field of things or how to make stuff like honeycombs or animated patterns for ocean scenes and stuff. I'm making a tape deck/tape player as practice and I want to make a line of 5 buttons on the top here: Getting the one is fine, but now I'm not having any luck making the rest of the buttons A) Be the same size, or B) be spaced equally. In inventor I'd just select the one button, tell it a direction or two to go in, and then how many more to make and the program would generate new forms based on that info. Is there anything like that? Or failing that is there a consistent way to ensure my next cuts are a specific length? The buttons are the same width as that top face, so that's not an issue, but can I force it to be 8mm long? Or figure out how long the cut is and scale it down the necessary amount after? I already have units set to metric and the rest of the part is pretty much defined as well I can (where needed, the inset face for the "window" isn't really a specific size I just made it look nice).
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# ? Jun 4, 2016 02:33 |
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Make the button a separate object for the moment and use the array modifier on it.
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# ? Jun 4, 2016 03:02 |
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Keket posted:Make the button a separate object for the moment and use the array modifier on it. Oh right, Side question on that though: I'm planning on making this a 3d print so is there an easy way to merge the meshes after doing that?
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# ? Jun 4, 2016 03:17 |
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Alternatively there's a repeat action command so you could make the button and then repeat the duplicate-move action. Faster but less control.
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# ? Jun 4, 2016 09:40 |
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Crain posted:Side question on that though: I'm planning on making this a 3d print so is there an easy way to merge the meshes after doing that? Boolean modifier to do it automatically with varying results or you can manually connect them after joining both objects (after applying the Array modifier) with ctrl+J.
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# ? Jun 4, 2016 13:05 |
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Manually joining works fine for most situations, you might need to add some edges on the body where the buttons are going to join and manually merge (alt+m) the vertices of the buttons and body after joining to avoid overlapping geometry - then again that might not matter in 3D printing? I know nothing about that. Blender's Boolean tools seem rather janky, I almost always have better results doing it manually even if it takes more time.
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# ? Jun 4, 2016 15:23 |
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So turns out I don't need to worry about merging the meshes for saving as an STL. The individual parts just get saved as part of the same outer mesh when I convert to stl, and the slicer treats it as one whole object. No extra steps needed.
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# ? Jun 5, 2016 03:38 |
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So far so good. Last thing I want to add is a belt clip on the back. Might make that a separate part for printing.
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# ? Jun 5, 2016 03:58 |
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Help :/ Dildo aesthetic aside, what does my missile look ok in 3dsmax but awful in real time?
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# ? Jun 5, 2016 09:57 |
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Either collapse it to an editable Mesh, or apply an Edit Mesh modifier before you export it to .fbx. Or also maybe try Resetting Xform on top of that too.
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# ? Jun 5, 2016 10:01 |
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KiddieGrinder posted:Either collapse it to an editable Mesh, or apply an Edit Mesh modifier before you export it to .fbx. Wow thanks, I was messing around with smoothing groups etc for ages. Learned something new and important
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# ? Jun 5, 2016 11:02 |
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cYn posted:Wow thanks, I was messing around with smoothing groups etc for ages. Learned something new and important Believe me, this same problem pissed me off for ages till I read about this trick. No idea why it works, but it does.
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# ? Jun 5, 2016 11:12 |
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Just working on a pitch for an arms dealer. I'm going to hell. https://skfb.ly/OY6t
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# ? Jun 5, 2016 15:37 |
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Another view without goggles.
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# ? Jun 5, 2016 16:57 |
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sigma 6 posted:Another view without goggles. Those massive spherical eyes are super uncanny/creepy, dunno if you were going for that. I guess that's why Zelda models have flatter, diamond shaped eye meshes.
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# ? Jun 5, 2016 19:38 |
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I think it's the "blind eye" effect due to the lack of iris detail and pupil that makes it creepy more than the size necessarily. Giant eyes can certainly be creepy. Disney's current style does the cg giant eyes in a really appealing way, but very specific to kids and family audiences.
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# ? Jun 5, 2016 19:45 |
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I made a lantern! The reference I modeled it off of was significantly dirtier, and it was sort of weird having to tone back the grunge for once.
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# ? Jun 5, 2016 20:27 |
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Anybody else get the email that CMI VFX founder Chris Maynard died suddenly at his home? Strange. I've been using the site (which feels straight out of 1999) a lot... crappy design but lots of content on there.
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# ? Jun 8, 2016 04:55 |
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BonoMan posted:Anybody else get the email that CMI VFX founder Chris Maynard died suddenly at his home? Strange. I've been using the site (which feels straight out of 1999) a lot... crappy design but lots of content on there. Yeah, that's pretty sad, he was only 41.
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# ? Jun 8, 2016 05:32 |
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Anyone know the best place to hire someone to do some photogrammetry captures? I know this probably falls within pretty much any vfx job really so uh....vfxjobs.com? Artstation, Cgsociety? I'm in the US and would be asking for assets from say Mexico I can't imagine someone on Fiver or taskrabbit doing it...
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# ? Jun 8, 2016 12:51 |
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I could help you with the scope but don't have the time to do it myself. Are the assets that need to be scanned in Mexico?
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# ? Jun 8, 2016 17:24 |
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made a katana based on an unused elysium concept mview here: https://www.artstation.com/artwork/DNe9O
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# ? Jun 8, 2016 18:11 |
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Kanine posted:
That's really cool, I could see it in a Snow Crash game if it was ever made.
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# ? Jun 8, 2016 19:08 |
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# ? May 31, 2024 12:28 |
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I remember people doing a lot of photo scanning here. Anybody have any experience using the Kinect? I'm looking at getting one for really quick dirty scanning, instead of having to go through the whole 100 photos method.
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# ? Jun 8, 2016 20:05 |