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01/26/15News Post: In Memoriam
01/23/15moot's final 4chan Q&A has been posted here.
01/21/15News Post: The Next Chapter, aka moot's retirement
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NEWS POST: The Next Chapter, aka moot's retirement

moot's final 4chan Q&A—which lasted 8 straight hours—is embedded below. See the /qa/ archive for the question threads.

YouTube: https://youtu.be/XYUKJBZuUig?t=41s


[Catalog] [Archive]

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So I was cleaning up my hard drive and I found my copy pasta of what used to be the board sticky.

Part 1:

/3/'s Official README.TXT
http://freetexthost.com/nzjanyanw0
If you're reading this, you probably got this linked to you because you posted a
question that has already been asked many many times. Read ahead, and find
your answer.

Scroll to the bottom for useful resource links.


1.) "How do I get started in 3D?"

There are many ways to get started, the quickest way is to actually start
with a 3D program. There are many to choose from, such as:

-3DS Max
-Cinema 4D,
-Maya
-Softimage XSI
-Lightwave
-Blender 3D (Free!)

Once you obtain one the next step is to start with tutorials. There are many
on the net, they range from text and image tutorials to video tutorials. You
aren't going to find a tutorial for everything out there, but most will explain
techniques that you need to adapt in order for you to achieve whatever final
result you want.


2.) "Wow! That's a lot of programs! Which one is best? I heard ______ is best."

You heard wrong, there is no one program that is better than the rest, it has
and always will be the skill level of the artist. Which program you choose is
solely dependent on your own personal taste and which aspect of the 3D industry
you want to be involved in.
Max and Maya are the most hyped and so therefore the most used,
they have the most available documentation online. The interfaces have
a steep learning curve, but there isn't any 3D program you can't learn if you take
the time to use it and follow some tutorials. Go with a generalized package, not a
specialist one.
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>>

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spaceship i made for a project
>>
>>460945
You've got a normal map on that, right?

Really good work on this ship. Hope to get as good some day

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is Bullet strictly for rigid body physics, or can i implement it for fluid dynamics so that it's similar to Lagoa Multiphysics?

i ask because i am fond of the capabilities of Lagoa, but now that XSI is discontinued and lagoa itself died with it, i don't know what is similar to it and ICE. just generalizing things.
>>
ah fuck it i'll just cgpeer XSI and try out Lagoa and ICE. i don't care about what the industry uses, it's a really fascinating toolset.

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That butthurt when picrel was done in Blender + one external plugin. Give me one reason to use 3ds max for arch viz in 2015.
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>>
I love it how the original question is forgotten and people just bitch and complain about job descriptions...
>>
>>458728
It was a troll thread, what's the point?
For real though, if you look through places like the cgtalk galleries, you will see MOUNTAINS of great archviz done in max. Stuff that puts the garbage in OP's pic to shame.
>>
>>456392

Everyone hates each other in the construction industry.

Client: I want this to be designed this way.
Architect design it and send the drawings to the the engineer
Engineer: Wtf this wouldnt work because physics
Architect: Make it work, it's your job.

then it goes back and forth because whatever the engineer makes will force the architect to change their design again.

I mean come on...The architect have to do to shitloads of stuff compared to engineers
>>
>>460478
That only happens if the architect is an useless fuck. When the architect know his/her shit he/she design can easily calculate and design a good structure.
>>
>>456494
>Architects don't use physics
maybe in your third world country.

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Suppose you have your high poly sculpted model ready to go. What the most accurate automate retopo software to use to generate the low poly for baking? Are we still relegated to manual polygon placing in 2015?
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>>
>>460912

Is there a good guide or general mathematical rules to manual retopolgy? I often end up with awkward tris or sometimes ngons when merging two areas since the odds and even verticies dont gel correctly
>>
>>460919
Just use the new ZRemesher 2.0 in ZBrush 4R7.

http://pixologic.com/video/video-v2-zbc.php?videoname=https://zclassroom.s3.amazonaws.com/homeroom/lessons/videos/zremesher/zremesher-functionality.f4v

It's miles ahead of any other auto-retopo out there now.

If you can't get 4R7, then yes, Maya Quad draw is a very easy and quick to use solution, it's a lot less tedious than just manually extruding, slicing and moving verts everywhere.
This vid only touches on a few of it's great features:
https://www.youtube.com/watch?v=SiRjOptXAPU

>>460919
Not so much mathematical but just developing your intuition and shape recognition skills. You have to be able to visually understand the major shapes that make up your model and then think about how you can best create your edge-flows to flow along those forms. Looking out for cylindrical shapes and making sure there's a nice edge-loop where it connects to the rest of the mesh, for example.
>>
use topogun
>>
>>460920

Many thanks good sir
>>
just normal map with xnormal
not so hard

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Ref images of swords/nice texture ideas. All weapons welcome
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>>460932
Thunder
>>
>>460933
THUNDER
>>
>>460934
Thundercats, HOOOOOOOOOOOOOO!

sorry, couldn't resist.
>>
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whatever
>>
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What is this? a WIP for ants? edition

old thread: >>458134
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>>460907
wireframe
>>
>>460898
I really like how this model is coming along,
>>
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>>460771
oh good old times
heres mine from long time ago
>>
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how is my sink coming along?
>>
>>460936
nice

How can I archive this kind of render . Really liking this style .
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>>
>>460758
What you are saying is kinda analagous to stating:
>Genitals are totally independant of penis or vagina, it means how the sex organ is interpolated.

