/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.
>>477112 looks so much better, but her chin/jaw seems too rounded now. I would make the chin a little sharper and the jaw line a bit straighter, but that might change the look of ethnicity. The eyes just look dull. Eyes are highly reflective and catch a lot of light. Try forcing the ambient colour brighter and add sharp white specular reflections.
>>477436 I actually added some eyelashes this weekend. I think they help a lot. Need to add better eyebrows though.
>>477157 Awesome, I'll give that a shot. The big issue I'm having is that I think the eyes look pretty good up close (at least in my opinion) but the more I zoom out from the model, the deader and more generic they look for whatever reason. Maybe your advice will help out with that.
I'm a bit bummed because I'm making it for a game project and I thought I was done this weekend and as soon as I show it to the non artists on the team they told me that they think it looks too unrealistic and told me to make it look more like the sims for some reason. I respect the opinion of anyone critiquing my stuff, it was just a bit disheartening to put as much time into it as I have and completely redoing the face pretty much from scratch just to hear that it wasn't good enough. I'll get over it, just wish I knew exactly what they want me to change. their crits are vague.
>>476041 Modo's kind of come of age since. Its animation workflows and responsiveness are a lot sharper than Maya now. For one, it supports non-destructive modification of rigging, has full support for baking out animation in a huge assortment of formats, supports dynamics, simulations and a huge schematic driven animation driver if you want to create more complex things like treads or the parts of a clock or dependency/response components of animation using a nodal control system.
>>477438 >Modo's kind of come of age since. Its animation workflows and responsiveness are a lot sharper than Maya now. For one, it supports non-destructive modification of rigging, has full support for baking out animation in a huge assortment of formats, supports dynamics, simulations and a huge schematic driven animation driver if you want to create more complex things like treads or the parts of a clock or dependency/response components of animation using a nodal control system.
I like modo but last time I tried to rig a character in it I had huge trouble, the biggest issues I had were trying to add clothes or projecting existing rigs weight maps onto a new meshes. Trying to keep weights symmetric as I painted them. Lastly I could not get shoulders or elbows working well, all the tutorials and demo videos I found for rigging in modo just use easy rig cartoonish stick figure limbs. I tried setting up morph maps but it quickly became a mess, symmetry became a huge issue again.
I'm very inexperienced at rigging, so I am not sure how it compares to other programs. I'm conflicted what to do next time I want practice rigging and posing a human character, due to the volume of tutorials around Maya or Blender looked easier for this task.
HOW DO I BECOME A 3D GOD I HAVE NO ART SKILLS WHATSOEVER AND AM PROBABLY GOING TO ASK YOU HOW TO PIRATE EXPENSIVE SOFTWARE ALSO HOW LONG BEFORE PIXAR HIRES ME AND WHERE'S MY BONG DUDE IT WAS RIGHT HERE A MINUTE AGO
what program/method is used to make something like this? I am guessing it's boning/meshing a 2d image. I'd like to know how they transition between images (shape of mouth changes for instance) Are there tutorials/instructions for this as well? Thanks /3/.
Nightmarish approximations of the human form, writing in their synthetic flesh. Each motion deliberate and smooth. Their algorythims attempt to mimic our natural fidgeting, but their failings are in their overestimations.
hi t/3/pots, just wanted to start a thread with a list of links to procedural modelling software, scripts addons etc, as long as they are either: -procedural/mathematical or -a 'wizard' type software, geared to design of one type of object . pic obliquely related
http://www.e-onsoftware.com/products/plant_factory/ Lindenmayer system: http://en.wikipedia.org/wiki/L-system ng plant: http://ngplant.sourceforge.net/ tree designer[lightwave]: http://www.polas.net/trees/index.php
city and building makers city engine: http://www.esri.com/software/cityengine scene city plugin for blender: http://cgchan.com/scenecity/ building generator plugin for 3ds max: http://tysonibele.com/building-generator/
abstract shapes, not geared to a particular purpose structure synth: structuresynth.sourceforge.net/ fugu: bp.io/fugu/old/ article on procedural techniques in Blender : http://lesterbanks.com/2013/05/exploring-random-and-generative-modeling-techniques-using-blender/
I did a really good 15 hour 5 part tutorial that I am sure was well known amongst the student modellers here. It appears to have been remove from youtube so my guess is he may had moved the tutorials onto digitals tutors or Lynda or something.
Don't know how serious you actually are, could be just another delusional fan with no passion. Learn how to draw first. Learn how to diagram 3D space, place simple geometry and organic shapes in that diagram, the importance of line quality and weight, value, colour theory, character & costume design, human proportion and anatomy, thousands of life drawings, animal anatomy and drawing. Cartooning should be the last thing here.
Now you study life itself, how people behave, move and talk - this is extremely important. You STUDY not just watch visual media of all types, cartoons to film to real life. Do this while you continue to study everything listed below.
2D animation is next. Learn the twelve principles of animation and cartooning. [Squash and stretch, follow-through & overlap, easing in and out, arcing, secondary action, straight ahead/pose to pose, solid drawing and appeal] tools and techniques for appealing visuals, [anticipation, staging, exaggeration, timing, spacing] derivatives of acting, your characters life spawn from this.
Your goal is to animate in 3D to trace for 2D? That is a waste if you learn to be a good draftsman by doing the above.
>>475462 I didn't get your question, anon. Are you asking if it's going to be animated? Yup, I certainly hope so :) The concepts and model went to be pitched to networks and etc and the answer should arrive around early july, or sooner.
>>475465 >Are you asking if it's going to be animated? Yup, I certainly hope so :) The concepts and model went to be pitched to networks and etc and the answer should arrive around early july, or sooner.