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File: 32149-unity+problems.png (86 KB, 575x388)
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Post em chaps
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Well I guess that explains why you are so successfuly after all these years, Cris!
(audience laughs)
For me, it's Australia. And any kind of spic. And the french. In fact everyone except American & English boomers. And if I hear the word vanilla we are done.
Holy shit, I suck at organic modelling but even I can model semi-decent looking constructions.

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You sad fuckwits who engage in normal social media while hating it so much that you need to scurry off to 4chan to vent your childlike frustrations with it disgust me.

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Help bros

I'm modeling what would be a final level mech for a videogame. The idea is that can you level up your mech's body and weapons.

This is the highest level mech, which should be a behemoth - the largest of the bunch. Yet I can't help but feel it still looks like a toy - when it should be hueg.

I tried adding more and more elements such as turrets, walkways, ladders and little bunkers to give the viewer a scale reference and that's helped a bit - but I still don't have the result I want.

What do?
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Those are details that aren't really visible at first glance, have a big, distinctive feature that is easily recognisable as "definitely huge", like a tree, building, etc, some mechs get around this by showing the pilot's compartment encased in glass, so you can get a scale of how small the pilot is compared to the whole thing
Yeah, of course the scale will be visible in-game what with the surrounding models and whatnot. But I want the hugeness to be clear by looking at the robot by itself, without relying on external elements.
Flak cannon on top seems to be too big if its a normal flakvierling, crotch cockpit looks more lika a one person cockpit you would see on construction equipment, looks like one could easily topple it and normally things get smaller the taller they are, just my 2 cents, don't quote me
Yes exactly that's what I'm saying, integrate a tree or something into **the model's design***
Protip: think about how it would be built

Your mech is smooth. Presumably it's made of a metal of some sort?
You really think that it's feasible to produce a single sheet of metal that's like 10 storeys tall?
You really think someone would use a fastener the size of a car and put a screwdriver slot in it? Lol

Scale is an aspect of realism
Realism comes from real world constraints like manufacturing and material limits etc.

PBR materials and photoscanning are industry standard nowadays, but I really want to do textures the old-school way using photosourcing.

The best I've been able to find is this tool called Texture Ripper. It's over 10 years old at this point, requires Adobe Air and crashes frequently.

Is this really the only way to do it? How were artists ripping textures beforehand?



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what? I don't get it
Good thread
>one click
wait, what? is this new? which button should i click in PS to remove shadows? im still on CC 2015 tho so i might be way outdated
>I don't like to be glued to my PC
You picked the right field buddy.
i know there is Shadow/Highlight control in PS but thats a manual slider instead of a one click solution

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Femanon /3/ user here and even I do not use Blender. Just simply accept that Autodesk is better.
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>I’m a woman and I follow the mainstream
Yes and water is wet
Women aren't good enough at 3d, hard surface is even funnier, 99.999% are men. You will always be a diversity hire.
Tits or gtfo
My take here: You're a guy in a wig and heels harassing your local autority over people refusing to call you carla despite the fact you're shapped like a fridge and sound like Barry White.

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The NFT donut andrew was making failed to sell.

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Do you have shit for brains?
90% of NFT's are scams.
>it could be a neat way for artists to get paid for their artwork.
Yeah, because artists don't get paid and there are not 100 different ways of earning money with art.
No artist needs NFT's, the only people who NEED it are untalented hacks that want to scam people.
It's nothing more than another redundant layer of complexity that can be easily exploited and its also not safe as the 620 Million $ heist a month ago proved.
>If it becomes more legitimate, it could be a neat way for artists to get paid for their artwork.
You could just buy their shit or hire them. There's no need for blockchain shit ESPECIALLY if the actual art is off-chain.
>b-but muh IPFS
IPFS is great for popular content, not an NFT that only a few people care about. Who's pinning your NFT? IPFS is fragile in that regard until filecoin becomes a thing (>implying, this shit is vaporware, hell even IPFS' development is stagnating. High priority fixes that I've been waiting for for YEARS still haven't been implemented.)
>b-but muh royalties
Ever heard of these things called contracts? Licenses?
>b-but SMART contracts
Not enforceable in the real world. The only people who care about smart contracts are other cryptoshitters.
Grifters and suits (educated grifters) will never understand creators and artists trying to make something worthwhile that isn't meant to be a grift in the first place.

> Buh whu u uys make is really good to run grift?? Monnetrprint/3/r go brrrrt!
Fuck the right off bro.
because bad art shouldn't be worth more than good art, like nfts have a hard on for ugly shit.
Damn, only 11 of the donuts managed to sell...


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What an exceptionally gay name. Even better that you watermarked this turd with that. Like icing on a cake.
My toughts also.
It has to be remade.
The fat distribution is also wrong.
Sriously, OP, why the fuck have you made meat tits? Do't you tell me you don't know what tits are made of..
Why are moids like this?
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Good job anon

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I'd like to study more hard surface modeling- My skill is weak.

Any good forums or discussions online? Recommended teachers?
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nvm i got it to work
>good thread with people giving genuine advice and posting resources
based, whish this board was always like this.
No, avoid forums. 99% of the time they're a comical waste of time that don't contain the answer you're looking for.