What does that even mean?
>>
>>460761
smooth shading being on or off determines how values such as normals or color are interpolated over an array of vertices. It has nothing to do with any shading model such as blinn/phong/gourard/ or any combination.

get with it, twerp
>>
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This should help clarify what 'smooth' does.
>>
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>what are phong angles
>>
>>460922
checked

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original content only.
give us all your criticism.
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>>460835
About a few craters over m8.
Plotting their sweet revenge.
>>
This faceted rendering is lazy as shit though.
>>
>>459558
I really love this style.

>tfw I'll never make stuff as good as this
>>
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Go rip textures and models out of older console games to learn.
>>
>>459684
remind me of mog house in ff7, i like it.

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first real serious render
need critique
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>>
>>460652
Btw, you can see hard normals per edge, so say you wanted the ears to look more concave, set hard edges around the inside where it starts to cave inwards. Same for the edges on the chair.
>>
>>460666
It's not a yes/no question.
BI = Blender Internal Renderer
Cycles = Procedural nodes Renderer
It tells you at the mid top of the screen which renderer is currently being used.
>>
>>460652
increase the subdivision on the cat, take off the smoothed normals on the chair. you can see the polygons of the cat in the render so yeah, increase the polygon count on that shit, do the same to the tree in the forground and the tree top on the right in the background
>are you in middle school?
>>
>>460745
Cycles
>>460764
nope skipped it actually
>>
>>460423
Make it look like paper mache

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Can someone help with the blue circle issue? It's a light source where a point and area light is used near each other but how do I get rid of this effect? On maya with mental ray rendering
>>
How does this even happen? wtf is that? Are you rendering the light as a shape? is it a reflection off of the skybox? even if that were the case, why is it Blue?
>>
lol autode$k

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sexy
>>
reasons
>>
>>460661
Thank you.
>>
cool meme
>>
>>460639
You took that right out of Harry Partridge's animation, didn't you?

what you think about my projet?
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>>460600
>>460487
Actually i gave perfectly useful feedback.
Of course re-creating scenes is a good way to learn and improve, but if you can better your efforts, why would you limit your scene to the quality of outdated technology?

>hose professionals you mentioned went from this to making far better things in the future. They were here, and have improved, such as OP will.
You completely misunderstood what i was responding to and instead started shit posting yourself.
>>
I do have no 3d experiance. I am toying with lightwave 11.5

But i can say this looks good.
one constructine critque...the gems look too plastic. I am an avid zelda fan and they almost sparkled in the game. These look like cheep costume jewerly to me. Besides that looks great. Btw any way you would share the master sword on rock? If so send it to xavier587@gmail.com
>>
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It already looks better than the n64 version. What's with the hate?

Op can and should do better but, pretending like this is shit is just lazy fag being butt hurt someone took the time to make something and post it.
>>
This actually looks pretty awesome.
>>
Thanks guys!

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So I'm new to modeling and would like advice on this dog's face topology.

What are some things wrong with it? I'd like to animate it.
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>>460690
It's truly terrible. I have no clue what the fuck you were thinking making the monstrosity. good luck.
>>
>>460682
Make more egdes between it's eyes and nose and where the mouth ends.When dogs bark sometimes there nose creases up a little from when their upper jaw moves upwards.If it's going to be lowpoly you prbably won't need to do this.Do you have dog?If so just look at him/her and look how it's neck and face moves.

Also ears don't look floppy enough.Don't make them bigger just add more edgeloops around it.
>>
>>460735
Is she a midget or is that dog one of those animals that are born too big and die after like 5 months.
>>
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How bout the changes I made to it? I think there's still something wrong with the mouth area.
>>
>>460859
Yeah you should see how the mouth looks like when it's closed it might give you a better idea of what to do.

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Just as the title says

How can I raise the polycount of a specified area and leave the rest of the model unchanged? Can't seem to find a method for this.

Trying to lower my .stl model to about 100MB and with the current subdivison I get about a 600MB file size.
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>>
>>460889
what program is this?
>>
>>460893
It's blender.
Shift E, add a crease.
>>
>>460895
Why should I add a crease, where, and on what?
>>
>>460909
what are you trying to do?
>>
>>460909
So you want to make the handle not have the inside bit?
The handle doesn't have to actually be connected to the door to work, you just add a new cube and line it up with the door so that it appears to be connected to it, then juts make the handle from that.


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