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You are lead environment artist at a AA studio

You are also the art director, as well as the CEO and you have a beautiful wife

You must model, UV, and texture a large terrain surface.


A mixture of soil, grass, asphalt, concrete, rubble, sand, overgrowth

How to be both economical and effective?

Are you planning on using masks in your texture pipeline? How will you use them? Edge blending? Decals? Secondary UV maps?

How will you tackle it
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Similar question.
How to handle bigger scope scenes?
Let's say you want to do animated ride with a car or by train.
Quality similar or even much lower than Euro Truck Simulator or some train sim.
The whole thing would be a flat subdivided plane with road object on top of it?
Any tips for blending different textures to make nice roadsides or prevent the road itself from being few meters of repeating texture?
Will particle effects shit themselve when try to populate huge areas?
Will render times be insanely long in EEVEE or does it ignore stuff that is not in camera's field of view?

Any way to "cheat"?
Maybe creating semi-long loop that could work as longer drive.
Maybe cutting the line of sight as often as possible with forests, hills etc.
>How to be both economical and effective?
Houdini TOP+PDG and UE5 and Megascan library.
if I'm CEO then my job is to talk how great is our product and tell the lead project manager to tell his underpaid pajeet team to hurry up with the terrain
He said you have a qt wife ====>children
You have to bring home money, you faggot.
You are such a massive faggot anon.
The fuking biggest faggot in existence.
Go fuck yourself you immense faggot,
As you proved you don't have anyone to fuck you.
DUDE That is the f*****g CEO
You're going to get us BOTH FIRED

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How do I make something like this? Are there any tutorials for rigging models like pic related ?
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>they're just designing it for #256Fes challenge
Lost all interest in this thread then, thanks for the heads up
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No idea. Korean people are weird
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Feast your eyes, folks.

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/QTDDTOTT/: Questions that don't deserve their own thread thread.
>Why is snout of teapot pointing towards right (X) in max, should it not point forward (Y)?
>will mastering 3D make my peen longer?
>Will baking normalmap halp make me normal?
>Is the Cross Product a reference to resurrection of Jesus?
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>can I do that and put in some sci-fi twist
you've just described most scifi concepts
don't name your space plane brand lockheed martin and you'll be fine.
Turn on bloom in Eevee, or add a glare node to the compositor set to fog glow
>guy who models trains based off of real life trains
And no the copyright holders for military vehicles don't give a shit about stuff like that.
I think the Humvee makers sued CoD though because they didn't get permission before using that in their game a million times
Total noob here, what software do I use to start off? I am literally on IGP btw
I would love some 3d exercises too. Like "make a teacup" or something
Should I rig/animate on blender? Or just use maya?
I'm looking for something just good enough, doesn't need to be the top of the line.

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>30 hours into a print
>nozzle decides to stop dispensing filament
>entire print is now fucked
just print yourself a better printer bro
>30 hours into a print
I have no idea how 3D printing works, but don't you make modular pieces to avoid this kind of situation?
Fuck off FAGGOT.
3Dprinting is as /3/ as it gets.
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I think it fits better here
In general yeah, this was for an abstract style pencil holder/paperweight. Hypothetically I could have cut it in half and sliced it twice but I'm reckless. Just kind of wish there was a failsafe for when the filament breaks and the nozzle can't dispense anymore.
What I did manage to print in those 30ish hours is still kind of functional as a pencil and USB holder though so I'm still gonna use it.

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>there are people who still unironically recommend quad draw for retopology
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...should we tell him?
I retop with quad draw + UV in Maya then bring it into blender for rig and render

Tard n proud
>nothing about quad draw
>guy shows how the auto retopo is still inferior to zremesh and can't control edgeflow like you can with the zremesh guide brush.
Resident Maya shill is a retard. Go figure.
>shit toaster
With a 2080 ti and I9-10900 for high single-threaded performance? Yeah don't go there.
NTA but you sound like a pretentious faggot
>I retopo with quad draw
how many faces do you get to before the lag kicks in and you have to isolate your retopo mesh into islands and merge them all at the later?
>then bring it into blender for rig and render
Why though?

Tell me everything I need to make 3d porn of my FAvs, and drop the red pills.
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Are you Ethiopian?
no really what the fuck I demand an explanation as well
Depends, is it realtime animation in a game engine or rendered video?
You have to sell your soul to the dark lord.
Do that and you ll get to corrupt minds in no time.
At least that's how the jews have done their porn.

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Years ago I used to fiddle in 3ds max and I'd like to pick up this hobby again. I kinda remember its work logic and interface quirks, so it'd be easy to pick things up where I left them off.
However, the times have changed and now supposedly Maya/Blender are the new powerhouses.
I want to make some cool scenes and object, pretty much as a hobby, if someone would ever way to pay for my creations, cool, a minor sidle hustle, but I'm not even dreaming about a regular job in this industry, I'm pushing almost 30 lmao.

My question is -- is it still reasonable to invest one's limited time into 3dsmax?
max is fine. go away and learn things
3ds max if you're in Europe
Maya if you're in USA
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I think 3DS Max has the best user interface for the amount of features that it has and I find it very easy to use. This is coming from someone that learned Maya first!

Only Cinema 4D is easier to use, but has less features.

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